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“Return of the Obra Dinn” Development Log
- sp332 10y agoI know it's in giant letters across the top, but because of "banner blindness" I missed the link to the preview build: https://forums.tigsource.com/index.php?topic=40832.msg1238101#msg1238101 https://forums.tigsource.com/index.php?topic=40832.msg123810... It's short but it gives you a good idea of the main mechanic and the aesthetic. Check out the settings menu to switch between multiple ways of rendering the 1-bit graphics.
- keyle 10y agoIt was interesting, I missed a few things but highly recommend it for the experience.
- sunkencity 10y agobig fan. just love this style / mac user since 1986.
- deepnet 10y agoWhen a lurking mathematician, Brent Werness, invents a sweet new type of detail preserving dithering for Obra Dinn as a devlog comment. https://forums.tigsource.com/index.php?topic=40832.msg1212805#msg1212805 https://forums.tigsource.com/index.php?topic=40832.msg121280...
- tehrei 10y agoAnother interesting way of dithering would be http://johanneskopf.de/publications/blue_noise/ http://johanneskopf.de/publications/blue_noise/ but that might take away from the sought aesthetics.
- deepnet 10y agoThe game's author Lucas Pope compares the new dithering with blue noise here : https://forums.tigsource.com/index.php?topic=40832.msg1217196#msg1217196 https://forums.tigsource.com/index.php?topic=40832.msg121719... Visually Werness algorithm is the best, and Pope concludes: "What Werness built is a hybrid between noise thresholding and progressive error diffusion... he's turned the algorithm inside out - instead of spreading one pixel's error to its neighbors, each pixel sucks up the error of its neighbors... this affects a diffusion of the errors. "