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today's software preservation taskone of the great crimes of the 21st century was that Mark Jones' (Core Design) Darkmere - an isometric adventure-RPG for the amiga - was poorly visually documented by the usual places like lemonamiga/mobygames/etc.

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  • today's software preservation task

    one of the great crimes of the 21st century was that Mark Jones' (Core Design) Darkmere - an isometric adventure-RPG for the amiga - was poorly visually documented by the usual places like lemonamiga/mobygames/etc.

    perhaps for that reason alone, few remember just how incredible mark's pixel work is. using a tightly compressed palette of 16 colours for title screens and 32 colours in-game, he produces some of the best-lit scenes i have ever seen. all hand-dithered, no less.

    it's one thing to paint beautiful pixel art stills for circulating on social media; it's entirely another to build them as modular assets to be used in a game. mark's ability to tackle both jobs is a masterwork.

    thankfully, mark is his own best archivist, and kept a treasure trove of screenshots from the project. he provides an extensive commentary on the creation of each sprite/tile and the overall style of the game, as well as his memories of designing and building it.

    (daggerfall fanatics may recognize some of the assets - trees and mushrooms - re-used in that game!)

    read his entire writeup on Darkmere here:

    https://web.archive.org/web/20171104143619fw_/http://www.mjonesgraphics.com/darkmere.html

  • Andre123 :tux: :gnu:undefined Andre123 :tux: :gnu: ha condiviso questa discussione

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