Added: 1 year ago
From: Radxix
Views: 897
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  • This certainly does seem to be the drawing process, seeing as how mistakes in the art are sometimes fixed later as though the artist noticed it later and fixed it.

  • You get a SLARG/10.

  • This is fantastic!

  • Thanks for the trip down memory lane! I played everyone of the King's Quests, Space Quests, Leisure Suit Larrys.. all so good. Space Quest was always my favorite. This gorgeousness of this art really stands out still today given the limited palette the artist was working with. Loved the song you put this too--very funny.

  • Dude, that is so cool...what is that background music?

  • Beautiful artwork.. just amazing... it's just not like this anymore... it lost it when they moved to 256-color digitized artwork.

  • I had King's Quest II on my Tandy 1000 SX and the drawing was slow enough you could see it being drawn and filled. However, I had Space Quest III on the same system, which much more complex artwork, at double the resolution (320x200 instead of 160x200) yet I don't recall being able to watch it be drawn. Perhaps King's quest drew in Video RAM (meaning it could be seen, and was slow, as reading VRAM [for flood fills] is slow) and Space Quest used RAM (meaning it couldn't be seen and was fast).

  • this is when their artwork was the best...

  • this is awesome

  • Definitely super cool, but feels wrong somehow that it doesn't play back all the mistakes and corrections the artist probably made along the way, all that is included is what went towards the finished image, and you cant see all the other things it could have been.

    but yeah, super cool! :)

  • That was incredibly fascinating to watch. Thanks for taking the time to upload it. I wonder if you could ping the original artists and have them watch it. I'd love to hear what they think.

  • Wouldn't it in theory be possible to generate *high* quality renders of these using some form of interpolation?

  • @LordMADevlin It would be possible to generate high *resolution* renders, but not higher quality. If the artist drew a curved surface as three polygons, and shaded each differently, it's not easy to suddenly turn it into N polys and interpolate the shadings. Simply because the vector format very likely does not encode any higher level data saying that certain polys comprise a larger object which can be interpolated. (Maybe you could use some heuristics to possibly identify higher level shapes.)

  • @newobj Indeed a good point..

    I wonder if anyone has actually tried though?

  • @LordMADevlin Yeah, the FreeSCI virtual machine could do this before they decided to ditch the feature in the merge with SCUMMVM. Check out the very bottom of the media page of the FreeSCI website to see a couple examples showing neat scaling (without the awful blur later versions use). Apparently it was buggy and didn't always look all that great but I guess it's possible. I tried playing around with the idea a bit today but didn't get anywhere.

  • @Radxix Man, that sucks. Is the source to FreeSCI available? maybe you can have a look at their code to inspire you or somethin'

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