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Tangent: I finally got to the point where I could start experimenting with different "sub-pixel" texture techniques for a 5:6 scaler for #SCI0. Here are some examples of just a few ideas:
TL: Just Scale
TR: 1x1 Fine Dither
BL: Noise Dither
BR: Randomized Sub-Pixel Textures
Construction of Room #7. Sierra Christmas Card 1988: A Computer Christmas. #PixelArt #SCI0 #Sierra #AdventureGame #RetroGaming #DOSGaming
Construction of Room #5. Sierra Christmas Card 1988: A Computer Christmas. #PixelArt #SCI0 #Sierra #AdventureGame #RetroGaming #DOSGaming
Construction of Room #4: Winter Wonderland. Sierra Christmas Card 1988: A Computer Christmas. #PixelArt #SCI0 #Sierra #AdventureGame #RetroGaming #DOSGaming
Construction of Room #1789: The Peepholes. The Colonel's Bequest (1989), Sierra On-Line. #PixelArt #SCI0 #Sierra #AdventureGame #RetroGaming #DOSGaming #LauraBow
Construction of Room #1498: The Elevator Controls. The Colonel's Bequest (1989), Sierra On-Line. #PixelArt #SCI0 #Sierra #AdventureGame #RetroGaming #DOSGaming #LauraBow
Love seeing reinterpretations/re-masterings of these scenes in a new style. The EGA dithering techniques they were using for #kgiv really didn't work great for those night scenes—that palette is *unforgiving*. Compare that to Colonel's Bequest, which mostly takes place at night. https://t.co/NvRBAGYlIg