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Comments (25)

  • m12k
    If you find this interesting, you might also be interested in this video of someone diving even deeper into how to make the dither surface stable: https://www.youtube.com/watch?v=HPqGaIMVuLs
  • tesseractcat
    If anyone finds this interesting, I'd like to plug my post analyzing a similar technique, but generalized for perspective pixel art: https://tesseractc.at/shadowglass
  • progforlyfe
    I grew up on the small 6 inch 1 bit Mac SE display so the art style has a special place in my heart. Sadly I'm too "dumb" to fully enjoy the game as it requires a lot of attention to detail -- amazing if you enjoy detective style puzzles! I still highly respect it.
  • rokkamokka
    I gave this game a shot but honestly the art style got in the way of the gameplay for me. Fun to read how much effort went into it
  • surfsvammel
    I absolutely loved this game. I still think about it often, the story and the characters. I wish there was more games like it.Interesting read!
  • abetusk
    I keep feeling like there's a set of fundamental assumptions that can be optimized for, or relaxed and optimized for, in order to get at what a better method might be.For example, stability of dithering under rotation and or some type of shear translation. What about stability under scaling?There's been some other methods that essentially create a dither texture on the surface itself but, to me at least, this has a different quality than the "screen space" dithering that Obra Dinn employs.Does anyone have any ideas on how to make this idea more rigorous? Or is the set of assumption fundamentally contradictory?
  • HelloUsername
    Previous discussion of "Stabilizing the Obra Dinn 1-bit dithering process (2017)" on 08-nov-2024 https://news.ycombinator.com/item?id=42084080 114 comments
  • jay_sar
    Actually saw a great youtube video about this recently - very cool how they were able to accomplish this. https://www.youtube.com/watch?v=_3qzyAHMoUU
  • paultendo
    What a fascinating deep dive. 2x with sphere mapping is my favourite - it starts to take on a sort of pointillism-like quality which gives all the objects (or maybe my brain) a sort of understanding of their texture.
  • martinknopf
    I remember following dukope‘s well-written devlog back then. Even tried to reproduce his edge detection for a game jam. Thanks for digging this out.