So in other words no, it didn't have the filter.It looks more like this.
or
Which look even better if you zoom out to a more accurate size.
That doesn't account for every single screenshot, gif and video of the game on the internet having what appears to be that exact same, somewhat idiosyncratic style of filtering applied to it. It's the "default" for Metal Slug, where for just about any other old game, "raw" screenshots are what you expect to find unless somebody has gone out of their way to apply a filter to it.
Case in point: literally every single other screenshot or gif of an old pixel art game in this thread.
That makes sense I suppose.I'm guessing that all the ports of the Metal Slug games have the filter enabled by default. Pretty sure the original arcade version of MS6 had a filter on as well, and that MS7 came with one as well.
I don't know why other older games don't have filters on by default. Maybe their fans really like jaggles.
It looks more like this.
or
Which look even better if you zoom out to a more accurate size.
So in other words no, it didn't have the filter.
unlike what the second screen says imo the problem aren't indies but those pixel art "purists" that want to see razor shap pixels(and that indies try to make happy), those who lived in the 8/16bit era know that games tried to look as round and cartoony as possible(as it's visible in the screens you posted).
Adding a shader wouldn't solve anything(but i'm in for more options!), 8/16bit games were made with CRT in mind so they used to take advantage of CRT's features, the same can't be said for indies so the results wouldn't be the same.Course not.
I think the only problem (and it's a minor one imo) is that every game that uses pixel art doesn't include a decent, toggleable, CRT shader, or at least a scanline filter.
What grinds my gears, with the pixel art on the high res displays, is when they "rotate" the objects as they are, so that the whole blocks of pixels are at an angle, instead of proper animation. (flappy bird could be given as an immediate example, when the bird takes a nose dive.)
What grinds my gears, with the pixel art on the high res displays, is when they "rotate" the objects as they are, so that the whole blocks of pixels are at an angle, instead of proper animation. (flappy bird could be given as an immediate example, when the bird takes a nose dive.)
It's really easy to miss, but this is actually a 3D game with some fantastic shader effects. One of the devs had an interesting talk about it at GDC a while back.
It is 3D graphics.No GGXrd is not a 3D game, it's 2D. There is no gameplay involved in the Z axis. Everything is contained in an XY plane.
Also almost everything on the amiga because many of its games had a dinstictive artstyle(not really representative but whatever)
Jetpack Squad
This reminded me that i really appreciate macintosh games(It's just 2 colors, black and white, no greys!)Cosmic Osmo, maybe the greatest game ever made for Mac.
It is 3D graphics.
itsbeautiful.jpg
Subbing so hard.
Edit:
I was wondering the exact same thing so I did a bit of research. Unfortunately it seems it hasn't released yet, although it was announced back in 2015, hopefully it didn't get stuck in development limbo. It's from the devs of Intrusion 2, which is itself a pretty good and visually impressive game, so let me take advantage of this fact to post some images appropriate to this thread.
You should check out this threadThere's one thing that I've been wondering about for a while now. Your screenshots, like virtually all Metal Slug media out there appear to have some kind of interpolation filter applied to them. Even mame screenshots taken in the original resolution look like they have it. It's so prevalent that when I turn it off in ports/emulators that allow you to do so, the result actually looks "wrong" to me, which is the polar opposite of what my preferences usually are with regard to pixel art.
My question is, does anybody know if this was the original intended look for Metal Slug? It's so universally prevalent that I'm starting to wonder if it was, even though it would be really weird for a game from that time period to apply filtering to itself.
Where does the OP say anything about no 3D graphics being allowed?
Adding a shader wouldn't solve anything(but i'm in for more options!), 8/16bit games were made with CRT in mind so they used to take advantage of CRT's features, the same can't be said for indies so the results wouldn't be the same.
OP should update to 2D/3D art style.
Great taste!Slain
Ori
Cuphead
Owlboy
You too. Slain is the fucking coolest looking game ever, I swear.Slain
Wow, I have the Saturn import version of this game! Pretty damn obscure. It was called in a 3-pack game called "Wonders Three" and that particular one was called "Roosters", IIRC. It played kind of like Ghouls N Ghosts but a bit more shooter-like.3 Wonders
Jumping on the SNK Bandwagon here, but Garou is beautiful.
Does Ghost Trick count? I can't tell if the animations are prerendered 2D sprites or real-time 3D.
Also almost everything on the amiga because many of its games had a dinstictive artstyle(not really representative but whatever)
Slain
Ori
Cuphead
Owlboy
Hyper Light Drifter
Yoshi's Island
yeah coolThread can be for whatever people feel like posting, there are no hard rules ...
BITMAP BROTHERS
The Topic and the OP strictly stipulate 2D games. If it didn't, I'd have a large mountain to share.
And you think Guilty Gear is not a 2D game?
3D models != 2D game
Wonder Project J2... although some of the games here are just... impossible to match!
The point was already brought up already before you. And it does use dynamic angles.
Muramasa The Demon Blade
I actually like Muramasa more than Dragon's Crowd visually.Muramasa is a crazy beautiful game. It's the backgrounds which get me; they're so astonishingly pretty, and there's normally some lovely motion going on in them.