17 comments

  • car 6 minutes ago
    When the Mac and Atari ST first hit the market in the 80's, there were Comics created in this 1-bit "ordered-dither" style. For error-diffusion dithering (Floyd-Steinberg etc.), you needed more bits per pixel, to carry the error.

    SHATTER:

    https://imgur.com/gallery/shatter-1984-was-first-commerciall...

    Robot Empire:

    https://www.reddit.com/r/atarist/comments/xgs4rh/comicbook_c...

  • m12k 5 hours ago
    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
    • dpatterbee 3 hours ago
      This really is a fantastic video. I don't think I'd considered many of the ideas behind dithering before seeing how it could be extrapolated to this degree.

      The video ends in a place where I suspect even further advances could still be made.

      • m12k 2 hours ago
        There's a follow up video with variations of the technique (some of them with color) demonstrated in a game: https://www.youtube.com/watch?v=EzjWBmhO_1E

        But yes, there's still the issue of oblique angles looking different that still remains open AFAIK.

    • whtrbt 2 hours ago
      Very cool! The dither is no longer in screenspace though, which kills the retro charm.
      • m12k 2 hours ago
        Fair point, though I think that when it's low rez enough, it becomes less apparent that it's not in screenspace, and it gets closer to a retro look: https://youtu.be/EzjWBmhO_1E?t=102
  • tesseractcat 3 hours ago
    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
    • ZeWaka 3 hours ago
      Thanks!

      As a retro game dev and pixel artist, this is a lot more more preferable than the constant shimmering of other recent techniques such as Texel Splatting (https://dylanebert.com/texel-splatting). Love how stable it is, reminds me of billboarding but is clearly 3D.

      Edit: Ah, I didn't finish reading the blogpost - didn't realise splatting was based on yours. I actually like your variant a bit better, but perhaps that's just due to the choice of textures/models.

  • vagab0nd 48 minutes ago
    This is great from a technical and artistic perspective. But for me personally, the visual style ruined a great game. I love detective/deduction games. I'm listing some of my all-time favorites in this genre. I'd love to finish Obra Dinn, but god it just makes my eyes hurt so much.

    The Case of the Golden Idol

    Chants of Sennaar

    Her Story

    IMMORTALITY

    The Painscreek Killings

    The Roottrees are Dead

    Type Help

  • QuaternionsBhop 16 minutes ago
    The final dithering effect appears to be mis-sampled and is no longer 1 bit per pixel
  • progforlyfe 4 hours ago
    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.
    • teaearlgraycold 3 hours ago
      I got half way through but honestly just don't enjoy the core loop enough to finish. And it's the kind of game you need to finish in one sitting else you're shit outta luck and need to start over.
  • aqme28 1 hour ago
    One of my favorite games of all time. An incredible kind of puzzle, oozing with its own weird style.
  • rokkamokka 5 hours ago
    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
    • rags2riches 4 hours ago
      Interesting. I was really impressed by the art at first, taking joy in exploring that as much as the scenes themselves. But it soon faded out of focus as I was engrossed in the story and gameplay.
    • GuB-42 1 hour ago
      Same thing for me, I love the technical aspect in the same way I love the demoscene. The visuals are original and very well done, so much that it is now almost impossible to talk about dithering without mentioning the Obra Dinn at some point.

      I am also a fan of puzzle/detective games, and this is an excellent one.

      Truly a masterpiece in both visual and gameplay, but together... not so much. For a game where understanding every detail of the scenes is critical, it felt I was fighting the game engine. Many times I wished I could turn off the dithering effect and see the underlying models with more standard shading. At no point it felt unfair, they really did a good job making it functional, but it was a distraction.

      Not enough of a distraction to stop me from completing and enjoying the game and art. But hadn't the art style been unique, I would have enjoyed it much less.

    • Waterluvian 5 hours ago
      Yeah. I’ve wondered if the game could be a total hit on some possibly-not-yet-real eink display that can reproduce the intended effect at 60fps without such eye strain.

      As a kid I imagined playing Cosmic Osmo on actual magical paper at my desk at school.

    • bombcar 5 hours ago
      Some of the examples in the post are really bad, but even the last one has "flickering" not of the dithering pattern but of the edges, which feel "off".
      • mattmanser 4 hours ago
        Have you played it?

        In the game it's pretty great.

        • bombcar 4 hours ago
          I have and wasn't terribly bothered by it, but that may have changed if I had done it on large screen (TV).
    • vova_hn2 5 hours ago
      Yeah, I also loved the idea, but found that playing it require me to strain my eyes too much and abandoned it. One of those games that is more fun to read about than to actually play.
    • ngokevin 5 hours ago
      Mostly enjoyed it but the art style gave me motion sickness during and after each session where I had to stop (playing on a TV).
  • surfsvammel 4 hours ago
    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!

    • duncanscomments 3 hours ago
      Agreed. The game is tied together so well with its deductive gameplay, art, and music. I also appreciate how difficult it is, I was banging my head against it frequently during my playthrough - but the "aha" moments are so worth it.

      I picked up Blue Prince after - completely different game in most respects but hits some of the same satisfying puzzle-solving/deduction notes.

    • teamonkey 1 hour ago
      Some other good ones based around deduction:

      The Case of the Golden Idol

      The Roottrees are Dead

      The Seance at Blake Manor

      Chants of Sennaar

  • abetusk 3 hours ago
    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?

  • pmarreck 54 minutes ago
    These techniques were all the rage on early Macintosh things
  • HelloUsername 5 hours ago
    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 5 hours ago
    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 5 hours ago
    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.
  • WhitneyLand 1 hour ago
    “The output is no longer 1-bit”

    I thought that constraint was the whole idea?

  • antics 1 hour ago
    > It feels a little weird to put 100 hours into something that won't be noticed by its absence. Exactly no one will think, "man this dithering is stable as shit. total magic going on here." I don't want to give people problems they didn't know they should have though so it was worth fixing.

    I mean maybe it's just me, but that is literally the first thing I noticed and I appreciated it so much I instantly bought the game. I don't even play video games much!

  • martinknopf 5 hours ago
    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.