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AxiomVerge's profile
Tom Happ
Tom Happ
Tom Happ
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@AxiomVerge

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Tom HappVerified account

@AxiomVerge

Maker of Axiom Verge, husband to @WastedFashion, dad. He/Him. AV2 is coming to Switch and EGS in 2021! http://axiomverge2.com  Get AV1 on consoles+PC now!

West Hills, CA
axiomverge2.com
Joined January 2009

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    1. Tom Happ‏Verified account @AxiomVerge 1 Mar 2019

      There is a certain quality to snes era games where instead of shading sprites as a whole entity, they shaded each individual part. The result is kind of like a bas relief sculpture, and isn't realistic... but it also makes them feel more authentic and console-y.pic.twitter.com/KWYXQoBbrS

      13 replies 90 retweets 438 likes
      Show this thread
    2. Altermaven of Interesting Output‏ @int_output 2 Mar 2019
      Replying to @AxiomVerge

      There's always this little thing about the SNES and the wider colour spectrum that makes adding extra detail all that more amazing, because of the extra options.

      1 reply 0 retweets 4 likes
      Tom Happ‏Verified account @AxiomVerge 2 Mar 2019
      Replying to @int_output

      I suspect they especially wanted to show off that the art was really 16 bit, after years of being limited to more flat shading. Even if an area (e.g. rear arm/leg) should be in shadow and not have detail, they would make it lit with lots of detail.

      11:41 AM - 2 Mar 2019 from Enterprise, NV
      • 2 Likes
      • Altermaven of Interesting Output Humbird0_main
      1 reply 0 retweets 2 likes
        1. New conversation
        2. Altermaven of Interesting Output‏ @int_output 2 Mar 2019
          Replying to @AxiomVerge

          That's what I believed as well. At first, a lot of the games were based on the 16-meg carts, and a lot of the Japan end was sporting 32-megs of prowess. Here in the US, the color pallette was quite epxansive, and the designers wanted to *show* it, with the extra detail.

          1 reply 0 retweets 1 like
        3. Altermaven of Interesting Output‏ @int_output 2 Mar 2019
          Replying to @int_output @AxiomVerge

          It wasn't until later in the US lifecycle that 32-meg carts became a thing, and the usage of software that ported 3D rendered graphics to 2D aspects for that extra "vividness" courtesy of Rare actually pushed the boundaries on that design. It was incredible, seeing that.

          0 replies 0 retweets 2 likes
        4. End of conversation

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