HD portraits and text being overlaid on top of low-res pixel art isn't an unprecedented choice. Games like Celeste have done it years ago, though it's always been a bit stylistically divisive from my experience (see: the FF pixel remasters).
I do think there is a bit of a pragmatic element here too. Sticking to modern, commodity typefaces eliminates the burden of having to produce/source a fitting pixel font for a given locale (though in practice I don't know how much of an issue that is).
A new GBA game slated for 2024, and the meaning behind it
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Re: A new GBA game slated for 2024, and the meaning behind it
Being able to render a modern font is always a good fallback, and I wouldn't count on being able to find a ready-made retro-video-game-styled pixel font for locales that aren't Japanese or Latin-alphabet-ish, although there are some surprising exceptions to that.
Re: A new GBA game slated for 2024, and the meaning behind it
You could use something like Fixedsys Excelsior, an expansion of the Fixedsys pixel font shipped with old Windows to cover a wide range of scripts.
Re: A new GBA game slated for 2024, and the meaning behind it
DevkitARM made some major changes a few years ago that broke any use of VRAM/SRAM without using Volatile.SNESPlayer wrote: ↑Wed Aug 16, 2023 1:54 pmperhaps even a change of compilers in order to work with this game (presumably using devkitARM?)
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Re: A new GBA game slated for 2024, and the meaning behind it
SNESPlayer wrote: ↑Wed Nov 15, 2023 7:37 am Maybe it's just me but it felt kinda weird seeing that level of pixel-art mashed together with those types of HD drawings on the video, and fonts as well. Normally I am more used to both characters portraits and the font to be pixelated for consistency-sake
There's e.g. Monocraft.
My current setup:
Super Famicom ("2/1/3" SNS-CPU-GPM-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Super Famicom ("2/1/3" SNS-CPU-GPM-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10