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Comment by 👺 daruma

Re: "How space efficient is pixelart compared to other ways to..."

In: s/PixelArt

well pixel art comes from early video game that didn't have much storage. You have to take in consideration how many colors you are using and what resolution you are working with. When you look at early character design, you'd probably use a few bytes of code to create these illusion of a drawing. At the same size a JPEG might be a few Kilobytes, so a thousand time more. I say illusion here as this used to be the goal, as the first comment mention. What is the minimal amount of pixel can you use to give the illusion of a face for example.

👺 daruma

Oct 09 · 2 months ago

3 Later Comments ↓

🌲 Total_FLOSS [OP] · Oct 09 at 19:11:

@HanzBricks alright, but can a JPG be made of the same storage-size as low sized pixel-art and still represent concepts (spacestations, moonbase, pub) better?

🌲 Total_FLOSS [OP] · Oct 09 at 19:21:

Okay thanks. Also is there a way to reply to one specifi<k user or do I have to type @username everytime?

❄ uwu · Dec 05 at 10:22:

My images with the size of around 500x500 pixels and ~10 colors are around 8-20 KB. This is when you save the file via RGB, It is even less when it is saved with indexed colors, around 40% smaller size

Original Post

🌒 s/PixelArt

How space efficient is pixelart compared to other ways to portray images of the same detail? Wondering if it would then be an optimal way to portray images without having to use ascii art in lagrange. Because you don't really know how it will look like with a unique font. PixelArt is simpler. And it gives Retro vibes that really fit in Lagrange and geminispace.

💬 Total_FLOSS · 5 comments · Oct 09 · 2 months ago