Author Topic: How did Japanese developers create their artwork?  (Read 5174 times)

esteban

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Re: How did Japanese developers create their artwork?
« Reply #45 on: October 20, 2017, 08:49:12 AM »
Reading random articles from Iwasaki's blog, I came across this:
http://www.highriskrevolution.com/gamelife/index.php?e=124
It briefly explains how you work with DF. And for those confused, DF was just CE mentioned earlier here, as explained in another entry, that while CE (Character Editor) was the official graphics editor of the PCE, the version used internally by Hudson actually supported both PCE and Famicom, and they just shifted each alphabet of the name up and called it DF (just like how HAL in 2001 was actually named after IBM, by shifting each alphabet down). It seemed that many tools worked with both PCE and Famicom (at least the versions used internally by Hudson), as at least AS (Assembler) and LK (Linker) both had a Famicom mode.

As if I haven't plugged it enough, just OBEY and bookmark Iwasaki's blog!

If you didn't know it already, he was a columnist of game magazines BiTD, who also happened to be a chief programmer in Hudson. He's a director of Ys I+II, Far East of Eden II and later, Emerald Dragon. so language barrier aside, his blog is full of game related stuff, especially those related to PCE or Hudson, and there are also many valuable information on game design and technical stuff.


He is an intriguing figure, considering his unique perspective (how many folks have seen the industry from these vantage points?).

Surprisingly, he awarded PCE Deep Blue a score of 11/10 in  Famitsu (1983 Special Edition).
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spenoza

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Re: How did Japanese developers create their artwork?
« Reply #46 on: October 23, 2017, 06:18:38 AM »
Drive developers were... arcade and X68000 developers.  The worst-looking MD games were from Japanese home computer devs, naturally.

It seems odd to me that X68000 devs would make bad looking games. The X68k tended to have graphically impressive titles.
<a href="http://www.pcedaisakusen.net/2/34/103/show-collection.htm" class="bbc_link" target="_blank">My meager PC Engine Collection so far.</a><br><a href="https://www.pcenginefx.com/forums/" class="bbc_link" target="_blank">PC Engine Software Bible</a><br><a href="http://www.racketboy.com/forum/" c

ccovell

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Re: How did Japanese developers create their artwork?
« Reply #47 on: October 23, 2017, 02:50:09 PM »
Drive developers were... arcade and X68000 developers.  The worst-looking MD games were from Japanese home computer devs, naturally.
It seems odd to me that X68000 devs would make bad looking games. The X68k tended to have graphically impressive titles.

By that I meant MSX and NEC PC-88 etc home computers.

Phase

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Re: How did Japanese developers create their artwork?
« Reply #48 on: November 06, 2017, 03:04:12 PM »
Mainly sega stuff but still interesting. (This is part 2 of 3 videos)

gilbert

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Re: How did Japanese developers create their artwork?
« Reply #49 on: November 06, 2017, 03:41:45 PM »
sega stuff

Speaking of which, this is what EOA used to develop their PC and MD games BiTD:
http://www.bionictoad.com/animax/



Digi.k

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Re: How did Japanese developers create their artwork?
« Reply #52 on: April 22, 2018, 05:12:14 AM »
I'm in the middle of watching  this right now but from 7.31 there is an interesting segment from Masayuki Suzuki who was as NCS/Masaya