Let's say hypothetically that I asked someone to buy a coin on eBay, and hold it for a year. The goal of that exercise would be to pick the coin that appreciates in value the most over that year.
So given those parameters, which coin would someone pick, and why? See, that's a form of arbitrage, because you're buying something on eBay and selling it back on eBay.
The idea that "some poor third party sap" is paying more is not correct, because the second buyer of the coin is presumably paying MARKET VALUE for the coin, and presumably can sell it again at market value (no loss), and can possibly even wait some time for the coin to appreciate again.
In a free market people exchange goods for however much money they value the goods at. The prices (price = what people value something at) of some of those items are in constant flux, thus there become opportunities for arbitrage. People in the financial community already know this, although they don't apply those principles to eBay.
No single person is a sap, people just a) Value (assign price to) things differently and b) Have different abilities to pay, i.e., Bill Gates could pay a whole lot more for something than say, someone living in a third-world country...
>As an artist, I want my games to be 1080p with unlimited colors and animation.
For an artist you don't seem to understand artistic intent, statement, the power of limitations, and stylization.
>Pixel art looks like stitching. When will everyone grow up?
Again, this is not an "artistic" judgement, and it would be laughed off in any actual artistic school. Artists choose their tools and impose all kinds of stylizations and restrictions on themselves.
There's nowhere in aesthetics that says "more X = better art".
That would be like talking down on people playing americana music because we now have Techno and EDM and modern tools...
Well, it actually runs on low end hardware with that resolution. It's also meant as educational tool, and for kids creating small pixel sprites is certainly easier than high res high quality graphics.
For me I do it this way:
1. Get a sprite system, audio, sfx, save state, game loop solution going for the platform (GBC). Usually something is available like Cocos.
2. Create the game! Sprites, animations, sounds, game code for all parts.
Then I test play, and iterate until it’s ready to share.
Starting from scratch like this website is like starting from step zero, not step one.
Yeah, nooooo. Cocos2d is a relatively heavyweight game engine aimed at platforms with bitmapped graphics and lots of CPU and memory. It's completely unsuitable for an embedded system like the original Game Boy, which uses hardware tile/sprite graphics and has very limited compute resources (4.19 MHz Z80-like CPU, 8 kB SRAM).
If you look at this post by cultus you'll see how to share the exact opinion you describe, without violating the HN posting guidelines like glibgil's comment did:
Sounds sad.