In this thread goes all your 2D pixel art. Not 3D models, not 2D painting, not oekaki, just crisp and clean pixel art. Though, minecraft skins would be okay to post here.
any good tutorials on photoshop? cause im helping a friend with a game project in school. And he wants me to do more pixelated art. And i said i would read into it, and i've done a little homework. But more tips from you guys would make me happy!
Amazing! I've always wanted to get into Pixel Art, but i was always too overwhelmed to jump in, I guess...do you guys use Photoshop or Paint when you make pixel art?
I'll second the idea of making this a sticky. I've been doing pixel art a bit in my free time just to give my creative side a break from doing realistic 3d at work all the time, so any tutorials or awesome work like what people have posted above is fantastic.
ErichWK: Same here! I've been dying to try it ever since seeing syosa's work but it's just like "where to begin"? It really is best to just jump in and have a go though, you might surprise yourself
I use the pencil tool in photoshop (she says like she's done more than one piece of pixel art :'D)
Great work DemonPrincess. The little ones are my favourite. The big head ones, is that some style from a game? I think I've seen some like that on pixel joint before.
Not from any game specifically, but it follows style conventions popular among female pixel artists. They are sometimes referred to as pixel dolls.
I have tons more pixel art, but it's all a couple of years old at least. I can post some more if you guys are fine with that.
Alright, here's another one, then! It's a few years old by now. I spent what seemed like an eternity noodling away at the wings and hair. Doing pixel art really taught me to painstakingly draw hair, instead of making a few scratchy strokes and calling it good. :poly128:
This was an 8-bit rendition of Patricia Wagon I made for Wayforward (you can see it in the fanart section!). It's suppose to represent what what a Mighty Switch Force for Gameboy Color could look like (they made a GBC game before). I think it took me 2 hours to complete.
I also have the original "low res" sprite saved on my computer (they chose the bigger one).
@AndrewHelenek: Thanks man! I dunno that my process is really that interesting its just a lot of trial and error haha. Might do a timelapse in the future
Made another little dude used an outline this time
I love your style AtticusMars, it's all solid and depthy and niiice
Ashleighmills: Np! I found another good one but it's all in japanese :') You can still get the gist of it but it's a real shame as the guy has a lot to say! If you find it useful he has a whole load more on his blog when you click on the images
It goes into how he made this
Useful stuff, Nagicoa! I didn't know about that one.
Here's another one I did. I saved out a work in progress animation for it, too.
I was planning on making more outfits, that's why I made the whole body underneath. Never got around to that, though.
For the colors, I used the Avatar Palace universal palette. It's quite a challenge to use, because it lacks subtle skin tones. It does lead to very interesting color selections, which is what I like about it.
With a mate, we made this little 2D puzzlish game months ago.
Here is the link to play, its easy : http://simon-aublet.com/devblog/pixel-art/jumpn-spray.html (I higly recomend you to read controls under "credits" screen, you'll be able to switch chara with tab and reveal bloc by using your gun ^^)
madPXL: I think I remember that, do you have any pics of the NDS demo still? Really like what you've got going there, too bad it wouldn't really look like that on the NDS due to its crazy low resolution (256x192 iirc) widescreen it and it could work on the 3DS though
This is my first foray into pixel art, and I'm afraid I didn't really limit my palette at all... Maybe that'll be my goal for next time. Was really fun, though!
And, I also apparently neglected to think how it would look on grey, so enjoy the white field!
You're right! Back to the drawing board :')
This pixel business is HARD :') It's like... I know how I'd paint them normally but those methods just... don't translate well.
Oh man! I've been waiting for a thread like this! Incredible stuff so far. I've been dabbling for one of them there RPG maker game things- results so far...
Wow, this thread is fantastic! I've recently been working on some.. mediocre pixel art in my off time and this is super inspirational. Those tuts on the first page were great as well! Maybe I'll get my ass back on RPG Maker.
Hi guys! Loved this thread, here are some pixel art I did for my graduation project last year:
I find it nice that each screen of the game is made in 160x120px, which means even the biggest houses are like 40x40. I was searching for a grid with a good "pixel economy versus quantity of detail" ratio - simple, tiny, but not too minimalistic.
Furthermore, breaking this 160x120 limitation in the scene below, filling the screen with a "beyond the cliff" hi-res art by my coworker, ended up gifting the players with a nice, surprising moment:
I plan on trying different styles next time. During this project, I did not know much about setting a color palette and paying attention to what colors would make it all more beautiful and pixel-artsey. If you guys know any good tutorial on color, I'd love to learn from it!
The amazing stuff in this thread inspired me to do pixel art for the first time! and now I'm so addicted i wanna turn all the little thumbnails in my sketchbook into awesome 8-bit sprites!
I did whole bunch of sprites for a flying ship mod for King Arthur's Gold, I never did sprites before.
The game uses layer system which allows for sprite variations and animations, so I have damage variations too.
Did you create the sprites this big/at this scale?
I dont get how people up rez there sprites for better presentation without photoshop totally runing the look of things. Or are all the "high rez" shots of pixel art always created at that large size?
Did you create the sprites this big/at this scale?
I dont get how people up rez there sprites for better presentation without photoshop totally runing the look of things. Or are all the "high rez" shots of pixel art always created at that large size?
original sprites are on 256x256 sheet and this is magnified and nearest neighbour setting while blowing up the res for presentation.
haha I remember playing that at festival of games. It was very fun to play. I do remember it was much more low res, pixely back then.
I think the image compression makes it a bit blurry. We didn't change anything since FoG so it's still pixely and low res! http://lethalleague.reptile-games.com/
Ehh, I wouldn't call everything posted so far pixel art, but given that this site isn't about pixels, I will try contain my OCD urges. Because most stuff does tend to follow the aesthetic feeling.
This isn't true. You can also upscale by 3x or 5x (300% or 400%). It just needs to be in increments of 100%, or in integer numbers; 7 times larger is okay, 7.5 times isn't. Generally, I upscale by 2x or 3x if something is rather small. Only rarely do I ever go above that. (my avatar is sort of scaled 12x, though)
Pix - you might want to tweak your grey-brown ramp a bit, so you can get smoother shading on the balloon (unless you're going for cellshaded) and I think you can merge some of the darker colors of both brown ramps into one ramp. Dark colors are often a good place to save some slots.
Quesocotl - looking promising, for some reason I quite like the rock the most. All could use some refining, though.
Base - I think you could benefit from working on a slightly smaller scale and focusing a bit more on color choices.
Remmers - efficient stuff. You get a lot of use out of very few frames.
Lipedal - I think you could also learn a lot about color ramp efficiency, blending, and so on. You have a lot of colors in there, but the changes from grass to desert, and around the well are rather crude. I do quite like the overall feeling of the buildings, though. And the people seem cute too, but I would not animate them in a permanent T-pose.
St4lis - Very nice, and very Metal Slug. Though there's a sliiight clash between the some pixel art bits and some photoshop resized/filtery bits.
Tysho - While I like how these look, I think you would have been better off either going for a completely painted look including alpha-transparency or a more pixely look. Right now the binary transparency is a bit grating. I like ThunderMutt the most, even though he relies heavily on soft brushstrokes.
Nagicoa - I think you can be a slight bit more simple with the wings, and use a blend between the straight/abstract lines and a curvy dither-like pattern like you have on the neck/chest. I think you might not need the brightest color or the secondbrightest one. Maybe swap merge them, and add one color to blend nicer on the wings? Also, thanks for linking all the tutorials.
madPXL - Great stuff as usual. Last pic and the 3D work reminds me of how Minecraft should have looked; embracing its cubic abstraction rather than trying to apply mediocre 'realistic' pixel art.
Em' - Really liking the sky-city image. Looks very crisp, and the soft vignette keeps it modern. Nice approachable science/tech colorscheme too. The purple image is a bit less because you have several styles fighting; in particular the large pixels on the trees, and partially the more scribbly sprites.
DemonPrincess - heh, yes, programmer-designed palettes are a bitch. I'm of the opinion that every universal palette should have a brown/skin ramp just like it needs a gray one.
AtticusMars - Really liking this. It reminds me of, I think, Makkon's coop 2D knight brawler thingy. It could use some refinement, though. Have you considered adding a dash of color to him? Overall, good use of 8 colors.
Here's something fairly recent of mine:
Oh. And the banner I made just before starting this thread:
A few samples from a game I'm working on. First real experience working with in pixels, so tried to keep them kinda simple.
A little bit of the tile work for the stages, have a bit more that needs to be finished and added to the stages, just background stuff to look more lively.
haha, what about it caused you to spit out your drink?
Oh just that I'd worn that fire keeper robe so much I recognised it instantly.
madPXL: Really nice though I don't know what secret you mean
DemonPrincess: Great work with the EGA palette. I love the detail in the skirt. For some reason that skin colour always makes me think of the first Leisure Suit Larry.
DemonPrincess: Great work with the EGA palette. I love the detail in the skirt. For some reason that skin colour always makes me think of the first Leisure Suit Larry.
Ah yes, a great game that indeed used the EGA palette! :thumbup:
The only other options for EGA skin tones are the brown, which doesn't leave you with a shading color... or alternatively you could use the white with gray shading, like they did on Commander Keen.
I've never ventured into 3D art so I've never posted any of my own art here. I've been pixelling for several years (off and on) however so this thread represents a unique opportunity for me to actually share.
I've never ventured into 3D art so I've never posted any of my own art here. I've been pixelling for several years (off and on) however so this thread represents a unique opportunity for me to actually share.
So here's some stuff I've made over the years:
This one remains unfinished:
Did you actually work on The Binding of Isaac? :O
They look awesome.
Did you actually work on The Binding of Isaac? :O
They look awesome.
Sadly not. I would have loved the opportunity to work on The Binding of Isaac: Rebirth. I'm a huge fan of Ed's original vector art in Isaac, and was a little disappointed by Rebirth's art. These sprites were my attempt at faithfully recreating the vector art into pixel art. I wanted to make everything in the game but got a job working on an indie title in the middle of my project and had to drop it.
I had a bit of fun with subpixels today. Not a whole lot in terms of art, but some experimentation.
A 2x5 pixel font, with a 6x5 pixel intermediary shape to figure out what subpixels to use.
A simple set of diagonal lines, comparing regular greyscale AA with subpixel AA. The righthand (top-right) side is a mockup of how I imagined the subpixels to look.
So, I'm trying to get into some pixel art stuff... because I always loved it to death!
But I wonder about sizes... gnarf.
Maybe someone around here is kind and experienced enough to answer me? Please.
Regarding a platformer or oldschool rpg (with top down view, like old zeldas/secret of mana etc.) what would be good sizes for sprites and tilesets?
Thanks.
Games for the NES, GameBoy, SNES, etc. work based on a limited set of 8x8 pixel tiles (in hardware). But because 8x8 isn't enough to convey a lot of detail designers in the 8- and 16-bit era typically used 16x16 macrotiles as a basis for their art. You can see this clearly in titles like Super Mario, Zelda and Final Fantasy.
Sprite sizes were limited by hardware. Up to 8x16 for the NES and GameBoy, up to 64x64 for the SNES. But again, 8x16 isn't all that much, so developers would move multiple sprites side-by-side to resemble a single larger sprite. Typical sizes for overhead views are 16x16 (Zelda, FF1-5) and 16x24, 24x24 (FF6), platformers start at 16x24 and quickly go up to 32x48 and beyond (Mega Man X). Fighters have some of the largest sprites, Street Fighter II sprites stand over 80 pixels tall.
In addition to size limitations there are rather strict colour limitations. NES and GB backgrounds are up to 4 colours per tile, SNES 4, 16 or 256 colours per tile depending on mode. Transparency is one of these colours, so NES sprites can only use 3 actual colours. some tricks can be used however: Mega Man's face is actually a separate sprite in the NES games so it an be a different colour from the body.
Colour limitations are as important to the pixel art aesthetic as size limitations.
Of course, with modern hardware we don't really have the same limitations. Pixel art can be as small or as large as you want, without having to optimise for 8x8 pixel tiles. Pixel art games released today may use a larger 32x32 basic tile size, or do away with tiles entirely.
In other words, set your own limitations and find a style that suits you
If you want some numbers to work with, I'd say start out with 16² or canvas, and 4 to 8 colors.
I'm an advocate of giving yourself very strict and small limitations, to faster learn how the medium works. It forces you to think because you can't simply draw in all the detail like you would in a regular 512² texture. And the more you think, the more you learn.
And while 8x8 isn't much, it's enough to convey quite a lot of information still:
(though, yes that uses an absurd amount of frames given the size)
Never done a pixel character before, and never animated a 2d character either so this is quite rough. Missing a frame or two I know, but I like a couple of em!
First of all, fantastic work you've got here I would like to show you my very first pixel art. I did it for an Indiegame, which me and my friends currently developing.
First of all, fantastic work you've got here I would like to show you my very first pixel art. I did it for an Indiegame, which me and my friends currently developing.
edit: sorry for double post, but something strange happend.
Great work to everyone in this thread! As a beginner pixel artist, I'm very impressed! Could anyone give me some pointers on some work that I just finished? Looking at a few tutorials, I recognized some things I did wrong but I'd like advice from experienced artists.
One is from a WWII roguelike I'm making with friends (using the Legend of Zelda palette):
This other is from another little pixel project I'm making using only 16 colors. Lots of fun with it so far (have to fix a couple small tiling errors, but nothing big):
I did this piece for a contest at GOG.com which basically was "Take one of our games and make them look retro". So I chose Deus Ex and made this pixelart picture of it. I had to rush it a bit in the end and it shows. The HUD and all left of JC Denton was done first and the right side was basically rushed and I just added some objects so it wouldn't fell that empty.
It is rather unbalanced in composition and in colors but it was still fun to make and in the end, I won a gift code on the contest, yeay!
I'd love to do a pixelart game in the future, just need to level up my skills a bit first.
(Also, that "MEAT"-sign, god, it looks so horrible haha.)
PLing: Haha, thanks! It is one thing that I have been trying to improve on, since I'm not the best artist out there I atleast try to hit the mood I'm aiming for.
Bek: Yeah I saw that video, pretty funny stuff! I would totally dig a properly done sidescroller with all the Deus Ex-mechanics, conversations, exploration and so on!
This is a very informative section. ive gotten into coding 2D and sprite work myself in recent years..for fun that is..
Anyway I need more practice with shading but ive done more practice on animation
A move i re edited for a custom CVS2 terry bogard ive done. I re drew some things and just used different body parts of terry along with ralph's parts to make it happen.
start tackle down
Beat down
I always wanted my own terry bogard version to Have a swift EX take down move like Ralf from KOF.
Im practicing on bring my own original characters to life in pixel and code them like i do things for the mugen emulator engine
I had a bit of fun with subpixels today. Not a whole lot in terms of art, but some experimentation.
A 2x5 pixel font, with a 6x5 pixel intermediary shape to figure out what subpixels to use.
A simple set of diagonal lines, comparing regular greyscale AA with subpixel AA. The righthand (top-right) side is a mockup of how I imagined the subpixels to look.
dumping some from current folio. im glad we have a thread for this now
Oh man, lovely stuff. Those pixel guns! I can just see myself playing some game, seeing these in a ingame arms shop and browsing, thinking and deciding on which one I want to buy next for my character~.
Bought RPG maker recently and I plan to make a little RPG based on an idea I had a long time ago for a graphic novel. Yes... it's got zombies in it. :P
I wish there was more platformer based pixel art on this thread, it all looks awesome!
I would also love to see a tutorial on how to make an animated sprite, im so bad with 2D animation
Here is my submission to the weekly challenge on pixeljoint. The topic was Undiscoverable and limits was 9 colors max and only choose from 16 colors. I used 8 colors in mine.
feel kinda lame posting my stuff here those are all really good. but i made these quite a while ago, for this mmo. (i still dont know if they ever ended up using them there was talk of them being too detailed o.O)
Wow I opened this and the LowPoly Thread and I'm in heaven :0 Awesome stuff. I see some PJ'ers in here too : ). Well instead of spamming this with a ton of old work I'll just post 3 old things and a little menu I'm doing at the moment.
GB palettes are really fun! Also if anyone's up for talking about pixel art or seeing how pixel animations are done for games I do a bunch of streams over on twitch(twitch.tv/worldwithoutwords) if you wanna drop by. Or I'll just go stalk better pixel artists and hangout in their streams : D.
I did this for a Pacific Rim art challenge. Originally I just wanted to do a pre-battle scene kind of like on pokemon with a kaiju and a jaeger. I started doing some pixel versions of my sketches and it looked more like an NES game like Dragon Warrior and I liked it.
The top version is what I came up with just trying to do classic pixel game art. No restrictions really. Just doing it.
For the bottom I tried to emulate what could actually be shown on NES. I did a fair amount of research on the NES palette and the technical limitations. I went forward trying to recreate the top image with NES specs. Needless to say it was pretty challenging. I'm fairly certain the bottom image could be shown on NES but it might be more akin to an un-optimized scene in current gen-games.
Haven't posted on Polycount in a long time, but I like Pixel art and I figured that I'd go ahead and post some of the stuff I've done recently! Mine are a bit bigger though; usually about an inch across.
Haven't posted on Polycount in a long time, but I like Pixel art and I figured that I'd go ahead and post some of the stuff I've done recently! Mine are a bit bigger though; usually about an inch across.
Looks Like Ash from Pokemon. Nice Work looks good.
Guys what are you think about this ? Some Critics or improvement.
Looks great guys. I really want to make my self portrait in pixel style with photoshop.
Is there any tutorial on doing this thing? Or is there any other painting program specially for pixel art stuff?
@Up
I'm pretty sure that its Quote from Cave Story, not Ash. Great game, btw!
I created an attack and death sprite of a Scarab Beetle for some game that never got published. Pretty fun stuff. I never new there was a pixel art thread until recently. This makes me extremely happy. It feels good to take a step back from 3D Modeling and create some traditional pixel art.
Pretty cool thread. Wish there was as much work here as the Lowpoly and What are you working on thread. This is all great stuff. Reminds me of the good old Nintendo and Genesis days.
Haven't posted on Polycount in a long time, but I like Pixel art and I figured that I'd go ahead and post some of the stuff I've done recently! Mine are a bit bigger though; usually about an inch across.
Looks really awesome! His movement is awkward though, right arm and leg should not be going the same direction, same with the left. It's usually right arm forward and left leg forward.
Hey hey! Here is my submission for the weekly challenge over at www.pixeljoint.com. This weeks theme was "Inner Body Experience" and this is supposed to be some kind of alien brain cave or something 15 colors.
If you're interested in making games of your artwork and have an iPad check out our app GamePress. We have some artists who jumped on board and were able to make some cool games featuring their art really quickly and easily.
My friend James (Bobo) recommended I drop here. First off - there is soooo much fantastic art here, seriously!!! The talent level is incredible on every front. Super duper inspirational!
I've been working on a pixel art game called Boss 101 for a few months now.
***Warning - tons of animated gifs are in this post - hopefully they load quickly for you!***
Boss 101 - the story about a boy, his jetpack and MILLIONS of randomly generated bosses.
Join Max and S.T.E.V.E. as they adventure across the galaxy battling the baddies and bringing home the ice cream. Boss 101 is an arcade shooter and much more! We have procedurally generated levels, bosses and gameplay. On top of that we're bringing you as much humor and entertainment as possible while you play.
So yep, it's a shooter at it's core and at the risk of using "marketing-speak" we like to think it's a little more than that since it's got a story driving it forward. That's right, we said it. It's not JUST blasting robo baddies and rolling onto the next level. There is real human drama here folks. For one, did you know this whole adventure is triggered when your brother makes a simple (for him) birthday request?
Check out the screens below to get an idea!
Command Center Main Room
First off though - let's check out the work on the Command Center main room - YOUR main room in the game!
We've been adding ambient touches to the room. This is your first stop in the game and where you hang out with Max and Steve. This week we updated the window with animations and gave Max and Steve a gloss pass.
Fist Cannon - YEAH BUDDY!
Some screenshots which explain the kinds of bosses you will be fighting (and what you might fight them with)!
Bow in action
Some Croco-spider Boss getting wasted!
These were all made in the MAGICAL Make A Boss Creator that YOU CONTROL. The thing here is you are in charge not only of outfitting yourself but you get to roll YOUR OWN BOSS! That's right, each level and each boss is basically designed by you with the magical MAKE-A-BOSS generator (see image):
From that machine you end up with this kind of stuff:
Say you were to roll a COMPLETE set for the kitty boss he would look like this!
And when you need some fashion help and stylish upgrades we have HATS!!
Here's just ONE of the SWEET hats you can purchase and bring into battle! Calibretto from Battlechasers!
You might end up in a warp tunnel blasting samurai swords!
Hope you enjoyed that and check out the Facebook page and main site for more info, videos and a playable demo!
I had no idea this thread existed Some excellent work here.
Here's an abandoned prototype from me. I did all the artwork, but my coder's life got serious and he had to do other stuff.
Atomic Jetpack (Cursor keys and space bar) - Play here
Disclaimer: There's a missing asset which is represented by the red circle (it's a missile turret - don't stay in the circle for too long), and the second level is so broken it's unbeatable. HARDCORE.
Here's some stuff from an oooold, abandoned project that wasn't too fun (and was for iOS, which I don't enjoy developing for). I did all the art stuff, animation, and music.
The artwork is slowly but surely coming along. A musician has also joined me in helping to establish the mood for the game as well. You can listen to some of his work here: http://vegetarianmeat.bandcamp.com/track/daily-grind
Hey guys. Nice work everyone!
I though I could contribute with this old image. Posted it here on the forum before but I updated it so a friend could have it as a background on his computer (with three screens).
It's loose pixel art, just as I like it.
I've started in on doing some character animations for a little roguelike I'm making (screens of that a couple pages back, btw!).
I'm pretty new at this, but so far I'm having fun with it! Comments and critiques totally welcome
Does the character look right on the stage? i know a lot of games will mix the 3/4 view with a profile
view for characters but couldn't tell clicking back and forth though pages.
Also i'm getting mixed tones between the character and stage. stage tells me this game is
serious (nazi signs and all). while the character gives a fun, bouncy feeling.
Assuming this has a serious tone i would recommend something like this.
Does the character look right on the stage? i know a lot of games will mix the 3/4 view with a profile
view for characters but couldn't tell clicking back and forth though pages.
Also i'm getting mixed tones between the character and stage. stage tells me this game is
serious (nazi signs and all). while the character gives a fun, bouncy feeling.
Assuming this has a serious tone i would recommend something like this.
Have fun!
It's going to be a side view for characters, though it'll be a top-down game (not 3/4 view). As for the Nazi symbols, we're going to be swapping those out for iron crosses instead just to make sure it has more universal sales. However, the tone of the game is supposed to be a little lighter than heavy. A kinda gung ho, sci-fi take on Nazi bunker hunting involving SS werewolves, frankensteins, ghost super soldiers, and even Hitler's brain in a jar surgically attached to his dog, Blondi.
I'll see what I can do to even out the tone of the environmental art with the characters. Appreciate the note on that!
Edit: Just noticed the subtle changes to the face (shading, etc) you did. I like that. It's a good touch. Thanks!
Here's something I made for last month's Ludum Dare game competition (things are floating in mid-air)
I also made a never-ending game called Zombie Run, where you play as a zombie killing humans. The humans are based of Zoey and Louis from Left 4 Dead
I wasn't quite sure how to do the angles, so the humans are either walking towards (left or right) or away.
Banging stuff out based on an idea my brother and I had about 10 years ago. Mixed animations, mostly just learning. Never used Photoshop for animation before.
Multiple people made so far with different coloured suits.
Color changes are a result of me using the wrong settings, no problem with the actual work
Actual images should be much smaller, just scaled for posting
played your red and green game, really interesting, what did you make that in? also can you post the sprite sheet? it would be interesting to see what textures are separate and what are together.
played your red and green game, really interesting, what did you make that in? also can you post the sprite sheet? it would be interesting to see what textures are separate and what are together.
Here's most of the sprite strips - it's been a while since I worked on it.
Game engine is Construct2 by Scirra - and I'd highly recommend it. :thumbup:
Some art for a game I was working on with some friends over the summer. Slightly unfinished but I am not sure I will be able to get back to it anytime soon.
Hey guys, I was looking at the art for Hyper Light Drifter, game looks incredible. And I noticed something interesting.
Their dithering pattern seemed really erratic but gave a nice flow and I'm wondering if anyone has any advice in regards to how to recreate a nice and even shading / noise adding technique like that.
As for personal art here's my most recent piece.
A friend and I are working on creating our own two man studio, mostly non-profit for now since we're both students but I'm hoping to use it to break into the industry or to lead to bigger and better things.
Also, I'm doing all my work in Photoshop currently, any advice as to what the "standard" is for drawing in pixel art nowadays? I heard graphics gale has dithering tools and the like but the UI seemed so... outdated.
Also, I'm doing all my work in Photoshop currently, any advice as to what the "standard" is for drawing in pixel art nowadays? I heard graphics gale has dithering tools and the like but the UI seemed so... outdated.
Thanks in advance, keep the great art coming!
If you're in photoshop, there are a few options when turning from full colour to indexed mode- say if you were wanting to create large gradient background fills without having to meticulously paint the patterning in :
I also use a pencil brush with a 2^px black/white pattern for a 50% mix when painting.
Depending on how 'pure' you're aiming [ sticking to limited palettes, not using blending etc ] - this can quickly allow you to mix stuff up.
That was super helpful!
Haha, I would have really benefitted from knowing that when I did this piece for the GOG.com Witcher pixel-art competition (restriction was 300x300 px resolution):
Due to the deadline of the competition I only had one full day to work on this and I still couldn't fix as much as I wanted. I was going to clean up the sky a bit, add some clouds behind and between the mountains and fix up Geralt so he pops a bit more and looks like a playable game character (and fix his noodly legs~), not just an environment prop. And fix the UI... and so on and so on.
Some backgrounds I made for Menewsha.com last month. The last three images are the bg elements with other items I made for the site. I had a lot of fun with the galaxy/nebula piece
I ended up getting a imgur account and it seems to work..
Also on my game its all about collecting nuts and returning the to your tree, if you dont your player gets to heavy and is slower so its harder to make jumps, you have 60 to collect all 22 nuts to make it to the next level.
When you save still images of your pixel work, you're going to want to save either as gifs or pngs to preserve the hard edges. The jpg file doesn't show the clarity of your work that well.
Hey Wishie, what do you use to upload or post your pictures with? Im using photobucket...I tried to directly upload a gif to polycount but it keeps on converting it into a .jpg..
I use Dropbox. Which also gives me more control afterwards, I can edit things, I can choose if/when it gets deleted, and I am 100% sure it won't change my image format.
Also please check out what I have so far and comment on it and let me know if its good, horrible, what to change and all that, going for a simple style.
A few screenshots from a game im working on now and then (Sadly)
The areas are still a work in progress but there getting to how i want them slowly.
Wish I could do something like that... love those enviroment, but I think the character feels off. He doesn't seem to blend perfectly.
May I ask which software you're using to do your game?
@glynnsmith
Cheers!
Ah man yes! i backed that game on Kickstarter looks awesome.
@Fenyce
Thanks dude.
Which character, the one at the bottom left or the statue? the one at the bottom left is just a placeholder character from the engine he wont be staying there
I love the style of this but on the second image it is very hard to determine the depth of everything and to see where the player can or cannot walk. Maybe it is because the shades are a bit too close to eachother.
Well this is absolutely stunning. Really inspirational stuff. I havent touched RPG Maker in ages, but you really are making it shine!
I agree with Dennispls on the depth issue due to the shading.
If you take a look at the shading on area 1, I believe its meant to be a shadow casted by the purple column, but because the shade is the same as most other vertical columns, it looks like its actually a vertical column next to the big column, but shaded a different color for some reason.
Similarly, area 2 is shaded the same as the yellow area next to it but we can see from the roof tiles its supposed to be portruding forward more. The shade of the tiles are the same but there depth is very different.
Nitpicky stuff I know since you're still working. Best of luck and would love to see a whole game in this style!
The hero fights for a land that is controlled by seven towers, he must find each tower and slay the lost soul within each of them. This is a screen mock of hero's journey to the tower located the lake of mists area where he is about to confront a lake Horror sub boss.
Wow I really love the atmosphere! Perhaps it could benefit from some sort of mist in the background. Although the trees and castle is on the background it is still very visible.
That's looking pretty good, ALPHAwolf. You might want to tone down the red windows, pink flowers and yellow moon though, to get a bit better separation of interactive vs background.
Dennispls - yes more mist, I will add them as sprites that swirl across the level and maybe add some more layered mist in the foreground, when i get it in engine.
beaulamb1992 - THX.!
Snader -ty for the feedback, yes i think i will. still messing a round trying to get that readable separation
TonyNowak -Hey looking cool. Interesting theme and style.
Another screen mock up of the game i'm working/designing atm. This is a shot of the hero inside one of the towers. The tower of the banshee queen. These levels will be more vertical lvls ,2 screens wide and 10 screens up and more puzzle based then the exterior but still a little action.
Ive been working on this color palette with 15 or 16 colors that I kinda like
So here is something ive been working on the last days with that palette (15 colors):
And a WIP gif:
Ive got some more WIPs and finished pieces over on my Tumblr which I will continuously update with more art: http://pixel-eric.tumblr.com/
Yup, that's me! Although I haven't done any personal dolling/pixel type stuff in awhile besides a base here and there.
Glad to see you on here I really liked seeing your works on PJ.
For the water hair, they told that they wanted a water type wig, but left the creativity part up to me. The users really like that item and have come up with interesting avatars with it. Same with the water fall, those two are the most equipped that I've seen from that set.
Ah damn MAcs always changing that interface around .
well yeah i went from zx81-speccy-atari so amiga (even tho my friends had apples, so i could play elite or archon). was always my MAC in those times, i mean HAM mode ,interlacing screens and the sound chip.! still not real good midi but damn good.:) and even tho working on the c64 was cool if u like your pixels fat.
the thing i like about this type of art work is the more impressionistic ideal. How much can u capture in 3 pixels, or 3 brush strokes of paint. i spent the last 3 years painting.
doing gallery shows, live paintings. Then i bring this all back down to 1 pixel, and how much work can i make this pixel do .
This game is really really fun, Told all my friends about it. I managed to get it up to 713 and then hit it one more time to 715 and the bot still hit it again twice and that is when I gave up XD
I've been lurking Polycount for a LOONG time, especially way back when I dabbled in some Quake1 modding. I venture more into 2D game creation, but currently am in the process of learning 3D. Anyway, thought this would be a cool thread to introduce myself and show some previous mockups/animations:
not from 20 years ago tho..hehe
I think i bit off more than I could chew doing a 30 frame cycle and i only used 2 colours.! I would imagine the logo and start game stuff would go here as clouds drift across the sky as the setting sun sparkles. Even may think about a day night cycle here might be nice.
not from 20 years ago tho..hehe
I think i bit off more than I could chew doing a 30 frame cycle and i only used 2 colours.! I would imagine the logo and start game stuff would go here as clouds drift across the sky as the setting sun sparkles. Even may think about a day night cycle here might be nice.
hey guys, I dont usually post in the pixel art section, actually I have never posted anything in the pixel art section, but Ive just finnshed up a pixel game with a friend of mine
whole game was made in 10 days.
lotet nice style but why does your main character fall in those strange ways.maybe adding some more anims for those interactions would help. great job tho.
Very nice Pixel. SO clean and smooth. You still doing Pixel art these days..?
Here is another moc screen for my pixel game.
So here is bathoryn at the end of the petrified forest, A forest that was burnt then turned to stone through a heart broken alchemists rage. Bathoryn has slain the stone tree elemental that guards the key to the Petriforest tower. Now he must face the tricks and puzzles that the love torn alchemist now lays before him.
and a little .gif i put together of the construction.
So I see you guys are using a few different programs, but I guess I'm just wondering what's something good for doing sceneries or environment stuff. I saw aseprite mentioned but wasnt sure if it was just used for characters mainly. Or if there is a way to lock photoshop into 4 bits or something. Thanks!
So I see you guys are using a few different programs, but I guess I'm just wondering what's something good for doing sceneries or environment stuff. I saw aseprite mentioned but wasnt sure if it was just used for characters mainly. Or if there is a way to lock photoshop into 4 bits or something. Thanks!
Pro Motion is the best PC software I've found. Excellent tools that become more useful once you start digging into pixel art.
Graphicsgale is good too but doesn't handle transparency well. Free version is all you really need.
I also started using my iPod for pixel art. Best programs are ArtStudio and Sprite Something. I use a Jot mini pen to keep finger grease off my screen.
Hey Gariola, looking good, however there are some perspective issues going on.
Also when reszing something like this, make sure to set the sampling to nearest (preserve hard edges) in photoshop.
Notice how the pixel art in my paintover is sharp. I scaled your 512x512 image to 128x128 using the nearest neighbour sampling method in photoshop.
About the prespective, check the attachment. In your current sprite, the lines seem to be somewhat random. If you want perspective at all (allot of sprite art simply disregard perspective in general) make sure to have it consistent.
The first set of lines to the right of the paintover use the waist as the focus point of the camera. This means that the waist is on the same level as the horizon.
All the other lines fan in (is that a thing?) towards that horizon line.
The second set uses the head as the focus point. That means that the head is on the horizon level. The same thing is going on here. All the lines gather towards the horizon.
If you are not sure how perspective work in general, I highly recommend finding a tutorial about it.
Or... you could just use a 3d model as a base and base your sprite of off that.
Hey thanks for the advice.
It's my first sprite I made so I totally forgot to polish it a bit, so thanks for pointing out my perspective issue.
As for perspective...I know it. I DID make 3D models before, lol. I just rushed this too much. Thanks tho!
that looks cool.! like others have said the perspective could be troublesome if in a game. maybe put him on a background of some sort to help it work more. Welcome to pixel world.!
@Pixel: Looks like the run animation could do with some angle to the body or something. Looks a bit weird with the character standing up almost perfectly straight.
Small niggle, the bottom most row of pixels that lag behind when the dude turns his head makes it look a bit like the head deforms. Not sure if it's working as motionblur/squash and stretch (if that was the intention?).
Mouse: Cursor movement (you can't current interact with objects with the mouse, but gives a good feel for the future)
So this is a build starting from your home to the outside scene. You must be dressed for work in order to use the door interaction at the end of the house. It's a little rough around the edges (there being no wall collision the glaring issue due too my code and some of Unity's physics settings), but there is plenty to look at...
I've made quite a few changes to the morning environment since I've last shown the game as well.
I really enjoyed it. And it was just a short teaser! Stunning art. And that beautiful soundtrack fits perfectly.
One thing I noticed is that I had a solid black, horizontal line about half way up the screen during the outside section. It's about a pixel thick and disappears when i look up.
I look forward to seeing TIE develop.
All the best
EDIT -
It runs just fine on my desktop, but when I play it on my girlfriend's laptop I experience this line artifact. As I said previously, it disappears when you look up with W but reappears again when you return to the normal view.
So much inspiration here!
This is a small game inspired by the old Track & Field that I'm doing together with a friend. I'm doing the art, he's working the code.
We're going for a NES-look and I'm not really happy with the look yet. Something is a bit off, I'm guessing a few colors are to saturated and also, atm I'm using more then 16 colors on screen at once *_* Please let me know I you get something to say/criticise
Here is my first post on this thread. I mostly look through the Sub 1000 triangle thread, but I recently checked this one out. Amazing stuff guys! So, today I was bored so I launched good old basic MS Paint XP (I am in desperate need of a new PC) and zombified Abraham Lincoln. Hope you like it!
(P.S. sorry about the compression, what is a good image format for pixel art? I feel that PNG compresses it way more than I would like.)
I saved it as a PNG, but I guess it was because I used a url from my Facebook page as the picture I inserted, maybe it messed up there. Thanks for the tip, though!
Facebook converts all images uploaded to it, to .jpg, it also tends to apply rather poor compression to images, upload it to dropbox, or your blog, and get the direct image link to post on polycount.
The game is actually playable atm.:) I expect a playable demo release in about 2 months.
A tech/programmer friend of mine just joined to help, so it will not be just me putting this all together.) And he is busting out the combat mechanics. Come the time i would love for you guys to get a first play at it before demo release.
The game is actually playable atm.:) I expect a playable demo release in about 2 months.
A tech/programmer friend of mine just joined to help, so it will not be just me putting this all together.) And he is busting out the combat mechanics. Come the time i would love for you guys to get a first play at it before demo release.
Excellent! Definately keep us updated. I would play it just to gawk at the pixels
Friggin love every picture you posted. Will it be playable on PC only or do you plan on mobile release?
Sorry for the cross post! Just realized I should have posted this here after posting it on the WAYWO thread...
It's a small animated sprite for a game I am working on... will try to post a link to an early work in progress version as soon as there is one
Here's a picture I did back in November last year. It's 160x200 ("wide pixels") in 16 colours, in line with one of the video modes of the Thomson TO8 8 bit computer.
Hey everyone, new to Polycount. I came here looking for potential artists/animators. I've looked through every page and I want to congratulate everyone for having the creativity and skill that they have.
But I especially want MadCarrot, TonyNowak, Jamesy and Mrawolf to know how much I freaking love their work. Everything you guys do is amazing and it leaves me wanting to create games with you.
MadCarrot - cool.! can we see the game.:)
Runefrog- As for time it varies, the characters are still on going. i guess it takes me about a day to create all thes assets for the back ground and build the lvl and get it running. And i prolly spend a few hours the night before doing sketches of the levels and break down of what assets i need to make..:)
here is a New screenshot of the new Bathoryn fighting some Shadow spawn deep in the woods at the Temple of the Wolf.
Do either of you two work with people or are you both entirely independent?
I have an idea for a mobile game. I'm working on a game document now, but that's where my strengths lie. I can't code or do pixel art and I'm finding it difficult to be taken seriously because I have nothing visually to show for it.
I was wondering if you (or someone you know) would be willing to create a few sprites and backgrounds for free?
I think MadCarrot's sprites running around a Mrawolf setting/background would blow my head clean off my shoulders in awe. But I understand that you're both busy (like most artists I approach, it turns out) so I'm not getting my hopes up.
Here's a picture I did back in November last year. It's 160x200 ("wide pixels") in 16 colours, in line with one of the video modes of the Thomson TO8 8 bit computer.
Hello everyone! Im new here.When i saw this thread i thought i could take a minute and show you some of my work.I love pixel art, and i worked on a couple of personal game projects with 2 other guys, but those games were too big, so most of them were put on hold for now, until our team gets bigger.
the 'A Normal Day' picture was one of those games, the rest i just made them for fun! And If you guys like my work, im gonna post some more on here eventually
I've made a few changes since the last time I showed the morning level, but I also made a few changes since the last screenshot, which you can see if you want to play TIE.
@mrawolf: The game is looking amazing! Do you have a devlog going anywhere, I'd like to follow progress BTW, what are you using for video capture of the game?
Working on creating assets for a project that follows relatively strict NES style rules. If anyone has any advice for how the NES handles color or just some general composition suggestions I'd love to hear it.
Working on creating assets for a project that follows relatively strict NES style rules. If anyone has any advice for how the NES handles color or just some general composition suggestions I'd love to hear it.
If you want to know more about NES graphics, this video is pretty interesting. One way of going about it would be to make tiles and run them through the editor shown in the video. This would be your closest way to get to actual NES graphics.
The original reason for making it (which I finally remembered after I got some sleep) is a friend wanted a cool intro for his World of Tanks videos, so I figured, 'why not make the thunder force 4 intro except with a tank?'
I was actually considering the idea of giving it more frames and making a shooter. Maybe call it 'Space Panzers' or something like that? I've wanted to make a scrolling shooter for ages, but I've never been particularly sure of the focus until making this, haha.
Just got a pixel art job a few days ago, I have been doodling around with some alternative pixel art I've seen around the forums just to get a broader picture
Just got a pixel art job a few days ago, I have been doodling around with some alternative pixel art I've seen around the forums just to get a broader picture
Here is my contribution:
That's awesome.
Was it made as a low poly model, animated, and then somehow rendered to look like pixel art?
I'd be really interested in seeing how you did it.
Just got a pixel art job a few days ago, I have been doodling around with some alternative pixel art I've seen around the forums just to get a broader picture
I started actually working on a super low low pixel count game . It's part of the LOWREZJAM 2014 competition where the only major rule is that the game has to fit inside 32 x 32 pixels !!! http://jams.gamejolt.io/lowrezjam2014
My game page is called "Cmd & Kill" (short name so it fits on the title screen, the page where the game will be playable is http://gamejolt.com/games/strategy-sim/cmd-kill/26318/
There is no demo yet but I plan on uploading soon some first test builds to show some basics like map scrolling unit selection etc.
A mockup of a possible plash screen
At the moment I am prototyping some sprites that are at the moment very much Command & Conquer inspired but all fit inside a 32 x 32 pixels game area
I made some progress today with tilebanks and a first map for the Cmd & Kill 32x32 pixel game
The maps are edited in Tiled, I haven't programmed yet a parser for Unity but that will be soon on my todo list to load this map inside unity.
Edit:
Some rendering and unit movement tests
And with gizmos inside Unity
Wow, this is awesome! Man I really should learn some basic programming, haha.
Anyway, just took one of my 3D models and turned it into pixel art! It was all an automated process, except for making the gradient map and the black outline.
I might need to make a few adjustments and add some additional details by hand.
Nothing as cool as renderhjs' work, but I decided to make something for LOWREZJAM as well. It's a simple little dice game called Tough Guys Dice. It also has a very simple fighting system (pretty much "press space to see if you won or lost"). The idea is that the guys that lost to you in dice will get upset and want to fight you. You can play the game with the Unity Webplayer on my site (more info there as well).
The game can be completed in 5-10 seconds, but it was fun to make, and from what I've heard, reasonably fun to play as well (for 5-10 seconds).
Hey pixel artists! Any chance I can get some feedback on the art of a game I'm working on? Be brutal! You just go to this link and install the unity plug-in to play which takes like 5 seconds. http://thomaswhuffman.com/party3/
I added the ability to build units. Different units will cost different amounts of gold units. Because I couldn't fit in a nice way text I ended up using literal amounts of units (gold) as a way to display the current currency - I think it works quite well.
There is also a mini radar now in the top right corner which helps reading the map in a bigger scale more easy.
Just joined polycount to post some 3D stuff, got stuck in this thread and now 21 pages of great pixel art later my first post here will be this old character.
Thanks for the hours of browsing guys
Awesome stuff in here! Wow.
dking10 sweet city map, I really like it.
Christian Nordgren, that stuff looks great! 3D and pixel art mixed up sounds interesting.
And just btw, since I saw this on tumblr a few minutes ago, the guys working on Hyper Light Drifter are searching an environment pixel artist, maybe some of the talented people in here want to support them? (http://heartmachinez.tumblr.com/ there's a blog entry)
what was the process for making this? I'm curious how you started with a 3d model and made pixels over it.
Thank you guys!
I might do a tutorial or a document with pictures someday
In short I make 3d model in maya/3dsmax, vertex color or standard texturing, rigg and animate as usual work process.
Batch render out the animation with no anti alias on pretty much everything. Import to photoshop and use the animation tools there to add VFX. Thats pretty much it!
Looks good! though is there a reason its all pixel art except the sun(s) in the background? It sort of just stands out since it just seems so smooth, would fit a lot better into the scene if it were the same pixel ratio as everything else.
Looks good! though is there a reason its all pixel art except the sun(s) in the background? It sort of just stands out since it just seems so smooth, would fit a lot better into the scene if it were the same pixel ratio as everything else.
thanks! Wanted to give a sort of "superbrothers" athmosphere. going to fix that in case
update:baaaaaaaaaaah!
I hope a 10mb gif isn't seen as too extreme - I can hotlink it if you prefer but I've seen bigger static images around polycount before so I think it should be fine.
Surprised it's this big given that it's an 8 colour game but it is pretty long...
Either way, it's a quick gameplay demo, shows running, gunning, lobbing nades and a whole lot of dying, haha.
There's a whole "chilled out" side of this game that we haven't got to show yet, but it includes poker and drinking with buddies. Maybe I'll get to show that next time but most people I talk with seem more interested in this part ;^)
Considering it's 8 colours only, the "decor" stuff inside and around buildings/bridges is probably as much background as this one is going to get. We'll see if I end up breaking that restriction as time goes on but so far having the largely black background has helped keep the breakneck-pace gunfights readable, haha. Thanks for the feedback though.
Your game is looking good, a little muddy and low contrast in places but really full of imagination and detail.
Maybe, I might just draw some 1 bit background rock formations and more background vegetation. There's enough decor stuff in the bunkers without applying noise everywhere imo, and you've added a lot of colours there with the sharpen to get the black outline on the ground and an intermediate purple - if I can afford to drop the blue in the palette (if we cut water from the game) then I might be able to afford an in-between background shade but currently the palette is pretty set.
Someone on another forum asked for a more detailed look at the explosions, so here's some grenades being tossed at a bush. That poor poor bush.
Will post some gameplay as sniper later on when I get a chance to record some, though it's really not the same without sound.
I hope a 10mb gif isn't seen as too extreme - I can hotlink it if you prefer but I've seen bigger static images around polycount before so I think it should be fine.
Surprised it's this big given that it's an 8 colour game but it is pretty long...
Either way, it's a quick gameplay demo, shows running, gunning, lobbing nades and a whole lot of dying, haha.
There's a whole "chilled out" side of this game that we haven't got to show yet, but it includes poker and drinking with buddies. Maybe I'll get to show that next time but most people I talk with seem more interested in this part ;^)
Keen for feedback if you have any.
This is super cool, I really cant express how much I like this using "the words".
@renderhjs: Will post more as I have new stuff to show for sure, no point spamming the thread Glad to have some interest of course!
@mrawolf: I don't get what's so funny about 1 bit? I'd only have one colour (that dark purple) and black to work with, which is in effect 1 bit colour depth.
The bushes can certainly take a beating, haha - we might add some particle effects when explosions happen near them, but since the map is going to be around for several rounds we don't want to make them destructible or the map will be very empty and barren after a few rounds!
Well it's due to be released early next year, The good news is I have been picked up by a publisher! and we just met our first milestone so all is going well. here is a .gif of bathoryn VS Lord Vroll the first tower boss.
I've been working on a little mobile game in my free time and wanted to share it with you guys Check out Cosmo Cat, my first attempt at making my own game and my first dive into some pixel art! Had a lot of fun making it and still want to add more.
Here are some skins I'm working on:
This is looking really fun!
You need one with a space helmet if you've got cosmo in the name:
A little KAG knight at bigger scale as a 20min demo for someone, feel free to nitpick but it's quick work :^)
@SupahNixha I'd suggest starting smaller and working bigger - it looks good but you're not getting much other than lack of antialiasing and chunky pixels at that sort of size.
I feel those owls are significantly better than the rest though. I think it's because you have more space to display the information. Honestly i would suggest simplifying the shading on your characters.
Guys, sorry for spamming this in here (tell me if it's offtopic) but I just launched an epocu campaign of my Hunter's Tale project. It's like kickstarter, bust asks sharing instead of money. I need to get to 50 supporters/shares in a week, if you liked the trailer can you support and share this around?
thanks in advance!
epocu.com/campaigns/hunters-tale/
DEElekgolo: I've always wondered about that, but I think it might be kinda "left over" here from before there was a 2d pimping and previews section and just not have been moved
hey i was wondering if anyone had any artwork thats similar to the rpg maker 2000/2003 chip/tilesets. i really like that style of pixel art and was wondering if anyone had anything that would be similar to it. the colors are awesome imo.
Hi! I just started to do pixel art recently, and I done some to show at my portfolio...can you give me some feedback into my concepts/Techniques? I tried to do different styles...thanks!
Honestly, it doesn't look like pixel art in most cases, looks like it's been painted with soft brushes and alpha in a lot of places and indexed (or not) after the fact. Still looks like game art mind you, just not really pixel art.
I'd try working at a _much_ smaller scale (32x32 maximum) with a predefined palette before moving to pieces of this size, to learn pixel art approaches to things rather than line art/painting approaches applied with unantialised brushes (or just indexing later). You can read up on pixel art theory over on http://wayofthepixel.net/ , for beginners particularly http://wayofthepixel.net/index.php?topic=8110.0 and http://androidarts.com/pixtut/pixelart.htm can be helpful.
That said, I think a lot of polycount takes a very different stance on this stuff than I, so take it with a grain of salt Just know this is coming from someone who's made a living as a pixel artist for almost 4 years now.
I'm gonna agree with Geti here. A couple of them look like scaled down drawings.
I would recommend working with Color/Canvas restrictions until you get the basics down.
Some I did with the soft brushes, and some not because I really not sure if that can or not count for pixel art because I saw people doing it....but I will try to learn more like you said (thanks for that!)
For the kinds that I saw, what is now the most atractive for me was this guy works http://ahruon.tumblr.com
I just completed a little level chip set for a small game I'm working on ... thought I'd post it here . The original tile set is on a 8x8 pixel grid... so it's pretty damn small. Will post some characters soon.
I just completed a little level chip set for a small game I'm working on ... thought I'd post it here . The original tile set is on a 8x8 pixel grid... so it's pretty damn small. Will post some characters soon.
Some trench run stuff, playing with palettes for each biome. This one is the "trenches" biome, intended to be hellish and dead-looking. We also have lush forests, bright deserts, etc (will get some shots of them once things have settled) - really helps get some character out of the 8 colour limit (the HUD stuff isn't recoloured yet, working on it!)
Great pixels, MadCarrot always enjoy seeing your pixels!
DemonPrincess Are these old ones i think i have seen them before, none the less great pixels too!
Blood moon !
Here is the Hags house, A place that Bathoryn might find on his adventures. From my game Slain!
Thanks guys! I'll post some more of the stuff I have recently worked on.
Another dungeon chip set... it's actually a rework of an older one. Gave it a new color scheme and a different perspective so it won't look as bad when characters use the east and west exits.
Hello everyone! I've been watching this thread for a while, and have always been inspired by the amazing work you guys put in it. So, I decided it was time for me to finally post something here.
Below are just some different poses I drew for a little soldier, not really for a game or anything, but just a character I came up with. Enjoy! or don't, I can't really tell you what to do
I don't really do much pixel art but I did some for a game jam game - here was our submission lol. Some stuff is still a bit rough around the edges, but was fun to make. Friend did programming and I did art.
Controls: W A S D to move, Hold right click to aim, left click to fire, and mouse wheel to select between the two weapons. Use the shotgun to stun the yeti and the crossbow to deal damage to him when stunned
Hey @Higuy, I really like the art for that game. It's simple with some readable surface details, and very effective. I just might have to play that game now
this is a 2d mario inspired game. been working off and on for a few years on it. http://gamejolt.com/games/platformer/squirrel-nuts/18498/
z-shoot
left arrow-move left
right arrow-move right
up arrow -jump
squirrel hang--while on branch press down to hang
objective-shoot hanging nut bags and collect and return those nuts to your home tree before time ends
anyways, can i ask you guys a question? i saw this art :
and got curious about it and eventually saw this :
it's from one of the trailers for dungeons of the endless, and the part about the "neo pixel art" that intrigued me the most..
i also saw similar artstyle used in galactic princess
or in ketucky route zero
and i'm beginning to become a fan of this art style.
so my question is : can someone "de-mystify" what's the difference between this "neo pixel art" style as compared to the more traditional style of pixel art?
there seems to be a clear distinction between them, but i still can't wrap my newb head around it. (most i can figure is that "neo pixel art" doesn't seem to rely too much on dithers or outlines and tend to be more on the minimalistic side. plus they also don't seem to mind using smooth gradients, etc..)
can anyone help, please? i'd like to learn more about what techniques they use to produce such results.
edit : btw, i've been browsing around and found this :
which is a concept art by tom scholes. i'd hazard a guess that "neo pixel art" is a combination of speed paint concept art + pixel art? can anyone else weigh in their opinions about this? (am still not sure.. needs more research i guess.)
edit : i just realized i might've posted this topic on the wrong thread.. can you guys suggest which thread should i transfer this post to?
I d say speed paint doesnt really factor in, neo just means new in this context. so new pixel art. I personally look at this time and age as like the renaissance of pixel art or just 8 and 16 bit games in general
I'd say neopixel art is a little more specific than just new pixelart..I'd say it's pixelart without the limits of the actual eras they originated from. It embraces the resolution limitation, sure, but there's no limitation on the number or kind of colors used, there's overdraw of fog and post effects, there's per-pixel lighting, etc. It's basically using yesterdays' resolution limits with today's bells and whistles. At least, that's my interpretation?
I understand the difference between those different artstyles. Using a more restrictive palette and micromanaging the pixels positions to build better shapes usually give you better pixel art.
I can't say I am really pleased with that naming exist, oekaki sounds "bad".
Here's some stuff from a PC game I'm working on that blends equal parts Metal Slug, Streets of Rage, and Abe's Oddyssey... as well as the IWW's "Little Red Songbook."
I've been trying my hand at pixel art lately, here's some random experiments I made in the past week or so. This was a first for me so I'd love to hear any observations you might have.
But i feel that your pirate walk cycle would really benefit from having more of a peg leg lopsided uneven walk cycle. Atm looks like a good cycle but just a normal walk.It would add so much more character to an all ready cool looking pirate guy!
But i feel that your pirate walk cycle would really benefit from having more of a peg leg lopsided uneven walk cycle. Atm looks like a good cycle but just a normal walk.It would add so much more character to an all ready cool looking pirate guy!
great work anyways.
It's an interesting point. I may get rid of it entirely as this guy is meant to be the main character, a peg-leg-gait may work better for a boss
First time trying any kind of real art. Judge as harshly as you want since this is my first time. Was trying to go for a bit of a morbid vibe. Not as much detail as I would have liked, but hey, I plan on getting better.
My brother-in-law has been doing this "game a month" deal for a while now and asked if I would be interested in helping him out this month. Obviously the goal was to make a zelda-esque dungeon game and making a tile set for that sounded like a fun challenge. This is an example layout I was using to test most of the pieces.
You can play the game here. The "deadline" for the game is March 1st, so there may still be some tweaks here and there. Eventually I'll post some character sprites too.
I guess it depends on what you're going for hawken. I think the right palete looks a lot more authentic to the some Zelda II era games but maybe the left one looks better in different environments.
Movement wise that walk probably wouldn't feel very fun at in game, it's very slow and floaty at the moment.
I would try and make two major frames, and try and make the motion much more snappy between the two and aim for a feeling of weight.
Working on the run cycle now, it's quite different. Walk cycle is for: when he is getting up to speed, computer controlled walkTo movements or walking up inclines.
Hello, I love Pixel Art and see some great stuff here. Over the winter during breaks from coursework I made a few pixel pieces, mostly walks and loops. hoping to maybe do something in a pixel style once I learn more about Unity.:)
Hello, What software do you wizards use to animate your pixel art? I was using flash,but my trial expired. Using Ps cs5 now,but the animation tools on that are a bit limited. Just wondering is there's something cheap or free to use , really new to the pixel art thing. Thanks in advance.
Hello, What software do you wizards use to animate your pixel art? I was using flash,but my trial expired. Using Ps cs5 now,but the animation tools on that are a bit limited. Just wondering is there's something cheap or free to use , really new to the pixel art thing. Thanks in advance.
THIS THREAD IS AWESOME.
Personally? Aseprite. The interface is a bit.....hard on the eyes.... and some people can't bear it, but I find it perfectly tolerable and the program is really slick.
Hello, What software do you wizards use to animate your pixel art? I was using flash,but my trial expired. Using Ps cs5 now,but the animation tools on that are a bit limited. Just wondering is there's something cheap or free to use , really new to the pixel art thing. Thanks in advance.
THIS THREAD IS AWESOME.
I use Pixen. It crashes a lot but has always on preview and does autobackup. Aseprite is good too, also can recommend GRAFX2.
Photoshop seems a little unintuitive after using these apps, but you might be ok with it's quirky logic if starting out afresh.
Made these in Asesprite, apparently Pixen is only for macs so unfortunately I didn't get to try that one out,but asesprite is good. The only thing that was kinda lame was the layers..not able to add a frame to an individual layer, with out adding a frame to all the other layers. still pretty awesome tool tho. thanks again!
Just learned about this thread. Holy #$@ some awesome work in here. I posted these in the 2d WAYWO thread. Got bitten by the pixel art bug. Been having a blast so far. Need to try animating some time.
hawken yes well and no ha. It's actually made up of 3 systems, the rain falling, the raining hitting the ground, and the rain drips. then i go thru and place it all by hand, matching up rain drips to rain impact particles.
JayCool looks cool!
my crits would be add some overlaping anim to the flag. add some distance by fogging out the background and adding some slower moving snow in the background. ice on the post (you could go crazy here by adding some nice reflections of the flag waving in the ice.) and maybe even try setting it up as a scene with some cool parallax. last thing i would love to see gusts of wind and snow blowing the snow of the peaks of your your snow mounds.
My friends and I have been working on this new triangular pixel drawing app called TRIXEL.
Basically, you get a hexagon composed of 726 triangles that you paint various colors. Good for pseudo 3d, surreal, Escheresque doodles. Or Minecraft art. Whichever.
We'd love any and all feedback, so if you have some spare time, check it out, trixelate something, and let me know how it went.
So Happy Star Wars day or May the Fourth Be With You or whatever's your Star Wars greeting of choice.
Anyway, my friends and I have released this triangular pixel drawing app called TRIXEL.
Basically, you get a hexagon composed of 726 triangles that you paint various colors. Good for pseudo 3d, surreal, Escheresque doodles. Or Minecraft art. Whichever.
We'd really appreciate any and all feedback, so, if ya have some spare time, come on over, trixelate something, and let me know how it goes: http://trixel.io
Moreover, we've started releasing weekly challenges to our users. This week's challenge, in observation of Star Wars Day, is, uh, well, Star Wars.
Here's the "official" description. Hope to see you there!
CHALLENGE: In observation of a grand holiday all week long, create a Star Wars themed trixelation.
No real guidelines here, but special consideration will be given to those Trixelians who can create a recognizable character in as few trixels as possible
PRIZES:
Stickers of your winning trixelation
10 pictures of bananas with "George Lucas" written on (etched into?) them. Oh boy oh boy oh boy!!
Sorry to bump the thread only for a question. Does anyone have any good resources or tips for designing tile sets with an extremely limited colour palette (3 colours)
I am new to the whole pixel art style and I want a challenge, so tired of being stuck in a rut.
http://pyxeledit.com/
Advertising this tool again, It isn't mine but its fantastic and cheap or free.
Here is a test tileset I whipped up. I don't plan on expanding it or using it for anything.
Dude. That's Fantastic. If you're looking for crits, my two would be that the smoke cloud after the main explosion is.. a bit too perfectly spherical - You're missing out on a chance to warp and deform it into more mushroom-y shapes. It's also not floating upwards as fast as I'd expect. The other is that the sparks coming out the sides look almost exactly symmetrical. Could possibly look better if they all came out one way, or had a more random distribution.
Anyhow, other than those, it looks awesome, sir!
I've been working in a 2 man team for the last 7 or 8 days on this little jetpack puzzle almost-a-platformer thing. Still very much WIP, building and testing gameplay stuff. Next up will be a full art pass of this level (link to video of me making it through).
The project I am working on is a turned based strategy game called Wills and Wonders. Here is some animated sprites from my game, let me know what you guys think.
The Troll, Cyclops, and Giant, facing the right direction; basic attack and using the smash ability.
The Warg transforming into the Hellhound and howling, then into the Cerberus to give you a dramatic stare.
This is a grave spawning a Revenant.
Here are a couple scenes mimicking gameplay aspects.
You need enough frames to stop strobing, which is where the eye looses continuity of what objects are what. Usually you want each frame to partially overlap the last frames position.
For example, the bombs don't look right because your eye doesn't have enough frames to see each individual bombs movement.
So much awesome in this thread, great work everyone!
I've been working on a game with a pixel art aesthetic called Let Them Come. It's early on, art needs a lot more love, but I wanted to show you my progress so far.
It's a bit of a mix. That white environment light in the first gif is just a hand painted sprite but all dynamic lights from combat do indeed use normal maps.
Love this site! Just wanted to share this 1 bit pixel character i'm developing in my Gamesalad project! I just started learning but this online school im signed up with has been fantastic at answering my newbie questions lol School of Interactive Design
mannygill99 good to see progress but i would concentrate on your game , and not the box:) this is akin to a Band spending more time coming up with the bands name... when they have no songs. keep it up tho.!
Here is a pulled out lvl shot of one of the dungeons in SLain!
mannygill99 good to see progress but i would concentrate on your game , and not the box:) this is akin to a Band spending more time coming up with the bands name... when they have no songs. keep it up tho.!
Here is a pulled out lvl shot of one of the dungeons in SLain!
I love your style AtticusMars, it's all solid and depthy and niiice
Ashleighmills: Np! I found another good one but it's all in japanese :') You can still get the gist of it but it's a real shame as the guy has a lot to say! If you find it useful he has a whole load more on his blog when you click on the images
It goes into how he made this
Hey guys! Quick question for all of you pixel art masters. I recently got into doing pixel art and I'm working on walk cycles for a sprite that I made. Is there like a standard number of frames for a walk cycle, or is it more of an "until it looks right" kind of thing?
Hey guys! Quick question for all of you pixel art masters. I recently got into doing pixel art and I'm working on walk cycles for a sprite that I made. Is there like a standard number of frames for a walk cycle, or is it more of an "until it looks right" kind of thing?
Personally, I do either 4 or 8 frames for a walk cycle. It's usually enough and will get down the whole range of motion that you need.
I recently got into doing pixel art and I'm working on walk cycles for a sprite that I made. Is there like a standard number of frames for a walk cycle, or is it more of an "until it looks right" kind of thing?
There is a way to discover exactly how many frames you need, but it depends on the project specifications.
If that animation is for a game, you need to know the display framerate of the game.
It is usually 30fps or 60fps, but let's consider it's 30fps as an example.
In a 30fps game, 30 frames amount to one second of footage.
If the animation is frame-by-frame pixel art, that is a lot of unique drawings that the artist would have to make; therefore, the animation is usually reduced to being done "in twos", "in threes" or even "in fours".
When you're animating "in twos", a single animation frame (call it a "source frame") will be displayed for the duration of two display frames.
When the game has a 30fps display rate, animating 'in twos' means that 15 source frames combined should last one second of footage (15 is one-second's worth of display frames divided by two, from the "in twos").
In order to know how many frames you need for a particular action (a walk cycle for example), you first need to know the duration of the action in seconds.
This doesn't involve framerates, it's simply how long the action would last if your character were real and were doing the action in front of you.
You can find out durations by using a stopwatch with a "split" function: http://www.timeme.com/split-lap-timer.htm
Start the timer, then click split and just imagine the character walking (imagine it playing in your mind). When the action reaches the loop point, press split again and look at the length since the last split: that's the length of the action and it's probably short (one second or less etc.).
You can also use reference videos or any other means to discover the duration of the action you're going to animate.
Then knowing what's the amount of source frames that lasts one second (based on your choice of animating in ones, twos threes etc.), you can calculate the required amount of frames like this:
(action_duration) x (one_second_in_source_frames) = (total_source_frames_for_the_action)
If the duration is 0.78 seconds and you're animating "in threes" over a 30fps display rate, the expression becomes this:
0.78 x (30/3) = 7.8 (round it up to 8 frames)
So a walk cycle would last 8 frames.
Remember to tell your programmer that you are animating in ones \ twos \ threes \ etc. so the source frames should be delayed accordingly.
Games usually don't lock their display rates (it's not always a fixed value like 30 or 60), so the pixel art animation frames (the source frames) need to be delayed to last the desired action duration.
It's simpler if you're doing animation for a GIF. You can then specify exactly the source framerate you want.
If you liked working "in twos" under 30fps, you'll then animate with 15fps for a GIF.
yeah i really just eyeball all my walk cycles, set up a few key poses, space them out untill timing looks right. then get to tweening. Here are a few from my thread.
and a base runcycle. how they start and the finished one.
Thanks guys! If there were something like upvotes or rep points or karma on this forum, you would all be getting them. I love how helpful everyone here is!
I remembered that there's this free book by Ari Feldman on pixel art. Chapter 9 is entirely dedicated to animation, and includes an analysis of a walk and run cycles.
Hey guys! Quick question for all of you pixel art masters. I recently got into doing pixel art and I'm working on walk cycles for a sprite that I made. Is there like a standard number of frames for a walk cycle, or is it more of an "until it looks right" kind of thing?
Looking Good hawken, however i feel the 3d animation stuff is very disjointed (yeah even for me ha), cutting that smooth frame rate down to about 8 FPS would settle it into the scene more and keep more of that NES look you are going for. Still coming along nice tho YAR!
Most of mine are locked to about 10-12 fps
here is a gif from Slain! at the entrance to the Petra tower.
Looking Good hawken, however i feel the 3d animation stuff is very disjointed (yeah even for me ha), cutting that smooth frame rate down to about 8 FPS would settle it into the scene more and keep more of that NES look you are going for. Still coming along nice tho YAR!
Cheers!
It's real-time 3d so the frame rate is jst blend samples, can't be stepped without some trickery, that said you might be on to something so I'll investigate. Theres so much more to do.. haven't even started on environmental effects or weapons!
about 300 sprites to build a pixel art style dungeon
the Zombie character and Kyoshi (you can buy her at their website) are made by Matthias Andre! also thanks for him for the artistic and technical help!
Click on "Zombie" or "Kioshy" to see his awesome characters in a better presentation
Hello everyone! Recently 've started to do @Pixel_Dailies. So, I decided to share my works with the forum, which I was using for a loooong time on read-only basis.
Those are my chosen pixels so far, apart from unfinished and unfortunate ones, all 've been done during last month (or so):
I love to see the stuff from Slain but at the same time I don't wanna spoil it for myself haha. Anyways, here's an update on Super Sportmatchen. Our latest sport, Ball toss!
Been wanting to make a side-scroller beat em up so started experimenting with some animations Chun-li style!... when ever I go back to pixel art I'm always surprised at how much longer it takes to make them then I remember XD
The work on this thread is really great! @orangemagik - love them, just like old scifi novels. The dithering is brilliant. @mrawolf, that game looks amazing!
Been working on this when i've got a few minutes, using Pyxeledit and occasionally photoshop. It got retweeted by polycount so I thought I should post it.
Has anyone got a recommendation for a 2d engine? I've been using gamemaker and UE4 and they're both ok but i'm finding using tilesets not very easy.
@Silvershrimp: I use Clickteam Fusion which is pretty much made for 2d games and software. It's also good if you don't know how to program as the games are made with its internal event system. Othwerwise I hear good things about Unity's 2D tools but I am not sure how well they do with pixel art.
I figured out how to make .gif files so here's a spin-attack from my game
@chrilley Unity 2d is fine, missing some features but perfectly fine for 2d pixelart games (I've made a few!) the one thing it does lack is out of the box no-scripting. You need to program your own ... well basically everything. Which can be daunting.
@silvershrimp If you have an iPad you can check out our game creation platform hyperPad (www.hyperPad.com). You can make games for fun and share them with the community, or export for the App store (iOS only for now) with a PRO account.
It's pretty cool, and really easy.. But I'm a bit biased
@mrawolfI really like your work, but was wondering why it always looks like it was badly scaled (ie. pixel size has no consistency) ? Is that just part of the aesthetic you're going for?
This is my first pixel character. Can you all please be honest and give me some comments and criticism please. Also, it would be great if you could give me some pointers. Thank you!
This is my first pixel character. Can you all please be honest and give me some comments and criticism please. Also, it would be great if you could give me some pointers. Thank you!
This is my first pixel character. Can you all please be honest and give me some comments and criticism please. Also, it would be great if you could give me some pointers. Thank you!
Hey @Spencer_Holmes! It's definitely not a bad start! I think the biggest thing I'm noticing especially with the size of the sprite is that you might need to just some other colors on the face besides white. It really makes the face hard to read. And the only other thing I noticed is just using straight black as an outline on some parts instead of others. The bag and the jacket have black outlines, while the skin doesn't.
I did a little paint over to show you just one way you could polish up this sprite. Hope this helps!
Nice icons Chrilley! first two potions, the crown and the green skull are great! MRAWolf I've been lurking in your progress thread for a while; Awesome stuff as usual.
Hi, this here is some "pixel" art i did probably 18+ years ago. I probably should take up my hobby from the 90s and animate some good old pixels again.
I can't think of any other place to ask this question. To anyone who has worked on indie games, perhaps u might know...for any sort of boss fight in game, for example,Mega Man..every boss has programmed/repetitive moves he will make against the player.. is a boss just on a loop(and placed inside the room) ??... maybe programmed to randomize attacks. just wondering if u guys keep the sprites separated or do u merge all layers into one loop..
just did this one for someone. NES style restrictions with 8 x 8 block background assets, 24 visible colors that where chosen from a 54 color palette and limited sprites.
Great stuff here as always people! I'm really hyped to play Slain! Anyways... we have now finished up the sport I showed in a wip-state before christmas. Behold! Hoops!
Hoops is a frantic
all-against-all battle, where you'll need to master both timing and
agility. Push and stomp your opponents to steal the ball, go for
heart-stopping three-pointers or dribble your way to the basket and
watch the other players cry in agony. And if your opponents are being
cocky, shatter their self-esteem with a sizzling slam dunk!
A fun
thing about Hoops is that it contains a lot of extra stuff, such as a
seemingly pissed vulture who acts as the match coordinator, and a really
exciting halftime show featuring Mr.P and two cheer-leading stoats!
OH new page! and some pretty pixels indeed! Looking great Jimsvanberg. cool pixels frank3d. I Have some Slain blood. A fight in the Blood tombs against a Red skellytress that bone explodes. boom.
Got pyxel (9 bucks and great out of the box) and got a bit into pixel art the first time this week these are a few random bits I managed to make while just having fun and learning what I can lol
then I started trying to characterize random objects near or on my desk, flu medicine a toaster my phone a cup and a pen lol.
Quick question before I jump in (because it's hard to look back on so many pages of work although it's all beautiful!) I make game art using Hexels/Trixels, at least for my current project, is that okay to put in this thread or is there a better place?
I guess its not really pixel art, but if it has a pixel-ey feel (similar to a tank I made:5agOqGc (which is not pixel art but people thought it was pixelart because of the lowres)) so I think its no problem
Hey guys, since there was good reception here for Trench Run back when it was 8 colours, I figured you guys might like to see how it's come along. At some point along the way we decided for commercial reasons to bump the colour count to 32. The gameplay is largely intact if even more fast-paced and there's a lobby area where you can get skins and pets, drink booze, play basketball and all sorts of wacky stuff between games. We're looking at a steam release pretty soon and you can buy the game already over here!
Also, is it just me or is the post editor super finicky about cursor positioning? Usually ctrl+arrows skips a word but it skips a whole line here Any way to get a plain text editor that isn't html?
I am sharing with you some new screenshots and sprites of the game I've been working on with a friend! and I am excited to show you the first trailer of the game!!
I'm working with a small team of rookies to make a dungeon crawling bullet hell/rogue like rpg so we're going through the creative development phase for the first few levels. I've never ever done pixel art before, but I made these just a few hours ago. Poor quality right now, but should look better in the game engine.
I meant to post this long post in the Sportmatchen development thred. But since I don't seem to be able to delete a post I just shortened it and if you wanna see more, head over to the dev thread ^^ Thanks guys! This a a concept for our latest sport!
Jeeeez @mrawolf , your Slain work is inspirational dude! @tsabszy I really like your texturework, cool to see your asset sheet. @hawken man diggin your pirate poop's gameboy style, the visual layering must have been hard with just green tones, kudos. And your PixelPirate game looks suuuuuuuuppppeeeeerrr *^* @orangemagik your 'out of gas' piece is sweet, love the old ship design and your other Chris Foss piece is super sick. The Tachikoma anim is fun ha But holy crap 40 hours on the lone mathews 28 colors. That's intense! But certainly worth the effort Sick style @Rilem! I wanna play dat naow @Crybaby loving the colours, great style. @Christian Nordgren I love your blackmage fireball anim!
I've been delving into pixelart again after many years doing only 3D. I've been taking alot of influence from Paul Robertson's Scott Pilgrim style.
It's for an oldschool style Overworld map for my current project Rad Rodgers. If your wondering what the hell that creepy face in his backpack is, its his vulgar game console that's come to life. I originally started with this idle as a test but it was too much stuff, too busy. I'm currently in the process of making a simpler one.
very cool Mask_Salesman ! the only thing i would say is get some more secondary anims on that hair ! it's begging for it.. and TY some more early Valfaris concepts.
Thanks @mrawolf good point! I'll get some bounce up there
Here's some Pixelverse parasites:
The project it's from; Rad Rodgers, is a 3D Sidescroller, it's looks cute but its full of violence and has a Rick & Morty style humour. It's 50% funded on Kickstarter if you guys are interested.
Hi guys! Here's my little "original to HD" pixel art project that took me about two weeks of my spare time)) Pixels looks like A on this preview but it's downloadable if you want to see the details!
I've been taking alot of influence from Paul Robertson's Scott Pilgrim style.
The thing I like about his style is that he animates every last pixel on each frame, if you want to get a bit closer you need to add more subpixel animations It's a lot of work but oh boy is it nice to look at.
Hey guys, since there was good reception here for Trench Run back when it was 8 colours, I figured you guys might like to see how it's come along. At some point along the way we decided for commercial reasons to bump the colour count to 32. The gameplay is largely intact if even more fast-paced and there's a lobby area where you can get skins and pets, drink booze, play basketball and all sorts of wacky stuff between games. We're looking at a steam release pretty soon and you can buy the game already over here!
Really loved the graphics on the first version but IMHO it was ruined by the zooming camera / windowed play area. You could have doubled up the rez and had it full screen for some nice looking pixel art. Also the game... I had no idea what was going on, got forced in to some crappy class with no weapon from the outset. Seems it could do with a healthy round of QA / testing feedback before the next version, just my 2 cents! Looking forward to the next one!
made some pixels for a bot and bird from overwatch.
I'm not 100% sure how to reply on the forums yet, but I just wanted to say that this is AWESOME. Bastion was already sort of adorable for a robot, and pixel form is so cool. Love the detail making sure to add in the shadow on the bird. My only maybe critique might not apply to pixel art (because I'm really new to pixel stuff) is the silhouette could use a little tweaking. But honestly that's just me being a little picky Well done!~
I'm really new to pixel art, and 2D animation. So since I recently got Marmoset Hexels 2, I decided to give it a go. The mushroom was a test of the program, to see what I could figure out on my own.
The house was a second test, more for myself to learn how to add a little more detail in pixels. I still have a lot to learn, I know. And I would LOVE some feedback, or even better, the "rules" of pixel art (like typical canvas sizes, animation tips, how many colors and types of colors, etc).
I'm really new to pixel art, and 2D animation. So since I recently got Marmoset Hexels 2, I decided to give it a go. The mushroom was a test of the program, to see what I could figure out on my own.
The house was a second test, more for myself to learn how to add a little more detail in pixels. I still have a lot to learn, I know. And I would LOVE some feedback, or even better, the "rules" of pixel art (like typical canvas sizes, animation tips, how many colors and types of colors, etc).
Welcome to pixel art! And glad to see people using Hexels! It's a really awesome tool that I feel doesn't get enough love! I think when it comes to feedback I would say check out the fundamentals of just 2D art in general and you can pass those skills onto pixel art.
Finally got my Photoshop panel in a testable state
It's a live preview panel for sheets (particles/sprites etc.) I'm looking for a few testers So I'd love to get some PM's with some of your work if you're interested You can find some more Pixeling scripts that I'm working on here: http://polycount.com/discussion/179830/pixel-art-toolkit-pat-photoshop
The 10th and final sport of Sportmatchen looks as follows:
Wall-climb! Be the first to reach the top by pressing and holding the
corresponding button/s of every grip! But beware of treacherous gusts
and falling vegetables! =D
Now I can focus on getting the last
two character in and then some menu polish, achievements and other minor
things before we wrap this baby up! Sport!
Hi! My first post here on polycount, been lurking from time to time.
I am working almost full time on my savings on a game in pixel art style, here are the first two playable characters, a male and female special para military forces to combat the zombies I know, kinda common theme but I love zombies, and the post apoc feel.
if you wanna check more of the progress and some artwork (kinda light at the moment, but more will be uploaded continuously between freelance gigs and the time I get to spend on the game)
@RennJan nice work! The characters you see I posted are also my first real attempt at pixel art animations, I can just give you small hints I found out so far,
for run cycles I found out 8 frames are a good number, I dont know why but when I started animated I thought an uneven number should be good, to have a frame as middle point, turned out it wasn't.
I see you have a smear effect when the skeleton attacks that nice to indicate movements faster than a frame. or in general really nice effect.
I try to animate as many pixels as possible, on the player 2 female character that's more obvious in her idle animation.
I try to think about whats heavy on the character, in my case the weapon. So I delayed its transition 1 frame, so the body starts to move down 1px, but the weapon is in the same place, and drags 1px down in the next frame.
That was a nice effect IMO, and I will have that in the back of my mind as I continue to animate the rest of the sprite sheets.
@BLUELED Welcome and nice too see you gotten so far with your game!
"A former agent of the dissolved "Department Of Intergalactic Reacquisitions" commandeers a wrecked mining vessel to scavenge the rare materials from what was considered to be the most advanced geological sensor array in times long since passed."
As usual, it's been too long between my updates from Sportmatchen =/ But yeah, reasons
Anyways, all athletes are now in (wohooo!) and to celebrate here are two
gifs of some of their animations =D
mrawolf... do you have any tutorials (or can you make one) on how you go about making such insanely cool stuff? I'm a programmer by heart but I've been trying to develop my artsy side more. I'm desperately bad at pixel art, and I want to get some tips from a pro on how to approach designing things like that!
Hey All, we've just shared the first wip gif from our new project Loco! We will be trying to show a lot though development so all feedback and crit are welcome!
Hello polycount! loove all the pixel art in this thread, I started my journey on poly count when I started college for video game design and development, one of my professors advised us to get as much knowledge as possible from these forums..... anyways just posting some of my recent pixel art i been working on for a MMORPG called Tibia. let me know what you guys think, any feedback is appreciated.
I play Overwatch with some friends overseas about once a week, so I've been working on the hero portraits in between matches. Getting in some fun time and some practice!
Hi! I am new to making game art because I have been concentrating more on programming, but I recently discovered Pixel Art and thought that it could really be an art style that would help me prototype my games better. I have been under impression that I'm not very artistic, so it is nice to discover that there might be an art style even for me where I can hopefully become better.
Below is a battle scene from a 2D battle arena game I'm working on currently. All feedback on things to pay attention to to improve my quality would be appreciated.
Wanted to try to do a landscape piece and try working in values first. I think working out the values definitely made it quicker & easier to make both a daytime and nighttime scene.
I play overwatch once a week with some friends over seas, and while waiting in ques for matchmatching I've been slowly chipping away at these. A good handful of these I definitely want to revisit, but feels pretty good to have completed the whole cast of heroes and see improvement.
I'm sharing a collection of brushes, patterns and a "perfect pixel" layer style for photoshop. If you like pixel art, you can grab them for free at https://artstn.co/m/zqmL or http://cbr.sh/7wm9s3. It's what i use for my pixel art in Photoshop.
Hi everyone, I represent The Flavare just made a tileset suitable for the game developers who built a 2d platformer game. The tileset is a fantasy forest nature-themed and it is now available at itch.io. Tileset has a free pack asset and a premium pack with more assets packed inside. Currently is on a sale, grab them while it is still hot 😉
Replies
Here's my first venture into pixelly waters. Would really appreciate some crit as I've no idea what I'm doing :')
Thanks for sharing Nagicoa!
ErichWK: Same here! I've been dying to try it ever since seeing syosa's work but it's just like "where to begin"? It really is best to just jump in and have a go though, you might surprise yourself
I use the pencil tool in photoshop (she says like she's done more than one piece of pixel art :'D)
Fan art of this: http://cghub.com/images/view/478129/
And here's a coffee cup pickup for a mobile game I'm currently working on.
made another...thing
Great job on the tutorials, Nagicoa.
Thanks for sharing!
my dreams have come true! thanks for pushing this thread into existence guys. so much rock.
Not from any game specifically, but it follows style conventions popular among female pixel artists. They are sometimes referred to as pixel dolls.
I have tons more pixel art, but it's all a couple of years old at least. I can post some more if you guys are fine with that.
https://dl.dropboxusercontent.com/u/3289323/War/War.swf
OOooohh I love these, especially the animated ones! I'd love to see a timelapse of some of these works.
It's 32 colors, BTW.
Bumping. Bruce Campbell as Kirk?
Great stuff everyone!
Anyway figure I'd give this a try (edit: fixed some stuffs)
Subbing for awesomeness.
I also have the original "low res" sprite saved on my computer (they chose the bigger one).
+1
And something a little older than that.
:poly142:!!!
That's really visually striking, is that handpainted or some posturized textures or something?
Pixel Joint Introduction - a great pixel art introduction
Pixellation Knowledge Repository- this page has lots of technical info
Way of the Pixel Ramblethread - More technical info
Made another little dude used an outline this time
Ashleighmills: Np! I found another good one but it's all in japanese :') You can still get the gist of it but it's a real shame as the guy has a lot to say! If you find it useful he has a whole load more on his blog when you click on the images
It goes into how he made this
Here's another one I did. I saved out a work in progress animation for it, too.
I was planning on making more outfits, that's why I made the whole body underneath. Never got around to that, though.
For the colors, I used the Avatar Palace universal palette. It's quite a challenge to use, because it lacks subtle skin tones. It does lead to very interesting color selections, which is what I like about it.
http://imgur.com/a/GPlx4
Here is the link to play, its easy : http://simon-aublet.com/devblog/pixel-art/jumpn-spray.html (I higly recomend you to read controls under "credits" screen, you'll be able to switch chara with tab and reveal bloc by using your gun ^^)
and here some early concepts :
These are absolutely mind-blowing.. can anyone shed light on the process it takes to create these? Or is it just a lot of time/build up of detail?
@PolyHertz: you can find several screens and the game here : http://madpxl.com/crocodingus/index.htm
Well, I have that too! (a quick prototype cancelled)
Yup, that, nearest neighbor downsizing, gradient map, and some cleanup by hand.
Has anyone got any pointers for doing pixel feathers? Things aint going so well :')
And, I also apparently neglected to think how it would look on grey, so enjoy the white field!
Nagicoa: I don't think you need feathers that detailed unless it opens its wings to fly http://i.imgur.com/CXslZJx.jpg
This pixel business is HARD :') It's like... I know how I'd paint them normally but those methods just... don't translate well.
Now I have to make something and share
Thought I'd post this ol' fella
I find it nice that each screen of the game is made in 160x120px, which means even the biggest houses are like 40x40. I was searching for a grid with a good "pixel economy versus quantity of detail" ratio - simple, tiny, but not too minimalistic.
Furthermore, breaking this 160x120 limitation in the scene below, filling the screen with a "beyond the cliff" hi-res art by my coworker, ended up gifting the players with a nice, surprising moment:
I plan on trying different styles next time. During this project, I did not know much about setting a color palette and paying attention to what colors would make it all more beautiful and pixel-artsey. If you guys know any good tutorial on color, I'd love to learn from it!
Here Lipedal
I too will return with contributions of pixels.
[ame="http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719/ref=sr_1_1?ie=UTF8&qid=1367740068&sr=8-1&keywords=gurney+color+and+light"] [/ame]
http://www.cnordgren.com/#!2d/c1vji
Keep up the good work all !
Pixel art from our latest game Lethal League! You can play it here: http://lethalleague.reptile-games.com/
Oldest to Newest:
]
^Typical RPG Protag
^ enchanted floating rocks
^Berserker Sphinx and Tortured Soul
I love this thread so much!
@tysho that electric wolf is killer!
haha I remember playing that at festival of games. It was very fun to play. I do remember it was much more low res, pixely back then.
The game uses layer system which allows for sprite variations and animations, so I have damage variations too.
Sonic amstrad cpc version
Mr heli inspired
Car and heli
Did you create the sprites this big/at this scale?
I dont get how people up rez there sprites for better presentation without photoshop totally runing the look of things. Or are all the "high rez" shots of pixel art always created at that large size?
When you go to resize choose nearest neighbor instead of the default bilinear image resampling
original sprites are on 256x256 sheet and this is magnified and nearest neighbour setting while blowing up the res for presentation.
Awesome, thanks for the info on that guys. I might have to mess around with making a pixel art thing or two now
I think the image compression makes it a bit blurry. We didn't change anything since FoG so it's still pixely and low res!
http://lethalleague.reptile-games.com/
I've played for about 30 minutes, it's a fun game, got the ball up to 178mph.
This isn't true. You can also upscale by 3x or 5x (300% or 400%). It just needs to be in increments of 100%, or in integer numbers; 7 times larger is okay, 7.5 times isn't. Generally, I upscale by 2x or 3x if something is rather small. Only rarely do I ever go above that. (my avatar is sort of scaled 12x, though)
Pix - you might want to tweak your grey-brown ramp a bit, so you can get smoother shading on the balloon (unless you're going for cellshaded) and I think you can merge some of the darker colors of both brown ramps into one ramp. Dark colors are often a good place to save some slots.
Quesocotl - looking promising, for some reason I quite like the rock the most. All could use some refining, though.
Base - I think you could benefit from working on a slightly smaller scale and focusing a bit more on color choices.
Remmers - efficient stuff. You get a lot of use out of very few frames.
Lipedal - I think you could also learn a lot about color ramp efficiency, blending, and so on. You have a lot of colors in there, but the changes from grass to desert, and around the well are rather crude. I do quite like the overall feeling of the buildings, though. And the people seem cute too, but I would not animate them in a permanent T-pose.
St4lis - Very nice, and very Metal Slug. Though there's a sliiight clash between the some pixel art bits and some photoshop resized/filtery bits.
Tysho - While I like how these look, I think you would have been better off either going for a completely painted look including alpha-transparency or a more pixely look. Right now the binary transparency is a bit grating. I like ThunderMutt the most, even though he relies heavily on soft brushstrokes.
Nagicoa - I think you can be a slight bit more simple with the wings, and use a blend between the straight/abstract lines and a curvy dither-like pattern like you have on the neck/chest. I think you might not need the brightest color or the secondbrightest one. Maybe swap merge them, and add one color to blend nicer on the wings? Also, thanks for linking all the tutorials.
madPXL - Great stuff as usual. Last pic and the 3D work reminds me of how Minecraft should have looked; embracing its cubic abstraction rather than trying to apply mediocre 'realistic' pixel art.
Em' - Really liking the sky-city image. Looks very crisp, and the soft vignette keeps it modern. Nice approachable science/tech colorscheme too. The purple image is a bit less because you have several styles fighting; in particular the large pixels on the trees, and partially the more scribbly sprites.
DemonPrincess - heh, yes, programmer-designed palettes are a bitch. I'm of the opinion that every universal palette should have a brown/skin ramp just like it needs a gray one.
AtticusMars - Really liking this. It reminds me of, I think, Makkon's coop 2D knight brawler thingy. It could use some refinement, though. Have you considered adding a dash of color to him? Overall, good use of 8 colors.
Here's something fairly recent of mine:
Oh. And the banner I made just before starting this thread:
Aseprite is pretty awesome, it has most of the stuff needed for game dev build in.
This little guy below was made in aseprite for example.
A few samples from a game I'm working on. First real experience working with in pixels, so tried to keep them kinda simple.
A little bit of the tile work for the stages, have a bit more that needs to be finished and added to the stages, just background stuff to look more lively.
my bad! engaged mouth (fingers?) before brain..
Good idea! I'll try to make some more sprites and post them up later. Color is a hard one for me; I'll need to study more. Cheers!
This one was done with the atrocious 16 color EGA palette, just to see if I could manage.
haha, what about it caused you to spit out your drink?
Oh just that I'd worn that fire keeper robe so much I recognised it instantly.
madPXL: Really nice though I don't know what secret you mean
DemonPrincess: Great work with the EGA palette. I love the detail in the skirt. For some reason that skin colour always makes me think of the first Leisure Suit Larry.
Ah yes, a great game that indeed used the EGA palette! :thumbup:
The only other options for EGA skin tones are the brown, which doesn't leave you with a shading color... or alternatively you could use the white with gray shading, like they did on Commander Keen.
Here some of my Pixelart. CC are welcome
So here's some stuff I've made over the years:
This one remains unfinished:
Did you actually work on The Binding of Isaac? :O
They look awesome.
Sadly not. I would have loved the opportunity to work on The Binding of Isaac: Rebirth. I'm a huge fan of Ed's original vector art in Isaac, and was a little disappointed by Rebirth's art. These sprites were my attempt at faithfully recreating the vector art into pixel art. I wanted to make everything in the game but got a job working on an indie title in the middle of my project and had to drop it.
https://twitter.com/blekdar/status/340417186290085889/photo/1
Made a game awhile ago that never did get finished.
Here it is now.
I made a gnosis from eve online
I never do pixel art for a reason.
A 2x5 pixel font, with a 6x5 pixel intermediary shape to figure out what subpixels to use.
A simple set of diagonal lines, comparing regular greyscale AA with subpixel AA. The righthand (top-right) side is a mockup of how I imagined the subpixels to look.
Group shot of those Dark Souls characters I was working on.
But I wonder about sizes... gnarf.
Maybe someone around here is kind and experienced enough to answer me? Please.
Regarding a platformer or oldschool rpg (with top down view, like old zeldas/secret of mana etc.) what would be good sizes for sprites and tilesets?
Thanks.
Games for the NES, GameBoy, SNES, etc. work based on a limited set of 8x8 pixel tiles (in hardware). But because 8x8 isn't enough to convey a lot of detail designers in the 8- and 16-bit era typically used 16x16 macrotiles as a basis for their art. You can see this clearly in titles like Super Mario, Zelda and Final Fantasy.
Sprite sizes were limited by hardware. Up to 8x16 for the NES and GameBoy, up to 64x64 for the SNES. But again, 8x16 isn't all that much, so developers would move multiple sprites side-by-side to resemble a single larger sprite. Typical sizes for overhead views are 16x16 (Zelda, FF1-5) and 16x24, 24x24 (FF6), platformers start at 16x24 and quickly go up to 32x48 and beyond (Mega Man X). Fighters have some of the largest sprites, Street Fighter II sprites stand over 80 pixels tall.
In addition to size limitations there are rather strict colour limitations. NES and GB backgrounds are up to 4 colours per tile, SNES 4, 16 or 256 colours per tile depending on mode. Transparency is one of these colours, so NES sprites can only use 3 actual colours. some tricks can be used however: Mega Man's face is actually a separate sprite in the NES games so it an be a different colour from the body.
Colour limitations are as important to the pixel art aesthetic as size limitations.
Of course, with modern hardware we don't really have the same limitations. Pixel art can be as small or as large as you want, without having to optimise for 8x8 pixel tiles. Pixel art games released today may use a larger 32x32 basic tile size, or do away with tiles entirely.
In other words, set your own limitations and find a style that suits you
I think I'll try out some things and see how they'll come out! Haha.
And yeah, nowadays there are some freakingly amazing pixelart games.
I'm an advocate of giving yourself very strict and small limitations, to faster learn how the medium works. It forces you to think because you can't simply draw in all the detail like you would in a regular 512² texture. And the more you think, the more you learn.
And while 8x8 isn't much, it's enough to convey quite a lot of information still:
(though, yes that uses an absurd amount of frames given the size)
First of all, fantastic work you've got here I would like to show you my very first pixel art. I did it for an Indiegame, which me and my friends currently developing.
First of all, fantastic work you've got here I would like to show you my very first pixel art. I did it for an Indiegame, which me and my friends currently developing.
edit: sorry for double post, but something strange happend.
Great work, all!
This is my finished work:
http://i.imgur.com/6XKMWQK.gif
Based off of this ship from a game I play:
http://www.ravestats.com/public/fen/faction-dramiel-3.jpg
And this is a single frame:
http://i.imgur.com/PKD7vSr.png
One is from a WWII roguelike I'm making with friends (using the Legend of Zelda palette):
This other is from another little pixel project I'm making using only 16 colors. Lots of fun with it so far (have to fix a couple small tiling errors, but nothing big):
I did this piece for a contest at GOG.com which basically was "Take one of our games and make them look retro". So I chose Deus Ex and made this pixelart picture of it. I had to rush it a bit in the end and it shows. The HUD and all left of JC Denton was done first and the right side was basically rushed and I just added some objects so it wouldn't fell that empty.
It is rather unbalanced in composition and in colors but it was still fun to make and in the end, I won a gift code on the contest, yeay!
I'd love to do a pixelart game in the future, just need to level up my skills a bit first.
(Also, that "MEAT"-sign, god, it looks so horrible haha.)
Bek: Yeah I saw that video, pretty funny stuff! I would totally dig a properly done sidescroller with all the Deus Ex-mechanics, conversations, exploration and so on!
Anyway I need more practice with shading but ive done more practice on animation
A move i re edited for a custom CVS2 terry bogard ive done. I re drew some things and just used different body parts of terry along with ralph's parts to make it happen.
start tackle down
Beat down
I always wanted my own terry bogard version to Have a swift EX take down move like Ralf from KOF.
Im practicing on bring my own original characters to life in pixel and code them like i do things for the mugen emulator engine
Loving this thread, so I thought I'd contribute with some of my pretty recent stuff
ive got a ton of this stuff, i should go through and find the good bits
edit: 3MB GIF
https://dl.dropboxusercontent.com/u/11806970/horse_bow_spear/3.gif
When i see that this music comes to mind, [ame="http://www.youtube.com/watch?v=VXQzyVy9fYM"]Streets of Rage 2 Opening Theme Music - YouTube[/ame]
because it's similar to the back drop in the into and later levels of the game Streets of rage 2.
An old bandmate. (after lurking for years, I think this is my first post. You guys rock!)
Oh man, lovely stuff. Those pixel guns! I can just see myself playing some game, seeing these in a ingame arms shop and browsing, thinking and deciding on which one I want to buy next for my character~.
Digging it!
Bought RPG maker recently and I plan to make a little RPG based on an idea I had a long time ago for a graphic novel. Yes... it's got zombies in it. :P
I want to play this one. Pay $10 up front to beta? ^_^
I would also love to see a tutorial on how to make an animated sprite, im so bad with 2D animation
I entered a challenge over at http://www.pixeljoint.com with this one:
And something else:
[/URL]
Here is my submission to the weekly challenge on pixeljoint. The topic was Undiscoverable and limits was 9 colors max and only choose from 16 colors. I used 8 colors in mine.
http://silkgames.com/nestalgia/
GB palettes are really fun! Also if anyone's up for talking about pixel art or seeing how pixel animations are done for games I do a bunch of streams over on twitch(twitch.tv/worldwithoutwords) if you wanna drop by. Or I'll just go stalk better pixel artists and hangout in their streams : D.
The top version is what I came up with just trying to do classic pixel game art. No restrictions really. Just doing it.
For the bottom I tried to emulate what could actually be shown on NES. I did a fair amount of research on the NES palette and the technical limitations. I went forward trying to recreate the top image with NES specs. Needless to say it was pretty challenging. I'm fairly certain the bottom image could be shown on NES but it might be more akin to an un-optimized scene in current gen-games.
Guys what are you think about this ? Some Critics or improvement.
Is there any tutorial on doing this thing? Or is there any other painting program specially for pixel art stuff?
@Up
I'm pretty sure that its Quote from Cave Story, not Ash. Great game, btw!
PL-Fighter - Looks nice! The head seems a little flat though; you might see about curving it's outline a bit more, or changing the shading a bit.
Pretty cool thread. Wish there was as much work here as the Lowpoly and What are you working on thread. This is all great stuff. Reminds me of the good old Nintendo and Genesis days.
[EDIT]
Got some feedback, had WAY too much contrast.
Looks really awesome! His movement is awkward though, right arm and leg should not be going the same direction, same with the left. It's usually right arm forward and left leg forward.
Thanks William! I am digging your bug animations. That death one is super gross
Cheers!
Hakan SSF4
If you're interested in making games of your artwork and have an iPad check out our app GamePress. We have some artists who jumped on board and were able to make some cool games featuring their art really quickly and easily.
You can download it from the app store for free:
https://itunes.apple.com/us/app/GamePress/id637370800?mt=8
From a little game I am making.
I've been working on a pixel art game called Boss 101 for a few months now.
***Warning - tons of animated gifs are in this post - hopefully they load quickly for you!***
Boss 101 - the story about a boy, his jetpack and MILLIONS of randomly generated bosses.
Join Max and S.T.E.V.E. as they adventure across the galaxy battling the baddies and bringing home the ice cream. Boss 101 is an arcade shooter and much more! We have procedurally generated levels, bosses and gameplay. On top of that we're bringing you as much humor and entertainment as possible while you play.
So yep, it's a shooter at it's core and at the risk of using "marketing-speak" we like to think it's a little more than that since it's got a story driving it forward. That's right, we said it. It's not JUST blasting robo baddies and rolling onto the next level. There is real human drama here folks. For one, did you know this whole adventure is triggered when your brother makes a simple (for him) birthday request?
Check out the screens below to get an idea!
Command Center Main Room
First off though - let's check out the work on the Command Center main room - YOUR main room in the game!
We've been adding ambient touches to the room. This is your first stop in the game and where you hang out with Max and Steve. This week we updated the window with animations and gave Max and Steve a gloss pass.
Fist Cannon - YEAH BUDDY!
Some screenshots which explain the kinds of bosses you will be fighting (and what you might fight them with)!
Bow in action
Some Croco-spider Boss getting wasted!
These were all made in the MAGICAL Make A Boss Creator that YOU CONTROL. The thing here is you are in charge not only of outfitting yourself but you get to roll YOUR OWN BOSS! That's right, each level and each boss is basically designed by you with the magical MAKE-A-BOSS generator (see image):
From that machine you end up with this kind of stuff:
Say you were to roll a COMPLETE set for the kitty boss he would look like this!
And when you need some fashion help and stylish upgrades we have HATS!!
Here's just ONE of the SWEET hats you can purchase and bring into battle! Calibretto from Battlechasers!
You might end up in a warp tunnel blasting samurai swords!
Hope you enjoyed that and check out the Facebook page and main site for more info, videos and a playable demo!
Best,
-Tim
something i'm recently working on.
and yes, that un-named symbol means meat.
Here's an abandoned prototype from me. I did all the artwork, but my coder's life got serious and he had to do other stuff.
Atomic Jetpack (Cursor keys and space bar) - Play here
Disclaimer: There's a missing asset which is represented by the red circle (it's a missile turret - don't stay in the circle for too long), and the second level is so broken it's unbeatable. HARDCORE.
Here's some stuff from an oooold, abandoned project that wasn't too fun (and was for iOS, which I don't enjoy developing for). I did all the art stuff, animation, and music.
Atom Smasher Video: https://dl.dropboxusercontent.com/u/604868/Project%20Work/Atom%20Smasher/ScreenFlow.mov
Here is my latest one:
Glen, the overly kind chicken-owl-man. 9 colors
Made a 16 player online brawler in three days for LD over the weekend, good times.
I though I could contribute with this old image. Posted it here on the forum before but I updated it so a friend could have it as a background on his computer (with three screens).
It's loose pixel art, just as I like it.
I'm pretty new at this, but so far I'm having fun with it! Comments and critiques totally welcome
Does the character look right on the stage? i know a lot of games will mix the 3/4 view with a profile
view for characters but couldn't tell clicking back and forth though pages.
Also i'm getting mixed tones between the character and stage. stage tells me this game is
serious (nazi signs and all). while the character gives a fun, bouncy feeling.
Assuming this has a serious tone i would recommend something like this.
Have fun!
Can you upscale this so it's not pixelated and I can make it a wallpaper?
It's going to be a side view for characters, though it'll be a top-down game (not 3/4 view). As for the Nazi symbols, we're going to be swapping those out for iron crosses instead just to make sure it has more universal sales. However, the tone of the game is supposed to be a little lighter than heavy. A kinda gung ho, sci-fi take on Nazi bunker hunting involving SS werewolves, frankensteins, ghost super soldiers, and even Hitler's brain in a jar surgically attached to his dog, Blondi.
I'll see what I can do to even out the tone of the environmental art with the characters. Appreciate the note on that!
Edit: Just noticed the subtle changes to the face (shading, etc) you did. I like that. It's a good touch. Thanks!
Thanks for the feedback
Just a little something.
I also made a never-ending game called Zombie Run, where you play as a zombie killing humans. The humans are based of Zoey and Louis from Left 4 Dead
I wasn't quite sure how to do the angles, so the humans are either walking towards (left or right) or away.
This is a cool thread, keep up the good work!
Multiple people made so far with different coloured suits.
I refrained from posting as I've not done anything remotely 3d related, but have been doing a fair bit of pixelling.
I need to assemble some stuff as I mostly have bits of things like tiles etc.
A run cycle from a game I'm making to help promote a mates music :
And a huge PNG of one of a few WIP games - click to play it -
Color changes are a result of me using the wrong settings, no problem with the actual work
Actual images should be much smaller, just scaled for posting
Also just mucking around!
And some rocks.
..and the constituent parts :
Stuff
I haven't done too much of this sorta thing, but here's a start!
@Twoflower - is that a game you're working on? Would be cool to see everything moving in those backgrounds!
Some stuff tonight - working on revamping a game I made with a friends likeness :
It involves bouncing vegetables into holes in the floor and demon tentacles.
JohnnySix: not a game, just made them for fun ^^
More stuff
You could easily mock something up these days with canvas and webgl shaders, the mix of sharp pixels and bloom is quite compelling.
Here's a ship going through some upgrade xforms.
spoiler] [URL="johnnysix.net/games/schmup08"]Latest playable beta here[/URL] [/spoiler
My last boring creativ night ^^
What are you think about this piece?
Interesting tool for creating tiles for pixel art.
Delko: haha cool catbuss ^^
More stuff!
this is so cute! im gonna try having a go at some things similar to this
Here's most of the sprite strips - it's been a while since I worked on it.
Game engine is Construct2 by Scirra - and I'd highly recommend it. :thumbup:
Some art for a game I was working on with some friends over the summer. Slightly unfinished but I am not sure I will be able to get back to it anytime soon.
Their dithering pattern seemed really erratic but gave a nice flow and I'm wondering if anyone has any advice in regards to how to recreate a nice and even shading / noise adding technique like that.
As for personal art here's my most recent piece.
A friend and I are working on creating our own two man studio, mostly non-profit for now since we're both students but I'm hoping to use it to break into the industry or to lead to bigger and better things.
Also, I'm doing all my work in Photoshop currently, any advice as to what the "standard" is for drawing in pixel art nowadays? I heard graphics gale has dithering tools and the like but the UI seemed so... outdated.
Thanks in advance, keep the great art coming!
If you're in photoshop, there are a few options when turning from full colour to indexed mode- say if you were wanting to create large gradient background fills without having to meticulously paint the patterning in :
I also use a pencil brush with a 2^px black/white pattern for a 50% mix when painting.
Depending on how 'pure' you're aiming [ sticking to limited palettes, not using blending etc ] - this can quickly allow you to mix stuff up.
Spongebob/Streetfighter crossover:
A dust effect for a skid-stop animation:
A character for an unfinished 2D shmup:
Sup?
That was super helpful!
Haha, I would have really benefitted from knowing that when I did this piece for the GOG.com Witcher pixel-art competition (restriction was 300x300 px resolution):
Due to the deadline of the competition I only had one full day to work on this and I still couldn't fix as much as I wanted. I was going to clean up the sky a bit, add some clouds behind and between the mountains and fix up Geralt so he pops a bit more and looks like a playable game character (and fix his noodly legs~), not just an environment prop. And fix the UI... and so on and so on.
Some backgrounds I made for Menewsha.com last month. The last three images are the bg elements with other items I made for the site. I had a lot of fun with the galaxy/nebula piece
http://www.scirra.com/arcade/addicting-action-games/9745/squirrelnuts
I ended up getting a imgur account and it seems to work..
Also on my game its all about collecting nuts and returning the to your tree, if you dont your player gets to heavy and is slower so its harder to make jumps, you have 60 to collect all 22 nuts to make it to the next level.
I'd try to avoid dropbox because a lot of people can't hit it from work
http://www.scirra.com/arcade/addicting-action-games/9745/squirrelnuts
Also please check out what I have so far and comment on it and let me know if its good, horrible, what to change and all that, going for a simple style.
A few screenshots from a game im working on now and then (Sadly)
The areas are still a work in progress but there getting to how i want them slowly.
Incidentally, reminds me of Hyper Light Drifter which is also gorgeous.
Nice work!
Wish I could do something like that... love those enviroment, but I think the character feels off. He doesn't seem to blend perfectly.
May I ask which software you're using to do your game?
Cheers!
Ah man yes! i backed that game on Kickstarter looks awesome.
@Fenyce
Thanks dude.
Which character, the one at the bottom left or the statue? the one at the bottom left is just a placeholder character from the engine he wont be staying there
Im just using Photoshop and RPG Maker VX Ace.
I love the style of this but on the second image it is very hard to determine the depth of everything and to see where the player can or cannot walk. Maybe it is because the shades are a bit too close to eachother.
Well this is absolutely stunning. Really inspirational stuff. I havent touched RPG Maker in ages, but you really are making it shine!
I agree with Dennispls on the depth issue due to the shading.
If you take a look at the shading on area 1, I believe its meant to be a shadow casted by the purple column, but because the shade is the same as most other vertical columns, it looks like its actually a vertical column next to the big column, but shaded a different color for some reason.
Similarly, area 2 is shaded the same as the yellow area next to it but we can see from the roof tiles its supposed to be portruding forward more. The shade of the tiles are the same but there depth is very different.
Nitpicky stuff I know since you're still working. Best of luck and would love to see a whole game in this style!
@Howl
Cheers guys! i definitely see what you mean now.
Appreciate the paint over ill go back and change that and hopefully it will read much better!
Happy i posted it now with some important feedback like that!
The hero fights for a land that is controlled by seven towers, he must find each tower and slay the lost soul within each of them. This is a screen mock of hero's journey to the tower located the lake of mists area where he is about to confront a lake Horror sub boss.
created at 320x240 .
Would love to see more of this.
http://forums.tigsource.com/index.php?topic=36108.0
beaulamb1992 - THX.!
Snader -ty for the feedback, yes i think i will. still messing a round trying to get that readable separation
TonyNowak -Hey looking cool. Interesting theme and style.
Finished this up yesterday for Menewsha. Really like how well the hair turned out Last four scenes are with other items I created for them.
Another screen mock up of the game i'm working/designing atm. This is a shot of the hero inside one of the towers. The tower of the banshee queen. These levels will be more vertical lvls ,2 screens wide and 10 screens up and more puzzle based then the exterior but still a little action.
I will be moving onto sprites next i think.
THx
Awolf
some town work.
Here is the skull pub in the main town ,where you can rest up ,find out info and buy some provisions .
i could tidy this up a bit..:)
thx.
KING OX -DRAGONBALL
http://gdgamer.wordpress.com/
holy shit, that is sick dude
Ive been working on this color palette with 15 or 16 colors that I kinda like
So here is something ive been working on the last days with that palette (15 colors):
And a WIP gif:
Ive got some more WIPs and finished pieces over on my Tumblr which I will continuously update with more art:
http://pixel-eric.tumblr.com/
Hope you like!
I'm jumping in! My first deliberate attempt at pixel art:
'Florally Pissed'
A bus station for my game, as well as future plans for it.
Very nice, I like the colors you used. I don't know if this was intentional, but the front seems a little short.
Very nice work, I like the water-hair especially. Was that your own concept, or as per Menewsha's request?
On a side note, do you happen to be Wish from the pixel doll community? :poly136:
If so, I'm Wayuki, hehe.
Glad to see you on here I really liked seeing your works on PJ.
For the water hair, they told that they wanted a water type wig, but left the creativity part up to me. The users really like that item and have come up with interesting avatars with it. Same with the water fall, those two are the most equipped that I've seen from that set.
Thanks, the whole cars meant to be short and stubby. I revised the shading a little bit too.
This looks great ... I really want to explore the inside of this building.
*Bonus* guess the software.
Very cool Eric, love that style.
Hawken nice.!. love the old school anim. looks like some version of Dpaint. god i made so many games with that tool.
anyways.
here some more pixel stuff for my game.
another mock up of the hero in his silver wolf form on his way to the highlands tower.
He is about to encounter a pack of Roc chicks ....or maybe not.
and
First rough of a run anim, trying to get a feel for the character. I will prolly not have the sword as part of the main sprite.
i use ASEsprite these days, cool little sprite animator if you have not checked it out.
http://www.aseprite.org/
THX
MrAwolf
BTW did you have anything to do with DDD for iOS?
well yeah i went from zx81-speccy-atari so amiga (even tho my friends had apples, so i could play elite or archon). was always my MAC in those times, i mean HAM mode ,interlacing screens and the sound chip.! still not real good midi but damn good.:) and even tho working on the c64 was cool if u like your pixels fat.
the thing i like about this type of art work is the more impressionistic ideal. How much can u capture in 3 pixels, or 3 brush strokes of paint. i spent the last 3 years painting.
doing gallery shows, live paintings. Then i bring this all back down to 1 pixel, and how much work can i make this pixel do .
This game is really really fun, Told all my friends about it. I managed to get it up to 713 and then hit it one more time to 715 and the bot still hit it again twice and that is when I gave up XD
http://www.tsumea.com/files/journals/souriwork.png
http://www.tsumea.com/files/journals/sourilogos.png
You can read a little more about these pics here:
http://www.tsumea.com/journal/souri/a-long-long-time-ago-i-was-a-pixel-artist
Just found out my monitors contrast was set too high. Now everything looks dark and most my art looks screwed up. :poly127:
Nicely done love the look of this
here is some temp workout for a title screen.
not from 20 years ago tho..hehe
I think i bit off more than I could chew doing a 30 frame cycle and i only used 2 colours.! I would imagine the logo and start game stuff would go here as clouds drift across the sky as the setting sun sparkles. Even may think about a day night cycle here might be nice.
Nice one! I just miss Dracula's Castle crumbling
whole game was made in 10 days.
Playthrough: [ame="http://www.youtube.com/watch?v=EWMVoym6SbQ"]Legends of Ith - Things We Play LET'S LOOK! - YouTube[/ame]
Download link: http://www.cryptbrawlers.com/nesjam2013/ith.htm
lotet nice style but why does your main character fall in those strange ways.maybe adding some more anims for those interactions would help. great job tho.
rad! no more lurking, u need to post more of this biz ^^
Here is another moc screen for my pixel game.
So here is bathoryn at the end of the petrified forest, A forest that was burnt then turned to stone through a heart broken alchemists rage. Bathoryn has slain the stone tree elemental that guards the key to the Petriforest tower. Now he must face the tricks and puzzles that the love torn alchemist now lays before him.
and a little .gif i put together of the construction.
thx
Mrawolf (once Alphawolf)
http://gamejolt.com/games/platformer/squirrel-nuts/18498/
This looks fantastic! is this an actual game? It reminds me of Blackthorne for whatever reason.
Yes this is an actual game I am working. It is in pretty early stages atm. trying to get a demo together so i can kickstart it.
more info over at,
http://forums.tigsource.com/index.php?topic=37009.0
and my blog.
http://theseventowers.blogspot.com/
The goal is to create a complete set of isometric dungeon plus some pixel art particle effects.
The character is not mine, from some random gif.
Pro Motion is the best PC software I've found. Excellent tools that become more useful once you start digging into pixel art.
Graphicsgale is good too but doesn't handle transparency well. Free version is all you really need.
I also started using my iPod for pixel art. Best programs are ArtStudio and Sprite Something. I use a Jot mini pen to keep finger grease off my screen.
http://pyxeledit.com/
I'll have to check out Pyxel Edit as that looks cool.!
But pixel pushing is so basic you can use anything really. Even MSpaint.
You can follow TIE here:
http://agameaboutdepression.blogspot.com/
This reminds me of solstice very nice!
i used to do a lot of 3d but now diving into pixel art and game development.
something i did today
actual size
magnified
Also when reszing something like this, make sure to set the sampling to nearest (preserve hard edges) in photoshop.
Notice how the pixel art in my paintover is sharp. I scaled your 512x512 image to 128x128 using the nearest neighbour sampling method in photoshop.
About the prespective, check the attachment. In your current sprite, the lines seem to be somewhat random. If you want perspective at all (allot of sprite art simply disregard perspective in general) make sure to have it consistent.
The first set of lines to the right of the paintover use the waist as the focus point of the camera. This means that the waist is on the same level as the horizon.
All the other lines fan in (is that a thing?) towards that horizon line.
The second set uses the head as the focus point. That means that the head is on the horizon level. The same thing is going on here. All the lines gather towards the horizon.
If you are not sure how perspective work in general, I highly recommend finding a tutorial about it.
Or... you could just use a 3d model as a base and base your sprite of off that.
It's my first sprite I made so I totally forgot to polish it a bit, so thanks for pointing out my perspective issue.
As for perspective...I know it. I DID make 3D models before, lol. I just rushed this too much. Thanks tho!
A small ditty.
Nice, the hair is looking good. The right arm overlap is great.
that looks cool.! like others have said the perspective could be troublesome if in a game. maybe put him on a background of some sort to help it work more. Welcome to pixel world.!
You can follow TIE here:
http://agameaboutdepression.blogspot.com/
character from a game I am working on at the moment
Awesome, nice colour choices.
Just did this yesterday, going to animate when I get the time.
If you know what it's from you're a great person.
Thanks :-)
I'm experimenting a little bit with style, a simple 4 frame run'n'gun guy
edit: and finished another guy
Here's something I finished up today, Satsuki from Kill la Kill
some first takes on the art of the game.:)
http://www.youtube.com/watch?v=EH8-KJyR1NA&feature=youtu.be
@Pixel: Looks like the run animation could do with some angle to the body or something. Looks a bit weird with the character standing up almost perfectly straight.
Thanks, I absolutely love Broforce :-).
I made 2 robot animations for a game, running and shooting.
Little doodle thing for something something...
2x red beard 2x blonde beard
*edit*
Small niggle, the bottom most row of pixels that lag behind when the dude turns his head makes it look a bit like the head deforms. Not sure if it's working as motionblur/squash and stretch (if that was the intention?).
This is my interpretation of Valentine from Skullgirls in pixel art form:
I did add more frames to animate it, but I wasn't happy with the outcome.
edit - Here's an enlarged version too:
You can follow TIE here:
http://agameaboutdepression.blogspot.com/
Allan-p that looks just stunning!
https://dl.dropboxusercontent.com/u/13822695/TIE%20v1.04/TIE%20v1.04.html
Controls:
A, Left, Right
W: Look Up
E: Interact
Mouse: Cursor movement (you can't current interact with objects with the mouse, but gives a good feel for the future)
So this is a build starting from your home to the outside scene. You must be dressed for work in order to use the door interaction at the end of the house. It's a little rough around the edges (there being no wall collision the glaring issue due too my code and some of Unity's physics settings), but there is plenty to look at...
I've made quite a few changes to the morning environment since I've last shown the game as well.
Enjoy, feedback welcome!
One thing I noticed is that I had a solid black, horizontal line about half way up the screen during the outside section. It's about a pixel thick and disappears when i look up.
I look forward to seeing TIE develop.
All the best
EDIT -
It runs just fine on my desktop, but when I play it on my girlfriend's laptop I experience this line artifact. As I said previously, it disappears when you look up with W but reappears again when you return to the normal view.
This is a small game inspired by the old Track & Field that I'm doing together with a friend. I'm doing the art, he's working the code.
We're going for a NES-look and I'm not really happy with the look yet. Something is a bit off, I'm guessing a few colors are to saturated and also, atm I'm using more then 16 colors on screen at once *_* Please let me know I you get something to say/criticise
Always wanted an awesome little robot based, pixel-RPG...
Needs it!
super rad!
TonyNowak: Loving this so far man, big ups!
MadCarrot: Really cute man!
Just started animating, and wow, Im finding this really satisfying! Here is some fighting practice from today:
And some more ive done the last weekish:
You can find more on my Tumblr which Im updating regularly
Hope you like!
Here is todays contribution
This guy is a spawner and those blobs hes spawning are gonna turn into giant disgusting things
disgusting and beautiful.
looking forward to the game
TonyNowak looking great as always.!
Here is a Screen shot of my game The 7 Towers with the new man character re design.
Some lvl art test videos can also be found here.
http://www.youtube.com/channel/UCJ4H6ldT4Xs0eDuPpXHphaA
THX
MrAwolf
(P.S. sorry about the compression, what is a good image format for pixel art? I feel that PNG compresses it way more than I would like.)
Man I am keeping an eye out for this thread just to see what you post next MrAwolf.
When will this be playable?
The game is actually playable atm.:) I expect a playable demo release in about 2 months.
A tech/programmer friend of mine just joined to help, so it will not be just me putting this all together.) And he is busting out the combat mechanics. Come the time i would love for you guys to get a first play at it before demo release.
And a little boar from me, 4 frame animation.
Excellent! Definately keep us updated. I would play it just to gawk at the pixels
Friggin love every picture you posted. Will it be playable on PC only or do you plan on mobile release?
The sun rise is really nice, never seen anyone do something like that before.
Have you thought about using a framework like 2DToolKit for the tiles? You seem to have jiggly jagglies all over the place.
It's a small animated sprite for a game I am working on... will try to post a link to an early work in progress version as soon as there is one
Here's a picture I did back in November last year. It's 160x200 ("wide pixels") in 16 colours, in line with one of the video modes of the Thomson TO8 8 bit computer.
Here's something I started a month ago. No idea when I'll finish it ><;;;
But I especially want MadCarrot, TonyNowak, Jamesy and Mrawolf to know how much I freaking love their work. Everything you guys do is amazing and it leaves me wanting to create games with you.
BitGem looks great.!
Madcarrot, love all your arts. Are these pixels for anything.?
my old handle.
Runefrog- As for time it varies, the characters are still on going. i guess it takes me about a day to create all thes assets for the back ground and build the lvl and get it running. And i prolly spend a few hours the night before doing sketches of the levels and break down of what assets i need to make..:)
here is a New screenshot of the new Bathoryn fighting some Shadow spawn deep in the woods at the Temple of the Wolf.
I have an idea for a mobile game. I'm working on a game document now, but that's where my strengths lie. I can't code or do pixel art and I'm finding it difficult to be taken seriously because I have nothing visually to show for it.
I was wondering if you (or someone you know) would be willing to create a few sprites and backgrounds for free?
I think MadCarrot's sprites running around a Mrawolf setting/background would blow my head clean off my shoulders in awe. But I understand that you're both busy (like most artists I approach, it turns out) so I'm not getting my hopes up.
Love this - excellent work for limited palette!
the 'A Normal Day' picture was one of those games, the rest i just made them for fun! And If you guys like my work, im gonna post some more on here eventually
Thanks mate!
I've made a few changes since the last time I showed the morning level, but I also made a few changes since the last screenshot, which you can see if you want to play TIE.
Webplayer:
https://dl.dropboxusercontent.com/u/13822695/TIE%20v1.05/TIE%20v1.05.html
Moving grass included!
TonyNowak just great. improving so much
so here is my title /intro to the 7 towers. so much pixel pushing was done....
[ame="http://www.youtube.com/watch?v=aEh8f2UP87g"]intro1 - YouTube[/ame]
I have just currently moved my progress/blog over to.
http://www.indiedb.com/games/the-7-towers
my main blog is here.
http://theseventowers.blogspot.com/
and as for capturing i just use camstudio.
thx
Hopefully they're recognisable enough.
zhixson nice too . seems like you have a pretty good grasp of the specs.
If you want to know more about NES graphics, this video is pretty interesting. One way of going about it would be to make tiles and run them through the editor shown in the video. This would be your closest way to get to actual NES graphics.
[ame="http://www.youtube.com/watch?v=Hq4XT44YnPg"]Playpower Tutorials: Introduction to NES Graphics - YouTube[/ame]
I forget why exactly I made this though...
Do a barrel roll!
Little game I am working on.
Made that sprite years ago.. Found it on my HDD and wanted to animate it, figured I'd made a little demo with it as well.
Why... rotate it like that?
Instead of like this:
I was actually considering the idea of giving it more frames and making a shooter. Maybe call it 'Space Panzers' or something like that? I've wanted to make a scrolling shooter for ages, but I've never been particularly sure of the focus until making this, haha.
Thanks man. Yah the dithering is caused by the screencapture to gif, it isnt like that in game.
A sprite sheet I'm working on for a top-down, zelda-esque game for the Ludum Dare challenge with a few local devs.
Was my first time doing pixel art, I kinda like it!
If you wanna see how that spritesheet works within the game, check it out!
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=15287
https://dl.dropboxusercontent.com/u/13822695/TIE%20v1.06/TIE%20v1.06.html
A, D - Movement
E, LMB - Interact
Note: You must be dressed for work in able to use the leave interaction and go outside.
Very cool! I forgot about LD, and missed this one.
Here are some animations for a character in one of the games I'm working on :
Pixel art everywhere!
Javier - +1 isometric art.
THIS IS F$#@&*G AWESOME! Really well done, color me impressed!
Here is a screenshot from my game "The 7 Towers".
Bathoryn exits his Crypt after being woken by The Spirit.
Here is my contribution:
That's awesome.
Was it made as a low poly model, animated, and then somehow rendered to look like pixel art?
I'd be really interested in seeing how you did it.
I'm Joe and I make art & art for games!
Didn't know that Polycount had a Pixel art forum, so I'm pretty excited about that!
Here's a pixel piece I did not that long ago.
Also, I found a HUGE list of resources when it comes to Pixel art in the link below!
Hope these help, and happy creating!
http://whaatnext.tumblr.com/post/47003716357/everything-you-need-to-know-about-pixel-art-and
Awesome work. Really nice animation.
Uberren:
Exactly as you said! The smoke and smaller details lick rocks are all made in photoshop animations tools
(All 3D models rendered inside 3dsMax, thread for render setup)
For today:
I started actually working on a super low low pixel count game . It's part of the LOWREZJAM 2014 competition where the only major rule is that the game has to fit inside 32 x 32 pixels !!!
http://jams.gamejolt.io/lowrezjam2014
My game page is called "Cmd & Kill" (short name so it fits on the title screen, the page where the game will be playable is
http://gamejolt.com/games/strategy-sim/cmd-kill/26318/
There is no demo yet but I plan on uploading soon some first test builds to show some basics like map scrolling unit selection etc.
A mockup of a possible plash screen
At the moment I am prototyping some sprites that are at the moment very much Command & Conquer inspired but all fit inside a 32 x 32 pixels game area
A prototype of the rendering inside Unity
What a fun gamejam theme! Bet a lot of fun game jams will emerge from that!
Upload the game once you are finished!
I just started working in pixel art late last year for a game project.
Here's my final animated character;
New bus level for TIE.
The maps are edited in Tiled, I haven't programmed yet a parser for Unity but that will be soon on my todo list to load this map inside unity.
Edit:
Some rendering and unit movement tests
And with gizmos inside Unity
Yea, this is awesome! very cool dusties
Well, I didn't post these ones (http://flexroman.tumblr.com/post/80909321438/m-inspecteur-is-the-kind-of-game-id-like-to-make) cuz they are vector art, but these are the same idea, and I will definitely try to make a game with it.
Wow, this is awesome! Man I really should learn some basic programming, haha.
Anyway, just took one of my 3D models and turned it into pixel art! It was all an automated process, except for making the gradient map and the black outline.
I might need to make a few adjustments and add some additional details by hand.
The game can be completed in 5-10 seconds, but it was fun to make, and from what I've heard, reasonably fun to play as well (for 5-10 seconds).
Did this in about forty-five minutes watching Ludum Dare videos.
I made some progress recently with explosions
I created a bunch of explosion trail sprites and coded them up into individual trails that make nice curves
I also made some progress with the pathfinding for the units
It's a dirty Astar that is bloody fast (good for huge amount of simultaneous path calculations) but in some rare cases rough.
here is a vid of my games first (very rough)combat test and new lvl.
[ame="http://www.youtube.com/watch?v=lSCQbs8z5YU"]ctest2 - YouTube[/ame]
Love this, especially dynamically created explosion trails. :thumbup:
Been working on some non copyright infringing shops for a game recently :
Added a few more!
This is sick! How'd you get that cool gradient in the sky and the fog effect at the bottom? ACEEE
No animations yet, need to figure how to screen cap it down.
Worlds smallest schmup.
Click to play
Arrow / WASD + Space or Num + to fire
I was bored last night, so I made a Mega Man thingy. There's Mega Man, Proto Man, X, and Zero. Zero was the hardest to make imo.
Also AI has been added so enemies and player soldiers attack each other if in sight of each other
And a silly bullet test
I uploaded mine - only to realise I can't upscale the canvas, so it's 32x32 pixels
http://gamejolt.com/games/arcade/32-bullets/27208/
Oops.
There is also a mini radar now in the top right corner which helps reading the map in a bigger scale more easy.
improved tiles for the desert maps
transition effect for UI states
using these patterns and playing them as a sequence
Some of the designs for the Main menu
Some new building animations (when done building)
and bosses for a personal project
picked back up on doing pixel art pokemon again
http://doggysdoings.tumblr.com/post/88006308413/this-time-geodude-nu4-guessed-it-ill-be
Is this a 3D model that you paint and animate?
Some really awesome stuff there man! Love it.
I believe that making the mist, lights and smoke particles pixelated would give the game a more unified look.
Well, sorry for a massive dumping. Hope you enjoy!
Love these fox sprites, have you got some in game video yet? Love the style.
Here i my first attempt at an idle animation:
(Scaled up for easy viewing)
Uncharted 3 demo
https://www.youtube.com/watch?v=nJp-wMHM494
Hunter's Tale
40 pages mini artbook here
https://www.dropbox.com/s/5cza8bcje6rhmzv/Francesco_Segala_HuntersTale.pdf
hope My stuff will be at these levels. Some animations meanwhile
Thanks for the hours of browsing guys
Legs look a bit like Joe Swanson, but it's the faceplant part that looks good in game when the phone flies out his hand.
Francesco Segala very cool, quirky style but i like it.
cannonbreed digging those animations, the rider is great.
keep up the great pixels!
Please try it on your Android phones. iOS coming soon:
https://play.google.com/store/apps/details?id=my.com.digitalark.allstarjuggler
You can see the debut trailer here: https://www.youtube.com/watch?v=fdAo5E513lM
And I stream live here: http://twitch.tv/d2king10
This is fucking awesome man.
It would be nice if you could make a little breakdown, detailing how you make these. =]
Here's a gif from KAG:
And here's a screenshot from our current prototype (8 colours maximum, only 7 here):
Look forward to getting to know you all :^)
what was the process for making this? I'm curious how you started with a 3d model and made pixels over it.
dking10 sweet city map, I really like it.
Christian Nordgren, that stuff looks great! 3D and pixel art mixed up sounds interesting.
And just btw, since I saw this on tumblr a few minutes ago, the guys working on Hyper Light Drifter are searching an environment pixel artist, maybe some of the talented people in here want to support them? (http://heartmachinez.tumblr.com/ there's a blog entry)
Thank you guys!
I might do a tutorial or a document with pictures someday
In short I make 3d model in maya/3dsmax, vertex color or standard texturing, rigg and animate as usual work process.
Batch render out the animation with no anti alias on pretty much everything. Import to photoshop and use the animation tools there to add VFX. Thats pretty much it!
Good morning.
http://youtu.be/WRqekk0v6tA
Quelaag's furysword demo for a guy on TIGSource. Happy enough with how it turned out for quick work.
Looks good! though is there a reason its all pixel art except the sun(s) in the background? It sort of just stands out since it just seems so smooth, would fit a lot better into the scene if it were the same pixel ratio as everything else.
thanks! Wanted to give a sort of "superbrothers" athmosphere. going to fix that in case
update:baaaaaaaaaaah!
Surprised it's this big given that it's an 8 colour game but it is pretty long...
Either way, it's a quick gameplay demo, shows running, gunning, lobbing nades and a whole lot of dying, haha.
There's a whole "chilled out" side of this game that we haven't got to show yet, but it includes poker and drinking with buddies. Maybe I'll get to show that next time but most people I talk with seem more interested in this part ;^)
Keen for feedback if you have any.
I've been whittling away at some random pixel art stuff lately.
screenshotsaturday
Bathoryn stands in front of the first tower entrance and prepares to fight the tower guardian, what ever that might be!
Your game is looking good, a little muddy and low contrast in places but really full of imagination and detail.
@Pivot that bomb collar stuff is pretty evocative
Finding it a really fun challenge to do the animating.
another test (again, early test, this is not finished work)
https://www.youtube.com/watch?v=B5yO4P8s5oc
so here's my try at running animation
and thanks Suba.
not to take the fast paced combat away, but i still think a background might root it.
maybe something like this , not to intrusive but would still make the player believe they where somewhere.
Someone on another forum asked for a more detailed look at the explosions, so here's some grenades being tossed at a bush. That poor poor bush.
Will post some gameplay as sniper later on when I get a chance to record some, though it's really not the same without sound.
This is super cool, I really cant express how much I like this using "the words".
@renderhjs: Will post more as I have new stuff to show for sure, no point spamming the thread Glad to have some interest of course!
@mrawolf: I don't get what's so funny about 1 bit? I'd only have one colour (that dark purple) and black to work with, which is in effect 1 bit colour depth.
The bushes can certainly take a beating, haha - we might add some particle effects when explosions happen near them, but since the map is going to be around for several rounds we don't want to make them destructible or the map will be very empty and barren after a few rounds!
Working on Level design for my IOS game... more updates on twitter
A bunch of animations from my tumblr.
(actually wyvern)
Cannonbreed, the third one of your compositions deserves an action figure of his own! brilliant!
Practiced a walk cycle.
@Cannonbreed
love me some Pursuer
some #screenshotsaturday stuff, the first tower level.
Made a pixel version of tripp from Gigantic
I would like to see how you did the water effects, really cool.
Office map for TIE. Still a work in progress but getting there.
Thanks! Its all made in photoshop timeline/animations. frame by frame
x2
Really great work! I am looking forward to seeing more of this and eventually playing
This is looking really fun!
You need one with a space helmet if you've got cosmo in the name:
this is the second level, the highlands run up and tower.
Also pleased to say we are going to be showing at EGX next month.! and after that releasing our first demo.
thx
mrawolf
Anyways, here's a screenshot of an elevator.
http://imgur.com/eqDGP6R
@SupahNixha I'd suggest starting smaller and working bigger - it looks good but you're not getting much other than lack of antialiasing and chunky pixels at that sort of size.
your font looks a little messed up there, if it's the font I presume it is, then you only want to scale in increments of 5 pts, so: 5, 10, 15 etc.
I feel those owls are significantly better than the rest though. I think it's because you have more space to display the information. Honestly i would suggest simplifying the shading on your characters.
Sprites for my game. more here. http://www.polycount.com/forum/showthread.php?t=136854
Play it here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=15287
loving it cannonbreed.
Muzz nice anims.
here is a shot of the highland ogre tower guard.
[ame="http://www.youtube.com/watch?v=Vb2aMhRecMg&list=UUy1Ms_5qBTawC-k7PVjHXKQ"]? WTF Is... - Lethal League ? (Hyper WTF feat. Jesse Cox, TheStrippin & The Completionist) - YouTube[/ame]
http://youtu.be/izGijNHS3KM
(how fo you guys embed youtube video btw?)
Recent stuff for pixel dailies, had a lot of fun with it
Guys, sorry for spamming this in here (tell me if it's offtopic) but I just launched an epocu campaign of my Hunter's Tale project. It's like kickstarter, bust asks sharing instead of money. I need to get to 50 supporters/shares in a week, if you liked the trailer can you support and share this around?
thanks in advance!
epocu.com/campaigns/hunters-tale/
Some contest entries and a transistor animation.
warning Pixel gore
[ame="http://www.youtube.com/watch?v=x0fuJoF422k"]teaser trailer sept2014 - YouTube[/ame]
I'd try working at a _much_ smaller scale (32x32 maximum) with a predefined palette before moving to pieces of this size, to learn pixel art approaches to things rather than line art/painting approaches applied with unantialised brushes (or just indexing later). You can read up on pixel art theory over on http://wayofthepixel.net/ , for beginners particularly http://wayofthepixel.net/index.php?topic=8110.0 and http://androidarts.com/pixtut/pixelart.htm can be helpful.
That said, I think a lot of polycount takes a very different stance on this stuff than I, so take it with a grain of salt Just know this is coming from someone who's made a living as a pixel artist for almost 4 years now.
I would recommend working with Color/Canvas restrictions until you get the basics down.
Another Tutorial:
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial
Keep at it!
For the kinds that I saw, what is now the most atractive for me was this guy works http://ahruon.tumblr.com
Man I would kill for a game like this on my phone, have you considered porting it once you release on pc?
some sc2 swarmhost and locust to stay fresh
Playable here: http://www.ludumdare.com/compo/minild-54/?action=preview&uid=15287
So, here is some pixels I did after watching "Wreck-it Ralph" movie.
And some movie posters
waaaaay too beautiful
Some trench run stuff, playing with palettes for each biome. This one is the "trenches" biome, intended to be hellish and dead-looking. We also have lush forests, bright deserts, etc (will get some shots of them once things have settled) - really helps get some character out of the 8 colour limit (the HUD stuff isn't recoloured yet, working on it!)
24 colors each. I didn't optimize the colors between the different characters, though.
wow- great stuff in this thread!!
here is a little sample of my work from the past 2 months. It was used in a game we made (JEFN jumpeatflynow)
https://www.youtube.com/watch?v=IW6SUQFqOAE
the running man cat took me 3 days to animate
Hope you enjoy, download the game if you got time its brilliant!,
FBG
Geti, Bitgem, DemonPrincess - lovely stuff
I'm working on a little roguelike now, and I made a title screen for it.
DemonPrincess Are these old ones i think i have seen them before, none the less great pixels too!
Blood moon !
Here is the Hags house, A place that Bathoryn might find on his adventures. From my game Slain!
Looking forward to your game, btw, it's looking great so far!
and
haha beta_channel that made me giggle.
Another dungeon chip set... it's actually a rework of an older one. Gave it a new color scheme and a different perspective so it won't look as bad when characters use the east and west exits.
...and a little zombie to go with it
Oh look someone remembered we are here! Now if we could get some banner and recap love we could almost feel part of polycount.
haha
We will be showing Slain! this weekend at Playexpo so stop by if you can!
Full screen Highlands tower, still needs some art love.
A side project/prototype thing. I wrote a small blog post about it, there's also a webplayer if you're interested
A better look at my pixel art can be seen here
and a bucket of water.
Been porting my game Slain! over to unity...phew
here is a a new shot in unity.
Below are just some different poses I drew for a little soldier, not really for a game or anything, but just a character I came up with. Enjoy! or don't, I can't really tell you what to do
It's called Vampire Yeti Operation.
Download and play here: www.lucasgovatos.net/downloads/VYO.exe
Controls: W A S D to move, Hold right click to aim, left click to fire, and mouse wheel to select between the two weapons. Use the shotgun to stun the yeti and the crossbow to deal damage to him when stunned
Was watching Ju-On again and wanted to draw the little boy
I just need to edit it down and compress it and it'll be online for sale. Party!
Looks great.
this was fun also, amazing stuff guys!
http://gamejolt.com/games/platformer/squirrel-nuts/18498/
z-shoot
left arrow-move left
right arrow-move right
up arrow -jump
squirrel hang--while on branch press down to hang
objective-shoot hanging nut bags and collect and return those nuts to your home tree before time ends
320
anyways, can i ask you guys a question? i saw this art :
and got curious about it and eventually saw this :
it's from one of the trailers for dungeons of the endless, and the part about the "neo pixel art" that intrigued me the most..
i also saw similar artstyle used in galactic princess
or in ketucky route zero
and i'm beginning to become a fan of this art style.
so my question is : can someone "de-mystify" what's the difference between this "neo pixel art" style as compared to the more traditional style of pixel art?
there seems to be a clear distinction between them, but i still can't wrap my newb head around it. (most i can figure is that "neo pixel art" doesn't seem to rely too much on dithers or outlines and tend to be more on the minimalistic side. plus they also don't seem to mind using smooth gradients, etc..)
can anyone help, please? i'd like to learn more about what techniques they use to produce such results.
edit : btw, i've been browsing around and found this :
which is a concept art by tom scholes. i'd hazard a guess that "neo pixel art" is a combination of speed paint concept art + pixel art? can anyone else weigh in their opinions about this? (am still not sure.. needs more research i guess.)
edit : i just realized i might've posted this topic on the wrong thread.. can you guys suggest which thread should i transfer this post to?
Here is a SS from one of the new levels ins Slain! the petriforest. And Santa Bathoryn making his rounds.
Merry Christmas!
Anyway, this thread is amazing. keep it up guys!
About this "neo pixel art". In some pixel art forums they come labelled as oekaki.
(a summary of the difference http://thepixelpalace.deviantart.com/journal/IJ-What-is-Pixel-Art-Pixel-Art-vs-Oekaki-Pixel-329915477 )
I understand the difference between those different artstyles. Using a more restrictive palette and micromanaging the pixels positions to build better shapes usually give you better pixel art.
I can't say I am really pleased with that naming exist, oekaki sounds "bad".
btw heres a wip from my sideproject
I hope you like it!
Some really great work in this thread by the way!
Here are some pixel art VFX I've been conjuring on my spare time
Kryzon, perhaps a bit unorthodox, I used 3dsMax to block out the basic look and motion and then built up the pixel art on top of that.
[ame]https://www.youtube.com/watch?v=W81cXeh_WGM[/ame]
Super early days on this project.
Ah cheers!
Here's some progress on the walk cycle @ 4x
a few characters for my 2D Fighting game project
Hawken this is looking great.
But i feel that your pirate walk cycle would really benefit from having more of a peg leg lopsided uneven walk cycle. Atm looks like a good cycle but just a normal walk.It would add so much more character to an all ready cool looking pirate guy!
great work anyways.
It's an interesting point. I may get rid of it entirely as this guy is meant to be the main character, a peg-leg-gait may work better for a boss
http://baldmessiah.blogspot.com/2015/02/insanity-incarnate.html
Have a battle loop animation cause this forum seems to like those!
You want to put some easing and follow through the arm motion.
Of course this is a lazy fix, and you would want to actually tweak the motion for the lower sprite count.
Here's a quick doodle of some bad guy ideas
(they seem happy to retweet muscular Orks in loincloths but not Sigourney in her underpants, interesting)
Xelioth - lovely stuff.
mrawolf - I need this game in my life ;-)
hawken - Ripley is spot on, I guess it's time for me to watch Alien again.
First scene of the intro animation (there are a few more scenes on the storyboard waiting to be done).
First time trying any kind of real art. Judge as harshly as you want since this is my first time. Was trying to go for a bit of a morbid vibe. Not as much detail as I would have liked, but hey, I plan on getting better.
My brother-in-law has been doing this "game a month" deal for a while now and asked if I would be interested in helping him out this month. Obviously the goal was to make a zelda-esque dungeon game and making a tile set for that sounded like a fun challenge. This is an example layout I was using to test most of the pieces.
You can play the game here. The "deadline" for the game is March 1st, so there may still be some tweaks here and there. Eventually I'll post some character sprites too.
Edit: Would love any critique directed to my Sketchbook Thread.
http://baldmessiah.blogspot.com/2015/02/insanity-incarnate.html
Have a battle loop animation cause this forum seems to like those![/QUOTE]
My first attempt at pixel art,
tried to pixel Undying from Dota 2, what do you guys think ?
inside of alias arms.
(all works on real NES... I imagine!)
Still running our Slain! kickstarter we met our goal tho!
https://www.kickstarter.com/projects/1348640000/slain
here are some weapon gifs
Iceswordaxe
BloodSword
Homage to those old tacky keygens
Congratulations dude. Been waiting for this for a while. Looks totally awesome!
[ame]www.youtube.com/watch?v=c1ypky8r8Ts[/ame]
Has quite an appealing look to it
This is cool! Makes me want to try something similar myself. Getting mini system shock vibes out of that!
Movement wise that walk probably wouldn't feel very fun at in game, it's very slow and floaty at the moment.
I would try and make two major frames, and try and make the motion much more snappy between the two and aim for a feeling of weight.
Working on the run cycle now, it's quite different. Walk cycle is for: when he is getting up to speed, computer controlled walkTo movements or walking up inclines.
Run Cycle WIP
Weapons:
Hello, What software do you wizards use to animate your pixel art? I was using flash,but my trial expired. Using Ps cs5 now,but the animation tools on that are a bit limited. Just wondering is there's something cheap or free to use , really new to the pixel art thing. Thanks in advance.
THIS THREAD IS AWESOME.
I use Pixen. It crashes a lot but has always on preview and does autobackup. Aseprite is good too, also can recommend GRAFX2.
Photoshop seems a little unintuitive after using these apps, but you might be ok with it's quirky logic if starting out afresh.
Made these in Asesprite, apparently Pixen is only for macs so unfortunately I didn't get to try that one out,but asesprite is good. The only thing that was kinda lame was the layers..not able to add a frame to an individual layer, with out adding a frame to all the other layers. still pretty awesome tool tho. thanks again!
Booty:
Booty system confirmed:
btw, Barracuda or Shark, guys?
We'll be showing off more stuff hopefully next week !
amazing thread, there is some great work on here.
great work on this thread. here's some older pixel art. that art is in this game for school on chrome web store
https://chrome.google.com/webstore/detail/quest-for-comfort/opndhlgnkjcnegicplmebkacipblpccn
also more here:
https://chrome.google.com/webstore/detail/schizofrantic/jgpfdhbakdaclonkehfgojbonjfihhci
Lots of great art here ! The Slain project seems awesome!
Started pixel art a week ago and I'd love to get some critiques on this little piece !
hawken yes well and no ha. It's actually made up of 3 systems, the rain falling, the raining hitting the ground, and the rain drips. then i go thru and place it all by hand, matching up rain drips to rain impact particles.
JayCool looks cool!
my crits would be add some overlaping anim to the flag. add some distance by fogging out the background and adding some slower moving snow in the background. ice on the post (you could go crazy here by adding some nice reflections of the flag waving in the ice.) and maybe even try setting it up as a scene with some cool parallax. last thing i would love to see gusts of wind and snow blowing the snow of the peaks of your your snow mounds.
looking good tho!
and yes great pixels on this page.! keep um up
My friends and I have been working on this new triangular pixel drawing app called TRIXEL.
Basically, you get a hexagon composed of 726 triangles that you paint various colors. Good for pseudo 3d, surreal, Escheresque doodles. Or Minecraft art. Whichever.
We'd love any and all feedback, so if you have some spare time, check it out, trixelate something, and let me know how it went.
http://trixel.io/#create
Here's a trippy example of what you can do. Hope you enjoy!
Awesome stuff man, I'd play that so fast.
Here are some PixelFanArt that I did recently
here is a skeleton spawner.!
I'm really digging the last one
(19 frames)
(4frames)
(5 frames)
So Happy Star Wars day or May the Fourth Be With You or whatever's your Star Wars greeting of choice.
Anyway, my friends and I have released this triangular pixel drawing app called TRIXEL.
Basically, you get a hexagon composed of 726 triangles that you paint various colors. Good for pseudo 3d, surreal, Escheresque doodles. Or Minecraft art. Whichever.
We'd really appreciate any and all feedback, so, if ya have some spare time, come on over, trixelate something, and let me know how it goes: http://trixel.io
Moreover, we've started releasing weekly challenges to our users. This week's challenge, in observation of Star Wars Day, is, uh, well, Star Wars.
Here's the "official" description. Hope to see you there!
CHALLENGE: In observation of a grand holiday all week long, create a Star Wars themed trixelation.
No real guidelines here, but special consideration will be given to those Trixelians who can create a recognizable character in as few trixels as possible
PRIZES:
HOW TO SUBMIT: Comment #starwars-challenge on your trixelation
DUE DATE: May 11th, 8 AM EDT
RULES: Only new trixelations will be accepted. Multiple submissions allowed. Open to all members invite your non-trixelating friends!
JUDGING: The rest of the Trixelian High Council and I will assess your work and announce the winner in next weeks Trixel Times.
movies...
Music....
sorry about sizes
I am new to the whole pixel art style and I want a challenge, so tired of being stuck in a rut.
http://pyxeledit.com/
Advertising this tool again, It isn't mine but its fantastic and cheap or free.
Here is a test tileset I whipped up. I don't plan on expanding it or using it for anything.
Anyhow, other than those, it looks awesome, sir!
Thanks man,Yeah I agree with your critique! I will make sure next one will be cooler and is more dynamic
Throwing in a screenshot of the current build while I'm at it
The Troll, Cyclops, and Giant, facing the right direction; basic attack and using the smash ability.
The Warg transforming into the Hellhound and howling, then into the Cerberus to give you a dramatic stare.
This is a grave spawning a Revenant.
Here are a couple scenes mimicking gameplay aspects.
here is some Slain! stuff pixels, wolfwoods and some other scene.:)
This is my 1st attempt:
This is my 2nd attempt (MH4U Chameleos armour), after reading about pixel art:
These were created in Grafx2, they are ships for a would-be spaceship game:
You can check out the rest of the ships here:
http://www.behance.net/gallery/25237457/Space-Jungle-X-ships
Also there are some planets and symbols for the same project:
of which the rest of you can see here:
http://www.behance.net/gallery/25236139/Space-Jungle-X-planets-symbols
http://1.bp.blogspot.com/-YWGkTyt-tjg/VWFBGAFltSI/AAAAAAAAAuQ/e64acgf8Pk8/s1600/bombs.gif
how many frames do you people use for explosions/ torch?
sorry bout that^
For example, the bombs don't look right because your eye doesn't have enough frames to see each individual bombs movement.
I like the first link looks good
check out my construct 2 game i created all the animations
[ame]https://www.youtube.com/watch?v=bQv-tMzLUVw[/ame]
[ame]https://www.youtube.com/watch?v=bQv-tMzLUVw[/ame]
file:///Users/jenniferdevoid/Desktop/bad-ben.gif
The first link is awesome dude keep it up
I've been working on a game with a pixel art aesthetic called Let Them Come. It's early on, art needs a lot more love, but I wanted to show you my progress so far.
Very early video preview by youtuber @ForkH:
https://youtu.be/9if1rjfl7R4
Development updates:
https://twitter.com/Klemen_Lozar
Let me know your thoughts, thanks!
Love this site! Just wanted to share this 1 bit pixel character i'm developing in my Gamesalad project! I just started learning but this online school im signed up with has been fantastic at answering my newbie questions lol School of Interactive Design
This is Bad Ben. Hope you like!
mannygill99 good to see progress but i would concentrate on your game , and not the box:) this is akin to a Band spending more time coming up with the bands name... when they have no songs. keep it up tho.!
Here is a pulled out lvl shot of one of the dungeons in SLain!
nice
Like Muzz said, you need to upload the image from your hard disk to an online storage that you can link to here in your posts.
This is explained in this thread: How to insert images into text field
Kewl
V Interesting
V BADASS reminds me of resident evil
testing out post.
and open for critique. p.s. thanks for the earlier tips muzz
(modular NPC system)
(Plants, backgrounds & some spot effects get added in game. This is a tilemap)
(A map from the game)
Here's some pixel art I've been working on lately!
More information about our game on Indiedb : http://www.indiedb.com/games/newhomeland
And Doc67 nice style.!
Xpost from my thread
http://www.polycount.com/forum/showthread.php?t=153201
We also just did a new gameplay trailer, and big news is the CVB who used to play with Celtic Frost is doing the music.!
[ame]http://www.youtube.com/watch?v=Rw1ek3H8yl8[/ame]
some new gifs of the frost axe sword.
Something i'm working on :
Crits Welcome !
here is some \m/onday Metal Slain!
Personally, I do either 4 or 8 frames for a walk cycle. It's usually enough and will get down the whole range of motion that you need.
Just some weird jumping bullshit, just art jamming!
If that animation is for a game, you need to know the display framerate of the game.
It is usually 30fps or 60fps, but let's consider it's 30fps as an example.
In a 30fps game, 30 frames amount to one second of footage.
If the animation is frame-by-frame pixel art, that is a lot of unique drawings that the artist would have to make; therefore, the animation is usually reduced to being done "in twos", "in threes" or even "in fours".
When you're animating "in twos", a single animation frame (call it a "source frame") will be displayed for the duration of two display frames.
When the game has a 30fps display rate, animating 'in twos' means that 15 source frames combined should last one second of footage (15 is one-second's worth of display frames divided by two, from the "in twos").
In order to know how many frames you need for a particular action (a walk cycle for example), you first need to know the duration of the action in seconds.
This doesn't involve framerates, it's simply how long the action would last if your character were real and were doing the action in front of you.
You can find out durations by using a stopwatch with a "split" function: http://www.timeme.com/split-lap-timer.htm
Start the timer, then click split and just imagine the character walking (imagine it playing in your mind). When the action reaches the loop point, press split again and look at the length since the last split: that's the length of the action and it's probably short (one second or less etc.).
You can also use reference videos or any other means to discover the duration of the action you're going to animate.
Then knowing what's the amount of source frames that lasts one second (based on your choice of animating in ones, twos threes etc.), you can calculate the required amount of frames like this:
(action_duration) x (one_second_in_source_frames) = (total_source_frames_for_the_action)
If the duration is 0.78 seconds and you're animating "in threes" over a 30fps display rate, the expression becomes this:
0.78 x (30/3) = 7.8 (round it up to 8 frames)
So a walk cycle would last 8 frames.
Remember to tell your programmer that you are animating in ones \ twos \ threes \ etc. so the source frames should be delayed accordingly.
Games usually don't lock their display rates (it's not always a fixed value like 30 or 60), so the pixel art animation frames (the source frames) need to be delayed to last the desired action duration.
If you liked working "in twos" under 30fps, you'll then animate with 15fps for a GIF.
I've posted this little running guy earlier, maybe it can be useful as a ref!
and a base runcycle. how they start and the finished one.
A week of vacation means a week of prototyping.
http://www.widgetworx.com/book/
8
6 for run
I use photoshop and tiled for backgrounds btw.
Here's a video of my latest progress!
[ame]https://www.youtube.com/watch?v=PCy-GuyM53s[/ame]
Most of mine are locked to about 10-12 fps
here is a gif from Slain! at the entrance to the Petra tower.
Cheers!
It's real-time 3d so the frame rate is jst blend samples, can't be stepped without some trickery, that said you might be on to something so I'll investigate. Theres so much more to do.. haven't even started on environmental effects or weapons!
Your env effects and weapons are looking great!
It's a pixel art multi sports game and it look something like this:
Check out the thread for more updates and pixel goodness!
trash.
(Vertical parallax mockup here!)
If you want to know more visit https://www.facebook.com/BTSeven.Games
we will be showing at RTX next week so if you're there pop by and check it out.
http://www.819kids.com/retrostark/forum/viewtopic.php?f=24&t=73442
pixel art is fun, congrats to all the great contributions to this thread!
here is a pixel art dungeon set i made for Bitgem
concept art by
Dmitriy Barbashin
about 300 sprites to build a pixel art style dungeon
the Zombie character and Kyoshi (you can buy her at their website) are made by Matthias Andre! also thanks for him for the artistic and technical help!
Click on "Zombie" or "Kioshy" to see his awesome characters in a better presentation
some close ups
Here is some Slain pixel noise ha
xpost from Thread.
Some shots from under the old town. where even the green moon still shines through.
]
this is the level with cam pulled out to see more of it.
My entry is done! You can play at this link: http://gamejolt.com/games/pirate-pop/84996
Vote for me guys!
guys?
I will give you each a free pirate.
And a pixel, from my collection of extremely rare pixels.
Rare pixels u say hmm, i have some to. i'm getting low on blood and bone pixels, maybe we can trade:)
Do me a solid guys! http://jams.gamejolt.io/gbjam4/games/pirate-pop/84996
your game already took all the gore we wanted in ours...
Those are my chosen pixels so far, apart from unfinished and unfortunate ones, all 've been done during last month (or so):
'Out of Gas', 12 colors.
'Ramen Airship', 12 colors.
'Titan', 13 colors.
'Bullits'
'Shopkeeper' or 'Pants for Sale'
'Tot samyy', 24 colors.
Fossil of War, 8 colors.
'Mimic', 16 colors, 6 frames.
Brooklyn Baby, 20 colors.
A little sketch for a artjam I did with my friend
'Moneta and the Shrike'
12 colors
'Tachikoma is a kinda spider too', 15 colors, 10 frames
Here is something for tonight's Fullmoon.
Winter is coming to Slain!
In other Slain news .All the levels are now in the game as well.
getting close to done now.
Oldtown snows
orangemagik: That's some dope shieeet!
Kinda makes me want to do some pixel art again...
'Mayday', 16 colors
DO it Crash!
'Agent', animated, 14 colors
non-animated phases for looks;)
Yanneyanen cool anims.
here are some gifs and screens of The Blood tower
mrawolf love it!
Great work everyone else as well.
I've just release a trailer for my game Let Them Come. A lot of pixel art action in there, please help me spread the word if you dig it!
Game info:
http://www.let-them.com/
[ame]https://www.youtube.com/watch?v=jV1GAf9V37Y[/ame]
Thanks!
Ful thread is here: http://www.polycount.com/forum/showthread.php?p=2328738#post2328738
jimsvanberg i can feel the pain in my fingers all ready, looking great.
Some metal Slain gif.
Never done pixel art before but here's my first two tries
Screenshot saturday gif.
fighting fire with fire. Bathoryn faces off against a skelly flame sword on his way across the castle bridge.
Diving at Mare-Eye, 12 colors
New haircut for Harold
Not furniture, 20 colors
Chase for @Pixel_Dailies #xwing theme
Philip Strenger aka Bloody Baron from The Witcher 3, 20 colors (actually 17, accidently saved this one with 20)
All of those have been made as @Pixel_Dailies' submissions, i.e. as daily practice.
You can follow me on Twitter @samiliukka and the game company @HeavyweightRex. The game will be published in 2016.
Above the Clouds, 17 colors
for @Pixel_Dailies #clouds theme
But then had a time out of work to finish my "long-term" pix:
Lone Matthews, 28 colors.
Started it a month or so ago. I guess it took around 40 hours in total, including concept stage.
Been working on my little pixel art game. This being the castle area:
Here's what it can look like in Super Sportmatchen if you put in the blood, sweat and tears
I don't post here enough!
This is a mockup I made of a battle system concept.
@orangemagik - love them, just like old scifi novels. The dithering is brilliant.
@mrawolf, that game looks amazing!
Been working on this when i've got a few minutes, using Pyxeledit and occasionally photoshop. It got retweeted by polycount so I thought I should post it.
Has anyone got a recommendation for a 2d engine? I've been using gamemaker and UE4 and they're both ok but i'm finding using tilesets not very easy.
I figured out how to make .gif files so here's a spin-attack from my game
Unity 2d is fine, missing some features but perfectly fine for 2d pixelart games (I've made a few!) the one thing it does lack is out of the box no-scripting. You need to program your own ... well basically everything. Which can be daunting.
If you have an iPad you can check out our game creation platform hyperPad (www.hyperPad.com). You can make games for fun and share them with the community, or export for the App store (iOS only for now) with a PRO account.
It's pretty cool, and really easy.. But I'm a bit biased
my mind...
I made a robot
Other then that our latest sport - hopp-boll - is complete! I will post an update on that very soon
Polyhertz. Yep everything is intended, or just the way I do things.( for now)
SSS gif.
Here's a squishy poo alien I did last year. Hope you guys like him!
Here's yet another gif from my little game:
Now I'll go back to lurking.
But I just would like to post this Holiday-card here for all you amazing artists! Have a nice time now and keep up the good job next year everyone! =D
Have a great new year pixellers!
This is my first pixel character. Can you all please be honest and give me some comments and criticism please. Also, it would be great if you could give me some pointers. Thank you!
Hey everyone. I'm mostly a lurker but I thought I'd post what I made during my lunch break today.
Some Slain! death, death can be avoided by the observant, beware of gore piles!
Little android game I'm working on with a friend.
I did a little paint over to show you just one way you could polish up this sprite. Hope this helps!
Nice icons Chrilley! first two potions, the crown and the green skull are great! MRAWolf I've been lurking in your progress thread for a while; Awesome stuff as usual.
I've learned everything I know from doing pixel art, definitely my favorite form of art to do. Did this on Christmas day.
Something special is happening soon!
finished an enemy.
- 100%+Palette.
- and the 200%, for those who want it!
Wrapping up production on my friend's pixel art game project, Make Fire
Learned how to make things move this weekend! Not sure how to make the loop smoother.
http://2dwillneverdie.com/tutorial/give-your-sprites-depth-with-sub-pixel-animation/
Anyways... we have now finished up the sport I showed in a wip-state before christmas.
Behold! Hoops!
Hoops is a frantic all-against-all battle, where you'll need to master both timing and agility. Push and stomp your opponents to steal the ball, go for heart-stopping three-pointers or dribble your way to the basket and watch the other players cry in agony. And if your opponents are being cocky, shatter their self-esteem with a sizzling slam dunk!
A fun thing about Hoops is that it contains a lot of extra stuff, such as a seemingly pissed vulture who acts as the match coordinator, and a really exciting halftime show featuring Mr.P and two cheer-leading stoats!
On to the next sport!
Looking great Jimsvanberg.
cool pixels frank3d.
I Have some Slain blood. A fight in the Blood tombs against a Red skellytress that bone explodes.
boom.
Bathoryn gets his own back with some Mana bombing
Coding a generic auto-tiler for unity. Made 16 pixel art tiles for this test.
16x16 tiles
then I started trying to characterize random objects near or on my desk, flu medicine a toaster my phone a cup and a pen lol.
Bathoryn has a play date with The Ice beast high above Oldtown.
I created a fan art Teenage Mutant Ninja Turtles game main menu mock-up video, using this background.
Just a happy house.
This is gorgeous, I love the colors.
testing enemy animations. seems to be good for the most part.
https://www.facebook.com/intotherift/
http://www.intotheriftgame.com/
I've seen one of the images earlier, looks freaking gorgoues
Contest was to make a character casting a spell using14 colors and a 64x64 canvas
Picture is enlarged by 4 times, so its eaiser to look at
original: kinda:
Art & Animation made in photoshop
I make game art using Hexels/Trixels, at least for my current project, is that okay to put in this thread or is there a better place?
TY and apologies if this is not the place!
otherwise there is always the what-are-you-working-on-thread
Trying something different from my usual paintings.
Made another weekly challenge at pixeljoint. This one is suppose to look like Zombie Night Terror Art
Awesome! Love how the fire explodes out after some little sparks. Really lovely animation.
Love the environment walk-through cycle
Also, is it just me or is the post editor super finicky about cursor positioning? Usually ctrl+arrows skips a word but it skips a whole line here Any way to get a plain text editor that isn't html?
Made this game with other people some for the Low Rez Jam 2016.
really happy with the results
Gameplay video:
https://www.youtube.com/watch?v=8KWcy2fdnEQ
Some stills I'm working on for a rough pixel animation test.
I am sharing with you some new screenshots and sprites of the game I've been working on with a friend! and I am excited to show you the first trailer of the game!!
http://hotfudgegames.com
https://youtu.be/l_gQNX4Itrs
Hope you'll enjoy it!
I've never ever done pixel art before, but I made these just a few hours ago. Poor quality right now, but should look better in the game engine.
Just finished the art for a small game, it's going through the cycle right now but I can post this!
@Doc67 Those characters are great! I really like the knight one who's chugging beer!
I made some backgrounds for my little shmup game, Hyper Blitz!
Here are a couple of screenshots from the recently released demo of "Long Gone Days", my solo project. I hope you like them!
Never done any pixel art until today, might have to do more and try to get decent because I enjoyed it.
Some more stuff from Into The Rift
https://www.facebook.com/intotherift
Hammerwatch 2 Animations
Serious Sam's Bogus Detour boss arachnoid boss (1 year old kinda)
kickass crossbow
Here's a shot from sport no8 in Super Sportmatchen - Animal Feed!
Full thread here http://polycount.com/discussion/155520/super-sportmatchen-development
https://www.kickstarter.com/projects/495282497/new-homeland
Some more pixel art I've done for the game :
https://www.youtube.com/watch?v=P0d-NfxNPPM
Long time no post , you guys still crushing it.
here is some concept pixel art from Valfaris
A Dark Tech Pally.
@tsabszy I really like your texturework, cool to see your asset sheet.
@hawken man diggin your pirate poop's gameboy style, the visual layering must have been hard with just green tones, kudos. And your PixelPirate game looks suuuuuuuuppppeeeeerrr *^*
@orangemagik your 'out of gas' piece is sweet, love the old ship design and your other Chris Foss piece is super sick. The Tachikoma anim is fun ha
But holy crap 40 hours on the lone mathews 28 colors. That's intense! But certainly worth the effort
Sick style @Rilem! I wanna play dat naow
@Crybaby loving the colours, great style.
@Christian Nordgren I love your blackmage fireball anim!
I've been delving into pixelart again after many years doing only 3D. I've been taking alot of influence from Paul Robertson's Scott Pilgrim style.
It's for an oldschool style Overworld map for my current project Rad Rodgers. If your wondering what the hell that creepy face in his backpack is, its his vulgar game console that's come to life.
I originally started with this idle as a test but it was too much stuff, too busy. I'm currently in the process of making a simpler one.
some more early Valfaris concepts.
Here's some Pixelverse parasites:
The project it's from; Rad Rodgers, is a 3D Sidescroller, it's looks cute but its full of violence and has a Rick & Morty style humour. It's 50% funded on Kickstarter if you guys are interested.
Played around with some blur frame stuff, super fun.
It's going to be the level select anim.
I need to add some hair bounce to the new idle aswell.
When are you releasing this game? I have been following your posts for a while now and I am really looking forward to it.
http://store.steampowered.com/app/369070/#app_reviews_hash
33% off atm! to
There is no goal in this sport. It's all about how can dodge those obstacles the longest. Speed and complexity increases over time. Be so sure!
So there is plains, forest, desert, cliffs and snow! (check main thread for pics! - http://polycount.com/discussion/155520/super-sportmatchen-development )
Now on to the 10th and last (!!!) sport! Wohoo! =D
The house was a second test, more for myself to learn how to add a little more detail in pixels. I still have a lot to learn, I know. And I would LOVE some feedback, or even better, the "rules" of pixel art (like typical canvas sizes, animation tips, how many colors and types of colors, etc).
It's a live preview panel for sheets (particles/sprites etc.)
I'm looking for a few testers
So I'd love to get some PM's with some of your work if you're interested
You can find some more Pixeling scripts that I'm working on here:
http://polycount.com/discussion/179830/pixel-art-toolkit-pat-photoshop
Dinosaur Dungeon
Just thought I would share one of my students projects, just because I love itFinal Major Project, Download it and try it out.
More Info click on the title header.Wall-climb! Be the first to reach the top by pressing and holding the corresponding button/s of every grip! But beware of treacherous gusts and falling vegetables! =D
Now I can focus on getting the last two character in and then some menu polish, achievements and other minor things before we wrap this baby up! Sport!
160×200 ("wide pixels") in 16 colors (1986's Thomson TO8 specs)
I made this skellie bob yesterday based off another artists image - which I can no longer find =[
I was hoping to get some feedback, though I should probably start a thread for longer term progress as a pixel artist.
This is really one of my first attempts at pixel animation / characters - needing all the advice please!
some concept stuff for my next game. in space with guns.
I am working almost full time on my savings on a game in pixel art style, here are the first two playable characters, a male and female special para military forces to combat the zombies I know, kinda common theme but I love zombies, and the post apoc feel.
if you wanna check more of the progress and some artwork (kinda light at the moment, but more will be uploaded continuously between freelance gigs and the time I get to spend on the game)
https://makingofyouzombie.tumblr.com/
Some of the enemies from it:
Think mario with a jetpack and laser blaster and you have an idea of what it's like
More info here/playable game here.
Also, greenlight page.
for run cycles I found out 8 frames are a good number, I dont know why but when I started animated I thought an uneven number should be good, to have a frame as middle point, turned out it wasn't.
I see you have a smear effect when the skeleton attacks that nice to indicate movements faster than a frame. or in general really nice effect.
I try to animate as many pixels as possible, on the player 2 female character that's more obvious in her idle animation.
I try to think about whats heavy on the character, in my case the weapon. So I delayed its transition 1 frame, so the body starts to move down 1px, but the weapon is in the same place, and drags 1px down in the next frame.
That was a nice effect IMO, and I will have that in the back of my mind as I continue to animate the rest of the sprite sheets.
@BLUELED Welcome and nice too see you gotten so far with your game!
"A former agent of the dissolved "Department Of Intergalactic Reacquisitions" commandeers a wrecked mining vessel to scavenge the rare materials from what was considered to be the most advanced geological sensor array in times long since passed."
Trying to up my pixel art, so made some practice coffee with my coffee this morning.
i suddenly started doing pixel art last week. I'm having fun.
As usual, it's been too long between my updates from Sportmatchen =/ But yeah, reasons Anyways, all athletes are now in (wohooo!) and to celebrate here are two gifs of some of their animations =D
Say hi to Claudetta from Sierra Leone!
Well hellu there Fernando from Bolivia!
Now I need to do some achievement icons ^^
Some pixelart psycho ilustration - someday i will make game with that style
I've been dabbling in some pixel art to get a simple platformer going. Here's some progress so far:
Hope to improve a lot of the course of it.
Vranvs
Sorry i don't have any tuts up atm, i shall be doing some in the future, and i sometimes do ArtDev streams.
Here is another Valfaris gif of a Drone master and Therion, with the city of Valfaris in the background.
Hey All, we've just shared the first wip gif from our new project Loco! We will be trying to show a lot though development so all feedback and crit are welcome!
https://twitter.com/samread5/status/936264315413434368
I also made a 50x timelapse video of the creation process:
https://www.youtube.com/watch?v=r2EaR09rlxE
thanks
Manny
Weapons:
The Ragnarok
The Ogre
Items:
Backpack
Bunny Boots
Custom Outfits
Starcraft 2 themed 32x32 pixels
Sketchbook: http://polycount.com/discussion/198553/sketchbook-coryn-briere#latest
Worms for the Glow Worm Cave (this area will be our demo).
Glow Worm Cave Tile-set
Unrelated - Match-3 game on the backburner
Red panda concept feedback would be appreciated!
Below is a battle scene from a 2D battle arena game I'm working on currently. All feedback on things to pay attention to to improve my quality would be appreciated.
Wanted to try to do a landscape piece and try working in values first. I think working out the values definitely made it quicker & easier to make both a daytime and nighttime scene.
https://www.behance.net/Diegomisin81c8
I play overwatch once a week with some friends over seas, and while waiting in ques for matchmatching I've been slowly chipping away at these. A good handful of these I definitely want to revisit, but feels pretty good to have completed the whole cast of heroes and see improvement.
Hi!
I'm looking for jobs. If you interested, please checkout here! https://polycount.com/discussion/220336/stylized-illustration-concept-art-pixel-animation-freelancer-artist-is-looking-for-jobs#latest
I'm sharing a collection of brushes, patterns and a "perfect pixel" layer style for photoshop. If you like pixel art, you can grab them for free at https://artstn.co/m/zqmL or http://cbr.sh/7wm9s3. It's what i use for my pixel art in Photoshop.
Hi everyone, I represent The Flavare just made a tileset suitable for the game developers who built a 2d platformer game. The tileset is a fantasy forest nature-themed and it is now available at itch.io. Tileset has a free pack asset and a premium pack with more assets packed inside. Currently is on a sale, grab them while it is still hot 😉
Just wanted to share some pixel I did last night
I did it using a tool i created Pixelyz
https://www.pixelyz.com/
https://polycount.com/discussion/227914/pixelyz-create-your-pixel-art-animation-fast/p1?new=1
Been trying to make some time to do some studies! And ended up having a snowy theme due to the holidays!
Canyons made with Pixelyz
amongus