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".
Replies
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