@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.
Replies
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.