Hi, I'm Lewis, a freelance pixel artist looking to work on your great project. I've worked on a wide variety of projects boasting pixel art styles, but also projects involving clean vector art and all including smooth animation. My skills are: Pixel art Vector art Animation GMS 2.3 platformer programming (2D) Video editing…
I started streaming the creation of my pixel art game. Currently doing sprites. If you want to see a very fast pixel artist work, come and pop in. http://www.hitbox.tv/muzz Should be live for 4-5 hrs
hmmm I have a strage bug with the new version All maps seem to move 3/4 pixels to the left.. Also there are small black pixels on the ao map (like noise) I will upload some pictures after work.
Awesome work, I'm glad you reworked the spec it looks much better. I'm wondering if the texture size is too big for the environment. The surrounding textures are pretty pixelated and it aways looks odd when pixel density doesn't match.
Oh, You mean those giant smoothing errors ? :D Or the pixelation there? Working on fixing the those "pulls" right now. As for the pixelation and kinda spotty highlights, I'd assume that is is compression of the normal map into unreal. It is rendered out and and imported as a .tga :)
I came across this old 72hr pixellation game comp entry from me old pixel days, crashs thread reminded me.. http://www.spheredev.net/wiki/Migget_Chainsaw_Hands I did character/effects animations, and music/sfx
Its a little weird to me that you can only do things on vertex level. But I'm starting to get used to it. Coming from pixel shaders, it would be more convinient if you could access data directly from pixels.
This isn't how most modular game assets are designed. Instead, choose a pixel density to work towards, and use that as a rough guide when creating each individual asset. For example 4 pixels per centimeter, or whatever you decide.
In 2011 you have the Marker pixel display to default 20, but in 2016 you have it set to 23. My guess is it's a visual thing as you have the pixels at an odd number. Set it back to the default 20 and see what happens.