Earlier quoted context omitted.
There are two main categories of pixel art in games. In one category it’s about retro authenticity and these games are defined by the fact that their final buffer is the same low resolution as their art. They also often feature limited palettes, especially ones that were actually used on retro consoles. There’s also a second category of pixel art, where the style is more modern. The art is still low res, but the fina…
Can you recommend any games in the first category? I surveyed the indie-game landscape a couple of years back, specifically looking for games in your first category, but struggled to find any recent examples. 2D transforms, alpha-blending and lighting effects seem to be the standard now.
Pixel Art: Common Mistakes (2020)
71–80 of 90 posts
Re: Pixel Art: Common Mistakes (2020)
#72Earlier quoted context omitted.
how exactly is it a hard problem? You don’t have to rotate the sprite by sining and cosining pixels by hand, you can just render to the same resolution as your sprites and it’ll look fine. The problem is that most indie games render at 2x or 3x or more natively.
Nearest-neighbour, low-resolution rotation produces unpleasant results when the sprite contains fine details with a thickness of one or two pixels, e.g. outlines: https://imgur.com/a/UiAZ49z Artistic preferences are subjective, but I expect most players would find that rotated sprite unappealing. This is especially true when the rotation is animated - the aliasing causes a distracting, staticky, random-noise effect w…
That’s the reason why some games use versions of the rotated sprites that have been tweaked by hand. See also tools like RotSprite (http://info.sonicretro.org/RotSprite).
Re: Pixel Art: Common Mistakes (2020)
#73Earlier quoted context omitted.
That post is also full of pre-indieapocalypse charm. It assumes that a decent, finished game will get its author the recognition
That is still true today. This is going to sound a bit harsh but the market really is flooded with bad to mediocre games and people who think they’ve created a masterpiece. If you take a look at /r/gamedev it’s full of people sharing their games and asking why they weren’t successful. It’s easy to see by looking at any of those games exactly why. They don’t look good. Games that are actually good do get the recogniti…
Easy examples to point out are things like Tumbleseed: https://store.steampowered.com/app/457890/TumbleSeed/ or Mushroom 11: https://store.steampowered.com/app/243160/Mushroom_11/
And those are both 5 years old and things have only gotten harder since then!
Re: Pixel Art: Common Mistakes (2020)
#74Earlier quoted context omitted.
There are two main categories of pixel art in games. In one category it’s about retro authenticity and these games are defined by the fact that their final buffer is the same low resolution as their art. They also often feature limited palettes, especially ones that were actually used on retro consoles. There’s also a second category of pixel art, where the style is more modern. The art is still low res, but the fina…
Can you recommend any games in the first category? I surveyed the indie-game landscape a couple of years back, specifically looking for games in your first category, but struggled to find any recent examples. 2D transforms, alpha-blending and lighting effects seem to be the standard now.
Loop Hero is strict about its pixel art and uses a fixed 16-colour palette that is reminiscent of the Commodore 64.
Baba Is You has visuals that you could basically render on a ZX Spectrum.
And in addition to doing pixel art well, these are all pretty great games.
Re: Pixel Art: Common Mistakes (2020)
#75Earlier quoted context omitted.
What’s the indieapocalypse? I googled it but all the results are commentary pieces that assume you already know what it is.
There was a window, from about 2007 to 2013, where basically any decently well made indie game that came to market would be financially successful. But the trick was, to get your game to market you had to establish a relationship with Microsoft, Valve, or whoever controlled the platform you were targeting. Around 10 years ago the platforms started to open up and it got a lot easier to get a game into the marketplace.…
Re: Pixel Art: Common Mistakes (2020)
#76Earlier quoted context omitted.
That is still true today. This is going to sound a bit harsh but the market really is flooded with bad to mediocre games and people who think they’ve created a masterpiece. If you take a look at /r/gamedev it’s full of people sharing their games and asking why they weren’t successful. It’s easy to see by looking at any of those games exactly why. They don’t look good. Games that are actually good do get the recogniti…
This is just not true. There are tons of good games that don’t get anywhere near the attention and sales that they would have during the early 2010s. In fact the only way this is true is if your definition of “good game” is “commercially successful game”. Easy examples to point out are things like Tumbleseed: https://store.steampowered.com/app/457890/TumbleSeed/ or Mushroom 11: https://store.steampowered.com/app/2431…
Re: Pixel Art: Common Mistakes (2020)
#77Earlier quoted context omitted.
Can you recommend any games in the first category? I surveyed the indie-game landscape a couple of years back, specifically looking for games in your first category, but struggled to find any recent examples. 2D transforms, alpha-blending and lighting effects seem to be the standard now.
There are a bunch of retro inspired games (ex Shovel Knight) that do the retro inspired thing. More interesting is a game like Celeste, where it has a 3D level select but during the actual gameplay, the characters move in integers and the screen buffer is still fixed at a low resolution.
Re: Pixel Art: Common Mistakes (2020)
#78Earlier quoted context omitted.
That is still true today. This is going to sound a bit harsh but the market really is flooded with bad to mediocre games and people who think they’ve created a masterpiece. If you take a look at /r/gamedev it’s full of people sharing their games and asking why they weren’t successful. It’s easy to see by looking at any of those games exactly why. They don’t look good. Games that are actually good do get the recogniti…
This is just not true. There are tons of good games that don’t get anywhere near the attention and sales that they would have during the early 2010s. In fact the only way this is true is if your definition of “good game” is “commercially successful game”. Easy examples to point out are things like Tumbleseed: https://store.steampowered.com/app/457890/TumbleSeed/ or Mushroom 11: https://store.steampowered.com/app/2431…
Re: Pixel Art: Common Mistakes (2020)
#79After: mouse looks like a dog; boy looks like a monkey