AuthorTopic: Tools, Resources and Linkage.  (Read 242137 times)

Offline Panda

  • Administrator
  • 0100
  • *
  • Posts: 1014
  • Karma: +0/-0
  • 威風堂々
    • View Profile

Tools, Resources and Linkage.

on: March 05, 2007, 11:12:18 am
Here is a collection of various links that will probably come in handy from time to time.
Please refer to this thread before requesting help finding a link or choosing a program, because chances are your answer is on this thread.
If you are willing to share anything, don't hesitate and post it here (do not chitchat on this thread if you have nothing to contribute though), but remember, illegal software or similar items are strictly forbidden.
Pixelation is not responsible for any content on the external links, so click at your own risk.


Tools

- Pixelling tools -


- Other utilities -




Tutorials and References

- Pixel art tutorials -


- Various tutorials -


- Art references -


- Videogame references -


- Fonts -



Free Image hosts

Need help hosting and posting your pictures? Check this guide:  http://www.wayofthepixel.net/pixelation/index.php?topic=3466.0



Communities



Pixelized Eye-Candy Goodness



... And of course The Search bar and Google are always your friends!
« Last Edit: February 01, 2016, 12:05:05 pm by Atnas »

Offline dragonrc

  • 0010
  • *
  • Posts: 219
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #1 on: March 05, 2007, 09:17:05 pm
•http://www.oudje.nl/lessen/colorcop/colorcop.htm
Colorcop.
Handy little programm, usefull if you use mspaint(like me) It let you see the colors details, brightness ect.
Most programms let you see those details but mspaint doesn't

for the non-dutch people:
"1. Color Cop 5 is een ongelooflijk handig programmaatje om een kleur op te pikken. Je kunt het hier downloaden. "
you need to click on the hier button.

•http://www.gamani.com/gmgdown.htm
GIF Movie Gear.
I use this programm to make my animations. It's easy to use and doesn't come with tons of unusefull features.
You can download a 30 day free trial on that website.

•http://www.brothersoft.com/graphics_design/gif_tools/giffy_16084.html
Giffy.
Used to make images transparant.
You can upload bmp and gif images and save them as (transparant) gif images or bmp images

Offline setz

  • 0010
  • *
  • Posts: 221
  • Karma: +0/-0
    • View Profile
    • splixel

Re: Tools, Resources and Linkage.

Reply #2 on: March 06, 2007, 02:10:00 am
Project One is what I use for c64 art, Timanthes doesn't run on this PC. It's simple and it works.

mtPaint is the best pixel art app I've found for use with linux, also works with windows.

sj-gfx is a shameless plug to my own website, which contains pixel art, layout included.
(if this is not the proper place to link myself inform me and I shall remove it)

This is a very impressive compilation, btw.

edit: SCI Studio - http://www.bripro.com/scistudio/index.php <--- typo, should be .php - // Edited, Thanks. - Panda  //Actually edited!  -Adam
« Last Edit: December 27, 2007, 04:34:08 pm by AdamAtomic »

Offline Conzeit

  • 0100
  • ***
  • Posts: 1449
  • Karma: +3/-0
  • Camus
    • conzeit
    • View Profile
    • CONZEIT

Re: Tools, Resources and Linkage.

Reply #3 on: April 12, 2007, 06:02:01 pm
hey panda...what happened? did you decide to restart the resource thread because of all the chatter? you missed a few of the links I posted,and some other really good stuff that was in there, I dont have a copy of that...is there a backup somewhere?

I'll post some I remember.

Videogame Refferences


http://www3.emu-zone.org/host/emugif/index.htm EMU GIF ANIMATION( japanese) pixel ripping site focusing on arcade fighters, has both sprite and background stages. Has Metal Slug and KOF stages recreated in HTML with each separate layer.

http://www.emugifs.emuita.it/ EmuGif (italian) a big mess of sprite archive...has some unique stuff.

http://www.zweifuss.com/ SF3 Full character animation rips

http://tsgk.captainn.net/

http://sdb.drshnaps.com/

http://www.newwavemugen.com/~xenozip/#charactercostumes Guilty gear Full character animation rips

Mugen sprite refferences

I am aware mugen isnt exactly directly related to pixelart, but with MCM Mugen characters can be turned into an overwhelming videogame art source, specially since they all contain the entirety of a character's animation set in one file ( .SFF files). Plus any time a new fighter game comes out they are quick to rip every character animation.

http://randomselect.i-xcell.com/

http://randomselect.i-xcell.com/forum/

http://www.mugenguild.com/

http://www.mugen-infantry.net/

http://www.mgbr.net/

http://www.mugen-infantry.net/


Community

http://www.gaminggroundzero.com/home.html
http://ggz.ipbhost.com/

Gaming Ground Zero, a comunity which trhives on the artwork of it's regulars. it has free to use graphic resources that require credit.

The forum requires you to be accepted by a mod to register, and it holds pixel "contests" regularly.




Pixel art eyecandy

http://www.yomogi.sakura.ne.jp/~ronz/trash/ source of the well-known B&W gif animes.


EDIT: really panda? ok...I'll edit that out. But I do think you missed a lot of stuff, I remember I had posted all of this, and there was this link to an old Lucasarts game with many WIP background stuff.
« Last Edit: April 12, 2007, 06:52:15 pm by Conceit »

Offline Panda

  • Administrator
  • 0100
  • *
  • Posts: 1014
  • Karma: +0/-0
  • 威風堂々
    • View Profile

Re: Tools, Resources and Linkage.

Reply #4 on: April 12, 2007, 06:46:10 pm
I didn't restart it only for the chitchat, but also because of the lack of organization it had.
I rearranged all the links that were on the original list in a more thoughtful way and added a bunch from both my bookmarks and posts on the old thread.
Also, Paul Robertson, "Move your feet" and KYMG were already linked (btw he moved to a different address).
And yes, the old thread remains in the Mod forum.

[Edit] I'll add the other ones you just added.

[Edit 2] Updated (Thanks for all the links). If you are talking about that Dig site showing all the BGs and all, it is gone, so I removed it. But if you insist, here is the link to it.
« Last Edit: April 12, 2007, 07:43:24 pm by Panda »

Offline Conzeit

  • 0100
  • ***
  • Posts: 1449
  • Karma: +3/-0
  • Camus
    • conzeit
    • View Profile
    • CONZEIT

Re: Tools, Resources and Linkage.

Reply #5 on: May 08, 2007, 10:44:04 pm
I really think a "Pixelart for dummies" thread would be useful...

anyways, Panda turns out "The DIG" page is back
http://home.comcast.net/~ervind/digbm1.html
http://home.comcast.net/~ervind/digfacs.html
http://home.comcast.net/~ervind/digsc1.html
might wanna add it...even though it doesnt feature nearly as many sketch-phase backgrounds anymore...

Offline dreamisle

  • 0001
  • *
  • Posts: 91
  • Karma: +0/-0
  • Software Engineer/Puzzle Author
    • View Profile
    • Dave Goes the Distance

Re: Tools, Resources and Linkage.

Reply #6 on: May 19, 2007, 12:52:18 am
I'm using Ubuntu Linux 7.04 and I use KolourPaint for pixel art. It's a lot like MS Paint with a few additional quirks here and there. It can probably be found in the Add/Remove Programs panel, but I honestly don't remember where it's from.

Offline Lee N

  • 0001
  • *
  • Posts: 99
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #7 on: May 28, 2007, 11:35:03 am
Looking for palette inspiration? Kuler is what you want - http://kuler.adobe.com/

Offline Conzeit

  • 0100
  • ***
  • Posts: 1449
  • Karma: +3/-0
  • Camus
    • conzeit
    • View Profile
    • CONZEIT

Re: Tools, Resources and Linkage.

Reply #8 on: June 20, 2007, 02:37:06 pm
um, anybody remember that face refference page where you could edit the expressions and it pointed out all the muscles?

http://mrl.nyu.edu/%7Eperlin/facedemo/ I just ran into this in another Ref thread in some forum, and I was like DAMN I knew something so much better =/ I remember it was hispanic, and it had a purchasable version....

http://www.addictinggames.com/wireframeskeleton.html here's an interesting walkcycle app
« Last Edit: June 20, 2007, 02:58:19 pm by Conceit »

Offline RhysD

  • 0001
  • *
  • Posts: 43
  • Karma: +0/-0
    • View Profile
    • RhysD.com

Re: Tools, Resources and Linkage.

Reply #9 on: July 27, 2007, 05:35:14 am
just an update, new URL to my iso tutorial is http://www.pixeltutorial.com
other host went boom :(

Offline RhysD

  • 0001
  • *
  • Posts: 43
  • Karma: +0/-0
    • View Profile
    • RhysD.com

Re: Tools, Resources and Linkage.

Reply #10 on: August 14, 2007, 04:08:46 pm
Sorry for another bump, but I keep finding sites that have copied sections of my tutorial and are claiming it as their own...not even changing a few words to make it different.

Example

http://acadies-art.sparrowzworld.net/index2.html - The entire first "What is pixels art?" is basically a direct copy from mine.

http://acadies-art.sparrowzworld.net/tut-pixel-project003/tut-pixel-art-3dsphere.html - Here they've even taken the images directly from the tutorial and words, haha.

Original tutorial - www.pixeltutorial.com

Edit: Yes, I know its outdated and I have learnt a heap more that I should be explaining, some techniques are probably terrible. Just wanting to know if there was anything I could do about these sites? Rippers are the lowest scum of this planet imo..

Edit:

sigh...I've tried to find out more about the person who has been doing it. Seems like they are offering a 6-week "pixel course" via the website www.visual-arts-academy.com Charging people $25 for a 7 week course. The person in interest here goes by the alias of "Arcadie" and can be found on the following page http://visual-arts-academy.com/instructors.html under the name of Norma Murphy.

There is even a page of testimonials from people who have completed the course (and as you can see from the last one, "it a value for the money")

Quote
The Pixel Art course was great. I would suggest anyone interested in Pixel Art to give this course a try...I had a ton of fun.
-Ginny

I really enjoyed it and you get to learn a lot. Its well worth doing.
- Clare, UK

The VAA is set-up very well and, IMO, is a value for the money and an invaluable experience. However, one must be mindful that whilst the course teaches various tecniques and principles of the particular artform, it's up to the student to build on this thru' 'practicing'....
It's been a wonderful experience to have been part of a VAA course and to have been offered this opportunity to further my pixelart knowledge.
-Lorraine- New Zealand

Here is a link with what the course outlines of what will be taught during the course. Please also note each "section" heading and refer back to mine. What i'd really like to know is if she has just grabbed my entire tutorial and added a few extras and then has been charging people to "teach" them the basics, when they could have easily just gone to my site for free...

http://visual-arts-academy.com/normaD.html

I'm probably way too paranoid about this whole thing but i'd like to know what someone in my position would do, considering the clear copyright infringments that have occurred...

edit again: please don't go contacting the site in question with regard to this, I'll be sorting it out personally. thanks.
« Last Edit: August 14, 2007, 04:30:47 pm by RhysD »

Offline questseeker

  • 0001
  • *
  • Posts: 96
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #11 on: September 15, 2007, 07:29:08 pm
I recently had a freeware downloading spree and I found some drawing programs for Windows that aren't listed yet but might be of some use.

Rendera http://www.rendera.net/ is restricted to BMP and JPEG files and RGBA colour, and it has only drawing functions: no filters, adjustments, selections, copy & paste, floodfilling (the only global command is clearing).
What are its redeeming features?
- Various brush compositing modes: replace, add, subtract, change hue, all with transparency.
- Independent choice of brush style and drawing tool, for example an outline rectangle of "chalk".
- Interesting, albeit mostly useful for large sizes, brush types (including procedural textures and simulated pencil hatching).
- Easily accessed commands to rotate the canvas through edges (to edit tiling images) and to wrap drawing commands themselves.
- Easily accessed commands to switch between drawing shapes from the center out or from corner to corner.
- Cloning supporting all drawing tools and brush types.
- When zoomed in, drawing tools don't draw at screen pixel locations but at image pixels.
- Perfectly symmetrical ellipses, regardless of direction; when starting from the center, only odd diameters are possible. It might seem trivial, but for example Paint.NET, PixelStudio, Artweaver, Project Dogwaffle draw completely wrong small ellipses.
- Preview of what pixels are going to be drawn with each command, particularly useful when zoomed in.

In brief, Rendera is rough but specialized and unusual.

Photobie http://www.photobie.com/ is a more full-fledged drawing/retouching program with an unusually ugly user interface.
Its main interesting feature is that every drawing command can create its own layer automatically, with the obvious potential for detailed editing. It has the most complex "Layer Manager" I've ever seen.

EDIT: Panda has added both programs to the main list.
RE-EDIT: Photobie updated to "Photobie Design Studio".
« Last Edit: June 25, 2008, 10:31:07 am by questseeker »

Offline Skulkraken

  • 0001
  • *
  • Posts: 19
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #12 on: September 20, 2007, 07:38:52 am
Just a quick heads up:  Tsugumo's, st0ven's, and Zoggles' sites are all down right now (and apparently have been down for some time) :blind:.  I've updated my mirror of Tsugumo's site with his new tutorials before they went down.  I can't believe I was actually going to simply delete the entire mirror when I saw Tsugumo's tuts on Big Blue Bubble...

http://www.geocities.com/skulkraken2002/

Offline Turbo

  • 0010
  • *
  • Posts: 414
  • Karma: +0/-0
  • less than meets the eye
    • View Profile
    • Pixeljoint TurboAccount

Re: Tools, Resources and Linkage.

Reply #13 on: September 25, 2007, 05:46:28 pm
Great tutorial for setting up Gimp optimally for Pixel Art:

http://www.eglug.org/gimpixel

Stuff such as showing a thumbnail, a palette (where you can do palette changes by changing just the color) or setting a minimal User Interface, are covered.

Offline Andy Tran

  • 0011
  • **
  • Posts: 555
  • Karma: +0/-0
    • View Profile
    • The City of Andy Tran

Re: Tools, Resources and Linkage.

Reply #14 on: October 09, 2007, 01:40:44 am
Not sure if this is ok to post a bg tutorial by st0ven. This one is old. I think it's still useful to have it up since he didn't have it on his new site.

 http://steve.neonstar.net/mini_background1.htm
 http://steve.neonstar.net/mini_background2.htm
 http://steve.neonstar.net/mini_background3.htm

Offline Skulkraken

  • 0001
  • *
  • Posts: 19
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #15 on: October 18, 2007, 09:15:48 am
I've updated my mirror with the tutorials from St0ven and the rest of his pixel samurai at Spriteart.com.

Please let me know if anything there isn't working okay.

Offline Seele07

  • 0001
  • *
  • Posts: 53
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #16 on: December 03, 2007, 11:31:19 am
Tools: If you are using (a) Unix(-Clone), you can install the KDE-Application 'Kolourpaint', if you like - it's like MS-Paint  :lol:

Else i'm using GrafX2 for DOS: ftp://ftp.externet.hu/pub/mirror/sac/graph/gfx2b965.zip and Gimp.

Greetings,
Ingo

Offline Helm

  • 0110
  • *****
  • Posts: 5142
  • Karma: +0/-0
    • View Profile
    • Asides-Bsides

Re: Tools, Resources and Linkage.

Reply #17 on: December 03, 2007, 04:14:34 pm
Quote
Ok, now remember how i told you not to feel too bad about those other 4 backgrounds? theyre quite stylish and moody indeed, but they arent purely pixelled. if we zoom in on several sections of the backgrounds, there is evidence of computer resampling. ill show you what i mean.

Stoven is wrong, these backgrounds are all pixelled, it's just the ripper who did the gif animations that made the mistake of adding dither compression.

Offline ilkke

  • 0010
  • *
  • Posts: 234
  • Karma: +0/-0
  • pix off
    • iLkKke
    • http://pixeljoint.com/p/9270.htm
    • View Profile
    • 'daily' art blog

Re: Tools, Resources and Linkage.

Reply #18 on: December 05, 2007, 12:58:52 pm
Seems that the author of PD Pro Digital Painter found God and decided he doesn't love us anymore.
i

Offline Helm

  • 0110
  • *****
  • Posts: 5142
  • Karma: +0/-0
    • View Profile
    • Asides-Bsides

Re: Tools, Resources and Linkage.

Reply #19 on: December 05, 2007, 03:30:17 pm
Hm? Explain!

Offline ilkke

  • 0010
  • *
  • Posts: 234
  • Karma: +0/-0
  • pix off
    • iLkKke
    • http://pixeljoint.com/p/9270.htm
    • View Profile
    • 'daily' art blog

Re: Tools, Resources and Linkage.

Reply #20 on: December 05, 2007, 04:53:46 pm
Just go to
http://www.squirreldome.com/cyberop.htm
and see for yourself.
I think I need an explanation, too.
i

Offline dkh

  • 0001
  • *
  • Posts: 53
  • Karma: +0/-0
    • View Profile
    • Indiana Jones and the Fountain of Youth

Re: Tools, Resources and Linkage.

Reply #21 on: December 05, 2007, 05:23:11 pm
The Metal Slug Database is down and I have found several secondary sources which seem to confirm that the author of the page has said it wouldn't reappear anytime soon if ever, so you might want to take the link away or mark it broken or something. Shame, no other page that I know (and I've recently googled) was able to deliver nearly as many sprites from the game series.

Offline Matriax

  • 0010
  • *
  • Posts: 222
  • Karma: +0/-0
    • View Profile
    • MATRIAX PIXEL GRAPHICS

Re: Tools, Resources and Linkage.

Reply #22 on: December 10, 2007, 04:29:45 pm
I change my Url of tutorials, now is : http://www.matriaxweb.com/tutoriales/tuto.htm (I change the hosting), please edit the url in the list.

Offline Panda

  • Administrator
  • 0100
  • *
  • Posts: 1014
  • Karma: +0/-0
  • 威風堂々
    • View Profile

Re: Tools, Resources and Linkage.

Reply #23 on: December 13, 2007, 03:40:12 pm
Just cleaned and put away the chitchat, which shows clearly how people don't bother to read threads properly.  :mean:
And I'm specially looking at Helm, ilkke and Jad.
If I see you going OT again where you are not supposed to, you will get strikes!  !yus!


[edit]: Also updated the thread with all the new stuff.
« Last Edit: December 14, 2007, 09:46:16 am by Panda »

Offline Darien

  • 0010
  • *
  • Posts: 427
  • Karma: +0/-0
  • ...nine...ten...draw!
    • View Profile

Re: Tools, Resources and Linkage.

Reply #24 on: December 16, 2007, 04:18:51 pm
Not pixel specific, but these may help Mac users run Pro Motion or other Windows programs, as I know there is a lack of good pixelling programs for the Mac:

Crossover - The Pro Motion trial seems to run completely fine in Crossover.  Unfortunately you'll have to buy Crossover if you want to use it for more than 30 days.
Darwine - I haven't tried Darwine yet, but it's supposed to do the same thing as Crossover.

Offline questseeker

  • 0001
  • *
  • Posts: 96
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #25 on: December 16, 2007, 04:55:22 pm
A rather interesting tutorial from the Battle for Wesnoth forums: how to go from scanned sketches to small sprites. http://www.wesnoth.org/forum/viewtopic.php?t=16760

Offline Akira

  • 0010
  • *
  • Posts: 335
  • Karma: +0/-0
  • Heheheh
    • View Profile

Re: Tools, Resources and Linkage.

Reply #26 on: December 16, 2007, 10:38:56 pm
http://www.posemaniacs.com/pose/thirtysecond.html
I've been trying to improve my traditional art skills in the last couple of years and i really wish i had found this earlier. it's great practice and i can really see my poses improving.
thanks Dogmeat!

Offline Andy Tran

  • 0011
  • **
  • Posts: 555
  • Karma: +0/-0
    • View Profile
    • The City of Andy Tran

Re: Tools, Resources and Linkage.

Reply #27 on: December 19, 2007, 05:24:16 am
This dude used to be hella dope with game art until he wrote a very good guide on making pixels. He should wake up and finish that tile/bg tutorial and I'll be the happiest pixel artist ever. Here's his guide.

http://homepage1.nifty.com/take_hp/lesson2d/lesson2d.html

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #28 on: December 20, 2007, 10:24:04 am
sfxr provides a simple sound generation system that is capable of producing almost any simple 8bit style sound effect
Posted here for its relevance to game making, do as you will with it.

http://www.imitationpickles.org/ludum/2007/12/13/sfxr-sound-effects-for-all/
(Windows/Linux)
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline surt

  • 0011
  • **
  • Posts: 515
  • Karma: +0/-0
  • Meat by-product
    • not_surt
    • http://pixeljoint.com/p/2254.htm
    • View Profile
    • Uninhabitant

Re: Tools, Resources and Linkage.

Reply #29 on: December 21, 2007, 09:43:33 pm
Pencil (http://www.les-stooges.org/pascal/pencil/):
GPL multiplatform (lin, mac, win) raster/vector animator.
Very nice for animation roughing, though not really practical for pixel end product.
Got some nice features: frame subordinate to layer, canvas rotation, simple clean gui.
Still a bit on the buggy side.

Offline lilwing

  • 0001
  • *
  • Posts: 96
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #30 on: December 29, 2007, 10:59:47 pm
Here is a fancy colour picker. Uses HTML and Javascript, works in the browser. Especially handy for 8 bit colour.


http://www.daantje.nl/gpl-projects/minicolorpicker/

Just download and extract. It's designed for Unix-based operating systems, but Windows users can use WinRAR to extract it.

Offline Feron

  • 0100
  • ***
  • Posts: 1124
  • Karma: +0/-1
  • Carpe Diem
    • View Profile
    • Pixelheart

Re: Tools, Resources and Linkage.

Reply #31 on: January 18, 2008, 07:59:37 pm
I've been trying out Pixen a lot today and I think its just as good as Photoshop if not better.  Its great for tiling, as it shows you a tiled preview image unlike photoshop.  It also allows you to export your animated sprites as one sheet.  Its got quite a good pallette system - much better than adobe.  And with pixen there isnt any way of accidentally hitting those anti-aliasing boxes as i so frequently do in photoshop.  Its good to have a 100% pixel-art designed program for mac.

The one thing i've found though, is every time i try to export an animated gif it freezes.  Has anyone else had this problem?

Offline questseeker

  • 0001
  • *
  • Posts: 96
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #32 on: January 30, 2008, 09:08:58 am
An introductory article/tutorial by Rich Grillotti of Pixeljam games, focusing on very small low-res objects, basic concepts and using Photoshop.

Part 1

http://www.gamedev.net/reference/articles/article2455.asp

Part 2

http://www.gamedev.net/reference/articles/article2462.asp

Part 3 and last

http://www.gamedev.net/reference/articles/article2466.asp
« Last Edit: March 05, 2008, 02:03:54 pm by questseeker »

Offline taleon

  • 0001
  • *
  • Posts: 1
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #33 on: January 31, 2008, 03:04:49 pm
My favorite tool is `ArtGem'. It's perfect for pixelart but this project is discontinued.

Here is a link: http://www.rlvision.com/artgem_about.asp

Offline drZool

  • 0001
  • *
  • Posts: 6
  • Karma: +0/-0
    • View Profile
    • enedahl.com

Re: Tools, Resources and Linkage.

Reply #34 on: February 04, 2008, 11:06:04 pm
Im searching for a pixel app to the Nintendo DS, so far all I found is NPA apps. Anyone know if such app exists or do I have to code it myself?

Offline Jamie

  • 0001
  • *
  • Posts: 63
  • Karma: +0/-0
  • ^ needs updated ^
    • View Profile

Re: Tools, Resources and Linkage.

Reply #35 on: February 04, 2008, 11:35:09 pm
there was http://www.dsfanboy.com/2007/03/12/fatbits-pocket-painter-mario-paint-for-the-ds/ but i dont think it has been released, there is an app called Phidias aswell, which isent exactly pixel-perfect but if you tone all the settings down you can get a pixel brush which is decent for doodles and colouring to be toned up on pc afterwards  :y:

I personally would love something more made for pixeling, though imo using the pen would be a pain if there was no grid or you couldent see where your placing the pixel - i think keypad and a/b keys would work good for a pixel app on the nds.

Offline Shrike

  • 0010
  • *
  • Posts: 413
  • Karma: +1/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #36 on: February 19, 2008, 03:49:23 pm
Heres an awesome pixel art program for tiling:

http://www.geocities.com/kzsite2/TileSetMaker3BETA.zip
comes with an animator and can save gifs, ICO's, and jpg's.
solved all my tiling problems.
« Last Edit: March 03, 2008, 01:22:28 pm by coran »

Offline Hatch

  • 0001
  • *
  • Posts: 30
  • Karma: +0/-0
  • Half man, half human
    • View Profile

Re: Tools, Resources and Linkage.

Reply #37 on: February 27, 2008, 03:08:41 pm
Im searching for a pixel app to the Nintendo DS, so far all I found is NPA apps. Anyone know if such app exists or do I have to code it myself?

There's Sprite Editor DS (SEDS) and Smoove.

I've only messed around with each one a little, but I can report that SEDS only allows you to work on 16x16 pieces, supports animation, and can save (though it might only be able to save in its native format, which seems a bit pointless). Smoove is technically usable, but you can't save and it's a very, VERY early alpha release with minimal functionality.

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #38 on: March 23, 2008, 09:18:34 am
Pixel Checker (wip) Win (Mac through Mono)
It's a little tool that I'm writing (it's already usable in it's current form, it just lacks features like saving/loading the set of restrictions and saving the error image but I'm already working on that  done that), (old)screenshot.
(new screenshot(v2))

[edit]updated v2 again to support loading gifs and fixed a bug that could lead to wrong results, because some (pallette-indexed)images were stretched and auto-aa-ed on loading[/edit]
« Last Edit: March 23, 2008, 04:38:21 pm by Dennis »

Offline Break

  • 0001
  • *
  • Posts: 11
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #39 on: April 12, 2008, 05:30:49 am
I don't think this has been posted, I guess it relates to pixeling. They're at least fun to mess around with.

http://www.hiend3d.com/hq2x.html
http://www.hiend3d.com/hq3x.html
http://www.hiend3d.com/hq4x.html

Filters for smoothing out pixelated graphics on a larger scale. You probably know these if you emulate any, zsnes uses them. Much better than 2xsai or anything else out there.

If you download the executable, you have to run it from a command prompt. Take your graphic, rename it to input.bmp, and make sure it's in the same folder as the executable. Then in the command prompt type this exactly

hq2x.exe input.bmp output.bmp

the first part being whatever you're running, 2x 3x or 4x. Then an output.bmp will be created with a clean higher res image.

Offline robotriot

  • 0010
  • *
  • Posts: 168
  • Karma: +0/-0
  • Tubby mechanical friend
    • View Profile
    • robotriot

Re: Tools, Resources and Linkage.

Reply #40 on: April 22, 2008, 10:45:10 pm
I wrote a short tutorial on optimizing tilesheet layouts, don't know if it's useful to anyone.

http://www.elitepigs.de/blog/archives/17
WELCOME TO BATTLE SQUADRON

Offline Rosse

  • 0010
  • *
  • Posts: 182
  • Karma: +2/-0
    • ssero
    • bluecrystalrod
    • View Profile

Re: Tools, Resources and Linkage.

Reply #41 on: April 27, 2008, 03:25:14 pm
Just found a bunch of (beginner) pixel tutorials from Kon (Alex-Hanson White) which are not in the tutorial list yet.

http://www.alexhw.com/pabbc1.pdf
http://www.alexhw.com/pabbc2.pdf
http://www.alexhw.com/pabbc3.pdf
http://www.alexhw.com/pabbc4.pdf
http://www.alexhw.com/pabbc5.pdf

Offline Sevensheaven

  • 0001
  • *
  • Posts: 11
  • Karma: +0/-0
  • Former creator of Amiga game graphics
    • View Profile
    • Sevensheaven

Re: Tools, Resources and Linkage.

Reply #42 on: May 10, 2008, 12:05:01 pm
I've got an addition to the video game resources:

http://hol.abime.net

It's the most complete database of just about any Amiga game that has ever existed, and it's got tons of pixel screenshots.

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #43 on: May 15, 2008, 12:50:32 am
I'm posting to notify you guys that the ProMotion site is currently down.

EDIT: and up again :)
« Last Edit: May 15, 2008, 02:32:43 am by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline Lawrence

  • 0010
  • *
  • Posts: 201
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #44 on: May 20, 2008, 07:23:19 pm
You can download Intelligent Systems' "IS-CGB-Character" Here. It's what they used for making Gameboy Color graphics. If you don't have a recognized "parallel cartridge" it will only run in demo mode though, since it's also used for viewing graphics on the gameboy color in real-time.

Offline Panda

  • Administrator
  • 0100
  • *
  • Posts: 1014
  • Karma: +0/-0
  • 威風堂々
    • View Profile

Re: Tools, Resources and Linkage.

Reply #45 on: May 26, 2008, 07:03:38 am
Ok, finally updated.

Offline gdawe5

  • 0001
  • *
  • Posts: 6
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #46 on: June 17, 2008, 05:38:33 pm
Also I use Sketchplanet to release some tension and draw online.

Offline questseeker

  • 0001
  • *
  • Posts: 96
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #47 on: June 25, 2008, 09:04:48 am
The popular Cosmigo Pro Motion has been updated to version 6.0.

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #48 on: October 31, 2008, 05:31:45 am
http://wiki.freegamedev.net/index.php/Pixel_art has a little 'tutorial-in-an-image' showing the difference between right and wonky ways to render curves in pixel art.

EDIT: broken.
« Last Edit: November 11, 2010, 05:10:49 am by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline Panda

  • Administrator
  • 0100
  • *
  • Posts: 1014
  • Karma: +0/-0
  • 威風堂々
    • View Profile

Re: Tools, Resources and Linkage.

Reply #49 on: October 31, 2008, 01:19:27 pm
The AA example is horrible  :-X

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #50 on: November 03, 2008, 08:12:05 am
Yeah, the point was just that one image showing the curves with it's accompanying blurb. The AA image is horribly irrelevant.
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #51 on: November 11, 2008, 05:21:33 am
http://code.google.com/p/grafx2/
Update of Grafx2 for modern operating systems; Works good on Windows, Linux, MacOsX, Haiku. Most importantly, is updated on ongoing basis.
I've just tried it, after painlessly ('make') compiling it for Linux (Ubuntu 8.04) :)
« Last Edit: November 11, 2008, 10:02:46 pm by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline Kazuya Mochu

  • 0010
  • *
  • Posts: 433
  • Karma: +0/-0
  • ^thx Larwick
    • View Profile
    • my portfolio website

Re: Tools, Resources and Linkage.

Reply #52 on: November 25, 2008, 12:42:51 am
I made this tutorial on shading. its a part one. the part 2 will be pixeling a human head.

http://www.youtube.com/watch?v=JJxP5qE16nQ

hope its usefull to people starting out.

Kaz
Image size doesn't matter! It's what you do with your pixels that counts!

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #53 on: December 17, 2008, 05:40:57 am
Grafx2 (the newer version, linked above) just got support for doublewidth pixels
you can run it like 'grafx2 /wide' to take advantage of this, currently (for CPC and C64 pixeling :)
And load the screenshot of CPC Rick Dangerous to see that it is working.

In the future, hopefully it will be possible to cycle between square, wide, and tall, and save this info in the picture file (possible at least with PNG, GIF, LBM; and probably others.)

EDIT: As of this edit, you can adjust the 'pixel size' via the picture/resolution adjustment dialog.
« Last Edit: November 11, 2010, 05:12:25 am by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline mushroomeater

  • 0001
  • *
  • Posts: 3
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #54 on: December 17, 2008, 03:30:46 pm
this is great! i have been looking for sites where i can find tools and resources. thank you for sharing the links with us

Offline robotriot

  • 0010
  • *
  • Posts: 168
  • Karma: +0/-0
  • Tubby mechanical friend
    • View Profile
    • robotriot

Re: Tools, Resources and Linkage.

Reply #55 on: January 04, 2009, 12:16:16 pm
Here's my tutorial on How To Set Up Photoshop For Pixel Art, in case anyone is interested: http://www.elitepigs.de/blog/archives/78
WELCOME TO BATTLE SQUADRON

Offline kerm1t

  • 0001
  • *
  • Posts: 4
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #56 on: January 05, 2009, 02:14:37 pm
Tool for sprite editing, with focus on C64:

http://www.anigators.com/projekte/7up

Also features generic 16color palette from pixelation.
Plus: it is tested to run fine on Wine/Linux.

Offline xhunterko

  • 0010
  • *
  • Posts: 357
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #57 on: January 09, 2009, 05:40:44 am
I thought that this was here already. Huh.

http://www.pixeljoint.com/forum/forum_posts.asp?TID=706

A nice collection of tutorials. Maybe only a couple already posted here. And I was sure this is where I found the link to that. Guess not.

Oh, and this:

http://www.majhost.com/

Is the free image host that I use. Very hassle free.

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #58 on: March 14, 2009, 10:50:05 pm
Here's a little mini-tutorial I just thought up which explains how to adjust 'default zoom' for a picture.
'default zoom' in this case means what zoom level you actually get at 100%, and is doable with Photoshop, GIMP, and possibly others.
Depending on image format (PNG, TIFF, or your paint-program's native format is good), this is even saved with the image.

First, you need to make sure PS/ GIMP thinks your monitor DPI is 96x96. In GIMP, the Display section of the preferences specifies this (choose 'Enter manually' and input 96 in the appropriate places.). 96x96 is used because it is very well divisible (can be divided with no remainder by 1,2,3,4,6,8, (and others - we only care about the lower factors here) and for doublewidth/height pixels (eg 48x96 dpi), the smaller factor is still divisible by 1,2,3,4,6, and 8.

You may also want to set 'Dot per Dot' off by default, so that default zooms always activate without any further action from you. In GIMP
this is found in the 'Display' section of the preferences ("use 'dot per dot' by default")

Once the above is done, it will persist across sessions so you don't need to do it again.

How to set the default zoom in GIMP:
1. Make sure View->Dot per Dot is toggled OFF.
2. Image->Scale image
3. In the DPI fields, divide the DPI(normalized to 96x96) by the amount of zoom. For example, widepixels should be 48x96 for 1x zoom, 24x48 for 2x zoom, or 16x32 for 3x zoom. Tallpixels would be 96x48 for 1x zoom, 48x24 for 2x zoom, 32x16 for 3x zoom, and of course normal square pixels would be 96x96 == 1x, 48x48 == 2x, 32x32 == 3x.
4. Click 'Scale' button to confirm.

After doing the above, if Dot per Dot is OFF, the zoom remapping will happen automatically, so that eg 100% = 3x, 200% = 6x, 300% = 9x.
This is good for a quick-n-dirty preview: press the key mapped to 'zoom 1:1' for a preview of your image at intended resolution, and then you can press the key mapped to 'Revert Zoom' to return to your previous working zoom level :)
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

LODYblokady

  • Guest

Re: Tools, Resources and Linkage.

Reply #59 on: June 03, 2009, 04:53:33 pm
http://myfrogbag.com/
Fastest image host I have ever witnessed, you can even edit images with the online applet.

Offline ilkke

  • 0010
  • *
  • Posts: 234
  • Karma: +0/-0
  • pix off
    • iLkKke
    • http://pixeljoint.com/p/9270.htm
    • View Profile
    • 'daily' art blog

Re: Tools, Resources and Linkage.

Reply #60 on: November 09, 2009, 12:22:39 pm
Why not put the link ot the new GraFX2 on Google Code instead (or along) the old crappy one?

http://code.google.com/p/grafx2/
i

Offline ilkke

  • 0010
  • *
  • Posts: 234
  • Karma: +0/-0
  • pix off
    • iLkKke
    • http://pixeljoint.com/p/9270.htm
    • View Profile
    • 'daily' art blog

Re: Tools, Resources and Linkage.

Reply #61 on: November 12, 2009, 10:43:04 am
Also, pixel studio link is dead.
Try this one instead:
http://www.virtualuna.de/wiki.php?page=PixelStudioC
i

Offline ilkke

  • 0010
  • *
  • Posts: 234
  • Karma: +0/-0
  • pix off
    • iLkKke
    • http://pixeljoint.com/p/9270.htm
    • View Profile
    • 'daily' art blog

Re: Tools, Resources and Linkage.

Reply #62 on: November 12, 2009, 02:33:04 pm
Allegro Sprite Editor is also available for mac.
i

Offline st3ady

  • 0001
  • *
  • Posts: 30
  • Karma: +0/-0
  • i can has cheezburger?
    • View Profile
    • st3ady

Re: Tools, Resources and Linkage.

Reply #63 on: February 22, 2010, 11:44:12 pm
For all of those looking for a great app to do pixel art on the DS, your prayers have been answered:

http://nds-zone.com/bassacegold/?cat=5

This program is freakin amazing! Really kudos to the creator, it seems to have every feature I could imagine. Really quality, def give it a check out. It feels great to do pixel art while laying in bed. Cheers!

Offline Mike

  • 0010
  • *
  • Posts: 295
  • Karma: +0/-3
    • View Profile
    • Scribble onto the Abyss

Re: Tools, Resources and Linkage.

Reply #64 on: February 24, 2010, 12:53:17 am
Please update the SF3 references to this http://www.zweifuss.ca/

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #65 on: March 22, 2010, 01:08:07 pm
http://www.huevaluechroma.com/

David Briggs' "Dimensions of Colour" website.
Explains all the basics of colour in both additive and subtractive models, gives some general hints for color picking, a few handy lookup tables, and some specific hints (for example, a given color seems more intense (saturated, and more bright or dark) the more contrasting in brightness('value') it is from the area it is being placed upon.). Also some observations on how to make portable art (as varying illuminants can easily mess your colors around.)

The kind of thing I would have the impulse to refer newbies asking 'how do I hue shift properly' to.

EDIT: also, It may interest y'all, particularly texturers, to know that the latest Grafx2 has basic support for 'alpha drawing' (meaning that the brightness of the pixel in the brush determines the opacity of the plotted pixel). I've just tried it, and although it's not bugfree, it does help speed up the rendering of complex texture.
« Last Edit: June 18, 2010, 12:53:30 am by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #66 on: June 19, 2010, 11:52:52 am
http://gmic.sourceforge.net/

Includes a scale2x/3x/4x/etc filter (under the 'enhancements' section). YMMV, I remember MadGarden recommending a progressive upsizing process for detailing sprites.
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline PypeBros

  • 0100
  • ***
  • Posts: 1208
  • Karma: +2/-0
  • Pixel Padawan
    • View Profile
    • Bilou Homebrew's Blog.

Re: Tools, Resources and Linkage.

Reply #67 on: June 28, 2010, 09:17:04 pm
I note that st0ven and Derek Yu's tutorials have moved. I guess some other might be in the case.

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #68 on: June 29, 2010, 09:57:04 am
Yes, the original post is well overdue for an update.

I've just written a tool for keeping your palette in order while using 24bit-based adjustment tools (eg curves in photoshop, etc.)
http://aicaz.deviantart.com/art/Pixel-art-palette-tuner-script-169412271

I expect to make a GIMP plugin from it eventually.
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline MegaLeon

  • 0001
  • *
  • Posts: 69
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #69 on: July 04, 2010, 08:56:06 am
I note that st0ven and Derek Yu's tutorials have moved. I guess some other might be in the case.
It seems impossible to find St0ven tutorials on the web ritgh now. Even its mirrors are down...
I wish I had saved them when I got the chance to  :'(

Offline PypeBros

  • 0100
  • ***
  • Posts: 1208
  • Karma: +2/-0
  • Pixel Padawan
    • View Profile
    • Bilou Homebrew's Blog.

Re: Tools, Resources and Linkage.

Reply #70 on: July 04, 2010, 02:19:04 pm
I happen to have a webgrab of www.spriteart.com that contains e.g. tutorials/summon_BL/fafnir00D.gif and tutorials/rpg_char/rpg24_00.gif. I can send someone a zip of that to restore it back online, unless st0ven put it online on purpose, of course.

Offline MegaLeon

  • 0001
  • *
  • Posts: 69
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #71 on: July 07, 2010, 11:12:50 am
I happen to have a webgrab of www.spriteart.com that contains e.g. tutorials/summon_BL/fafnir00D.gif and tutorials/rpg_char/rpg24_00.gif. I can send someone a zip of that to restore it back online, unless st0ven put it online on purpose, of course.
That would be great. They were really great tutorials, form what I remember.

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #72 on: July 21, 2010, 06:29:56 pm
Just posting to tell that the link to PixelChecker is outdated (switched hosts earlier this year). updated link to v.2 (.NET source included) screen1 screen2
« Last Edit: July 21, 2010, 06:35:09 pm by Dennis »

Offline alfredbaudisch

  • 0001
  • *
  • Posts: 1
  • Karma: +0/-0
  • iPhone indiegame developer
    • View Profile
    • Karnak Games

Re: Tools, Resources and Linkage.

Reply #73 on: October 08, 2010, 05:41:25 pm
I'd like to say that I wrote a post on how to setup GIMP for pixel art: "GIMP for Pixel Art: Shortcuts, Setup and Tips", following shortcuts similar to Photoshop, and how to do stuff that looks confusing at first for most persons: http://karnakgames.com/wp/2010/10/gimp-for-pixel-art-shortcuts-setup-and-tips/

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #74 on: October 10, 2010, 04:37:05 am
I found a filter, 'skeleton', in the latestGMIC, which is perfect for cleaning up lines.
it uses binary operations to shrink a shape to be uniformly 1px wide.

I made this as a test ('original image' is intentionally messy)
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline happymonster

  • 0010
  • *
  • Posts: 459
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #75 on: October 10, 2010, 08:15:14 am
Cool stuff! Adding a filter like this to D-Pixel was one of the things on my plan. :)

(Is this implemented in a script we can see? I don't have GIMP and the GMIC package is all executable files)
« Last Edit: October 10, 2010, 08:25:07 am by happymonster »

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #76 on: October 10, 2010, 01:16:12 pm
Cool stuff! Adding a filter like this to D-Pixel was one of the things on my plan. :)

(Is this implemented in a script we can see? I don't have GIMP and the GMIC package is all executable files)
gmic file.png -skeleton -normalize "0,255" -o outfile.png

(I presume you mean you downloaded the standalone package and not the GIMP plugin version.)

If you mean the definition of the operation, the following was in the defs file:

Quote from: ~/.gmic_def.1441
#@gmic skeleton
#@gmic : Compute skeleton of binary shapes using morphological thinning.
skeleton :
  -e[^-1] "Compute skeleton of binary image$?, using morphological thinning."
  -v - -t 50% -* 2 -- 1
  (-1,-1,-1;0,1,0;1,1,1) (0,-1,-1;1,1,-1;0,1,0) --rotate[-2,-1] 90 --rotate[-2,-1] 90 --rotate[-2,-1] 90
  -repeat @#
    bavg=@{-9,+}
    -repeat 99999
      --correlate[-9] [-8] -t[-1] 7 -*[-1] 2 --[-10,-1]
      --correlate[-9] [-7] -t[-1] 6 -*[-1] 2 --[-10,-1]
      --correlate[-9] [-6] -t[-1] 7 -*[-1] 2 --[-10,-1]
      --correlate[-9] [-5] -t[-1] 6 -*[-1] 2 --[-10,-1]
      --correlate[-9] [-4] -t[-1] 7 -*[-1] 2 --[-10,-1]
      --correlate[-9] [-3] -t[-1] 6 -*[-1] 2 --[-10,-1]
      --correlate[-9] [-2] -t[-1] 7 -*[-1] 2 --[-10,-1]
      --correlate[-9] [-1] -t[-1] 6 -*[-1] 2 --[-10,-1]
      aavg=@{-9,+} -if {$aavg==$bavg} -b -endif bavg=$aavg
    -done
  -mv[-9] 0 -done -rm[-8--1] -+ 1 -/ 2 -v +
« Last Edit: October 10, 2010, 01:49:56 pm by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline happymonster

  • 0010
  • *
  • Posts: 459
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #77 on: October 10, 2010, 02:00:15 pm
Cool! I don't know what any of that means, but thanks a lot!  ;D

Offline surt

  • 0011
  • **
  • Posts: 515
  • Karma: +0/-0
  • Meat by-product
    • not_surt
    • http://pixeljoint.com/p/2254.htm
    • View Profile
    • Uninhabitant

Re: Tools, Resources and Linkage.

Reply #78 on: October 11, 2010, 05:41:11 am
This might better explain morphological thinning-based skeletonisation: http://homepages.inf.ed.ac.uk/rbf/HIPR2/thin.htm
You should be able to find this kind of functionality in most image processing/machine vision libraries.

Offline happymonster

  • 0010
  • *
  • Posts: 459
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #79 on: October 11, 2010, 07:16:59 am
Ah, I see! Thanks. :)

Offline happymonster

  • 0010
  • *
  • Posts: 459
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #80 on: October 11, 2010, 07:28:48 pm
Actually, after having read that in more detail I realised that this is a bit different than what I meant. I was thinking more of a de-step filter for single pixel lines (i.e removing the corner parts on freehand line drawings), rather than a general purpose thinning routine.

Offline PypeBros

  • 0100
  • ***
  • Posts: 1208
  • Karma: +2/-0
  • Pixel Padawan
    • View Profile
    • Bilou Homebrew's Blog.

Re: Tools, Resources and Linkage.

Reply #81 on: November 10, 2010, 01:56:42 pm
I happen to have a webgrab of www.spriteart.com that contains e.g. tutorials/summon_BL/fafnir00D.gif and tutorials/rpg_char/rpg24_00.gif. I can send someone a zip of that to restore it back online, unless st0ven put it online on purpose, of course.
That would be great. They were really great tutorials, form what I remember.
The archive is ready. Whoever is willing to host them, just drop me a PM with your e-mail address : that's just a 60K file. Then ensure st0ven is fine with the fact you're hosting the file.

Offline Tourist

  • 0010
  • *
  • Posts: 379
  • Karma: +1/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #82 on: November 20, 2010, 08:51:50 pm
Browsing the web and came across this:
http://www.dualheights.se/caustics/#about

It generates water tiles, with animation.  Not pixel art, but the output could be adapted.  Also, free.

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #83 on: November 26, 2010, 01:39:20 am
I just wrote a color picker filter suitable for pixel art.

color visualization for painting
(4-cornered color blender using L*ch color space
-- so COLORFUL, not boring like RGB blending!
5 colors/side (25 colors total), supports output in quantized colorspaces.). Intended for picking antialiasing colors, building ramps, etc.

The actual filter looks like this:

The thread linked above explains everything else :)
« Last Edit: November 26, 2010, 03:37:08 am by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline ui

  • 0001
  • *
  • Posts: 66
  • Karma: +0/-0
  • Venezuela
    • View Profile
    • http://www.iloveui.com

Re: Tools, Resources and Linkage.

Reply #84 on: November 27, 2010, 03:34:39 am
i found this, is not the best tool, but is online and made in flash. The guys are really open to suggests, so go ahead and give it a try

http://piq.codeus.net

Offline ||||

  • 0010
  • *
  • Posts: 315
  • Karma: +0/-0
  • The brand with four stripes
    • lijj_1111
    • http://pixeljoint.com/pixels/new_icons.asp?owner=30996&ob=search&dosearch=1
    • Lijj
    • View Profile

Re: Tools, Resources and Linkage.

Reply #85 on: December 16, 2010, 03:03:46 am
Treasure! This site rules.

This is just a very simple thing, I don't really want to call it a tool; nothing special.. It makes PNGs way smaller.g Good for posting internet posts. Just drop into the box and it re-saves it usually less than half of the file size keeping the quality.
http://psydk.org/PngOptimizer.php

Offline Kasumi

  • 0010
  • *
  • Posts: 269
  • Karma: +1/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #86 on: December 16, 2010, 03:44:33 am
Wow. I'm impressed. It beats irfanview. 451 bytes is what I get with an image in irfanview optimized as well as I know how to with it. This makes it 397 bytes with no messing with any kind of settings. 88% of that size. Excellent find. I have a thing for tiny files. >_>
« Last Edit: December 16, 2010, 03:47:24 am by Kasumi »
I program NES games. Thus, I'm the unofficial forum dealer of too much information about the NES.

Offline trough

  • 0001
  • *
  • Posts: 69
  • Karma: +1/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #87 on: March 02, 2011, 08:43:11 pm
I'd like to point out that the Allegro Sprite Editor also runs under Unix. Although currently (v0.9) it is still missing some features and has bugs, it's the only good sprite program for Linux that I could find.

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #88 on: March 19, 2011, 08:58:40 am
GPick can be very helpful for building palettes. It's a color picker with a lot of advanced facilities, for things like color scheme generation, color blends, comparisons..

explanation of main features here

If you are running Linux, you may be able to install it via your package manager (I can -- on Arch Linux). For Windows there is an install EXE.

The hexagonal (1 cell current color + 6 cells customizable color slots) color comparison system is my favorite feature, cause it makes visual comparison so easy :)

EDIT: as of April 29 2011, my contribution of a LAB mode for the color mixer[1] has been
incorporated, and will be available in the next release.

[1]the color mixer allows you to create blends between two or more colors. I find LAB most reliable in creating a pleasing and logical result. And I'm currently working on a LCH mode, which is even better for making painterly gradienting.
« Last Edit: April 29, 2011, 07:11:15 am by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline trough

  • 0001
  • *
  • Posts: 69
  • Karma: +1/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #89 on: March 25, 2011, 01:28:20 am
Thanks AI! This will be very useful :D

Offline drakus2011

  • 0001
  • *
  • Posts: 23
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #90 on: March 29, 2011, 07:05:51 pm
Tool
            The Tile Wizard : http://www.twodimensionalgames.com - FREE
« Last Edit: March 29, 2011, 07:10:53 pm by KelseyRoden »

Offline Colonel Mustard

  • 0001
  • *
  • Posts: 62
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #91 on: April 04, 2011, 02:57:42 pm
Figured I'd post a neat little bookmarklet I found posted on Hacker News called jsGif: http://slbkbs.org/jsgif/

It allows you to playback any gif frame by frame. It doesn't completely cover all the features one would need when dealing with gifs, but for some basic deconstruction it might be helpful.

Offline ui

  • 0001
  • *
  • Posts: 66
  • Karma: +0/-0
  • Venezuela
    • View Profile
    • http://www.iloveui.com

Re: Tools, Resources and Linkage.

Reply #92 on: April 07, 2011, 02:34:39 am
Hey!, based in this and other lists... i created this one...

Here is the link
http://chipmusic.org/forums/topic/4103/pixel-art-tools-and-related/

Another list im working on (in spanish)
http://www.culturachip.org/doku.php?id=pixel_art
« Last Edit: December 28, 2011, 07:00:29 pm by ui »

Offline Nmb910

  • 0001
  • *
  • Posts: 36
  • Karma: +0/-0
  • Game Developer
    • View Profile
    • Enemby

Re: Tools, Resources and Linkage.

Reply #93 on: April 07, 2011, 11:03:07 pm
Pixel Editor/Game maker
http://www.mygamebuilder.com/

Offline Tourist

  • 0010
  • *
  • Posts: 379
  • Karma: +1/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #94 on: May 07, 2011, 06:57:28 pm
Animation backgrounds:
http://animationbackgrounds.blogspot.com/

It's a blog that contains backgrounds from animated features, mostly older stuff.  Excellent artwork and compositions.  Site stopped updating in Sept 2010, but still has quite a selection.

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #95 on: July 03, 2011, 12:00:00 pm
gifview (which is part of the gifsicle package) is great for previewing tiles, esp. animated ones -- because it tiles the image across the entire window!
(this == fullscreen, for me)
The ability to quickly switch between slideshowing and animating is excellent for spotting errors in any animation.

Invoke it with -a to animate by default . Normally it starts in slideshow mode, where you can flick between frames using Space/n/LeftClick [FORWARD], b/p [BACKWARD], < [TO FIRST], and > [TO LAST].
To switch between slideshow and animated, use 's' and 'a'

Linux/BSD/OSX (Windows port is available -- flagged as 'unsupported' though)
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #96 on: July 12, 2011, 03:15:06 am
(is this double-necroposting ?  :) )
Greetings, Palette-monkeys.
An interactive color blender can be found in the latest development versions of GPick.
Based on the (non-interactive -- more like the classic paradigm of 'place colors in particular palette slots, then use spread function) 'mix colors' dialog..
Which means it has support for RGB, LAB, and HSV blending, and you can adjust the number of colors in the blend.
If you've never tried LAB, this is a neat way to check out the way it works and the improvements it gives for simple blending.



The current interface is based on the idea of a 3-point gradient A-B-C (with both the size of the A-B and B-C intervals separately adjustable).
Want to have input into the final version of this?

First, look at this this
for details.
Then check out (I mean that in a technical, not colloquial, sense) the code with Mercurial:

Code: [Select]
hg clone https://gpick.googlecode.com/hg/ gpick, compile it and have a play. Hopefully give feedback or suggestions here.
« Last Edit: July 13, 2011, 12:50:01 am by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline Ninja Crow

  • 0001
  • *
  • Posts: 49
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #97 on: July 12, 2011, 07:36:59 pm
That looks really cool, Ai!
What do I have to do to get the latest version for a Windows XP machine?

And also, any hope that it could ever support the realistic paint-mixing technique, "IMPaSTo"?

(I also heard that the algorithm used in the IMPaSTo paper was adapted into KDE's Krita, as seen here and here.)
« Last Edit: July 12, 2011, 07:47:01 pm by Ninja Crow »

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #98 on: July 13, 2011, 12:48:19 am
Well, you would need Mercurial, in order to check out the code as I said (check out is a technical term here, not the colloquial meaning 'take a look at')
Then you would need working installs of GTK, lua, Python, MingW, and SCons, in order to be able to compile it.
Then you would need to run something like "scons install" in the GPick source directory you checked out, to compile and install it.

..this whole process is much harder on Windows, because, to be blunt, it sucks for development work. On Linux, all of those dependencies (except MingW, which is only needed on Windows; and SCons) are usually installed by default -- stuff just works.
GPick is compilable on Windows, but I personally can't advise as to any specific techniques beyond the above generalities, as I haven't run any kind of Windows for years.

As for IMPaSTo: anything that is not directly and reversibly transformable to RGB/XYZ/LAB is not a usable color space (for palette editing). IMPaSTo is quite an interesting algorithym and I would like to see how that turns out, however AFAICS it doesn't fulfill that key criteria. LAB mixing probably performs better than you expect, though, and you could always combine the two -- eyedrop areas of an IMPaSTo painted Krita canvas to get the endpoints, and use LAB mixing to get the inbetween points.

Something I omitted to mention before was that in requesting this feature, one of the motivations was to make nice blends of colors to paint with, that you could easily eyedrop from using your paint program. I gather you already thought of that:) -- I'm mentioning it for anyone who didn't think of that yet :)

New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline Ninja Crow

  • 0001
  • *
  • Posts: 49
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #99 on: July 13, 2011, 08:05:30 pm
Thanks, Ai, I was pretty impressed by the LAB colourspace, and the ramps it made -- I look forward to checking it out.  I just wish somebody would make an IMPaSTo plug in :)

Offline Conzeit

  • 0100
  • ***
  • Posts: 1449
  • Karma: +3/-0
  • Camus
    • conzeit
    • View Profile
    • CONZEIT

Re: Tools, Resources and Linkage.

Reply #100 on: December 24, 2011, 03:53:14 am
Did you guys know about archive.org's universal library? I just found out about it in a fora.tv video.

I went and made a search for andrew loomis

http://www.archive.org/search.php?query=andrew%20loomis

seems like there's plenty of stuff available! that should be pretty useful as a resource =)

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #101 on: January 23, 2012, 10:13:02 pm
G'day, I just found this firefox addon: http://www.davidfichtmueller.de/colorinspector3d-en.html
Displays the RGB colors of an image in a rotateable 3d cube.
It's awesome for quickly working out color optimizations and also for critiquing others color usage.

see

 for an example of its output(posted as a crit to http://www.pixeljoint.com/pixelart/67929.htm . red box added by me.)

While I'm on the subject, Dawnbringer's 3d palette viewer, built into Grafx2 and accessible via factory->scripts->Picture->3d palette, provides similar and more flexible functionality. I suggest running it on the spare page (on a copy of the image you want to analyze; It replaces the current image.). Hit Escape to finalize it when the cube is rotated as you like.
« Last Edit: January 23, 2012, 10:16:33 pm by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #102 on: February 17, 2012, 11:20:32 pm
I was just testing out the Tile-map functionality in the development version of Grafx2; It's been present since December 2011


This is roughly equivalent to the ProMotion tilemap function;
you can use it to edit individual seamless tiles or a whole level tilemap, with automatic updating of all identical tiles.
The tile size is taken from the Grid settings, and there are options to detect horizontal and vertical mirroring, and to show a unique-tiles count.

FWIW I've also been contributing to GPick, making it friendlier for game art usage, and my manual for GPick is nearing completion.

EDIT (March 12): Grafx2 recently acquired basic animation support. I just threw this together with it in a few minutes: . By the time anyone actually bothers to look at this thread, it ought to be pretty solid code. Current work-in-progress Windows build can be found here.
« Last Edit: March 12, 2012, 06:15:28 am by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline ui

  • 0001
  • *
  • Posts: 66
  • Karma: +0/-0
  • Venezuela
    • View Profile
    • http://www.iloveui.com

Re: Tools, Resources and Linkage.

Reply #103 on: April 21, 2012, 10:59:26 pm
guys i just keep updating this list...

http://chipmusic.org/forums/topic/4103/pixel-art-tools-and-related/

Let me know if anything is wrong or you have anything that is not in that list.

Offline Kasumi

  • 0010
  • *
  • Posts: 269
  • Karma: +1/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #104 on: April 22, 2012, 08:41:21 am
I actually think that the more comprehensive these lists get, the less useful they become. It may at first seem nice to have every pixel art app under the sun, but also keep in mind that someone looking for a new program actually has to try them all, and that's not much fun when there are 80. I do really like your list, though, because of the quick notes you have by some programs. I found ASEprite from your list, because I was looking specifically for an animation program so I only tried the ones that said this was supported. (Thanks so much! I've been looking for something no nonsense like Animanatee on Windows that supported colors unlike EZToon!) I now realize Allegro Sprite Editor is also in the first post of the topic we're posting in, but I gave up trying stuff from that list when the few things I tried I not only had to install, but they weren't worth my time. With your list, it was "Click Free software, ctrl+f 'animation'".

On that note, another useful thing to add in green next to apps is "No install necessary."

There are parts of the list that are confusing. I was going to recommend Animanatee, but I see that it IS on the list. But it's in the "ART RELATED TOOLS" section, not the "///// NDS, N3DS DSiWare" section. I understand the want to separate non pixel art tools like Colors! from pixel art tools, but the latest version of Animanatee is definitely a pixel art program. It has palette control, and everything. It used to not have a zoom which is bad for a pixel art app, but now it does.

Early in the thread someone says Graphics Gale is not free but shareware, which I guess is true. But there is a free version with no cumbersome restrictions. It basically just can't work with gifs, there's no thirty day limit or anything. At least for the version I have, which may not be the latest. Someone looking specifically in the free program section should be aware of its existence. I don't know how you feel about having stuff in two sections, but I would also put it in free with a note like: "There is a paid version of this program, but the free version is not time limited and doesn't lack any essential features." I would also note that it supports animation.

Anyway, I like the list and have already found some neat software because of it.
I program NES games. Thus, I'm the unofficial forum dealer of too much information about the NES.

Offline potomak

  • 0001
  • *
  • Posts: 1
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #105 on: April 22, 2012, 03:20:43 pm
Hi,
I'd like to show you a simple game/editor to draw minimal pixel art animations called Draw! (http://drawbang.com).

You can easily fork illustrations to start new drawings and also use them as your Twitter profile image.

I hope you like it and I'd like to get feedback about it from pixel artists.

Offline ui

  • 0001
  • *
  • Posts: 66
  • Karma: +0/-0
  • Venezuela
    • View Profile
    • http://www.iloveui.com

Re: Tools, Resources and Linkage.

Reply #106 on: April 22, 2012, 09:54:34 pm
@Kasumi, awesome comment really thx! :D
i will explain why i wanted to keep adding and updating pixel art tools/relate content.

At the begin, the list was for my own use, but i noticed that some ppl asked me about pixel related programs, videos, blogs, apps, etc...  that there wasnt in any of the lists so i decided to add them...
The reason WHY i have SO MANY, is simple, if somebody ask me about anythign specific i can tell... well go and check THIS and THAT app THIS OS, if not CHECK THIS ONE. So the names will be there for that reason.
And yah that "#tag" comment is for exacly that reson, ppl that dont know anything about pixel could actually check programs that way if NOBODY recomend them one. I know all of them need that tag, but i havent do it that yet, so any help is welcome :D (i have tested most of the programs, but there are some that i cant test for technical problems. Example: i dont own a mac! :( )

I know there is a LOT of information that is not in the list and some ppl may say that some information shouldnt be there. But in my opinion is a way to keep the information somewhere, updating and public.

About Animanatee (it also has the name wrong in the list! XD... now is fix it), yes if i remember it dont have zoom, i think that was teh reason i didnt add it to the NDS section, but as you say is still PIXEL, same as Flipnote. I think it will be ok if i move them to NDS section.

About Graphic Gale, i think youre right, i notice that with few programs and i think the best to solve that is using #FREE or #PAY (is shorter), i think the best will be use that # system, to keep the description small and specifict.

Really thx for comment, this will improve a lot the list :
greetings
ui

(forgiven my english)

Offline Charlieton

  • 0010
  • *
  • Posts: 168
  • Karma: +1/-0
  • awkward dancer
    • View Profile

Re: Tools, Resources and Linkage.

Reply #107 on: May 04, 2012, 07:43:49 pm
The Walk animation Tutorial has another address now. It's http://www.manningkrull.com/pixel-art/walking.php

Thought you might want to update that!
Det skulle vara lätt för mig att säga att jag inte gillar dig, men det gör jag; tror jag

Offline Tourist

  • 0010
  • *
  • Posts: 379
  • Karma: +1/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #108 on: June 19, 2012, 03:04:15 am
Found a Flash application that shows the different muscles of the face and how they make various expressions.  Nothing fantastic, but decent enough for some anatomy info.

http://www.artnatomia.net/uk/artnatomiaIng.html

Tourist

Offline JonasO

  • 0001
  • *
  • Posts: 35
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #109 on: June 19, 2012, 12:14:43 pm
The virtualuna pixelstudio link is dead. Here's a working link:

http://virtualuna.de/wiki.php?lang=eng&page=PixelStudioJ

Also could you maybe add a short description of the tools? Like "This is a simple pixel editor that supports programming pictures, animations, but is available in german only and can only process few filetypes."

Offline JillandJack

  • 0001
  • *
  • Posts: 20
  • Karma: +0/-0
  • 011010000110100100100001
    • View Profile

Re: Tools, Resources and Linkage.

Reply #110 on: October 13, 2012, 05:17:08 am
I don't know if this is where i can post this  :-\

This is some tutorials that have helped me so far in making my first pixel character:

http://www.gas13.ru/v3/tutorials/sywtbapa_world_of_sprites.php
^ this link shows you how to make a pixel character 16x16 bit also a bit about tiles, highly recommend 4/5

http://www.derekyu.com/?page_id=219
^ this link shows you how to make pixel characters, The creater uses photoshop, overall i think its pretty solid 3/5

Hopefully these will help you

Chris,
If your just starting out PixelPileDriver has a great blog to help you get started:
http://ppdaniatlas.blogspot.ca/
Hopefully you get as much as I have out of it :)

Offline ui

  • 0001
  • *
  • Posts: 66
  • Karma: +0/-0
  • Venezuela
    • View Profile
    • http://www.iloveui.com

Re: Tools, Resources and Linkage.

Reply #111 on: April 18, 2013, 05:04:34 pm
Hey!, after a while i moved the list im working on to this link
http://iloveui.com/pixelart.html

Please, feel free to comment, report, recomend anything. Im still working on made a short description of every link.
Greetings

Offline Kasumi

  • 0010
  • *
  • Posts: 269
  • Karma: +1/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #112 on: April 18, 2013, 07:39:23 pm
I'd prefer each heading to be a link that turns my browser's cursor into a hand. Took me a minute to realize I could click the text to expand.

If you click any link, the section it's in condenses. This is a problem, because I'd like to ctrl+click a few links to open them in new tabs.

It's a little inconsistent with linking. Sometimes I'm linked directly to a download, sometimes I'm linked to a webpage that has actual info about the program and the download. I'd prefer the latter if possible.

http://www.hermancompute.com/ (Website for AZ Icon Editor etc.) is dead.

http://www.kobrasrealm.net/downloads.php?6 (Website for iDraw3) is dead.

I use Firefox 20.0.1.

That's all for now. Excellent work!
I program NES games. Thus, I'm the unofficial forum dealer of too much information about the NES.

Offline ui

  • 0001
  • *
  • Posts: 66
  • Karma: +0/-0
  • Venezuela
    • View Profile
    • http://www.iloveui.com

Re: Tools, Resources and Linkage.

Reply #113 on: April 19, 2013, 05:02:47 am
Hey Kasumi!, thx for the feedback! :D

I will try to find the new links for those two. Btw, i know is a bit inconsistent with the links, but SOMETIMES is HARD to find the direct link to download and not all the pages/soft are the same, so is a bit hard to "fix that".

About the Ctrl+Click, yah, im adding "open in new tab" when click on any link.

And about the clicking option, no idea why it don't show the hand, i will try to fix that too!. Im right now trying to fix few other things first.

Really thx, hope it help in any way! :P

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #114 on: April 19, 2013, 08:23:04 am
@ui: interesting site with lots of software which is new to me! I have to ask why Krita is on that list, as I haven't seen any way to make it pixel-friendly -- it always uses subsampled/antialiased brush strokes. The only pixel-friendly parts seem to be the selection tools (where antialiasing can be disabled), and the fill tool.
It's certainly an interesting *painting* app (in the traditional sense of the word 'painting'), though.

More on-topically, if you create an image in Krita with scRGB colorspace, 16bit-integer colordepth, then you can see what gamma-correct antialiasing looks like using the selection tools (ellipse and path select recommended) and filling the resultant shapes All AA is smoother and relations between colors are more true
(for example, mixing yellow + black produces a weird darkish cool green .when badly done (ie. by most paint programs), whereas Krita scRGB produces a warm reddish-brown, more akin to what your eyes see in nature.)

EDIT: In case anyone is misled by ui's "I don't own it" comment below: Krita is freely available, it's open-source software, supporting both Linux and Windows platforms.
« Last Edit: May 27, 2013, 10:54:05 am by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline ui

  • 0001
  • *
  • Posts: 66
  • Karma: +0/-0
  • Venezuela
    • View Profile
    • http://www.iloveui.com

Re: Tools, Resources and Linkage.

Reply #115 on: April 19, 2013, 05:00:15 pm
Ai, well as far as i remember i found some sites who mention that you could config Krita to create pixelart, honestly i haven't tried myself (i don't own it). So i will move it to "art related tools".

Btw, i removed the collapse (show/hide) content, because seens better to find easier with CTRL+F (SEARCH) in any browser.

Im trying to add a short description on each link and fixing other old links.

Kasumi, fixed (the links) and removed the collapse section (show/hide). I will add OPEN IN BLANK to every link, i think is better.

Thx for the feedback guys! if you guys find anything wrong like Krita or link or whatever or have any new info. Drop me a msg here or to my mail me[a]iloveui.com

Offline Anarkhya

  • 0001
  • *
  • Posts: 90
  • Karma: +0/-0
    • View Profile
    • Hello, this is what I do

Re: Tools, Resources and Linkage.

Reply #116 on: July 27, 2013, 02:59:15 pm
On "useful tools" topic, I remember seeing here a straightforward tool to import backgrounds/sprites/tiles and get them "animated" within a default sidescrolling view even with parallax maybe. Basically, it was a kind of skin/theme tester but applied to games, I've seen it in action but I can't remember the name or how to retrieve it with keywords. If this rings a bell to any of you...  :)

Offline Facet

  • Moderator
  • 0010
  • *
  • Posts: 426
  • Karma: +3/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #117 on: July 27, 2013, 07:27:55 pm
Holymonkey's scrolling shooter demo here? Link's dead and no mention on his site either now though.

tbh I suspect it's almost as as simple to knock up something for that purpose in Gamemaker/Construct et al, I'm sure there's templates for that.
« Last Edit: July 27, 2013, 07:29:31 pm by Facet »

Offline Anarkhya

  • 0001
  • *
  • Posts: 90
  • Karma: +0/-0
    • View Profile
    • Hello, this is what I do

Tools

Reply #118 on: July 27, 2013, 08:19:11 pm
This stuff indeed! 404? oh well, too bad. Thanks for the link anyway (:
Actually, I was looking after this because I don't have any knowledge at all on the tools you mentioned (I don't even heard about the second one), I've tested frogatto engine once, but I realized I was trying to use a nuclear weapon to dig a hole.

Offline Kasumi

  • 0010
  • *
  • Posts: 269
  • Karma: +1/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #119 on: July 28, 2013, 12:59:13 am
The link works fine for me: http://www.holymonkeystudio.com/skinables/a_demo.zip

Should I reupload it someplace if others can't access it?
I program NES games. Thus, I'm the unofficial forum dealer of too much information about the NES.

Offline Anarkhya

  • 0001
  • *
  • Posts: 90
  • Karma: +0/-0
    • View Profile
    • Hello, this is what I do

Re: Tools, Resources and Linkage.

Reply #120 on: July 28, 2013, 12:33:22 pm
Hey, actually it works!
And this tool allows parallax as I thought, thanks for the double check  :y:


Now that I have read the thread again, I'm also eager to find holymonkey's platformer skinning tool but this time the link leads only to his homepage, besides, since his website still shows a (c)2010 in footer, I expect the guy is missing in action was active on pixelation in june 2013, so PM'ing him right now !

Offline Groggeneral

  • 0001
  • *
  • Posts: 8
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #121 on: September 01, 2014, 08:14:34 pm
The two links to Tsugumo's Pixelart tutorial are down. Here is a working one: http://www.yarrninja.com/pixeltutorial/

Offline Crow

  • Administrator
  • 0011
  • *
  • Posts: 597
  • Karma: +0/-0
  • Technicanimal
    • View Profile

Re: Tools, Resources and Linkage.

Reply #122 on: September 02, 2014, 06:11:36 am
The two links to Tsugumo's Pixelart tutorial are down. Here is a working one: http://www.yarrninja.com/pixeltutorial/

Thanks!
No pixel expert, just a coding monkey (´ω`)っ旦~~

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #123 on: October 14, 2014, 03:34:27 pm
« Last Edit: October 15, 2014, 04:38:21 pm by Dennis »

Offline Mr. Fahrenheit

  • 0010
  • *
  • Posts: 327
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #124 on: October 14, 2014, 10:15:09 pm
I like that a lot!  :y:

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #125 on: October 15, 2014, 04:36:08 pm
I like that a lot!  :y:
Thank you! :) Updated to v.0.8 (added rotating walls, constructing slopes and casting shadows).

I think I've got all the essentials covered with that but will probably add more stuff in the future.

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #126 on: October 16, 2014, 12:36:58 am
Very useful, saved.
The only thing that confuses me is the single reference to foreshortening, which AFAIK can never happen in an isometric projection. What's that about?
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #127 on: October 16, 2014, 06:16:13 am
Very useful, saved.The only thing that confuses me is the single reference to foreshortening, which AFAIK can never happen in an isometric projection. What's that about?
There is foreshortening in isometric projection and another phenomenon is elongation (both are distortions of an actual length from flat source data which occur when the source data is transformed into the isometric projection) but it is not the same kind of foreshortening as in perspective projection.

It becomes clear when you think about "what" is being distorted/foreshortened and put it into reference in your mind.
Look at the third flat->floor example: As that floor square is turned into the isometric version, its yellow diagonal is foreshortened.

Now, in a perspective projection, the amount of foreshortening would grow(so the length would become smaller and smaller) as the square moves further to the horizon.

In isometric projection, the foreshortening of the floor square's diagonal stays the same, no matter where it is positions. Now, if you would rotate the floor plate within the isometric projection though, around different axes, you could see all kinds of elongation and foreshortening of its various dimensions going on.

Another example: If you were to rotate a wall, so that it would fall flat on the floor, depending on the direction the wall falls, its height would be either foreshortened or elongated.

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #128 on: October 16, 2014, 07:25:25 am
Very useful, saved.The only thing that confuses me is the single reference to foreshortening, which AFAIK can never happen in an isometric projection. What's that about?
There is foreshortening in isometric projection and another phenomenon is elongation (both are distortions of an actual length from flat source data which occur when the source data is transformed into the isometric projection) but it is not the same kind of foreshortening as in perspective projection.

It becomes clear when you think about "what" is being distorted/foreshortened and put it into reference in your mind.
Look at the third flat->floor example: As that floor square is turned into the isometric version, its yellow diagonal is foreshortened.

Now, in a perspective projection, the amount of foreshortening would grow(so the length would become smaller and smaller) as the square moves further to the horizon.

In isometric projection, the foreshortening of the floor square's diagonal stays the same, no matter where it is positions. Now, if you would rotate the floor plate within the isometric projection though, around different axes, you could see all kinds of elongation and foreshortening of its various dimensions going on.

Another example: If you were to rotate a wall, so that it would fall flat on the floor, depending on the direction the wall falls, its height would be either foreshortened or elongated.

Thanks for taking the time to explain that, it makes more sense now. I think I was mixing up "object occupies more of frame as it approaches the camera" with "object distorts according to its angles to the camera axes".
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #129 on: October 16, 2014, 08:15:20 am
There is another projection(often called "oblique") with certain angles for the axes which leads to floors and walls in their standard orientation (facing the viewer) never being foreshortened. The directions Up and North are the same in that oblique projection and without other clues like shadows, you could not tell whether a wall was standing up or laying flat on the floor. That oblique projection is used in many of the old jRPGs (e.g. Secret Of Mana and A Link To The Past) but the artists in those games were never too strict about it and used all kinds of visual tricks to suggest additional perspective (e.g. the first Zelda game on the NES has an oblique "camera" but in dungeons, the artists drew a frame around the play area which suggests a perspective projection).

Maybe you were also thinking of that.

Offline Ellian

  • 0010
  • *
  • Posts: 246
  • Karma: +1/-0
    • View Profile
    • This is Ellian

Re: Tools, Resources and Linkage.

Reply #130 on: October 16, 2014, 10:17:58 pm
Oh wow, this is amazing.
Great work here. Saved and loved.

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #131 on: October 17, 2014, 07:59:03 am
I appreciate the enthusiastic reception. :)

Offline Cyangmou

  • Moderator
  • 0011
  • *
  • Posts: 897
  • Karma: +3/-0
    • cyangmou
    • http://pixeljoint.com/p/32234.htm
    • cyangmou
    • View Profile
    • Pixwerk Homepage

Re: Tools, Resources and Linkage.

Reply #132 on: October 17, 2014, 09:16:34 am
ISOmetric Pixel Art cheat sheet (v.0.8 )



great stuff.
great content.
really bad layout.
It feels really cramped, the black white contrast of font and background is to strong and the technical font is wide and hard to read.

found this infograph about making clear and readable infographs some time ago, there are a lot of useful tips you could apply to your layout =)

"Because the beauty of the human body is that it hasn't a single muscle which doesn't serve its purpose; that there's not a line wasted; that every detail of it fits one idea, the idea of a man and the life of a man."

Dev-Art
Twitter

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #133 on: October 18, 2014, 03:54:31 pm
I appreciate the CC too!   :y:

Font will stay as is for the time being until I get around to pixel a non-monospaced one.

Applied lots of those layout tips.

ISOmetric Pixel Art Cheat Sheet(v.0.9)

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #134 on: October 18, 2014, 11:15:50 pm
That is a huge improvement! I feel you may have gone too far in the opposite direction with the contrast though.
I made an edit with some suggestions:


* 'bold' (use a lighter color) on headers and key words, to make them more readable
* reduce saturation of darker text color, in order to reduce glare (saturated text colors always result in glare IME)
* the 'for' which has it's first letter made transparent is ambiguous -- could be read as a continuation of the first sentence, or the beginning of a sentence which ends on the following line. (sorry for that BTW, Grafx2 mangled it, when I saved it the f was purple.)
« Last Edit: October 18, 2014, 11:20:37 pm by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #135 on: October 20, 2014, 08:21:20 am
Thanks!  :y:

Desaturated light and dark text colors. Fixed "for" sentence ambiguity.

Changed the previous image, uploaded new version over old file as these minor changes do not warrant a new version number (may need hard refresh to load from site instead of from browser cache).

I opted out of highlighting keywords and headers and I will share the reasoning: It steals too much visual attention away from the images. This was a problem in version 0.8 as well which added to the cramped feeling. The text should stay "humbly" in the background and the headers should not jump out for the same reason.

I've seen that explained in an online video about interface design (think it was by Adobe). The line of reasoning is that the eye should be drawn to and understand the presented imagery/information mostly intuitively and be drawn to the important bits first while the text is really only there as a supplement in case the imagery is not intuitively understood (so the stream of thought for fresh eyes seeing it for the first time would be like "...mh hmm... yes, aha, yeah, easy,... wtf? what's that? I don't get it... ah there's text, ok sweet, now I understand...").

Once it is understood, the text itself becomes irrelevant and then only gets in the way and this is why it should not draw visual attention. If it's highlighted or emphasized in other ways too much, the eyes will constantly be drawn away from the most important information (which is not in the text but in the images).

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #136 on: October 26, 2014, 01:20:16 pm
Visual Crafting - some lose terms, elements, subjects to consciously or subconsciously think about(and study) in the process of visual crafting and improving one's skill at doing so

concept: idea, design, function, purpose, features, properties, traits, characteristics, mutation, description

composition: simplicity, complexity, unity, multiplicity, hierarchy, partitioning, sequencing, counting, clustering, distribution, repetition, details, abstraction, layering

structure: construction, placement, scale, combination, organic, mechanic, fabric, fluids, anatomy, surfaces, physics, weight, viscosity, architecture, time, growth, decay, process, environment

perspective: projection, construction

color: value(lightness, brightness, luminosity), colorfulness(chroma, purity, saturation), hue, shade, tint

texture: material, appearance, surface structure, cross-section appearance(reveals part of internal structure)

shading: light, shadow, reflection, refraction

elements: dots, lines, shapes, volumes, symbols, semantics, subject space, negative space, motion, interaction, story, rhythm/gesture

semantics: associated feelings/emotional/practical concepts/ideas/philosophy commonly attributed to certain colors, shapes, placements, lights, shadows, etc.

summary: Understand everything visible and invisible. Find the truth/nature of everything and everyone and try to reproduce it visually.

Maybe we could have an official "Glossary" thread where folks can throw in terms and work out commonly accepted detailed descriptions for them, not only for pixel art specific terms?

Offline blackstrip

  • 0001
  • *
  • Posts: 1
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #137 on: January 14, 2015, 07:30:19 pm
Hi to all. I am Dmitriy.

My own (indie) free tools for drawing and pixel-art (and for development of game resources) - PaintCAD Mobile (development since 2004) and PaintCAD 4Windows (development since 2012).

PaintCAD 4Windows

Platforms: Windows 95 - Windows 8

Download (select any archive format):
RAR: download (direct link)
ZIP: download (direct link)
SFX-EXE: download (direct link)

Screenshots





Video-guide about simple drawing with pen, polyline, fill tools:



Features
— use ONLY keyboard without mouse. If you are mouse-user: use ONLY mouse;
— create images in 24bpp mode (full rgb) and 8bpp mode (indexed colors);
— draw graphic primitives, text;
— use internal effects: color, brightness, contrast, gamma, colorizer, 3D, bevel, gradient, blur, stroke, shadow, glow, stars, hot air, snow, fire, hellfire, combustion by trajectory, sepia, grays, relief, sharpness, visions, spray, thermo, colorswitch, ex-channel, black-white, color wool;
— resize small images to big sizes with «lossless» quality (using Extender effect);
— fill objects with texture (by Tile tool);
— draw animations on touchscreens: at the bottom of Main Window you can find buttons for frame switching, jumping between frames, compare previous frame with current frame (onion skin) e.t.c;
— create your own raster PCF-fonts from scratch or based on Windows-fonts, use your fonts for text drawing;
— use webcam or tv-tuner for single frame shots;
— use webcam for video-recording:
a) in automatic mode (shot frames with 10fps or less speed);
b) in manual mode — make sequence of frames by pressing shot-key for every frame, and make cartoons;
— mount frames in Frame sequence view and pack it to AVI file;
— extract frames from AVI files;
— attach/extract WAV-sound tracks to/from AVI-files
— for gamedevs and web-page creators: draw tiles for tile maps;
— create images with semitransparency and save it to PNG;
— process frames with selected effects;
— create 3D photos using webcam (or two webcams) and 3D video (only for two webcams);
— draw 3D images using 3D drawing mode or using original picture and Z-map. Save your 3D images as stereopair or anaglyph.
— program drawing of pictures and animations using Scriptaint tool (JavaScript).
— create and edit WAV files: sound effects, music, audio tracks for your AVI videos using Qmpot digital sound editor.

PaintCAD Mobile

Platforms: j2me, android (ported with virtual phone keyboard)

Download:
JAR: download (direct link)
APK: google play link

Screenshots





Features
— create images in 24bpp mode (full rgb) and 8bpp mode (indexed colors);
— load images from files, save images to files (BMP, BMX, GIF, PNG, WBMP, ICO).
— create GIF animation frames and assemble it to animated GIF (with transparency).
— work with raster PCF fonts. You can draw your own fonts, and use it for writing texts on your images.
« Last Edit: February 14, 2015, 09:06:02 am by blackstrip »

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #138 on: January 22, 2015, 01:54:46 am
sxiv is the Simple X Image Viewer, an image viewer both minimalistic and extensible. It requires X11 (so, Linux, or possibly OSX with Xephyr) and very little else
In my version of it, I've recently made some changes that make it highly suited for browsing through a directory of pixel art assets. Particularly, in thumbnail mode, images smaller than the current thumbnail size will be automatically zoomed by an integer factor to fit into the area. This zooming is nearest-neighbour when zoom factor >= 2x (ie. always.). The overall effect is that similarly proportioned assets will be scaled up, nice and pixelly, to similar dimensions.

Also, in image mode, interpolation is used only when zoom factor <= 2x. The combination of these two features means that it works well both for pixel art and for photographic reference images or 'digital art'.

Example, thumb view of 5 different sxiv icons I drew for different resolutions (16x16 -> 128x128):


New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline cels

  • 0010
  • *
  • Posts: 259
  • Karma: +1/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #139 on: March 03, 2015, 08:00:05 am
Is Graphics Gale still the most commonly used and one of the best pixel art animation programs out there?

I'd like to really try to do pixel art animation professionally in the future, but since the OP is from 2007, I'm not quite sure what's the most popular software in 2015.

Halp! :)

Offline yaomon17

  • 0011
  • **
  • Posts: 564
  • Karma: +0/-0
    • valedevelopment
    • taiya.sun
    • http://pixeljoint.com/p/28472.htm
    • yaomon17
    • valedev
    • playvale
    • View Profile

Re: Tools, Resources and Linkage.

Reply #140 on: March 03, 2015, 08:15:10 am
For animation, I think pro motion might be better. GG is still amazing though and should be enough for most anything you would need to animate.

Offline PixelPiledriver

  • Moderator
  • 0011
  • *
  • Posts: 937
  • Karma: +6/-0
  • Yo!
    • View Profile
    • My Blog

Re: Tools, Resources and Linkage.

Reply #141 on: March 03, 2015, 04:48:09 pm
Quote
Is Graphics Gale still the most commonly used and one of the best pixel art animation programs out there?
I can't answer either of those questions.
But yes, GG is wonderful for animation.
If you need help feel free to post some questions about it.
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #142 on: March 10, 2015, 09:33:38 am
I made a slideshow explaining a way to deal with antialiasing irregular lines
(eg. 2-3-2, 4-5-4-4-5 etc) rather than 'deforming' them to fit better on the pixel grid.
(an example of 'deforming' would be turning 4-5-4-4-5 into 4-4-5-5-4 or 4-4-4-5-5 -- increasing the local regularity of the line segment pattern)


Putting it in slideshow format was an experiment, I'd appreciate any feedback you have on how well it works.

This is an animation showing the steps that are broken down in the tutorial


(duplicated so you can view it zoomed in and out at the same time in sync)

Antialiasing filled shapes is also addressed, it's really just a slight change in method.




EDIT: On a completely different subject, I finally found a perfectly medium grey GTK2 + GTK3 theme -- the "MediterraneanNight-mod2" theme packaged as part of the Oxide XFCE theme  (link includes screenshot). Pretty much ideal for graphical work IMO. Most other themes I have found claim to be medium grey but are basically light grey.

EDIT2: Another subject: Gimp 2.9 has realtime indexpainting support, including full greyscale alpha masks.
All tools work on indexed images fine.
Some examples:

(basically, ellipse tool and more ellipse tool. No manual painting at all, no need to manually re-indexize)

Then I touched it up a bit manually -- very little changes, am showing for comparison's sake.


Then I airbrushed it (Lighten and Darken modes):


Pretty pain-free. Gimp 2.9 also has high bit depth and linear colorspace support, which you can use to calibrate your sense of what gamma-correct, mathematically precise AA looks like:

(former is Ellipse tool, latter is Freehand select tool with all vertices snapped to pixel corners. All shapes in the latter image are polygonal, even though some appear curved, so they can be fully broken down into 1px-wide gradients.)
« Last Edit: March 26, 2015, 07:33:41 am by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline 8-bit_madness

  • 0001
  • *
  • Posts: 25
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #143 on: March 30, 2015, 11:49:50 am
So after testing numerous programs I really like Graphics Gale for making sprites and Pyxel Edit for making tiles, also for the iPad/Mac there's Sprite Something which is nice for making simple sprites which I find is great for planning stuff out while on the go. Sprite Something is better for smaller sprites cos even on the larger iPads there's not really enough room to do detailed art but this problem isn't an issue on a mac. It's probably the easiest program I've tried out. 

I know GG is on the list so I'll just post a few links for the others:

Pyxel Edit (costs $9)
Main site: http://pyxeledit.com
Tutorials: https://www.youtube.com/watch?v=7iHm0QZIDWY

The second part of the tutorial covers tiling

Sprite Something (costs $12.99)
Tutorials from the creator: https://www.youtube.com/watch?v=dJW3uJ8irbI

Check out his other tutorials as well cos there's a lot
« Last Edit: March 30, 2015, 12:10:16 pm by 8-bit_madness »

Offline Berkay

  • 0001
  • *
  • Posts: 4
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #144 on: August 28, 2015, 07:38:41 am
Sorry for bumping the topic, but I think in this case, it won't be much of a problem.
I think you may want to replace the dead old links for St0ven's Background Art Tutorials with links to Wayback Machine: Part 1 - Part 2 - Part 3.
And Zoggles: https://web.archive.org/web/20080722043211/http://www.zoggles.co.uk/asp/tutorials.asp?show=index
And Derek Yu: http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial
And Natomic: https://web.archive.org/web/20130706052015/http://www.natomic.com/hosted/marks/mpat/
And FoY Background Tutorial: https://web.archive.org/web/20130604154027/http://www.barnettcollege.com/tutorial1.htm
And Walk animation Tutorial:https://web.archive.org/web/20111229192117/http://www.manningkrull.com/pixel_art/tutorials/walking.asp


Also, a great tutorial: http://androidarts.com/pixtut/pixelart.htm#Noise
And another good one: http://www.pixel.schlet.net/
« Last Edit: August 28, 2015, 11:04:00 am by Berkay »

Offline Crow

  • Administrator
  • 0011
  • *
  • Posts: 597
  • Karma: +0/-0
  • Technicanimal
    • View Profile

Re: Tools, Resources and Linkage.

Reply #145 on: August 28, 2015, 11:25:42 am
Thanks, I adjusted most of the dead links. The archive for Zoggles' website doesn't include the images, sadly.
No pixel expert, just a coding monkey (´ω`)っ旦~~

Offline yrizoud

  • 0010
  • *
  • Posts: 229
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #146 on: August 28, 2015, 12:15:05 pm
Could you please also change the link for Grafx2 ? Since 2007-2009, when people talk about Grafx2, they refer to the version revived by Pulkomandy, which is not even based on the Eclipse win32 port. The project is currently hosted at http://pulkomandy.tk/projects/GrafX2 (GoogleCode recently shut down, so the site http://grafx2.googlecode.com is already frozen and will be moved to Google Code Archive in 2016)

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #147 on: August 28, 2015, 02:10:48 pm
Could you please also change the link for Grafx2 ? Since 2007-2009, when people talk about Grafx2, they refer to the version revived by Pulkomandy, which is not even based on the Eclipse win32 port. The project is currently hosted at http://pulkomandy.tk/projects/GrafX2 (GoogleCode recently shut down, so the site http://grafx2.googlecode.com is already frozen and will be moved to Google Code Archive in 2016)
Is the user manual on the new site? IIRC I've looked a few times and couldn't find it. I'm not really happy linking directly to the pulkomandy.tk site because of this.
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline yrizoud

  • 0010
  • *
  • Posts: 229
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #148 on: August 28, 2015, 06:29:35 pm
You're right, most of the documents are still only on googlecode. I'll need to at least update the link "Documentation" to point to it.

Offline DanielJohns

  • 0001
  • *
  • Posts: 1
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #149 on: September 01, 2015, 03:23:38 pm
I also want to recommend a free service http://convertpng.com. I hope you will find it useful.

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #150 on: September 22, 2015, 03:32:03 am
Just posted a little animated runthrough of how to use Grafx2 Tilemap autoupdate on my tumblr.
It shows the process visually and also describes it in text.

The same process applies for other programs supporting this function like ProMotion, with minor adaptations.
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline Cyangmou

  • Moderator
  • 0011
  • *
  • Posts: 897
  • Karma: +3/-0
    • cyangmou
    • http://pixeljoint.com/p/32234.htm
    • cyangmou
    • View Profile
    • Pixwerk Homepage

Re: Tools, Resources and Linkage.

Reply #151 on: September 29, 2015, 11:42:24 am
"Because the beauty of the human body is that it hasn't a single muscle which doesn't serve its purpose; that there's not a line wasted; that every detail of it fits one idea, the idea of a man and the life of a man."

Dev-Art
Twitter

Offline joe_7

  • 0001
  • *
  • Posts: 15
  • Karma: +0/-0
    • View Profile
    • Rendera

Re: Tools, Resources and Linkage.

Reply #152 on: November 04, 2015, 04:00:20 pm
The link to Rendera is incorrect, please download the latest version from here:

http://rendera.sourceforge.net/

The old "freeware" versions floating around are extremely outdated. The program has since been rewritten and open-sourced. Thanks.

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #153 on: November 07, 2015, 05:37:22 pm
categorized photo references:
http://freetextures.3dtotal.com/

Offline Atnas

  • Moderator
  • 0100
  • *
  • Posts: 1041
  • Karma: +2/-0
  • very daijōbs
    • paintbread
    • clement.wolfram
    • paintbread
    • View Profile
    • lolipopsicle

Re: Tools, Resources and Linkage.

Reply #154 on: February 01, 2016, 11:47:22 am
I keep finding dead pages for palette repositories and collections.

Does anyone know of where to find a comprehensive collection/have one saved? I want to add a list of palettes to the OP. I can collect them as I go but I'm sure someone here has a folder of a bunch.

thankss

Offline trough

  • 0001
  • *
  • Posts: 69
  • Karma: +1/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #155 on: April 08, 2016, 07:52:10 pm
I am not sure if there is still any PA value in this, but the author of PD Pro Digital Painter has moved to this address: http://www.thebest3d.com/dogwaffle/

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #156 on: May 13, 2016, 02:27:13 am
Just found out about PureRef : a reference viewing application
It has pretty much everything you would want in a reference viewer, the video found here demonstrates.

My only concern is that from my PoV it's not a 'real' application (I cannot simply install via package manager or standard-ish "git clone; ..." process; and cannot see the source code.). For me this means I trust it less than say sxiv or Inkscape.
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline MysteryMeat

  • 0100
  • ***
  • Posts: 1117
  • Karma: +1/-0
  • "The new alternative to q-tipping your cat!"
    • spoiledmysterymeat
    • View Profile
    • My rad art blog!

Re: Tools, Resources and Linkage.

Reply #157 on: May 13, 2016, 05:02:11 am
I'm quite surprised Aseprite hasn't been put up there in the tools list, it's quite good.
http://www.aseprite.org/
PSA: use imgur
http://pixelation.org/index.php?topic=19838.0 also go suggest on my quest, cmon
MAJOR BORK TALLY: |

Offline questseeker

  • 0001
  • *
  • Posts: 96
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #158 on: May 13, 2016, 07:42:10 am
I'm quite surprised Aseprite hasn't been put up there in the tools list, it's quite good.
http://www.aseprite.org/
It has been listed for a long time as Allegro Sprite Editor; the link in the main list should be updated.

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #159 on: May 18, 2016, 01:45:16 pm
I think this qualifies as a tutorial?

http://method.ac/

A collection of a few SVG-based games that teach you about color + color theory, beziers, typography, kerning.
I would recommend the color and bezier ones; the former gives you a limited time to match the given color(s), the latter lets you draw bezier curves to trace predefined shapes (with rating for accuracy and how few nodes you used).

Depending on your level of experience, the typography ('shape') and kerning games may also be interesting. In my opinion the scoring metrics used there are less sound, but they still have educational value.

BTW, GIMP is just "GIMP" (as the anyone on the devteam will tell you, it is not "The GIMP". Think about how "The GIMP" sounds in a sentence: awkward.)
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #160 on: July 01, 2016, 07:45:25 am
via yahkehbu @ PJ chatterbox:  https://www.google.com/culturalinstitute/beta/ "Google Arts & Culture" - explore stories and collections from around the world

Offline Jonny D

  • 0001
  • *
  • Posts: 5
  • Karma: +0/-0
    • grimfang4
    • View Profile

Re: Tools, Resources and Linkage.

Reply #161 on: August 02, 2016, 04:24:53 pm
Hey, just wanted to drop a link to Pixel Proof, a great new editor that approaches pixel art in a special way.  The interface is simple, the tools are fresh, and much of it is customizable.  You can even tweet your art directly from the app!

The Pirate Edition is free and fully-featured.  Give it a try and let me know what you think!
https://dinomage.itch.io/pixel-proof

Offline Cellulo

  • 0001
  • *
  • Posts: 2
  • Karma: +0/-0
    • View Profile
    • http://www.flat2d.com

Re: Tools, Resources and Linkage.

Reply #162 on: October 11, 2016, 06:37:21 pm
Here my big list of useful freeware programs to make games, also pixel art tools:


List of free 2d,3d engine and others tools

Offline yrizoud

  • 0010
  • *
  • Posts: 229
  • Karma: +0/-0
    • View Profile

Re: Tools, Resources and Linkage.

Reply #163 on: October 12, 2016, 09:44:22 am
^ This is a fine list, including some programs which are rarely seen/linked, and very well-updated. Congrats on keeping at it for 4 years now :y: :y: :y: :y:

Offline Cellulo

  • 0001
  • *
  • Posts: 2
  • Karma: +0/-0
    • View Profile
    • http://www.flat2d.com

Re: Tools, Resources and Linkage.

Reply #164 on: October 13, 2016, 08:39:02 am
Thanks yrizoud, yes 4 years now to keep this list updated, i try to update the list when i find new free programs to use.

Offline Cyangmou

  • Moderator
  • 0011
  • *
  • Posts: 897
  • Karma: +3/-0
    • cyangmou
    • http://pixeljoint.com/p/32234.htm
    • cyangmou
    • View Profile
    • Pixwerk Homepage

Re: Tools, Resources and Linkage.

Reply #165 on: January 31, 2017, 11:05:05 pm
List of the 100 best AMigagames

http://www.lemonamiga.com/games/votes_list.php

Thanks to Arne for the link
"Because the beauty of the human body is that it hasn't a single muscle which doesn't serve its purpose; that there's not a line wasted; that every detail of it fits one idea, the idea of a man and the life of a man."

Dev-Art
Twitter

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #166 on: February 07, 2017, 10:50:26 am
Just practiced this perspective ellipse construction method, to help improve my freehand ellipses. Well explained tutorial, and the method is easy to adapt to the 'ghosting' method (move over the helper lines you would draw, rather than actually drawing them.).

This is an unpacked example of the "parallelogram" method of constructing ellipses, FWIW.
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #167 on: February 07, 2017, 05:42:26 pm
Coincidentally, I've been practicing freehand ellipses just a couple of days ago and now I just tried the Trammel Method described on that same Wikipedia page which only requires drawing two helper lines(the two center axes) and then using a ruler to jot down a couple of guide points. Works well but is still slower than the golden elbow method.

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #168 on: February 09, 2017, 03:38:47 pm
I put some more thought into drawing ellipses. The advantage of this method is that you can really quickly iterate different angles and sizes when you try to fit an ellipse into an existing plane in a drawing without needing to know the exact minor axis/axle of the ellipse in the projection(read the video description for an explanation):

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #169 on: February 14, 2017, 02:56:49 am
0xDB:
Interesting way to test foreshortened faces.
Why do you need to fit more than once, though?

A different subject:

Compact and pretty comprehensive perspective tutorial.
Even includes 4 and 5 point perspective.

I especially like the 'slices' / staggered cross-sections at the bottom showing how the appearance of a face is entirely about the relation of the viewer's eye to that face. The only thing I would add is that rotating an object in A axis produces an identical appearance to rotating the camera an equal and opposite amount in A axis. Obviously, this is difficult to completely explain (mainly in the case of very irregular objects), but it's a nice tool and reinforces that idea of 'every appearance is caused by relation between camera and object face'.
« Last Edit: February 14, 2017, 03:30:54 am by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'

Offline 0xDB

  • 0011
  • **
  • Posts: 677
  • Karma: +0/-0
  • Dennis inter-is.
    • dennisbusch_de
    • http://pixeljoint.com/p/1287.htm
    • 0xdb
    • View Profile
    • 0xDB

Re: Tools, Resources and Linkage.

Reply #170 on: February 14, 2017, 07:58:38 am
Why do you need to fit more than once, though?
You don't, you only jot down the final ellipse of course but the fact that you have just one template that you can rotate/tilt/zoom freely in real 3D space makes it a lot faster to iterate different angles and sizes to find the correct orientation which fits it into a given square in a perspective grid than using a plastic template which has a huge number of different ellipses on it.

Offline Ai

  • 0100
  • ***
  • Posts: 1049
  • Karma: +2/-0
  • finti
    • View Profile

Re: Tools, Resources and Linkage.

Reply #171 on: February 21, 2017, 01:35:03 am
Has it occurred to you to try with other shapes? This method seems applicable to any situation where you want to place a template shape in perspective. With a little sewing and some fishing line, you could also locate centrepoints or other dividers. I can imagine this being quite useful for things like buildings.

With a piece of clear plastic, you could generalize it further so you can simply draw a plan view on the plastic and rotate it to project it. I'm definitely going to try that.

I think the stability probably needs work though.. maybe adding two wires could help this?

---
On a separate topic:

I've posted about Harold Speed before, but I think these especially deserve highlighting:

James Gurney's review/synopsis of Speed's 'practice and science of drawing'. Chapter 18 here
and Chapter 19 here

Speed strongly emphasizes the importance of memory, especially in these chapters. He connects this to intentionality:

  • "It is seldom if ever that an artist puts on paper anything better than he has in his mind before he starts, and usually it is not nearly so good."
  • "To know what you want to do and then to do it is the secret of good style and technique."
  • "Look well at the model first; try and be moved by something in the form that you feel is fine or interesting, and try and see in your mind's eye what sort of drawing you mean to do before touching your paper."

Intentionality is also generally emphasized:

  • * "It is much easier to put down a statement correctly than to correct a wrong one; so out with the whole part if you are convinced it is wrong."
  • * "Try and express yourself in as simple, not as complicated a manner as possible."

This echoes in some ways thoughts that I have had, about the importance of cultivating short term memory, so that you can maintain awareness of many reference points and keep the picture accurate 'in your head' (thereby more easily attaining the goal of making the picture you actually draw accurate)

The practice of memory drawing also forces you to cultivate intentionality, since you cannot simply 'draw what is in front of you'. You cannot not-decide what is important when drawing from memory.
« Last Edit: February 21, 2017, 02:23:27 am by Ai »
New AA tutorial, about handling irregular lines.

'Better software looks like "people who know what their problem is and why they have it"'