What I really wanted was something like this article - http://www.gamedev.net/page/resources/_/technical/game-programming/how-do-i-make-games-a-path-to-game-development-r892 -- In it Geoff Howland lays down a path to development by having you complete specific games. First he says tetris, then breakout, and then further. This is what I'm trying to figure out with regards to pixel art.
Wow, don't ever do this. Don't ever recommend this to any new programmer - you will put them back so many years if they try do things this way.
But this does bring some nice analogies.
You can't just program a game without knowing how to code.
In our analogy 'coding' is 'traditional art' and 'game making' is 'pixel art'. You see how you SHOULDN'T try making a game if you don't understand programming? It's the same thing - You can copy some tutorial to make a game and in the end you will likely have a working game, but you will have NO IDEA how you did it; you just copy-pasted and you
can do the same with pixel art, but don't expect to know anything about pixel art afterwards.
Also, once you know how to code properly and you understand the concepts of object oriented programming and are extremely comfortable with lots of different functions in your chosen language (and even different languages because the way of thinking is the important part) and know how to use openGL (or whichever graphics library you are comfortable with)
then making ANY of the games listed on that article would be child's play for you to make. I could make Tetris or Breakout or Galaga in a few hours with no problem, because I already know how to program and despite never making them before it would be easy for me to do. This is because of all the effort I've put into learning how to code and it pays off in enabling me to make those games with very little effort.
This is the same with pixel art.
If you're really good at traditional art and you understand values and contrast and colours in any given medium of your choice (and like languages, media are easily changed between) and then you know some simple rendering like clusters (the current trend in making pixel art, much like openGL is pretty popular in indie games)
then making any pixel art in any perspective is going to be similarly easy.
So now that I've explained that, you may ask more specifically. Do you want us to tell you how to learn traditional art before delving into pixel art, or are you already capable of doing traditional art? or do you want us to tell you which kind of perspectives are easiest and what kinds of games to copy to kind of get an idea of how to make generic pixel art (really slowly)?
If you just want the latter I really doubt people here are going to be willing to help, because they take a lot of pride in not only their work, but also their advice.