Wow, thanks for that awesome reply!
First of all I would like to mention that I haven't even started tiles yet. I have literly only that environment concept, and I'm now working on my character. I was informed that the character is one of the best places to start from a community member that most inspirational to me
Changing the resolution is no problem to me, I do see what you mean with a larger resolution though. Perhaps I was thinking that having a bigger resolution would (like you said) somewhat Isolate the player. It was a foolish intentional result that I hadn't put much thought into. Before I create any environment assets this will be something that I will extensively research and test.
I also feel like I should be scaling my assets up in-game... So even at slightly larger resolutions It will still look like decent Pixel Work.
When I say I'm a complete beginner, I literally mean I have never done any Pixel Art prior to starting this tree/tile set (at the top of this post), I have never created a 2D game (besides a brief side-scrolling project for College), and I'm still very new to professional quality Art/Asset production in general. I'm not just whining saying to take it easy, quite the opposite. I'm trying to gather as much information about Pixel Art and Classic RPG style Asset production as I can!
Honestly I like my Character when he is scaled to a larger resolution (without AA of course).. It feels much more like the style I was going for when I first started
BTW here is a WIP for the run cycle. It is based of a simple run cycle from the animators survival guide. There are a few things I'm not happy with, especially at 1:1 pixel resolution. At higher ratios though it feels much less noticeable!
I'm not happy with the hair looping, it feels a bit to jerky for me
I feel his back leg/arm are not high enough contrast to his front leg/arm, and kind of gives the impression that halfway through the loop he is moving the same arm/leg again haha.
I'm also considering adding more details to his attire, which I feel would aid to the depth of the animation.
And his head turns on the wrong step... DOH lol thats something I intend on fixing later.
I'm not sure if I already mentioned it here, but it is worth noting that there are also 2D side-scrolling-platformy type levels in this game
Again, I don't mean to come off as immature or ungrateful, I'm just trying to gather as much info as I can before I start Asset production for the game
- Still continuing to write/refine the story and background story etc... And concepting some more creatures for the game...
... for now though, I am just focusing on Hero, and pre-production
Edit: Keep in-mind to there will be Hud elements that creep onto the srcreen. I havent nailed anything down for that yet, but there is quite a bit of into being displayed at any one time.
Thank you!