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Messages - nessx007
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21
Pixel Art / Re: [CC][WIP] 3D "Victory" Text
« on: June 29, 2016, 08:56:25 am »
The tips are much appreciated guys!

@eishiya thanks for catching the edges of the Y, I'll get to cleaning that up next (definitely inconsistent with the other letters too). And a subtle reflection might be pretty cool yeah!

22
Pixel Art / [CC][WIP] 3D "Victory" Text
« on: June 28, 2016, 09:42:15 pm »
This is the "Victory" sprite that appears when you win a match. Not sure why I decided to make my life difficult with lots of perspective text for our game, but alas, here we are!



Only worked on this for one session and trying to decided what it needs/what to do next. I also need to make one for "Defeat" (angled down instead of up) and wanted to make sure I have an overall style that works before moving forward. Any comments appreciated!

edit: also wasn't sure about having the "plaque" behind it or just the text floating on it's own, any thoughts?

23
General Discussion / Re: Place and Purpose of Pixel Art?
« on: June 28, 2016, 07:18:25 am »
Just to clarify, by "the other arts" you mean the higher-fidelity digital mediums that followed pixel art?

But yeah I agree that "functional" has a fairly broad definition in the arts. You could say artistic realism "functions" as a means to game immersion, or a generally attractive art style "functions" as good advertising for the game, etc.

It occured to me recently, hearing people discussing the look of old Playstation games, that there is a timeless quality to 2D pixel art in particular that extends beyond just rose-tinted nostalgia glasses a lot of us wear. Don't get me wrong, the PS1/N64 era had some amazing games and occupied an even larger slice of my childhood than SNES games, but you don't see many (if any?) indie devs or hobbyists recreating that extreme blocky/sharp polygonal aesthetic. And maybe there's other reasons for that, but I think you'd be hard pressed to convince anyone, who have no connection to that era of games, that they were objectively pleasant to look at. Even in spite of my fond memories, I look back at some of my favorite games from that time in surprised at the rougness of the visuals. Granted there are stand out examples, and from a technical stand-point, what devs were able to achieve with the hardware was impressive. But you would think, if the pixel art wave was motivated purely by nostalgia, shouldn't we now be seeing a wave of people "bringing back" PS1/N64 games? Anyway, just a thought (might be slightly tangental to original point of this thread).


24
General Discussion / Re: Place and Purpose of Pixel Art?
« on: June 26, 2016, 05:06:40 pm »
The way we've been talking about pixel art here is almost as if it's some kind of dying language struggling to adapt to a modern age haha, but it's actually not a far off comparison. We are already at the point where its necessity is diminished, and the only people keeping it alive are hobbyists and indie game developers using the style to evoke nostalgia in a particular demographic (I should know, that's been my team's strategy as well). It's also an attractive art form to those solo devs who might not have developed art skills, they're thinking (maybe naively), "how hard could it be? It's just squares."

Then we have to ask, are there enough devs and hobbyists producing games and pixel art to keep it alive and well forever? Or will we reach a falling off where the upcoming younger generation fails to see the appeal of pixel art (having no nostalgic hook as many of us here do) and it gradually fades away? Personally, I don't believe it would happen to that extreme, at least not for awhile. There are still indie games hitting main-stream appeal (like recently, Stardew Valley) that will keep the pixel art torch burning bright. Or maybe I'm just idealistic and blinded by my own nostalgia. Time will tell!

25
General Discussion / Re: Place and Purpose of Pixel Art?
« on: June 26, 2016, 04:22:23 am »
Thanks for the elaboration! Analyzing pixel art based solely on its aesthetic merits can only go so far, but as you've pointed out, it's when you consider pixel art along side the functionality of a computer that it's true purpose really shines. It all comes back to efficiency not just for the platform being developed on, but for the artists own speed and ease of creation. Even a concept as basic as tiling, which was born out the need to solve a problem, made it's debut working with pixel art. And that contribution has been long lasting even with modern games that aren't using a pixel art style.

But yeah I'm just reiterating what you expanded on at this point, very compelling stuff!

26
Pixel Art / Re: Check out our pixel animation series finale
« on: June 26, 2016, 03:58:22 am »
Yeah the story beats definitely had a strong impact this time around, congrats on the finale! (really liked the little Gameboy bit)

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Pixel Art / Re: Pixel Animated Web Series - Part 3 has finally aired!
« on: June 26, 2016, 03:43:28 am »
Jeez, only a couple weeks?? Props to you guys. (and hey neat, a fellow Logic Pro user here too)

28
General Discussion / Re: Place and Purpose of Pixel Art?
« on: June 25, 2016, 06:26:54 pm »
Interesting perspective! I haven't heard anyone contextualize pixel art alongside the other art mediums in this way. I guess you could even extend the conversation to the 3D art forms, say, sculpture compared to... minecraft creations? But maybe that's a whole other topic.

Pixel art's strength is its ability to capitalize on small space and size (both physically small and data-wise small) so it can be a very real-life functional medium in that sense. Technically anyone editing graphics on a computer is working with "pixel art" but we don't call those people pixel artists. They're working at such a high resolution they don't need to use any abstraction or trickery to make something round, for instance. It takes a true pixel artist to make a line seem rounded at a low resolution, and with limited shading values.

Designing recognizable fonts, icons, or UI elements for old devices (like calculators) back in the day took the hand of someone with some form of pixel art sense. Nowadays, though, I'd argue the necessity for that sort of practically applied pixel art is definitely lessened (higher resolutions displays, more storage space, stronger GPUs/CPUs, etc). So here we are today where pixel art is celebrated and practiced not because we need it for practical reasons, but because we derive enjoyment from creating and marveling at it. Not so different from any other art form.

While you make an interesting point about where pixel art sits in the "art heirarchy", I wonder, can an artform based on limitations and reduction really be the "next step up" from drawing/painting, which offers so many more options for expression? (included in those options would be pixel art itself, by the way. I believe they just called it "pointillism" back then.) So is it just the grid, then, that pixel art has to offer? But can you not create a grid on paper and limit yourself in a similar way with drawing? I think what pixel art has done primarily is force people to obsess over and push the limits of that grid. Artists hundreds of years ago would have had no reason or motivation to discover the nuances of micro grid-based art to the capacity we understand it today. So the question is, looking back with our new found pixel-art knowledge, is there anything significantly useful pixel art can offer to traditional art forms that they didn't already have? I'm not sure I can think of a satisfying answer.

I'm reminded of my sister as she was first learning pixel art (coming from a drawing background) expressing her frustration at our limited character sizes, exclaiming, "This isn't even art! It's a puzzle!" I almost took offense, but after some consideration, she's not exactly wrong. There is an element of technical challenge to pixel art. In a small enough space, there are only so many combinations of pixels that will translate as an eye, or a mouth, or a leg, etc. Color and shading often ends up being the defining personal touch to pixel art, where there's a higher variety potential. Translating an idea, or a larger design, to the restriction of the grid often does feel like a problem to solve more than an artistic process. I think that's part of what attracts me to pixel art, actually. The challenge. The self-imposed restriction.

Lastly, to get really abstract and go back to the 3D thing, the concept of reduction does have a certain anchor in reality, considering that the "pixels" that make up our real world are essentially individual atoms fitting together and interacting with light to create everything visible in the universe. I personally wonder what it would be like to be working with "atom art", creating tiny abstracts of real objects in micro form. But for now, pixel art will do.

29
Pixel Art / Re: Sprint Cycle
« on: June 25, 2016, 12:24:20 pm »
Some quick, rough thoughts:


I don't think you should hunch her over like that when she is running, it looks strange.

I like this edit for fixing the hunch, but yeah instead of straightening the upper body like you have here, keep the forward leaning and align the bottom half of the body to the steeper angle of OP's current head/upper body. I'm definitely digging the overall edit to the proportions though.

30
Pixel Art / Re: Pixel Animated Web Series - Part 3 has finally aired!
« on: June 25, 2016, 11:26:54 am »
Insane! Crazy high-quality work in here, honestly. Do you guys have previous experience in the industry? (cartoon animation or games or anything?) And are you guys working on this full time? I can't imagine anything else considering you seem to make them so fast (unless you've been working on all the parts simultaneously!)

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