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Topics - daramon
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Here's an example.

With the popularity of Rick and Morty I feel this can only be a good thing.

More here:

Probably more if you look...

In a random comment about pixel perfect cameras, I saw the following piece of advice:

Don't use a pixel perfect camera. Instead write a shader that samples the texture for each pixel drawn on screen. If the sample is 100% one colour then draw that colour. If it is somewhere between 2+ colours then draw the average. So you will still get fairly crisp pixel art without blurring (unlike bilinear filtering which burs based on sampled image resolution, not screen resolution) but you will also get an antialiased effect that is only 1 screen pixel wide at most regardless of zoom level.


If you follow the example, the results are quite impressive. This technique has the potential to allow pixel art games in Unity without black borders, shimmering or similar artifacts. The only downside is a maximum of 1px blur on the display screen's resolution. (Of course, you'd have to apply the same processes as usual to the individual sprites and elements to avoid blurring at the pixel-art resolution.)

It may just look awful in play of course. But I'd like to try. All that's needed is a very simple shader applied to the camera but unfortunately I don't know much about the shader system, and it looks like a bit of a rabbit hole to learn right now for such a simple tool.

Your reward is the tool itself. You can even put it on the asset store and see if you can get some $$$... ;)

Pixel Art / A tiny study of an Instagram photo
« on: June 16, 2019, 05:24:55 pm »

I'm still very new to pixel art, so this is just for fun and practice. It seems to do the trick, but what am I doing wrong and what could I do better?

Pixel Art / A first go at a character: animated spaceman.
« on: June 03, 2019, 09:53:18 am »
So I'm very new to pixel art. I've looked at a course or two on Udemy and I've been fiddling around with background tiles for a while (the usual: grass, rocks, that kind of thing).

I felt like I was making some headway, so thought I'd have a go at some character animation.

This is my first attempt at a spaceman. He's small as I want the pixels to look chunky in the final game. This cycle contains run, jump and idle. The animation frames were inspired by the walk and jump cycles in a Preston Blair book on cartoon animation (you can find the cycle images all over Google as well.)

This is an earlier iteration without shading, and just the run cycle.

So questions:

 - It all looks very simplistic, and the shading seems uneven between the head and the body. How can I better shade the character to be more space-suit-like? (I'd like to keep a slight orange tint to the player, as the majority of the environment will have an orange hue.)

 - The game concept involves the suit sometimes being empty, controlled remotely by an AI (in game of course. In reality the player is always in control.) In this case, a "breathing" style idle animation doesn't really make sense. What else could I use for an idle animation to add interest? Breathing seems to be so ubiquitous.

 - I'm not overly happy with the "Jet Set Willy" style side-on idle. What kind of poses are there that aren't the "overly dramatic 45 degree to the camera posed" look?

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