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Messages - Cyangmou
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General Discussion / Pixel-Gameart Appreciation Thread
« on: April 08, 2017, 11:02:42 am »
I decided to start this thread that we have a place to show off some awesome pixel art featured in released games throughout the years. Since games are limited by production restrictions and not all assets tend to look equally good, I want to have a place where we can just share some of our favorite bits.

If you post here, please upload the images via an imagehoster and don't crosslink directly out of the web.
I personally use my account, bc. those images most likely won't vanish for a long time.

Gameart is fairly different than lllustrations, because those artworks are made with a ton of restrictions.
Maybe they are forced in a "playable" perspective, are made out of repeating tiles, or in case of portraits they are limited by lighting or angles - nonetheless there is game-artwork around which are great, or you have a personal attachment to.
Maybe you simply liked the game, or just the feeling of a particular area of the game.
Just share the stuff you really like  ;D

-art posted should be pixel art, or close to pixel art (slight 3D in the background of screenshots, soft light gradients etc. don't matter, but if you really want to show off some HD2D art or other references, please but them in SPOILERS

-Images posted should be sharp pixel art preferably gifs and pngs without artifacts. JPGs are kinda ok too post, but if you do so please state that you haven't found a sharp image

-Images posted should have been featured in released games! (single Mockups and Proof-of-Concept artpieces not featured in game shouldn't get posted)

-please state the game, the platform and the release year, so that everybody knows what game the art is from. It also would be cool if you could name the area, or the character name.

-you may share why you think a certain piece of artwork is great, and maybe post reference material or stories. Since art is influenced by taste, try giving others a glimpse of what you appreciate- this could make the thread much more interesting.

In order to kick this off I posted a few images and tried to come up with a template for how I imagine this thread should continue:

Game: Sword of Mana (action RPG)
Release Year: 2003
Platform: Gameboy Advance

Cascade Caves Bossroom:

What I always particularly liked about this place just were the colors.
In this particular room the game changed from it's topdown view into something more reminiscent of old arcade sidescrollers, with much bigger setpieces and a lot more depth to it and I think it's just looking breathtaking.

Game: Castlevania Symphony of the Night (action adventure)
Release Year: 1997
Platform: Playstation

Catacomb Cells

Most likely my favorite area in the whole game, probably because it's painting-wise on a completely different level than 90% of the other areals. I just love the subtle color changes in it, the attention to values and the texturing. The whole setting and setup also heavily reminded me of a of chapter 53 of Berserk.

Game: Fire Emblem: The Sacred Stones (Turn-Based Strategy)
Release Year: 2004
Platform: Gameboy Advance

Cyclops Critical attack

For this one I personally liked the menacing design of this opponent (he is about 2-3 times as big as your normal units), and the whole anatomy and weight to the animation. I never have been a huge fan of his weapon, but I think the character sprite an animation are just perfect.

I think you would have to redo most mapdesigns, because some compositions are set up for 4:3
you probably have to adjust the running speed, because traversing a screen might feel slower
more space on the screen means more to draw,w hich would require a more powerful machine / more RAM
on a bigger screen possible you need to display more sprites, which also might have a ginificant impact
same goes for parallax layers.

for topdown games the n/s direction might be much smaller than the w/e directions than in 4:3 which either has to be accounted by gaedesign, leveldesign, or the overall game formula.

A characte rmight feel a lot smaller on a 16:9 screen than on a 4:3 screen
maybe you would need even differently drawn characters.

Mos tlikely there are a ton more challenges, you would come across once you really try it.

General Discussion / Re: How to high res sprites?
« on: March 09, 2017, 06:49:58 pm »
Not sure if just the image is crappy and got resized from true pixelart.
COnsidering how bad the text reads that seems to be the case and the PSP should have 480x272 resolution.

The FF remakes of FF1 and 2 on the GBA were "true" pixelart:

Pixel Art / Re: Anatomy Study Dump
« on: March 05, 2017, 10:14:25 pm »
try to trace the reference a few more time pretty roguhly to get a feeling for the sizes of everything, and then try to draw it once more without tracing.
If you want to do hard mode, you also could try to draw one out of mind after tracing/drawing after reference a few times.

General Discussion / Re: Your Favorite Artists and Why
« on: February 23, 2017, 03:48:11 pm »
@Jehannum: put it in a spoiler and add a NSFW tag there

Code: [Select]
[spoiler=NSFW] [/spoiler]

Pixel Art / Re: What is an ideal height for more-detailed sprites?
« on: February 21, 2017, 10:59:58 pm »
The main sizes you could choose for basic elements (let's say a basic tile) are 16x16, 24x24 and 32x32 if you want to stay feasible from a development standpoint.

For this particular sprite and style i would go for 32width 24height, but won't necessarily go a lot smaller.

I don't have any idea how big that monster is but basically human (main character) sprite size also depends a lot on resolution. And resolution depends a lot on the device you are developing for.

A 16:9 sceen has different requirements than a 4:3 screens. Gameplay can play in to a big deal. Research similar games as what you have in mind.

P.S: your original has 332 colors and a lot of transparency. My example here uses about 10 colors and i removed the (I guess unwanted) transparency you had in your initial sprite.

Pixel Art / Re: [WIP] Post Apocalyptic Robot
« on: February 21, 2017, 10:45:00 pm »
Just look at indie games which got released and you will find out that they rarely have sprites exceeding 32 pixels.
I doesn't matter really what released and sucessful pixel art games we are talking about, the resolution is about the same size for all of them. And it's in all of them significantly smaller than 64px height.

Undertale, Hyper Light Drifter, Nuclear Throne, Stardew Valley, Hotline Miami, Axiom Verge, Enter the Gungeon, Shovel Knight, Towerfall etc.

Grab some of their sprites and put them next to your stuff.
All of those games were made by guys who knew how to finish games and they knew if they would go bigger with their resolution, their game would get nearly impossible to finish off in a realistic development cycle of let's say 3-5 years.

I mean... it's not really the reslution which limits you.
design and visual style are much more important.

How many pixel art games with a charsize of about 200px are out there? I don't kow for sure, but probably a dozen of really high quality fighting games mde by capcom and SNK at the pinnacle of their company carrer, supported by artteams of multiple dozens artists.

Pixel Art / Re: [WIP] Post Apocalyptic Robot
« on: February 21, 2017, 01:16:18 pm »

-you don't loose much of your current detail you drew at a smaller size.
-having bigger sizes takes much longer to draw
-backgrounds will be more work the bigger the size is
-animations will be more work the bigger the size is
-animations will need more frames at bigger sizes to lok less choppy

A 32x32 base object project compared to a 16x16 base object project will take according to my experience 2.5 - 3 times longer - just from the artistic side if you use the same style.
Of course lower res generally lets you put in less detail.
I mean I really don't want to discourage you, but the time you save then with graphics can be spent on other things.

Pixel Art / Re: [WIP] Post Apocalyptic Robot
« on: February 21, 2017, 02:33:11 am »
I think it looks pretty static and lifeless.
You overemphasize vertical and horizontal lines and tha's why the result feels pretty static.
I mean you can use those principles for stuff which should be static, like houses.For characters which are alive iit's usually better to try to make them feel alive.
Even if it's a robot you can try to apply some realistic posing.
Try to capture some weight.
If people stand they usually have more weight on one foot.
It doesn't even need detail. All you need to improve can be done by the shilouette alone.

also make the gun aim in the direction the guy is shooting.
Also for a game the spritesize is incredible hug. I personally would not recommend to use sprites taller than 96 pixels.

Pixel Art / Re: Anatomy Study Dump
« on: February 21, 2017, 02:06:34 am »
Ok, after reading the first book a little bit, I managed to make this head:

I traced a picture that I drew based on one of Loomis's faces:

How did I do?

Get a reference and check it out

-your face/skull is too wide
-your eyes are too high up - not sure if the circle actually refers to the eyeball or the yeshape. If it's a normal frontal eye, they have quite a different shape though.
-also the lines from the point of the ear down to the chin should be slightly inward rounded, though that line is actually not really "evident" in a face and rather something loomis drew as construction help.

so yeah, really focus on getting the basic measurement (in this case width to height) right, otherwise nothing will be exact at all.

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