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General Discussion / Re: Pixel art animation - moving sprites
« Last post by spajjder on February 18, 2020, 02:51:20 pm »
Thank you a lot for the answer. Very helpful!
Pixel Art / Re: Combat U.I.
« Last post by Zizka on February 17, 2020, 09:11:45 pm »
I thought it was too cramped in the previous version so I've tried again:

At the moment there's a lot of empty space and I'm racking my brain to my all of the elements in place.
Pixel Art / npc animations + portraits
« Last post by Mathcong on February 17, 2020, 07:04:37 pm »

i made some npc's and portraits to go with them, maybe you ppl can see some mistakes i can't ;)

Portfolios / Re: [Portfolio] Experienced Pixel Animator. Flexible rates.
« Last post by Maxcreed on February 16, 2020, 11:13:05 pm »
Bump, looking for work! Giving a lower rate to interesting long term projects!
Pixel Art / Re: Mars Tileset Help/Feedback
« Last post by Jmrhdb on February 15, 2020, 05:34:28 am »
Thanks for the edit Chonkey!

The rock placement is off because I made them tillable so I could put them in any layout without them starting to look like there repeating and for the parallax effect.
In the future ill probably start this scene over again from scratch since I tend to do that when I feel like my art isn't coming out the way I want it. On second attempts I usually get it just right.
General Discussion / Re: Pixel art animation - moving sprites
« Last post by eishiya on February 15, 2020, 05:34:15 am »
Animations like this are common for games or individual actions where the player does not have direct control over the character's motion, such as attacks in turn-based RPGs, or things like dashes in platformers and finishers in fighting games. In these cases, the exact relationship between the player's hitbox and animation is not that important.

It's also common to do the second thing you described - draw the action as a single motion, and then reposition the sprites to match the in-game movement. It's easier to avoid characters looking floaty or slidy when you' animating them "in context" of the entire motion.
Portfolios / Re: [Portfolio]Aastikya Tiwari: Pixel Artist and Illustrator
« Last post by A2J2TIWARI on February 14, 2020, 03:21:04 pm »
Available for Work. Message me at
General Discussion / Pixel art animation - moving sprites
« Last post by spajjder on February 14, 2020, 03:07:44 pm »
Hi guys.

I saw this clip - the work through of making a  pixel-art monk jump attack. It looks very nice.

In this animation the monk jumps across the screen. It presents itself very well, but is this a common way to make pixel-art for games?
The animation do serve a purpose of moving the object itself though, it would not make much sense doing the animation moving the object in another way than moving forward.
However in my experience, when using a tool like game maker, i program the sprite itself to move, and a certain  animation is played when the object is moving a certain way or doing a specific action.

I have seen many animations made this way though, "where the whole sprite moves across the scene", including from spriters for famous games such as shovel knight.

So is this a common way to make pixel art animations for games? Or is it mostly for show? Would you implement an animation like this directly into a game, or would you first have to redo it so that the sprite is somewhat static in his movement, i.e. changing his animation but not moving across the screen?

Thank you so much! for your help and advice!
Pixel Art / Re: Mars Tileset Help/Feedback
« Last post by Chonky Pixel on February 13, 2020, 03:32:02 pm »

I made a quick edit to the rightmost four rocks on the bottom layer, to stop the rocks getting that floaty effect.
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