This is an idea repository thread for a tutorial I'm planning to do that deals with fundamental aspects of pixel art. At first it will seem like an incoherent mess. I will post here when I have ideas I want to come back to and put in order. Feel free to discuss them with me or offer counters and examples. Eventually the text will be pruned and images will be made to explain the vaguest points and something useful might eventually occur.
Please keep in mind that these are thoughts constantly under consideration, not my religion. It is possible I might discard some or most of the fundamental ideas behind this before I'm done with a final text. This is why it's titled 'brainstorm'.
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Pixel art is like a
Go game. Every pixel placed contributes towards a struggle between intentions that will eventually end in an state of variable equilibrium between the opposing forces. Anyone that has played Go knows of the feeling of immense mental strain when they place one piece down on the board and they ponder on the eventual ramifications of that single move towards all the clusters of pieces across the board. A piece feeds on the vital space around it, you see. Not all pixel clusters can live, some will have to die for the purposes of other, more important - towards the whole of the game - clusters. Go is a holistic game, a game about sacrifice and a game about grace. Likewise, drawing with pixels results to similar concerns of balance between clusters of pixels and their optimal positions are again about sacrifice and grace.
Let's consider what a cluster of pixel is as opposed to a single pixel.
This is a single pixel: .
This is a cluster of pixels:
_ or that:
,The cluster of pixels is made from single pixels. However, a single pixel is most of the time near-useless and meaningless if not touching pixels of the same color.
The pixel artist is concerned with the shapes that occur when pixels of similar color touch each other and convey an opaque, flat, shape.
Most of the defeats and possible triumphs of pixel art occur in that exact moment where the artist makes a cluster of pixels.
What are the defining characteristics of a cluster of pixels on the morphological level? Besides those obvious and common with other types of art (like the information inherent to the color in terms of value/brightness, chroma/saturation or hue/tint that the cluster possesses) we are interested in the particular characteristics of that body of color as pixels. The characteristics of the shape are defined by its outline. It could be made out of straight lines, 'perfect' angled lines (will return to perfect lines later), implied curves or irregular (or jaggy) lines. A cluster has often many of these attributes around its outline. The prime job of the pixel artist is to find the ideal shape for every cluster while considering how they all come together to represent the item they are rendering. It is my belief that there are almost ideal shapes for clusters of pixels and they are those that achieve a twofold, yet holistic goal: how to optimize the resolution of the image. "What's this?" I hear you say "but isn't the resolution set anyway?" The real resolution of the image certainly is. But the
fake, that is, the perceived resolution of an image is in the hands of the capable pixel artist, higher than the real one.
There it becomes important to realize what the available fineness of resolution exists for the piece of art the artist is trying to render. The less colors the artist has to convey his image, the more the available resolution tends towards 1 pixel = 1 pixel. The more colors the artist has, the more they can approximate, fake essentially, higher resolutions by proper buffering. Look at this image:

The 256 color gradient makes it impossible to even notice a pixel. The effective resolution here is considerably larger than if the artist had 4 indexes to convey the range between black and white.
In pixel art we do not deal with 256 color gradients, however and therefore the effect isn't anything bigger than perhaps 1 real pixel = 0.75 fake pixels, but it is still a very important thing to consider and makes or breaks great pieces. When looking at a piece of pixel art, the artist should be able to evaluate how many colors can be used to blend clusters of pixels better so as to optimize towards a finer resolution. This is not a point of stylistics, this is what pixels long to be, that is their ideal form. Any style can benefit from this process.
A beginning pixel artist should always start with very constrained palettes, where hue and saturation do not matter, just value. Gameboy 4 colors is excellent. Small sizes, small palette. 1 pixel = 1 pixel there and they can worry more about dealing with how clusters of pixels long for their perfect shapes together rather than care about anti-alias or dithering and other advanced resolution-upping techniques. If you can't render your item with 4 colors in a gameboy screen, you will not be able to do any better at 800x600 with 256 colors or more.
What is the perfect shape of a cluster? It has to do with its outline. The juggling act here is to think of what you're trying to represent with your pixels and then try to retain its essence while at the same time making the clusters you're using to draw it become as close as they can to 'perfect' lines. Perfect lines are the 90 and 45 degree ones. Curves can be assembled from smaller segments of perfect angles also. Avoid single pixel noise. Using perfect lines, before the artist even starts to anti-alias manually, the contours of his clusters should be as close as they can be to 1 pixel = 1 pixel resolution.

A is a freehand doodle line of pixels. This is an implied cluster too, even if it's a line. B is the same line, cleaned manually until it's made of the safest couplings of pixels possible while still retaining the intended curvature.
On the detail of A we see that the jaggies hurt the resolution of the image by conveying larger pixels than our computer monitors are capable of displaying. This is effectively, the bane of pixel art. Banding does this. Bad AA does this. Bad dithering does this. Pillow shading does this.
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to be continued. Let's discuss while I think.