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SGR posted:Some bits and bops I've been working on:
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# ? Feb 27, 2020 09:58 |
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# ? May 27, 2024 03:42 |
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^^ Totally same. If you can desaturate and/or push those colors towards blue that'll help a lot. Also, more sprites I'm hoping to do a 90s japanese D&D punk rock thing with these sprites. Any crits or leads on reference material will be super cool. Thinking about getting a funimation account to stream Lodoss War.
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# ? Feb 27, 2020 14:29 |
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^^^ these lil sprites are cute ^^^Olive! posted:It is the arrow keys. It nudges the selected pixels but not the selection itself.
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# ? Feb 27, 2020 14:37 |
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Scut posted:^^^ these lil sprites are cute ^^^ Yeah I know what you're referring to; photoshop has arrows for nudging selection, ctrl+arrows for nudging the pixels
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# ? Feb 27, 2020 17:11 |
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Hi guys guess what I'm excited for? That's right the Gears of War funko pop game
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# ? Feb 27, 2020 19:01 |
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Scut posted:It nudges the selected pixels but not the selection itself.
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# ? Feb 27, 2020 22:51 |
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MikeJF posted:Nice. It looks like Sonic's been run through a Ristar filter.
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# ? Feb 28, 2020 07:09 |
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Olive! posted:Ah. Just select/create an empty layer then. Yes this is how you do it in aseprite
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# ? Feb 28, 2020 15:51 |
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Has anyone here tested pyxel edit? I've done some stuff with it and enjoy the tile manager it has but I'm curious to know how the good pixel artists of this thread think it scales in comparison to Aseprite.
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# ? Feb 28, 2020 18:10 |
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new to pixel art and i've played around on paint.net but i honestly don't like how limiting it is. i've been shopping around for software and i've narrowed it down to two and i was hoping some goons with experience with them could help me decide: Aseprite: the one i found the most coverage on, and the one i see the most around here. but the feature set seems a bit lacking for lack of better word. Pro Motion NG: i have seen basically nothing on this one but it seems the most fully featured and the one im leaning toward. it seems like photoshop but made exclusively with pixel art in mind. but i dont want to just jump at a 40 dollar price tag because of similarities i am a software idiot but i like to challenge myself
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# ? Mar 2, 2020 05:56 |
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What features do you see as missing in aseprite? Most of the pros I know use aseprite but promotion has a solid reputation, though I have not tried it myself.
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# ? Mar 2, 2020 06:51 |
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Misandry Cannon posted:new to pixel art and i've played around on paint.net but i honestly don't like how limiting it is. i've been shopping around for software and i've narrowed it down to two and i was hoping some goons with experience with them could help me decide: I'd recommend giving graphics gale a try
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# ? Mar 2, 2020 10:17 |
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Odddzy posted:Has anyone here tested pyxel edit? I've done some stuff with it and enjoy the tile manager it has but I'm curious to know how the good pixel artists of this thread think it scales in comparison to Aseprite. Pyxel Edit is a good program. I still keep it for making tilesets. Aseprite has become my main workhorse pixel art tool. If you mostly make sprites and paintings, Aseprite is my tip. If you make tilesets, get Pyxel. Both are cheap, you money goes to indies, if you can afford both I say do it.
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# ? Mar 2, 2020 16:54 |
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Scarodactyl posted:What features do you see as missing in aseprite? Aseprite could use easier selection tools, especially for modifying a selection on the fly. Tiling is not a strongpoint, although as my previous post mentioned there are some cheap specialized tools for tiling available. Aseprite added 2x1 pixels recently which is cool but last I checked I couldn't set a custom pixel ratio (more a fun feature than essential). I would love some sort of greyscale matching tool, or value matching, so that I can assemble palettes that have colours of different hue or saturation that match value to their neighbor.
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# ? Mar 2, 2020 17:42 |
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I use Aseprite, Paint.net, and Pyxel Edit in that order. Everything Scut said about Aseprite and Pyxel Edit are spot on. Aseprite is for characters. Pyxel Edit is for tilesets. Both together are cheaper than Pro Motion NG alone. AFAIK PMNG is supposed to feel like very old pixel art programs, and it works for the old guard. I use Paint.net for recoloring sprite sheets. It's also better with fonts, and I like its selection tools better than Aseprite. I might do paintings more in it than Aseprite, but IDK.
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# ? Mar 2, 2020 20:08 |
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Aseprite has some tiling options available atm but there was an amazing looking tileset mode that's still incomplete
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# ? Mar 2, 2020 20:24 |
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i decided on aseprite because its cheaper and the barrier to entry doesnt seem as daunting as PMNG. so i spent like 3 hours trying to understand how lighting works and im still not sure. this is like the first image i drew so its bad, but im not sure if i did the lighting correctly on a fundamental level or if the color distinction and separation was too strong. i cant really pick up on those things quite yet. thoughts? whatd i do wrong and how can i not do that wrong thing
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# ? Mar 3, 2020 05:37 |
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1) Your tree looks great 2) You have a lot of colors! You could try using index mode (Sprite > Color Mode > Index) to keep the color count down. I generally start with 2 or 3 colors per section: the color of the object, the highlight, and the shadow. Sometimes I'll have desaturated shadows or more reflected light. 3) I'd look into reflected light from the sky (blueish, usually) or changing the highlighted part to be more dawn (orange) or dusk (pink). 4) If you're starting out w/ pixel art you might want to try the "no stray pixels" rule. That means that every pixel must have a partner either expressly adjacent or connected by a diagonal. This tutorial is really helpful https://www.androidarts.com/art_tut.htm
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# ? Mar 3, 2020 14:20 |
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Misandry Cannon posted:
You are using some transparency (alpha) in that sprite and I would recommend against that. It tends to make pixel art more difficult to manage and muddies your results. Here's how I would adjust your palette. I tried to create clear steps in value between each colour, as well and shifting hues warmer as they get lighter and cooler as they get darker. Greater saturation on darker hues helps too.
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# ? Mar 3, 2020 21:10 |
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anothergod posted:1) Your tree looks great The resource you linked is providing a LOT of insight though. Thank you! Scut posted:You are using some transparency (alpha) in that sprite and I would recommend against that. It tends to make pixel art more difficult to manage and muddies your results. The transparency was more me fooling around with the tools but it was making things a bit weird and I couldn't find out why. Thanks for pointing that out. One thing I was having a problem with that I could recognize was that the colors I chose or edited either looked too similar or different from the origin color I wanted to use. So being a bit more aggressive with the step differentiation is better? What led to the addition of the reds and purples? Thank you guys for taking the time btw
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# ? Mar 3, 2020 22:54 |
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Indexed mode means the document operates within strictly a limited palette. RGB means you have access to millions of colours. If you are using Aseprite I would suggest just leaving it in RGB mode but use the palette swatches on the left side of the screen and select one of the preset palettes. Having distinct steps in your colours is good because you are working in a deliberately small number of colours with pixel art and you want each cluster of pixels to be meaningful. If they are too similar you spent all that time for very little payoff to the eye. Closely similar colours also mean an image that appears flatter and less interesting. I chose to add reds and purples because those felt like colours that would make sense in the deep shade of a tree. Brown is really just orange that has been desaturated or darkened, but trees can have lots of other colours happening in the bark. I also thought the dark red could work in some areas of foliage where you want to show gaps in the lit areas. The purple would act as a good deep shadow across either the bark or foliage. Shadows make a surface appear cooler, more blue or violet, to the eye, especially under sunlight.
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# ? Mar 4, 2020 11:56 |
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Misandry Cannon posted:i decided on aseprite because its cheaper and the barrier to entry doesnt seem as daunting as PMNG. Two things that might really polish this up: - Try hunting for single pixels of color and remove them or change them into "splotches" of several contiguous, round-ish pixels, like you were emulating a bit of paint. The more you push these splotches into clearer shapes (even irregular ones) the more you'll tend towards stronger silhouettes . The size and shape of the splotches can also move you towards different styles. - I'd move your trunk shadow a bit to the right and lay down at least a column, if not two, of your middle trunk shade. The way the light is hitting the top of the tree makes it seem like some of that light would bleed around the side of the trunk. It'll also help to make it look more three dimensional.
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# ? Mar 5, 2020 21:57 |
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Pentecoastal Elites posted:Two things that might really polish this up: I'm have a bit of trouble visualizing how this would work. Could you elaborate? When I try it just ends up looking either flat or too much.
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# ? Mar 6, 2020 04:51 |
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How do I start making a roguelike? anothergod fucked around with this message at 05:40 on Mar 6, 2020 |
# ? Mar 6, 2020 05:24 |
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anothergod posted:
http://www.roguebasin.com/index.php?title=How_to_Write_a_Roguelike_in_15_Steps
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# ? Mar 6, 2020 11:57 |
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anothergod posted:
hot drat I want a roguelike that looks like this
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# ? Mar 7, 2020 16:16 |
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anothergod posted:
This is awesome and reads really easy I've recently delved back into pixel art for a game I'm working on once I found out how hostile 3d modelling software is (again). Im fairly happy with these, maybe too many dark colours? Also annoyingly I switched the pallette to dawnbringers 32 colour one and there's a few reaaaaaly similar colours hidden in the frames somewhere, but I can cross that bridge when I come to it with photoshop.
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# ? Mar 7, 2020 21:49 |
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A LOVELY LAD posted:Im fairly happy with these, maybe too many dark colours? Also annoyingly I switched the pallette to dawnbringers 32 colour one and there's a few reaaaaaly similar colours hidden in the frames somewhere, but I can cross that bridge when I come to it with photoshop. It reads quite well I think. Most of your dark colors are concentrated in the feet, legs, body. Hands, head and face pop out against that and those are elements the player will focus on more.
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# ? Mar 10, 2020 12:27 |
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Finished the last HORUS mechs! That's 2/4 Manufacturers done. Edit - And a custom, non-Horus AC-inspired one too. McKilligan fucked around with this message at 00:32 on Mar 18, 2020 |
# ? Mar 13, 2020 03:51 |
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ButtsFromTheSky fucked around with this message at 22:24 on May 24, 2022 |
# ? Apr 9, 2020 16:34 |
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Finally got a style I'm content with, tried occluding the leg to make it look less flat and static. I tried changing the torso repeatedly, but couldn't make it look normal or non-warped at this size (18x29) Any and all critiue is welcome.
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# ? Apr 17, 2020 15:36 |
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I got mad at a load of my assets for not looking "Game boy" enough and now things like this are happening
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# ? Apr 20, 2020 17:30 |
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Been working on explosions. I'm going to need to work on more magical-y explosions and lingering fire explosions. After drawing all of these I've developed some interesting techniques, and I realized I never really have utilized the full repertoire of tools that Aseprite has available to me. As far as I'm concerned I have like.. the jumble tool and really nice layering and frame organization. Anyone have tutorials for leveling up my Aseprite skills?
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# ? May 7, 2020 20:47 |
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With all that's going on I've got alot of free time and since i find pixelart helpful and therapeutic I've being going back to it more in the last few months. My issue is that I feel like I've hit a wall with art in general, I've spent alot of time drawing, studying anatomy and doing pixel-art over and over again but i still feel my progress is barely incremental and because I look at other artists for inspiration and to see what i can learn from them, it kind of makes me more depressed about where i am atm and it's no longer as fun and feels like busywork. I've spent hours going over stuff again and again in hopes of making it better, even if it's minute single pixel details, because i don't want to feel like i've given up but i haven't really gotten anywhere, I mean this is the latest thing I've made: It's literally just a slightly bigger version of what i've made before. I feel like i should either just start afresh and go onto something totally different in terms of what i make, even though i started pixel-art with the intention of making characters or just drop art altogether. I guess i could try pixel dailies but i always feel constrained by the time limit, same with PJ contests.
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# ? May 11, 2020 18:05 |
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Ash Crimson posted:With all that's going on I've got alot of free time and since i find pixelart helpful and therapeutic I've being going back to it more in the last few months. Definitely try something different - a gem, a tree, an animal, something fundamentally different from a biped. Hell, maybe even just a texture or two. Whenever I hit a wall I find that working on something completely different lets the back of my mind chew on the problem, and by the time I'm ready to get back to it it's stumbled onto a solution or at least some minor inspiration.
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# ? May 12, 2020 12:50 |
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McKilligan posted:Definitely try something different - a gem, a tree, an animal, something fundamentally different from a biped. Hell, maybe even just a texture or two. Whenever I hit a wall I find that working on something completely different lets the back of my mind chew on the problem, and by the time I'm ready to get back to it it's stumbled onto a solution or at least some minor inspiration. Thanks for the advice; I've going to look at some of the pixel daily prompts and pick the ones that interest me, and I'm thinking of submitting a piece of two for the PJ challenge, I've made a sword, harpoon gun and chess piece so far, but I'm going to keep doing some each day, which i'll add to this post so i'm not spamming this thread: So far: Harpoon Gun, Swords of differing sizes, an axe and chess pieces. Ash Crimson fucked around with this message at 21:13 on May 13, 2020 |
# ? May 12, 2020 13:18 |
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That new stuff looks nice! Your palette and style come through even throughn real strongly, too. Does anyone have tips on how to develop your own palette? I've been using Arne's FamiCUBE palette with some tweaks and 1) I need more colors 2) my colors I do add are very one-use and kinda don't match
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# ? May 12, 2020 14:01 |
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Francis Coulombe (Frankiesmileshow) did a nice little writeup on his weekendrpg palette which I think is a decent starting point. https://frankiesmileshow.tumblr.com/post/134216038666/how-do-you-go-about-picking-your-own-colors-do
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# ? May 12, 2020 14:58 |
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Scarodactyl posted:Francis Coulombe (Frankiesmileshow) did a nice little writeup on his weekendrpg palette which I think is a decent starting point. Thanks! This was pretty helpful! I love this dude's work. I also found out you can open up a second image to use as a palette. It's kinda messy, but it helps a lot. Very mildly related, I'm working on an overhead tileset. The palette is coming together. Woo
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# ? May 14, 2020 04:13 |
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# ? May 27, 2024 03:42 |
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I'm not sure if I've introduced myself here: Hey, I'm primarily a programmer and am currently working on a pixel art game called Kandria. Today I finally managed to convince myself to start working on enemy animations. Here's the first of that: Gonna do attack and damage animations tomorrow.
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# ? May 14, 2020 14:57 |