Yea all this shit can die in a fire. It actually hurts my eyes to look at it. I seriously, passionately hate it.
It is why I haven't played the game. Always looked hideous and literally hurts the eyes.
Yea all this shit can die in a fire. It actually hurts my eyes to look at it. I seriously, passionately hate it.
SNES is not 8-bit.
I know? I was specifically referring to games in the 8-bit style.
I'm glad pixel art is coming back to some degree, but it would be nice if we didn't have all these lame games that look like 8-bit games but with higher resolutions. Those look so bad. SNES/Genesis style or bust.
This is the kind of pixel art that i hate.
Ignoring the neat lighting effects, this is a low resolution / low definition sprite. Each pixel is much bigger than it should, it's as if they tried to make a character using Commodore 64 resolution.
I prefer a little better definition. I know drawing is hard and maybe indie devs have it easier/cheaper this way. But the hardware/capabilities is there, going with Commodore 64 definition is a waste. I'm not impressed by this kind of purposely low quality sprite work and IMO it doesn't pass as a good "art style" either.
No mention of Rain World or The Last Night? List is invalid
But seriously, I've loved pixel art since I first saw games with that aesthetic a decade ago. It's great to see the varied and evolving pixel artistry going on within the indie scene
Katana Zero
Megasphere
Djur
Pathway
Path to Die
Fabular
IMO Secret of Mana 2 still looks better than most "hi-bit" games despite a technically smaller number of colors.
How is Seiken Densetsu 3 overall?
How is Seiken Densetsu 3 overall?
It's great, easily as good or better than its predecessor.
SD3 is one of my favorites...
But when it comes to LOOKS... SD:LoM (Legend of Mana) has got pretty much everything beat.
About that Djur gif you posted..when I google it I can't find anything and google sends me to danish pages could you lead the way to a developers pagen ~_~? Thanks!Not sure, but I wouldnt be surprising if quite a few devs use Sprite Lamp. Here's the dev of The Last Night showing off Sprite Lamp
http://thesaltuspylon.tumblr.com/About that Djur gif you posted..when I google it I can't find anything and google sends me to danish pages could you lead the way to a developers pagen ~_~? Thanks!
Yeah, I can't stand it either. Hyper Light Drifter is borderline, I do like the environments and how it looked in motion overall but I'm not a fan of the character design.Gotta agree with this. I love Metal Slug and Slain GIFs, and a lot of Hi-Bit stuff in general. But character designs in stuff like Superbrothers: Sword & Sworcery EP, and other less savory examples, where characters have ridiculous profiles and skinny little legs one pixel thick? Hideously ugly, lazy, boring tripe. Garbage of the lowest order.
SD3 is one of my favorites...
But when it comes to LOOKS... SD:LoM (Legend of Mana) has got pretty much everything beat.
SD3 is one of my favorites...
But when it comes to LOOKS... SD:LoM (Legend of Mana) has got pretty much everything beat.
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God this one is so good.
I'm curious to know how the lighting is done for 2D pixel games, cause I have no idea. Any good reading material?
This is the kind of pixel art that i hate.
Ignoring the neat lighting effects, this is a low resolution / low definition sprite. Each pixel is much bigger than it should, it's as if they tried to make a character using Commodore 64 resolution.
But the whole point of embracing a pixel art style in 2016 is to embrace simplicity.
This is bizarre. It's like fetishizing 3D games without any AA. Give me something like Rayman Origins, thanks.
What do you mean by that? Is there something wrong with making complex pixel art in 2016?
IMO Secret of Mana 2 still looks better than most "hi-bit" games despite a technically smaller number of colors.
Some more:
Unnamed (currently on hold) horror game
With today's high resolution, 2D spritework can just look like hand-drawn art. Think Vanillaware. It's still "pixel art" in that it's made up of a bitmap image... it's just too high resolution to read as pixel art.
But if I'm specifically making artwork where I intend for the player to see fat pixels, that's me saying "I'm embracing simplicity". People who make pixel art nowadays want to you see that it's abstracted from a realistic look.
If they wanted complexity... they could just make it look like a moving painting.
Actually yeah this is possibly the main issue.Kind of hard to compare an indie effort to a AAA title from one of the largest developers of the era.
Which BoF is that, 4?
You can still make complex pixel art at low resolutions.
If someone spent years making a game look like metal slug at some 300x200 ish resolution, I don't think you would say they were going for simplicity.
You could, but I'm describing the technical forces that mean people generally aren't.
If you're making pixel art you tend to be consciously embracing retro simplicity. If you're making beautiful complex 2D animation you tend to be embracing high resolution artwork. Rare is the exception.
I'm sure a passion project could come along to suit this specific desire for complex + detailed pixel art games. But as I've said, it doesn't describe the motivation of the typical indie who has tended to embrace the pixel art style in recent years, where the whole point is in adopting a "less is more" aesthetic.
I think it's mostly because they don't have the skills, or time and money. I think most 2D indie devs would love to make games that were at the same level visually as secret of mana or metal slug.