- Видео 15
- Просмотров 4 415
Pixel Principles
Нидерланды
Добавлен 4 мар 2024
Welcome to Pixel Principles! My name is Norman, and I am a pixel art, animation and indie game enthusiast. I share my work and discuss my creation process on this channel. Come join and watch me grow on my personal journey, and maybe pick up some tips and tricks along the way to help you get started with creating your own pixel art and animation!
The Fastest Way to Create Trees & Bushes for Beginners (Aseprite Tutorial)
Learn how to create awesome pixel art trees and bushes in Aseprite for your game or art in a simple and fast way.
Просмотров: 68
Видео
I revisited my old isometric pixel art - Here’s how it looks now!
Просмотров 32814 дней назад
I found some of my old pixel art from 2012, and I gave this isometric building a new look.
I created a wood-chopping animation for my cozy pixel art game
Просмотров 10628 дней назад
Watch how I created a wood-chopping animation in Aseprite for the main character of my cozy point & click adventure game project.
Pixel art timelapse | Creating a character walk animation
Просмотров 113Месяц назад
Watch the creation of this pixel art character and its walk cycle for my point & click game
I made a big mistake while creating this pixel art scene
Просмотров 188Месяц назад
See which mistake I made while I created this scene of the inside of a log cabin for my game project, and how I managed to fix it.
Pixel art timelapse | Creating a log cabin
Просмотров 732 месяца назад
Watch the creation of this pixel art log cabin for my point & click game
I created a first playable scene for my new pixel art game
Просмотров 2682 месяца назад
I started working on a pixel art game, inspired by classical 90s point & click adventure games, and this is how the first prototype looks like. Used software: Adventure Game Studio: www.adventuregamestudio.co.uk/ Aseprite: www.aseprite.org/
My process of creating a cozy pixel art valley
Просмотров 3933 месяца назад
Watch me creating some cozy landscape pixel art.
I created a walking animation for this medieval fantasy character
Просмотров 1,4 тыс.4 месяца назад
Watch how I created a medieval fantasy character and how I made him walk in the style of classical 90s point & click adventure games.
Pixel art timelapse | Creating a rooftop scene
Просмотров 1045 месяцев назад
Watch the creation of this pixel art rooftop scene
Boost your pixel art by mastering vanishing-point perspective
Просмотров 1115 месяцев назад
Learn how to draw pixel art with one, two or even three distinct vanishing points
How to improve the lighting in your pixel art with only a few clicks
Просмотров 2106 месяцев назад
A simple method in Aseprite to improve lighting in your pixel art creations
5 simple steps to create awesome pixel art
Просмотров 4507 месяцев назад
This pixel art tutorial explains how you can break down the creation process of a detailed scene into 5 separate steps.
Easy to learn pixel art animation methods for beginners
Просмотров 4697 месяцев назад
In this video tutorial, I show you a few simple techniques to help you with your first steps of creating pixel art animations. I share the creation process in a timelapse, as well as my reasoning behind the design decisions I took. Pixel art and animation tool: Aseprite Canvas size: 320 x 200 pixels
How to create atmospheric pixel art using only simple techniques
Просмотров 1768 месяцев назад
In this video tutorial, I show you how to create atmospheric pixel art in a very easy way that does not require a lot of experience. I share the creation process in a timelapse, as well as my reasoning behind the design decisions I took. Pixel art and animation tool: Aseprite Canvas size: 320 x 200 pixels
woow the video and editing quality as been improved a lot since your last video :O Btw I like the method AND that lil' bush >:D
Hi Cotufa, so glad that you noticed! Indeed, I felt it was time to put some time and effort into taking the video quality up a bit. Also thanks for your feedback on the method! :)
@@PixelPrinciples Hehe yeah, the method is amazing, the thing is execute it correctly, otherwise the leaves would look repetitive, but you did it really well, I love both the bush and the tree ;)
Thanks, very useful!
Welcome back, gaticomuchacho! :) Thanks for your feedback. Glad to hear it was useful!
Thanks :D
You are welcome, black_fox! Thanks for watching!
Woow :O
Hi Cotufa! Happy to see you liked it :)
@@PixelPrinciples I hope you your game turn out great :D
I'm getting some weird encoding problems with this video, both the image and audio is a bit "choppy".
Hi Shabby! Oh no, that's strange. Not really sure why that is. I am not aware of any different settings that I might have used in my video editing software. I will try to find out what causes this, and hopefully the next ones will be okay again. Thanks for letting me know!
@@PixelPrinciples Yes, I haven't had any problems with your other videos, so not sure why this one is wonky.
Me too
living room reveal at 0:14!!!
the start looks a bit like something out of habbo hotel but the end weathered look has a completely different feel. Really cool process especially when you explained the lighting and shading changes! super underrated
Hi goldfinchui, thank you so much! Glad that you liked it!
Oh and thanks for the more fundamental layer of why there could be multiple vanishing points in the first place...
You are very welcome! Happy to see it was useful. Thanks for your feedback!
Oohhh YEah....not one...Not Two...ThrREsss VanshiNG PoiNTS HA ha !
Proceed with caution. Once you start seeing more than three, you might have discovered time travel 😉
Bro....i didnt even start the video....What an amazing thumbnail! ....Nailed what i was looking for...honestly tierd of fkin 300mm telephoto scenes in pixel art bruuh/......:(
Hey applepiepinefruit! Thanks a lot, glad you found what you were looking for!
The final render looks great! The swoosh lines are called "smears" or "smear lines". But as per custom, I have to offer my two cents. :D I wonder if there are too many shades that are too similar? I'm imagining that the other animations in the future can end up being too much work for not much benefit in the end, as in these kinds of low pixel animations two shades would be sure enough? Also I kind of think that the final render could have a more subtler smear line in one or two frames in the point where the axe would be moving the fastest. Too dramatic "cartoony" smears would not really fit in my opinion either. Anyway keep it up! It's fun to follow how the project develops!
Hi spegger! Thanks a lot for your feedback and your two cents once again 🙂 I agree that two shades would probably be enough. I might reconsider the current shading at a later point in the development, if indeed I get the feeling that this is not as time-efficient as it could be for a large number of animations. For now, I like how it looks and will keep it for the time being. Having a more subtle smear line (thanks for the term! 😄) was suggested by gaticomuchacho in the other comment, too, and it sounds like a good idea. I will experiment a bit more. Thanks for watching!
very good job with that animation, the final result is great. Regarding whether or not to add the swoosh effect, I think that doing something more subtle or discreet could look realistic without looking cartoonish. It occurs to me that instead of using grays, using a darker tone and reducing the opacity could look good. I'm curious to know what your game is going to be about, I'll be attentive!
Hi gaticomuchacho, thank you very much! I might try and experiment a bit more with that effect. Thank you for the suggestions!
Looks great, i think it's better without the stretch, because it would not suit to the game aesthetic
Thank you for your feedback, quimera!
A smooth criminal walk :D
A "moonwalk" is coming up next 😄
This guy is not real ) Because he must have some beer in right hand )) Haha.
Don't drink and walk! 😄
Hi, I'm selling these fine leather jackets!
How appropriate, you fight like a cow!
Congratulations, Nice kitchen. I like how strictly you work on perspective and how you use colors. Those tones with that low saturation convey a lot of calm.
Hello gaticomuchacho! A calm vibe is exactly what I was trying to achieve here, so it is great to hear that this works for you. Thank you for watching and your kind feedback!
Very nice!
Thank you, Shabby!
3:19 I fondly remember Indiana Jones and the Fate of Atlantis using that technique of placing things "in front of the camera", too.
Indeed, sgtpinback! 😀 That's one of the great classics that used that method.
Nice job! There was a lot of improvement. The greyscale is def best way to check values. I don’t know how much its worth, but I was thinking this from both an artistic side and a game design side, that maybe even in this final much improved revision, there are too many things competing for your attention? And they are mostly in the extreme ends of the frame, and not in the center areas where you might expect the player to have their eyes on. Maybe a rule of thirds principle could be used on these kinds of non-panning backgrounds? Just a thought that came while watching. :) I also like to design backgrounds for my little P&C hobby project game so I understand the struggle.
Hi spegger! Thanks a lot for this very valuable feedback! You raised a very good point, and I have not thought about it in that way while creating this scene. From an artistic point of view, it is definitely true what you are saying. From a P&C game design perspective, maybe it is not too much of an issue because I remember some classical games having some very "busy" scenes with lots of items to discover all around the frame, too. But I think you right, and even then it is probably better to make conscious decision on where the viewers/players eye should go. I will definitely have a look at those scenes from older games, and study how they did it in that regard. Thanks again for the inspiration! Also great to see that you are a frequent commenter on the channel! Always happy to read your feedback! Thanks for the support!
@@PixelPrinciples No worries! It's great to follow how a fellow enthusiast approaches the same task. :) You make great points.
Exellent video, the shadows made all the differance.
Thank you very much, pixelartingames! I appreciate it.
If you plan to continue further than a prototype, would you continue in AGS or switch to some other?
Hi spegger! AGS seems like a good option for now, so I'll stick to that for the time being and see if I run into any limitations. In that case, I might switch to a more general engine and framework. In the past, I have also played around with my own custom codebase in C++ using SDL2, but taking that path would be a project in itself, and I'd like to keep the focus more on creating the pixel art content.
I like a lot these kinds of timelapses! Plus the music is great. More of these!
Very nice, spegger! That's great to hear. Thanks for watching!
You got some great skills, fasinating to watch.
Hey Pixel art in games, thank you so much for your kind feedback. I see that you are doing some impressive stuff on your channel, too! Thanks again for watching!
never heard of AGS interesting, the game gives me horror vibes for some reason from other similar game which i cant recall atm xD
Hi bonny! That's interesting 😀 I am not exactly going for a horror vibe with this one, but now that you mentioned it, a remote log cabin is definitely a horror trope. Please let me know if you remember which game it reminds you of!
I like it
That's nice, I appreciate it, quimera! Thanks for watching.
Nice! Good job!
Thank you, gaticomuchacho!
underrated! wowa
Thank you so much, green! Glad you like it!
@@PixelPrinciples yay
devlog series incoming??
Maybe 🙂 Would you like to see more of it in the future?
@@PixelPrinciples well i suppose it would be interesting since its going to be made in AGS (i've never of AGS before so i'm curious on how it works)
@@PixelPrinciples Yes, sure!
Well, his name is No Face
True, it's hard to find him on facebook 😋 Thanks for watching, Jacob!
Very cool! Thanks.
You are welcome, Ralke, and thanks for watching!
Excellent showcase of your workflow, once again. I think I prefer the original "flip" of the scene.
Thanks a lot, Shabby! I'm also leaning more towards the original flip. I noticed that this sometimes also has to do with how long one has been seeing it in one orientation and got more used to it.
@@PixelPrinciples Yeah, that makes sense. Exposure alone definitely skews our perspective of things, even if we don't consciously register it.
Very nice following of the fundamentals and explaining the process. Happy to join the subscriber list!
Hey NZMPlays, thank you very much for your feedback, and welcome to the channel!
i really like how you explain the process it really helped my tiny pixel art brain :D also is it just me or vanishing point arts really hits different when its in pixel art
Hey jumpy jumpy, thanks for your nice feedback! I know right? Somehow vanishing point perspectives and tiny digital squares go expecially well together :D
Very nice to see your process.
Thank you, Shabby!
Oh man it's so good
Hey 7ussain, thank you so much!
@@PixelPrinciples Can you tell me where you get the right colors for the palette?
@@7ussain_814 I created the palette myself during the process, by using hue shifting, desaturating the darker tones and otherwise just following my intuition to get the vibe I was looking for. Maybe I'll make a video on those topics at some point. I am currently on summer vacation so the next video may take a bit longer. :)
@@PixelPrinciples ok thank you
This is great.
Thank you Shabby Chip! Glad you like it.
I have a somewhat similar process and I like a lot the muted colour scheme! It can be a good way to practice to use first only a monochromatic colour and get your values right first.
Hi spegger, that is a great tip indeed! I usually don't start out with monochromatic color, but use it as a filter later to check the values, but getting them right from the start with this method is definitely a good idea. Thanks for your feedback!
I was planning to make some cut scenes for my adventure game hobby project and this was helpful. What frame rate are you using here? I pre-apologize, if you did mention it and I just didn't catch it. In some tests I tried the 24fps(41ms) but it was just way too much work for me, and thought to half it to 12fps(83ms).
Hi speggeri90, very cool that you are working on an adventure game, and glad to hear that the video was helpful! I just checked, and this animation consists of 77 frames each with a duration of 75 ms, which means a framerate of about 13 fps.
Great job. I don't have such patience for animation. :) If some nitpick feedback has to be given, maybe the torso and shoulders are a bit stiff.
Hi, yes I agree. The animation needs some more work in that area to give it a more natural look and personality to the character. Glad you liked it overall, and thanks for watching!
Nice scene and I especially like your colors! Although, I think the perspective is quite wonky, because the VPs are too close to each other. If they'd be moved well outside the canvas it would fix this distortion. It could be a good tool to make first the canvas much much bigger than your final render is gonna be, and you could move your VPs as far as you want, and when your lines are done, resize it back to your intended canvas size and start coloring and shading.
Hi speggeri90, thank you so much for your constructive feedback! You are right, in hindsight I indeed should have moved the vanishing points further apart. I'll keep it in mind for future scenes!
I kinda like this wonky perspective. It reminds me of old school adventure games.
@@ShabbyChip Yes, for a more cartoony look, this works well. Spegger is right, though, that it helps to move the vanishing points outside the canvas to have less distortion when the goal is to have a more natural look.
@@PixelPrinciples Yeah, for sure. The stairs on the building to the right are way too distorted.
Splendid!
Thank you!
Great work! It would be great if you could share how do change your palette so efficiently. Do you replace colors using color replacing option in Aseprite?
Hi Sergei, thanks for watching! 🙂 Regarding the colors, I was working in "indexed" color mode, in which each pixel in your image is directly linked to a "slot" (index) in the palette. So when you then select a color in your palette and press "a", you can edit that color and it directly affects the result in your image (in RGB color mode, by contrast, the image would not get effected by editing the color in the palette). Indexed mode also means that when you change the position of a color within your palette, for example when you want to manually sort/organize them, it also affects the image directly (colors shift around because now the indexing changes). To revert this effect, Aseprite allows you to remap to the previous colors ("Remap Palette" appears as a button above your color picker). It then shifts around the indexing so that the image looks the same as before while still having the newly sorted/organized palette. I hope this answers your question! 🙂
@@PixelPrinciples Nice, thanks for the clarification!
Nice job! Really enjoyed the detailed commentary and looking forward to watching more of your art process!
Hi Sergei, thank you so much, and welcome to the channel! Happy to hear that you enjoyed the commentary! I guess I might make more of those, then 😀
Nice :)
Thanks! :)
Amazing work
Thank you very much, and welcome to the channel! :)
You are such a pixel druid! Boss level!
Thanks a lot! Stay tuned for more in the future! :)
Great video man, keep it up 👍🏼
Thank you very much! Glad you liked it.