Practice and understanding why they're doing what they're doing is how they get this good. And likely knowing themselves and knowing when to rest to avoid burnout.
Just spent five hours making all angles of my character sprite, then made the idle animations, then started with the walking, and realized the legs were so hard to try an animate, went back and changed so much that I hated my sprite, and now I'm remaking the entire sprite, so 10 hours total were wasted on something that I no longer even have but I'm going to continue to convince myself the practice was worth it
It's a pity that people who are not specifically interested in pixelart miss out on all your clear understanding of semiotics/semantics. What you point out in all of your videos between the lines, so nicely illustrated by pixelart, matters for all design and art related departments, or even put further, matters for everything regarding communication and lastly our whole perception of reality. Your content is never just a cheap trick, your genuine understanding of the matter is a promise always kept, and if one wants to, one can learn a lot more than pixelart from this. Thank you Adam!
Great video but just want to point out for others watching that Keyframe animation has absolutely nothing to do with copy and pasting aspects or holding frames for longer with only minor altercations. That's called limited animation and is animated on 2's or 3's or even higher sometimes, meaning, every 2 or 3 frames of actual on screen time, only one new drawing is made. In anime, due to time constraints, most studios will generally try to keep certain elements static as much as possible, only moving what is necessary to convey the emotion or movement. This is also true for even high budget movies like Klaus made by expert animators in "the west" where characters in the background will be stuck in place and unmoving as the main focus is on the foreground characters. Most won't even notice as their eye is drawn to the movement up front. Keyframe animation is done for multiple reasons and was and IS used WIDELY in western animation. 1) it helps keep the volume of an object or creature consistent. You plot out the basic structure of the movement, beginning, middle, end essentially and as long as those volumes are all the same, then you go in, add breakdowns, which are basically minor keyframes to accentuate specific main keyframes you've drawn. After that movement is looking solid, you then go and do in-between animation which is to smooth out the movement. The in-betweens use the keyframes and breakdowns to transition smoothly between the main points of action and using the breakdowns, you know which parts of a movement to favour in your in-betweens. If you in-between everything evenly, you'll get a bland uninteresting animation. This is often called slow in and slow out, where we slow down the action as we enter it or exit it. 2) in many studios, the keyframe animator is different than the breakdown artist or the in-betweener. Keyframes are the most vital drawings that set up the entire movement and flow for the others to follow so the idea is that the senior and more experienced animators keyframe the main movement, make the big decisions. Then lower down artists handle the breakdowns based off of their keys and then junior animators often worked on the in-betweens which have the least amount of responsibility or artistic choice/decision making (though still a very important skill in and of itself), all in order to save on time so keyframe artists can work on more keyframes rather than doing an entire scene from beginning to end. This aspect of not doing an entire scene yourself, however, varies greatly from movie or movie, project or project. In many Disney movies a scene might be mostly just one artist that handled everything but even then, most of the time they still used keyframes to keep the sense of volume the same and sketch out the movement first. Straight ahead animation is less technical and more flowy. Free. Feel it out. But the main issue with it is that often you might start an animation and spend days or weeks working on it only to realise that the movement you made isn't quite what you wanted or the volumes are inconsistent, off-model etc. the character grows from frame 1 to frame 110 without you realising (especially when on paper as you can only roll about 5-6 pieces of paper at a time on a light desk). And if that happens, you now have dozens or even hundreds of frames wasted that you need to fix or redo entirely. For small, simple animations straight ahead can work well but for very long or complex scenes, keyframes are often nearly a requirement. Both have their uses and often honestly, it just comes down to the animator themselves and studio workflow
The tip about using separate layers is pretty huge. I already started with the most defining motion and built everything to support that with contrasting colors, but using separate layers for quick iteration is a game changer. I don't know why I didn't think of that lol.
Literally best man in the world. The amount of invaluable, essential pixelart information you provide is staggering. I always sit down to draw after your videos, because they are very inspiring and put my own practical ideas in place. I'm sure your videos will grow a lot of good pixelart artists
Your comments at the beginning reminded me of the “ligne claire” style developed by Hergé, the creator of Tintin and one of the most renown Franco-Belgian comic books author of the XXth century
your intro does what an intro should. i clicked in a video about animating pixel art and immediately saw well animated pixel art and knew i was in the right place
Damn the difference between your earlier sprite and the newer one is huge. At first I thought the animation was really good for the older one (which it still is) but then it’s really clear what you’re saying with using shapes to make animations more traceable. God I want to be this good someday.
hey adam, im lucky enough to work as a pixel artist and animator. I gotta say that your videos were instrumental in getting my career off the ground, and i still revisit videos like this one when i feel myself slipping a bit with my art. thanks for everything man
Woah, those animations are super smooth! I'm making my own game right now and trying to keep the visuals as basic as possible, but I'd love to make a Metroidvania with pixel art like yours one day when I have more experience. Anywho, thanks for making such high quality videos! They're very helpful for newbies like me lol
I have the same technique as you, and I use copy-paste in simple animations like breathing. You gave me so much motivation by showing that you spend a lot of time on your animations just like me. But you working non-stop, no matter what! Now im so tired Im not even open Aseprite for 2 weeks. But today, im gonna show that pixels, whos the boss! Thank you so much. I love you, man.
So freaking good. I've been animating pixel art for quite a while now for my game, and this has shown me just how much room I have to improve. I sincerely thank you sir.
AdamCYounis: Don't do this while making animated pixel art Me: I never intended to. I'm not even a pixel artist. Just having pleasure to see a professional in work.
As someone with art experience specifically digital sketching/painting i feel it's helped me quite a bit already. I do feel pixel art in general helps me think even more of shape and relation of light - dark more than digital or traditional art because of the size restrictions and feel it's helped my art outside of pixel art as well which is always really fun to see. I like using pixel art for idea's and brain dumping where i can get out a lot more because I'm not as absorbed in the minor things and more focused on the overall concept and design aspects
Thanks for a new video!! Always love them. Sometimes I watch you on twitch, but honestly most of the time I am just not awake or on my Mac when you stream, so the more compact youtube videos are much easier to watch and concentrate :-)
I am trying to apply your technique as well now. My sprites are 16x16 and I find it way more difficult to animate properly on such a small canvas (with sub-pixel animations) but on the upside I am much quicker _per frame_ I love these videos of yours and cannot wait for Insignia to come out!
wow i never knew of this trick of animating the moving limbs first, and then filling colors when needed. crazy. i usually find it difficult to move and animate a lot of the details.. and this way makes more sense
Hi just got aseprite. Glad i found this channel, im already involved with some blender modeling and animation, but id like to start doing some pixel art too. Im glad you feature relevant art advice for game dev and animation. Thank you
Your shirt is excellent. It is Fall here and I now want a plaid shirt with yellow highlights and my roommate wants a nightgown in the same pattern. 😊 With your old pixel art having a faded brown compared to the new red, you could have him have the old brown haircut in flashbacks? 😂 Yay for art 🎉
Wow, your videos are so helpful. You are such a natural teacher. Do you also do the programming for your game? I would love to hear about that side of things too; the game production side of things. Thank you for your hard work and commitment to this channel.
Absolutely love this video. Only gripe is you're using a lot of similar shades of red for examples and color blind people might have a harder time following along and seeing what you're talking about.
Hey man, I love your videos, but I have a unusual request. In one of your older videos "Pixel Art Class - Platformer Jump Animation" you explained a very cool practice of using different sprites for different velocities ("5:24 - Velocity Based Animation Code Breakdown"). Sadly I am new to Unity and did not understand the full process and I couldn't find a fitting answer elsewhere. Could you please do a very short video explaining this a little more detailed? Thank you in advance.
I'm Looking forward to my lack of detail being an artistic choice that conveys meaning efficiently, instead of my lack of detail conveying a lack of artistic ability.
Is there any reference on how to make sprites for a top down game for mobile? Like size of the canvas vs how the tilemaps have to be, so the character doesn't look to big in a small world. Gladly appreciated if you could let me know! Thx a lot! Started seeing all your vids and this gives me hope that i can make a game, and animate sprites and other stuff. Thx! And good luck in your projects!
Nice. Your art is the right fit for Faketown 2nd creative competition. Faketown is the OG metaverse and it is a popular game back in the early 2000s. It's similar to Sims, but in 8-bit form.
This is very useful, as I'm looking at tackling my first pixel art game soon after mainly doing first person adventures, but I was wondering, is it easy to import Aseprite files into Unreal Engine? Is it something that can be done natively or do you use a plugin?
Hello I am creating a 2d pixel game in unity You are helping me a lot in the process Your videos are amazing, your way of teaching is fabulous One thing I ask for is the way to implement some magic effects from scratching to importing it to unity Like some water bending or fire bending That would really be great! You are the best Good job and wish you luck👏🙏
I'm interested in hearing his opinion as well, but I'd say absolutely! In my experience most pixel artists start on a mouse. I certainly did and many very skilled artists I've talked with use a mix of tablet and mouse depending on the scale of their work. Many use mouse or even track pad exclusively! Don't wait until you have all of the tools you may eventually want. Start now!
I use a drawing tablet for digital art but I’ve only ever used a mouse for pixel art. You don’t really need to worry about making perfect straight lines in pixel art so I would say a mouse works great! Totally your preference though
What's the name of the program you're using? Because this video was so well done I wanna animate some pixel sprites again, I just dont know what the programs called
Hey legend, incredible tutorial as always! I have a question - if you wanted to include character customization in a game that uses pixel art and frame-by-frame animation, how would you go about that? Is it possible? Would it have to involve unspeakable hours redrawing each frame for changes in hairstyle/clothing etc? Keep up the awesome work!
One of the simplest ways to do it, in my humble opinion, is to let players pick the colors used on their character - hair, skin, shirt, pants, and/or whatever you feel is appropriate. Then you cut each recolorable thing into its own layer (if they're not that way already) so you can export spritesheets of each separately (eg., spritesheet 1 has just the hair, spritesheet 2 has just the skin, etc.), which in this case should all be in bright greyscale (no color, just shading - like they've all been painted white). That's because when you draw your final sprite in-game, you put those pieces at your character's coordinates and render each with the custom colors that were chosen (instead of drawing them with white like you do for full-color sprites). It's is an age-old trick that used to be done with palette swapping on old hardware, but modern variations like this can still be seen in games like Starbound, Stardew Valley, and so on. There are other ways you could go about it, but I can't think of anything that would be less work to implement (unless you already have some sort of elaborate system that generates all your sprites for you, like if you already made all your characters in 3D and have Blender rendering your spritesheets (like they did for Factorio) or something).
Me: "Hey, can I watch you make your pixel art, to see your technique?"
Adam: "Yeah, sure"
Me: "Ah yes. His technique is being way better than me."
Practice and understanding why they're doing what they're doing is how they get this good. And likely knowing themselves and knowing when to rest to avoid burnout.
me, doing basically stick figures but in pixel art: Hmm yes the folds of the shirt yes, indeed. Indubitably. Quite.
@@MediHusky Facts 😂
Just spent five hours making all angles of my character sprite, then made the idle animations, then started with the walking, and realized the legs were so hard to try an animate, went back and changed so much that I hated my sprite, and now I'm remaking the entire sprite, so 10 hours total were wasted on something that I no longer even have but I'm going to continue to convince myself the practice was worth it
Sounds like a good learning experience
So in other words: learning time :) dont sweat makin mistakes and wasting time. Not a waste if you enjoy doin art :)
Truest words
welcome to the club
Spoiler :- it was 100% Worth it and only made you a better artist
It's a pity that people who are not specifically interested in pixelart miss out on all your clear understanding of semiotics/semantics. What you point out in all of your videos between the lines, so nicely illustrated by pixelart, matters for all design and art related departments, or even put further, matters for everything regarding communication and lastly our whole perception of reality.
Your content is never just a cheap trick, your genuine understanding of the matter is a promise always kept, and if one wants to, one can learn a lot more than pixelart from this. Thank you Adam!
Those spider animations are insane, always feel so inspired after watching one of your videos
Great video but just want to point out for others watching that Keyframe animation has absolutely nothing to do with copy and pasting aspects or holding frames for longer with only minor altercations. That's called limited animation and is animated on 2's or 3's or even higher sometimes, meaning, every 2 or 3 frames of actual on screen time, only one new drawing is made. In anime, due to time constraints, most studios will generally try to keep certain elements static as much as possible, only moving what is necessary to convey the emotion or movement. This is also true for even high budget movies like Klaus made by expert animators in "the west" where characters in the background will be stuck in place and unmoving as the main focus is on the foreground characters. Most won't even notice as their eye is drawn to the movement up front.
Keyframe animation is done for multiple reasons and was and IS used WIDELY in western animation. 1) it helps keep the volume of an object or creature consistent. You plot out the basic structure of the movement, beginning, middle, end essentially and as long as those volumes are all the same, then you go in, add breakdowns, which are basically minor keyframes to accentuate specific main keyframes you've drawn. After that movement is looking solid, you then go and do in-between animation which is to smooth out the movement. The in-betweens use the keyframes and breakdowns to transition smoothly between the main points of action and using the breakdowns, you know which parts of a movement to favour in your in-betweens. If you in-between everything evenly, you'll get a bland uninteresting animation. This is often called slow in and slow out, where we slow down the action as we enter it or exit it.
2) in many studios, the keyframe animator is different than the breakdown artist or the in-betweener. Keyframes are the most vital drawings that set up the entire movement and flow for the others to follow so the idea is that the senior and more experienced animators keyframe the main movement, make the big decisions. Then lower down artists handle the breakdowns based off of their keys and then junior animators often worked on the in-betweens which have the least amount of responsibility or artistic choice/decision making (though still a very important skill in and of itself), all in order to save on time so keyframe artists can work on more keyframes rather than doing an entire scene from beginning to end. This aspect of not doing an entire scene yourself, however, varies greatly from movie or movie, project or project. In many Disney movies a scene might be mostly just one artist that handled everything but even then, most of the time they still used keyframes to keep the sense of volume the same and sketch out the movement first.
Straight ahead animation is less technical and more flowy. Free. Feel it out. But the main issue with it is that often you might start an animation and spend days or weeks working on it only to realise that the movement you made isn't quite what you wanted or the volumes are inconsistent, off-model etc. the character grows from frame 1 to frame 110 without you realising (especially when on paper as you can only roll about 5-6 pieces of paper at a time on a light desk). And if that happens, you now have dozens or even hundreds of frames wasted that you need to fix or redo entirely. For small, simple animations straight ahead can work well but for very long or complex scenes, keyframes are often nearly a requirement.
Both have their uses and often honestly, it just comes down to the animator themselves and studio workflow
The tip about using separate layers is pretty huge. I already started with the most defining motion and built everything to support that with contrasting colors, but using separate layers for quick iteration is a game changer. I don't know why I didn't think of that lol.
Literally best man in the world. The amount of invaluable, essential pixelart information you provide is staggering. I always sit down to draw after your videos, because they are very inspiring and put my own practical ideas in place. I'm sure your videos will grow a lot of good pixelart artists
Your comments at the beginning reminded me of the “ligne claire” style developed by Hergé, the creator of Tintin and one of the most renown Franco-Belgian comic books author of the XXth century
Comic book author
Oh and renowned
your intro does what an intro should. i clicked in a video about animating pixel art and immediately saw well animated pixel art and knew i was in the right place
Damn the difference between your earlier sprite and the newer one is huge. At first I thought the animation was really good for the older one (which it still is) but then it’s really clear what you’re saying with using shapes to make animations more traceable.
God I want to be this good someday.
hey adam, im lucky enough to work as a pixel artist and animator. I gotta say that your videos were instrumental in getting my career off the ground, and i still revisit videos like this one when i feel myself slipping a bit with my art.
thanks for everything man
I don't know why your new videos does not hit the 100k views cause you are doing a lot of work 🥺
Thank you for putting so much effort into your tutorials. Your videos really help understand complex concepts and are so motivating
Woah, those animations are super smooth! I'm making my own game right now and trying to keep the visuals as basic as possible, but I'd love to make a Metroidvania with pixel art like yours one day when I have more experience. Anywho, thanks for making such high quality videos! They're very helpful for newbies like me lol
Just in time for my morning coffee. Thank you Adam, this was exactly the animation help I've been needing lately. ☕👍
I have the same technique as you, and I use copy-paste in simple animations like breathing. You gave me so much motivation by showing that you spend a lot of time on your animations just like me. But you working non-stop, no matter what! Now im so tired Im not even open Aseprite for 2 weeks. But today, im gonna show that pixels, whos the boss! Thank you so much. I love you, man.
Uhmm yes, the spider and staircase animations are particularly great.
Great masterclass! 👍☺️
So freaking good. I've been animating pixel art for quite a while now for my game, and this has shown me just how much room I have to improve. I sincerely thank you sir.
AdamCYounis: Don't do this while making animated pixel art
Me: I never intended to. I'm not even a pixel artist. Just having pleasure to see a professional in work.
I am so glad I subscribed to this channel, it's the best pixel art channel I've ever found:)
Wonderful job!! A great workflow video for indie devs and graphic designers
Thank you so much for making those videos! You explain things so well and I've learned a lot from you!
As someone with art experience specifically digital sketching/painting i feel it's helped me quite a bit already. I do feel pixel art in general helps me think even more of shape and relation of light - dark more than digital or traditional art because of the size restrictions and feel it's helped my art outside of pixel art as well which is always really fun to see. I like using pixel art for idea's and brain dumping where i can get out a lot more because I'm not as absorbed in the minor things and more focused on the overall concept and design aspects
You're an inspiration, Adam. Thank you.
Rotating tower to simulate 3D looks so sick!
I enjoy the technical theroy and history blend into "this is how it's done"
Adam asks: Tutorials? Dev vlogs?
Adam gives: *both in one video*
Me: happy
That's my name on the top haha! Useful video as always!😁
Very interesting and liberating approach this one
Thanks for a new video!! Always love them. Sometimes I watch you on twitch, but honestly most of the time I am just not awake or on my Mac when you stream, so the more compact youtube videos are much easier to watch and concentrate :-)
I am trying to apply your technique as well now. My sprites are 16x16 and I find it way more difficult to animate properly on such a small canvas (with sub-pixel animations) but on the upside I am much quicker _per frame_
I love these videos of yours and cannot wait for Insignia to come out!
Good luck with the animation :)! Small sprites are a pain to animate
@@saku-ra8813 Especially walk cycles, every time i try i get stuck trying to make the leg motion readable
Pain to animate, blessing to draw xd
Your animations are absolutely amazing... I'm amazed. Well done.
These tutorials are incredible. TYSFM.
Oh my god, I love your animation so much
simplify is another level of getting better!
nice video
Your animations are so smooth. Really great video, thanks.
Im glad I found your channel! Keep going!
Insightful video, Adam! Great job 🥳
wow i never knew of this trick of animating the moving limbs first, and then filling colors when needed. crazy. i usually find it difficult to move and animate a lot of the details.. and this way makes more sense
I'm a simple man. I see a new AdamCYounis video, I click like.
Very good stuff here❤
Hi just got aseprite. Glad i found this channel, im already involved with some blender modeling and animation, but id like to start doing some pixel art too. Im glad you feature relevant art advice for game dev and animation. Thank you
18:44 This is incredibly amazing in a totally positive way, woowww
"after 20 mintues you have something that looks pretty good"
PRETTY GOOD? ITS FUCKING AMAZING
That spider is awesome!
the guy on the thumbnail looks so cute, i am practically drooling
Great to see how your process works!
8:30 Excellent point. What a revelation
Your shirt is excellent. It is Fall here and I now want a plaid shirt with yellow highlights and my roommate wants a nightgown in the same pattern. 😊 With your old pixel art having a faded brown compared to the new red, you could have him have the old brown haircut in flashbacks? 😂 Yay for art 🎉
Really helpful, thank you
Wow, your videos are so helpful. You are such a natural teacher. Do you also do the programming for your game? I would love to hear about that side of things too; the game production side of things. Thank you for your hard work and commitment to this channel.
Great video Adam. very insightful
Absolutely love this video.
Only gripe is you're using a lot of similar shades of red for examples and color blind people might have a harder time following along and seeing what you're talking about.
Very interesting. Thanks Adam. I'm just starting out with 2D, and it looks like something I'd want to use. Been doing 3D and modeling for ages.
Holy crap that window better be a main fucking character
The staircase looks great, you could just make a gif of him running down the stairs and use it as a loading screen or something
Final fantasy 7 lofi in the background thoughh
Hey man, I love your videos, but I have a unusual request. In one of your older videos "Pixel Art Class - Platformer Jump Animation" you explained a very cool practice of using different sprites for different velocities ("5:24 - Velocity Based Animation Code Breakdown"). Sadly I am new to Unity and did not understand the full process and I couldn't find a fitting answer elsewhere. Could you please do a very short video explaining this a little more detailed? Thank you in advance.
Pixel Art Master Class*
Thank you very much!
11:21 There's hardly anything here but we know it's a head.
-Me seeing a steak hanging upside down :"oh"
Easy to Understand, thanks~^^
I'm Looking forward to my lack of detail being an artistic choice that conveys meaning efficiently, instead of my lack of detail conveying a lack of artistic ability.
Is there any reference on how to make sprites for a top down game for mobile? Like size of the canvas vs how the tilemaps have to be, so the character doesn't look to big in a small world. Gladly appreciated if you could let me know!
Thx a lot! Started seeing all your vids and this gives me hope that i can make a game, and animate sprites and other stuff. Thx! And good luck in your projects!
So good. I can’t even make a simple run animation lol
Wow that staircase. Just wow.
29:53 me (Adam) watching Adam talk about Adams animation
Brilliant video
The rule i kept from you is start simple, stay simple
Nice. Your art is the right fit for Faketown 2nd creative competition. Faketown is the OG metaverse and it is a popular game back in the early 2000s. It's similar to Sims, but in 8-bit form.
These videos are very helpful thank you
commenting for engagement lol great video adam
I wish I had a fraction of your talent.
You doing great job 💪
This is very useful, as I'm looking at tackling my first pixel art game soon after mainly doing first person adventures, but I was wondering, is it easy to import Aseprite files into Unreal Engine? Is it something that can be done natively or do you use a plugin?
The best 🤝
Hello
I am creating a 2d pixel game in unity
You are helping me a lot in the process
Your videos are amazing, your way of teaching is fabulous
One thing I ask for is the way to implement some magic effects from scratching to importing it to unity
Like some water bending or fire bending
That would really be great!
You are the best
Good job and wish you luck👏🙏
This is a good one!
Amazing video!
3:05 Man runs like Steven Seagal
Question for you Adam would it be ok to learn pixel art just by using a mouse no tablet included?
I'm interested in hearing his opinion as well, but I'd say absolutely! In my experience most pixel artists start on a mouse. I certainly did and many very skilled artists I've talked with use a mix of tablet and mouse depending on the scale of their work. Many use mouse or even track pad exclusively! Don't wait until you have all of the tools you may eventually want. Start now!
@GutenPogging @Shiwanmi Check out Brandon James Greer - guy uses only touchpad of his laptop and is doing great
Yes, it's a valid instrument to use, it only depends on the skill
i use a mouse. i want to move to a stylus but i have done soo much art and animation with a mouse
I use a drawing tablet for digital art but I’ve only ever used a mouse for pixel art. You don’t really need to worry about making perfect straight lines in pixel art so I would say a mouse works great! Totally your preference though
Excellent video
Great work, as always. Adam, do you take freelance work?
Crazy both versions . OMG mine looks like make by a child
6:54 Please, whats the name of that palette? You are amazing!
+1 thanks you!!
What did you study to know all this stuff, this is so interesting how you know so much about colors, shapes, drawing in genereal
Can you do a set up video of, programs, hardware, etc. you use for doing pixel art? Thank you so much for your videos !
AdamCYounis Can you make a video about the frame properties (duration milisecond).
If I ever make a video game, it started here
i love your videos ❤
It pisses me off how skilled this guy is at literally everything.
Amazing :)
What's the name of the program you're using? Because this video was so well done I wanna animate some pixel sprites again, I just dont know what the programs called
Aseprite :)
1:29
WHEN YOU WALK AWAY
YOU DON’T HEAR ME SAY
PLEASE!
(Oh baby don’t go)
Good tutorial, but I had to crank the volume up to 300% to hear what you were saying.
37:42
I just want to remind myself of this
Hey legend, incredible tutorial as always! I have a question - if you wanted to include character customization in a game that uses pixel art and frame-by-frame animation, how would you go about that? Is it possible? Would it have to involve unspeakable hours redrawing each frame for changes in hairstyle/clothing etc? Keep up the awesome work!
One of the simplest ways to do it, in my humble opinion, is to let players pick the colors used on their character - hair, skin, shirt, pants, and/or whatever you feel is appropriate. Then you cut each recolorable thing into its own layer (if they're not that way already) so you can export spritesheets of each separately (eg., spritesheet 1 has just the hair, spritesheet 2 has just the skin, etc.), which in this case should all be in bright greyscale (no color, just shading - like they've all been painted white). That's because when you draw your final sprite in-game, you put those pieces at your character's coordinates and render each with the custom colors that were chosen (instead of drawing them with white like you do for full-color sprites).
It's is an age-old trick that used to be done with palette swapping on old hardware, but modern variations like this can still be seen in games like Starbound, Stardew Valley, and so on.
There are other ways you could go about it, but I can't think of anything that would be less work to implement (unless you already have some sort of elaborate system that generates all your sprites for you, like if you already made all your characters in 3D and have Blender rendering your spritesheets (like they did for Factorio) or something).
can you make a tutorial video showcasing animated tilemaps? I'm curious how to make that, like animated waterfall.
Yo Adam. Do you use Graphical tablet for drawing pixels? Or only mouse?
you always look and sound like you're about to lean in for a kiss
🤷♂️