EVIL TONIGHT on Nintendo Switch: www.nintendo.c... EVIL TONIGHT on Steam: store.steampow... EVIL TONIGHT on Itch: dyagames.itch.... Website: dyagames.com
Hey ;) Just wondered how many colors you tend to limit yourself to ? From your palette it seems to be 3/4 + contour and highlight for anything that's not scenery, is that right ? :)
I tend to use 1 shared color for lineart (a very dark blue color will work in most cases), and 3-4 colors per part (4 colors for skin, 4 colors for hair, etc). I would not recommend using more than 4 color per part (highlights, base tone, light shadows, dark shadows are enough).
Thanks for the info ;) Also I saw you sometime fully outline the character and sometimes not (which I guess depends on whether you go for a more cartoony style like Mario or Zelda or a more realistic like in this here RE2 video). When you go for a style like in this video, wht decides which part is outlined ? Is it only the darkest parts of the character ? Or the ones you want to get the most contrast out of ? Thanks again ^^
Exactly, when making colored outlines, I would recommend putting dark pixels on parts that are near shadows, and more brighter colors near brighter parts. Anyway, if you're making graphics for games, I recommend using one solid color for the whole outline. It's easier that way, and sprites will stand up in any background. Just take into account that pixel art with outline is harder to animate.
So, outlined is better for game, but harder to animate, whereas colored borders will be harder to balance against every background in a game but will be easier to animate ^^ I should fixate myself on making outlined pixel art then since I will exclusively use it for games ! Thanks for all the great advice :D
Well, in fact, sprites with colored outline are the hardest to animate. The esier ones are sprite with no outlines (a style you can see in many current indie games). I personally prefer sprites with single color outline. They stand out in any background, and the animation is somewhat manageable if you keep the frame count low (4 frames per animation).
Copyright? For your old creations? Besides, there's always a way to download the other projects you released with rpg maker? Not Resident Ibol unfortunately, I know you didn't want to release an unfinished version. But the "little" systems you made.
Yes, those fan made games used copyrighted music, now detected by RUclips, and we don't want warnings or strikes to our channel. Anyway, I don't know if those games are still out there in some community, we're absolutely out of the RPG Maker scene now. We probably have them in some old hard disk somewhere.
Oh, yeah, I understand about the music. You're pretty"famous" among the Makers. I followed your plans a lot back then. I bought and finished Strikey Sisters, and I still say to myself, these guys are made to make games. And you are an example to me in pixelart. Good luck with the rest of your projects. (If you ever find your old project, think of me :)
I was thinking about getting into pixel art for a project that i am helping with. The size of the game is 800x640. My question is how do you make pixel art that looks great but keeps the size down. I have about a 100-150mb cap for now. It’s sort of a 2d dungeon platformer. Sorry for the dumb question haha. Btw love your work
For a pixel art game I wouldn't recommend that resolution at all. You should lower the resolution if it's still possible. Nowadays I would pick a 16:9 aspect ratio equal or lower than 512x288 pixels (get some examples here: pacoup.com/2011/06/12/list-of-true-169-resolutions/ ) and display the game scaled up by some factor (4x, 5x, 6x, etc.). In fact, we usually pick 320x180 or 384x216 as our game resolutions. A low resolution will make all the sprite work much more affordable, so you'll have more chances to finish the project. There is no point in using pixel art for a high resolution screen, since pixel art is a coloring tech that fits better in low res. That said, tiles should be 16x16, and regular characters/enemies around 32x32. You can pick other sizes for more specific sprites like bosses, etc. Following those rules, your sprite sheets won't take much size in the final download, depending on how they're compressed by your game engine.
impressive
How can be make tonning
Saved to tutorials :)
Please moar
< Huge Resident Evil fan here and i think you did an amazing job!
Wel be nice to see a tutorial from you some day! your are awesome
Hey ;) Just wondered how many colors you tend to limit yourself to ? From your palette it seems to be 3/4 + contour and highlight for anything that's not scenery, is that right ? :)
I tend to use 1 shared color for lineart (a very dark blue color will work in most cases), and 3-4 colors per part (4 colors for skin, 4 colors for hair, etc). I would not recommend using more than 4 color per part (highlights, base tone, light shadows, dark shadows are enough).
Thanks for the info ;) Also I saw you sometime fully outline the character and sometimes not (which I guess depends on whether you go for a more cartoony style like Mario or Zelda or a more realistic like in this here RE2 video). When you go for a style like in this video, wht decides which part is outlined ? Is it only the darkest parts of the character ? Or the ones you want to get the most contrast out of ? Thanks again ^^
Exactly, when making colored outlines, I would recommend putting dark pixels on parts that are near shadows, and more brighter colors near brighter parts. Anyway, if you're making graphics for games, I recommend using one solid color for the whole outline. It's easier that way, and sprites will stand up in any background. Just take into account that pixel art with outline is harder to animate.
So, outlined is better for game, but harder to animate, whereas colored borders will be harder to balance against every background in a game but will be easier to animate ^^ I should fixate myself on making outlined pixel art then since I will exclusively use it for games ! Thanks for all the great advice :D
Well, in fact, sprites with colored outline are the hardest to animate. The esier ones are sprite with no outlines (a style you can see in many current indie games). I personally prefer sprites with single color outline. They stand out in any background, and the animation is somewhat manageable if you keep the frame count low (4 frames per animation).
Resident Evil? No... it's Resident Ibol.
Nice work ;)
Resident Ibol, hehe... It's been so long. Resident Ibol videos are still uploaded, but private, due to copyright issues.
Copyright? For your old creations?
Besides, there's always a way to download the other projects you released with rpg maker?
Not Resident Ibol unfortunately, I know you didn't want to release an unfinished version. But the "little" systems you made.
Yes, those fan made games used copyrighted music, now detected by RUclips, and we don't want warnings or strikes to our channel. Anyway, I don't know if those games are still out there in some community, we're absolutely out of the RPG Maker scene now. We probably have them in some old hard disk somewhere.
Oh, yeah, I understand about the music. You're pretty"famous" among the Makers.
I followed your plans a lot back then. I bought and finished Strikey Sisters, and I still say to myself, these guys are made to make games.
And you are an example to me in pixelart. Good luck with the rest of your projects.
(If you ever find your old project, think of me :)
I was thinking about getting into pixel art for a project that i am helping with. The size of the game is 800x640. My question is how do you make pixel art that looks great but keeps the size down. I have about a 100-150mb cap for now. It’s sort of a 2d dungeon platformer. Sorry for the dumb question haha. Btw love your work
For a pixel art game I wouldn't recommend that resolution at all. You should lower the resolution if it's still possible. Nowadays I would pick a 16:9 aspect ratio equal or lower than 512x288 pixels (get some examples here: pacoup.com/2011/06/12/list-of-true-169-resolutions/ ) and display the game scaled up by some factor (4x, 5x, 6x, etc.). In fact, we usually pick 320x180 or 384x216 as our game resolutions. A low resolution will make all the sprite work much more affordable, so you'll have more chances to finish the project. There is no point in using pixel art for a high resolution screen, since pixel art is a coloring tech that fits better in low res. That said, tiles should be 16x16, and regular characters/enemies around 32x32. You can pick other sizes for more specific sprites like bosses, etc. Following those rules, your sprite sheets won't take much size in the final download, depending on how they're compressed by your game engine.
Sorry, i didn't see you respond. Thanks for the tips
Excelente video ahora mismo lo comparto
Please give us some tutorials :(
Can you do a pixel art timelapse of Overwatch please ?