For me it mostly depends on the quality. High quality pixel art that shows a lot of detail is acceptable, shit like in the OP where there's one sprite for jumping up and one for falling down is fucking awful, it's just laziness.
Pixel artist myself, so I'm biased.
Fuck minimalistic shit though.
Absolute lazy garbage since most of it is Amiga-tier because indie devs are lazy faggots.
"Let's make something that looks worse than actual NES games and toss in dynamic lighting and call it retro"
>using an image that barely has any art in it
I'm flattered but you could've picked a better one out of that whole thread
If done well, it can look nice.
it's so often not done well that I'm getting sick of seeing pixel-styled indie games
how the fuck do you fuck up parallax like that
here's the lazy way in GML for a tiling parallax background:
background_x = view_xview/2 ; //numbers closer to 1 are closer to the screen
background_y = view_yview/2;
probably got some things wrong since I haven't touched GM in years now but the basic concept is there -- do a lazy 3D transform of the view port against where you're drawing the background
That's an insult to Amiga devs. I'd be slightly glad if indie games had that euro look to them.
HEY CHECK OUT THIS FUCKING AWESOME GAME
HEY CHECK OUT THIS FUCKING AWESOME GAME
I ain't into muscle girls but that's pretty good
It wouldn't be called "pixel art" if it's done correctly.
Fine. I use pixel art like many other indies because it can be done within the scale of amateur devs both in terms of time and resources.
/v/ thinks indies can put out AAA games for some reason, and then bitch about kickstarters when people try to attempt something more.
It's shit when developers try to pass it off as "retro" without understanding that a lot of "retro" art was achieved through trying to make the most of what they had.
Really what it means in 90% of cases is that they were too poor or cheap to hire an artist or animator.
So much this
But also this >>285877950
Any modern games with a similar artstyle as pic related ?
Thanks for the useful input anon!
You got to get out of that sprite edit phase anon. Make stuff from scratch then come back if you want to imitate a certain art style.
I know how /v/ likes to shit on pixels but if it's a one-man job I really have no issue with it. Thing is, if you're developing on your own you;ve got to take into account that doing stuff in 3D or hand-drawn animation takes much, much more time and it makes it practically impossible to completely develop a game within a reasonable timescale.
I get the backlash against pixel art because it tends to be used as a lazy crutch but I think there are legitmitate use cases for it as well.
Incredibly flat, there's an attempt at shading without too much effort outside the borders, very little texture, face is too small for a profile shot and it fucks with perspective
If you apply yourself you could succeed.
>fuck minmalistic shit though
You don't really mean that though, do you? There's great small/minimalist styles used in games like Cave Story. They have their charm but everything is starting to look like Sword and Sworcery EP and it's really giving minimalist pixels a bad name.
Shitposting aside pixel art is still used because it's a style that's still well loved and enjoyed, but some people insist that they don't need to hire a good enough artist/can't hire a good enough artist to actually make some great graphics for them.
Fantastic when it's done well, but that's less than 1% of the games that use it
It's flat, and the structure of the face is off. Look up some sideview anime faces.
You're also doing that thing that beginners usually do with pixel art, picking colors that are hardly different when it would be better if a stronger contrast existed.
The eye looks like it's on the side of her head rather than the front looking forward. Fix the angle of iris and the pupil so that it's looking forward.
I would also shift hues a little more often.
Even with all that there is some experience there. Try harder at it. keeping the things I've written in mind.
Good for indies, shit for everything, utterly outdated for fighting games and theres literally no justification to use it anymore since pixelart and hand drawn sprite cost more than moderling characters like they are in Xrd.
It's interesting thanks to how limiting it is. Can be used to make good looking shit and bad looking shit just like anything else. But margin for error is smaller.
It's a low-res 2D sprite animation. "Pixel art" by today's definition is something that is pixelated for the only reason that it is "lol retro". It gives people the impression that all games used to look like shit.
Amazing when done right.
Metal Slug is pixel art porn.
PC-98 era pixel art stuff is cool, anything from SNK too.
I like it. I agree that lately is too abused.
But on the other hand whoever jumps on the throat of a dev sceaming "LEL LE RETRO PIXEL, SO HIPSTER GARBAGE!" whenever he sees a new game in pixel art, should be shoot in sight.
No, I mean you can't have the super-detailed models of a budget game, but you can make at least some low poly models.
I don't know shit about making games or 3D art, but I'm making the ranger from quake, just for fun.
You don't need anything other than 3d software to make models.
There's always good pixel out there, it's just that the current craze seems to be really shitty Pitfall-esque type art
You got to start somewhere man.
I'd recommend giving this a read.
That ponytail is decently animated, everything else, not so much.
That's some pretty old work, and I still look back at it and consider tweaking it a bit to get it looking more natural. Head looks pretty unnatural.
I really wanted an excuse to draw cute muscles.
You're absolutely right about minimal styles.Cave story has it's own feel to it's art. I namely mean stuff that, as you said, try to replicate Sword and Sorcery's style. That 1-2 pixel thin character that people treat as high art.
Needs more literally not immediate deformation and more indexed color
What, I hurt your feelings? Here have some pixel art
It's not being lazy,i t's knowing the limit.
Usually devs have small teams and everyone needs to do 2 jobs.
If they did actual proper art it'd take them years just to do the art and it'd look shit anyway. Besides gameplay is the important part.
I do it sometimes, but i have a TERRIBLE pulse, to a point i cant do a straight line.
This would be really helpfu if i knew at least something about drawing, still thanks ill check it out.
I love it, I do some make more Sprites than Pixel Arts though. I made this Waluigi sprite a couple weeks ago.
>Because everything else is just the adjustment of entire groups of pixels,
Ah that makes more sense.
Possibly, but not a whole lot of people enjoy low poly yet, and it's still not as easy or doable as pixel art is, but it's almost there.
Give it some time.
I'm not exactly sure you know what pixel art is.
Go ahead and read this, http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299 .
Remember guys, the appeal is that it's pixelated, not because it's drawn well. Pixel art!
Pixel art means art drawn pixel by pixel as opposed to handdrawn 2D sprites like those in Dragon's Crown. Saying the only pixel art that exists is shit is like saying painting is shit because it's been simplified in recent times.
There's only one reason why Metal Slug has such good pixel art, by the way, and that is budget.
Well, some artist have a very "round" artistic style, because of straight lines
You should look for your own artistic style. Look for other styles, and create your own variations. Everything you do on paper will be easier to translate to pixel art, or any other kind, since you'll know your shit, and you'll be more comfortable with it
What the fuck is that? Who's the monster that created that?
People of today have no idea of what pixel art looked like back in my years. It all went to a sham starting in 2008.
LADIES AND GENTLEMEN, THIS IS WHAT PIXEL ART LOOKED LIKE BACK IN 1992!
You retards of goobmerica are welcome.
If care and love are put into it, it can look fucking amazing.
Pixel art was always good, just because some indie games claim they're using it because it looks "retro" doesn't take away from it.
Just like anything really, judging based on the worst of something is not a good idea.
>a nobody says your art looks like shit
>a nobody says your art looks pretty good
Agreed. Doesn't matter if you're two bedroom coders working for free in between part-time jobs to pay the bills or a hundred-plus team with an AAA budget, if it doesn't look like Crysis, you're just being fucking lazy.
But that's just a camera photo redrawn as art and computally digitized to a smaller resolution and limited indexed colors.
It doesn't compare, bluehatted dick.
>fall 5 feet and you die
It's the easiest way to determine if someone is shit
You'll never get better if you don't accept the fact that everything you do could be done better. An artist should always seek criticism over compliments.
Not all pixel art has to use a small palette. If you zoom it, you can see he's used a lot of dithering, I agree that the palette could have been smaller though (especially with the number of dark areas)
This is masochism. But impressive.
This is less impressive than the original one
The original had animation by being creative with its constraints. It gave the illusion of breathing by slightly changing a few pixels as well as changing their colors.
The resized one has more than enough space to work with to get a breathing animation in, but it does nothing additional like moving the ponytail or gun just slightly.
TL;DR - It's shit
CODE:Varseider, its an alpha shot of the demo boss stage, we'll be releasing it for free on 8th for everyone to try it out.
Man, Capcom was amazing with sprite animation, too, back then.
People who call pixel indie games lazy have never fucking tried doing anything in their lives. You won't spend three four years pushing pixels around if you actually want to eat.
>visit isle of the mist first without a scythe or something, save and you're fucked
>eat custard pie, save and you're fucked
>Graham has to type random letters to put the bandit to sleep
>where the fuck is he reading these random letters
>how the fuck can he translate them
>he has no magic book of translation
Why don't indie devs ever bother making their 2D platformers/games look good? It's always the same reused sprites with some bloom here and there, but it seems like they don't care about the visuals of their games at all.
Take into account this picture, it was made like 15 years ago.
Surely with today's technology they can make something way better than this, right?
>TFW all these "SO RETRO" indie hacks ruined all pixel art based games on /v/
>Even if your game has good pixel art with great animation, you're gonna have to fight shit posters who think you're being lazy for some retarded reason
So home helm
Criticism is one thing, just saying something is terrible another.
That being said
You're right, I really didn't explore as much with this as I should have.
I actually might redo it altogether at some point because it was a fun to make.
PSM calendar, yes. One day I should dump my folder once again.
Pick out something specific. Things like reusing sprites and adding a little bloom can be justified.
And no, I'm not expecting 2D platformers with tilesets to look better than the background of a fighting game.
>Surely with today's technology they can make something way better than this, right?
Traditional techniques don't just fucking disappear you mong. Do you know what today's technology gets you in terms of animation? Tweens.
You're also comparing the work of a studio with hired professional to independent developers who are shit at art and can probably not even afford a single good artist.
Pixel art can't be improved by technology. It's a set technique, and it's not limited by computer power anymore.
Thing is, unlike 3D where once you have your models, you only have to ask your animation team to work and you're good to go, and handdrawn 2D gets tweens, you have to draw every single frame in pixel art. Hence the large amount of reused sprites and the like, because an indie team that has under 10 artists, usually only one or two, cannot afford to do better (unless you want to spend several years for the art alone).
>Where is that from?
>game name literally in the picture
Yes and no, sometimes it is lazy and sometimes it's not. I will agree that /v/ has no idea what it takes and how long it takes to make a video game.
All they can do is want things.
And that's fine, but they have little room to actually argue about things they kind of know about and nothing more.
SNK was at the top of their game in 1999/2000, you can't easily replicate that kind of skill, especially from random no-budget nobodies.
If the game actively uses scaling effects, no. Otherwise, fucking yes.
Depends on the level of detail I suppose
characters like this are clearly lazy >>285880761
But this is really cool >>285880801
And these scenes are incredible
>>285882195 this one looks like gameplay. very nice
There's plenty of examples of good shit in this thread
Honestly it doesn't bother me when someone has shitty pixel graphics because they didn't have the time money or talent to make them better. What pisses me off is when someone who can only do pixel graphics due to aforementioned constraints tries to promote it as a good thing because they're "intentionally going for a retro look" when they can easily be proven as idiots because most retro games blow them out of the water.
SNK are fucking GODS of pixelart. The fucking backgrounds in some of their fighting games, Jesus.
I personally prefer sprites to 3d models, especially in fighting games but that is probably just MvC2 nostalgia talking.
And that isn't even a bad view to hold. Intentionally going for a retro look and doing it poorly is in bad taste, and almost insulting to the very games from which they drawn their inspiration.
That can also annoy me.
Personally, I like pixel art for the limitations, and trying to make something defined and understandable with said limitations.
I don't do it for an attempt at being retro. And I think too many people automatically make the assumption that that is the intention.
He's not talking about good food, he's talking about effort put into the food.
A patron isn't in a position to know how hard something is to make when all he's doing is eating the food.
May as well add my shitty sprite that I'm making for vidya. Tell me what you think.
if its bad i get it, just please be gentle
Lazy excuse 99% of the time. With proper animation and attention to detail, it can be really good, but most indie devs just use it as an excuse to be cheap and lazy.
I can't wait for low poly 3D models to be more viable and common in the indie community.
>post sprites in /agdg/
>many positive reactions and friendly criticism if any
>post same sprites in /v/
>accused of being lazy, tons of insults and spiteful criticsm
>tfw capcom just stopped trying after a certain point.
anybody got the COTA version?
>I can't wait for low poly 3D models to be more viable and common in the indie community.
And then you'll complain why all the low poly models look like shit and use high resolution textures