3/18/2024 0 Comments All duelyst sprites![]() ![]() Luckily for you there are dozens (hundreds?) of games made and released every week with chunky, low-colour, hard to 'read' graphics. There's a reason you don't see SD black-and-white 4:3 movies in the cinema, and it's the same reason you won't see big budget, mainstream, pixellated games. Minecraft.you could probably argue that Braid it pixel art, though it's not what is meant when someone talks about pixel art as a 'style'), but show someone a pixellated game and the immediate thought is that it's cheaply made and low quality, or that it's an affected attempt to appear hip or 'retro'. I know a lot of work can go into pixel art, and I played games when there were no other options - yet 90% of all pixel art games I see look like the artist didn't care or has no style of their own. Mainstream audiences do not want games that look blocky and don't take advantage of the amazing hardware available today. I think it's because I can intuit more on the faces of the first two. On the medium group, I like MVC and Samuray Shodown much more than KOF '96. But I still feel like they are short changing me. I know it's unfair, and pixel art is a skill. If you have the 3d model, you could have given me a 3d game. I know it was hand-painted on top, but I still can't shake it. The KOF 13 is nice but I can't shake the feeling that it's a 3d render. It also looks more boring, as I don't have to imagine anything. A lower resolution would have masked those defects. In comparison, the Blazblue idle animation that you choose is bigger and more detailed, but it also looks "off" (the hair) and the fact that some parts have been copy-pasted from frame to frame is too obvious (chest, feet, "tail"). They "suggest", and my mind "fills the gaps". My favorites on your list are Duelyst and Hyper Light Drifter, but that's because their animation looks very good, not because the number of pixels they have. If you try that style, now you will be "like Sword and Sorcery" - not so refreshing. No one had done it before, so it was original and refreshing. Sword and Sorcery could get away with it because it was a stylistic choice. The resolution does not matter to me, at all. Advance Wars has really good low-res pixel art.īeneath a Steel Sky - Medium Res, few colors, lots of dithering "Beneath a Steel Sky" by Revolution Software still has the best medium-resolution pixel art in my opinion. Varying these can create a totally different mood/game feel. Do you add cartoony speed lines/trails to your animations? Do you use skeletal animation or draw frame by frame? Does the game have run in actual low resolution, like Cave Story, or are the sprites done in pixel art, but the game runs in high resolution, like Hotline Miami, Sworcery or Nikki and the Robots? How much is dithering used? These pixel art style decisions are more important than the sprite resolution. What is your color palette? Do you use dark outlines to separate foreground from background? Do you add shading to your sprites? There is no shading on your low-res sprites examples. I think your three categories do not capture the differences between pixel art styles well. VVVVVV is also low-res, but it goes for a ZX-Spectrum aesthetic I think. They have low resolution and sprites with dark outlines. Is Nuclear Throne low-res? What about Lone Survivor or Wizorb? None of your low-res games have dark outlines. There are low-res games with completely different looks. Your examples are all very similar to each other within a category. I'd say art resolution has little to do with image resolution, but rather the amount of detail vs reliance on suggestion and interpretation of the art. It's probably around 20 shades of color, max, and everything is smooth. Stylized, sure, but still very simple in terms of image detail. Comparing that to the Blazblue sprite linked, the difference is obvious. Without going into too much detail, there simply is a lot of visual information in this sprite. In the Metal Slug sprite there's subtle specular highlights on curved surfaces, you can see little blemishes on the armor, even smooth surfaces have some sort of texture to them, you can see the turbine blades spinning and they've got some form of shadowing on them, protrusions in the shape cause soft shadows, etc. I'm guessing resolution does not just refer to image resolution (amount of pixels), but rather "amount of information contained in the image". If I take the original Pacman sprite and rescale it to be 10000x10000, is it suddenly high resolution art? ![]()
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