Are there any indie games with actually good pixel art?
also pixel art thread
I thought it was kinda neat.
haven't checked it out again in over a year though
Any game by Konjak (except I guess Chalk and Tripline, since those don't use pixel art).
The original La Mulana's pixel art does what it wants to perfectly. The remake's art is great too, but I think the original's is even more impressive.
>Is there a program that makes pixel art
Definitively. I've read not long ago that the game is progressing normally, so I have hopes he'll be able to finish it this time.
Almost any image-making program can make pixel art, from the normal Paint to Photoshop.
Hyper Light Drifter is pretty good.
I have no idea if it's a good game or not, just got a folder full of sprite stuff.
This game looked pretty damn good.
It's not orgiastic Metal Slug detail, but it's a nice effective style that does a lot with a little.
>It's really only good for MUGEN sprite rape edits
Does that game really have that in there or are you talking about these sprites being put into MUGEN itself.
Out of VP stuff, going to dump my sprite folder or whatever isn't NSFW in here.
That's doujin, not indie. Please remember the difference.
Indie = Western hipster trash
Doujin = Japanese hobbyist who actually cares about quality
I don't care what it is, just dumping what looks good.
The guy who made this, looking at his profile on that spriting website, made this and then never made anything again. What the fuck? Go work in the games industry, you bastard.
Radio the Universe on the other hand...
I think there was drama with that sprite cause it was rotoscoped or something. Every time I post it someone always says something about the rotoscope.
Sell to the japs or /v/. The west doesn't care about video games unless it has a political message in it.
Hell if I know.
Give up on what?
oh boy another
>why can't lone devs and tiny teams working in their spare time match full teams of pros on a fulltime wage, they must be hipsters
So was the newest KoF games. Minimal complaints on that, don't know what's wrong with people these days.
>Ghost Trick's sprites were rotoscoped from 3D models and nobody complains about those.
You must have missed those threads. It's not even close to an example of impressive sprite art. And those aren't even sprites, are they? Just low-res models.
Don't know if this is japanese-tier but it's pretty good.
that one sprite I posted was quite good though.
That shit best be good if you want it to get any attention at all.
Here are some resources:
Jesus christ can we stop describing games using this term?
It only refers to Castlevania:SOTN, which was the first non-linear Castlevania like how Metroid was non-linear.
The Iconoclast if it's ever released.
Legend of Princess also by Konjak.
Oh, I know. If something about my game isn't fun, I kill it. No navigation room nonsense, no "Look at my writing style look at this banter!!" cut scenes presented with text (or any other way). That's part of why it's taking so long.
Maybe but I like doing my own art a lot
its a shame most of the best animations have this shitty stutter in the gifs, trying to post ones that don't have this
yeah, maybe I should look into it. I just saved these off the wiki
>mfw I have Linux and can make these easily into animated desktop wallpapers
>not using Sue
>not having a harem army of only women
this isn't even waifu emblem
here an example here, when he jumps up >>248924489
I'm referring to the slowdown in parts of the animation, I'm guessing the parts with the most movement. In this one it starts off full speed, but when it starts moving it slows down. Maybe in the actual game it just speeds up the frames per second of the animation or something
When they look like this, they make excellent backgrounds.
Ah, okay I see it now. Some of these frames display for 10ms (100 fps), which is usually a bad idea with GIF because most GIF viewers have trouble displaying the frames that quickly. In fact it doesn't even make sense why they did that anyway since I doubt the game itself runs at 100 fps.
A simple fix though is to cut some of the frames though and increase the display time for the others around them.
Alright I see, I can't guarantee that I will do it since I'm lazy but at least I know now
Here's one of them with the fix I described.
As a side note, GIF comment said their original was made with unregistered Animagic GIF V 1.06b. Maybe they just did the frame rate wrong by accident.
Yeah, gen/vp/ really should have ditched the whole mob rule thing the second actually good asset creators showed up. Nothing worse than a bad, disjointed game with good art assets.
But I made a commitment, dammit.
yeah, I'm not sure the framerate the game plays the animations in, maybe there are fixed versions already. I just took the ones that the wiki had, because the gif is a bit too fast now
I admire you for sticking with it, but fuck it must be frustrating. They passed up on so many good ideas at first but then nope, we're just making Pokemon mexico with only one kind of environment and theme to everything and having shitty retarded ideas like an ant that has axes for hands and also a butt full of water but it's a fire ant.
I'm gonna have to agree with you about that. There' is too much brown coloured mons. But i don't think it's because muh mexico.
I've noticed a lot of the community likes mundane shit.
I don't know how much you know about the project, but for a while there was a potential gym leader who was the most boring fuck ever.
His entire concept was
>He's a life guard. He's insecure about his new position as a gym leader. By the way, he's gay.
And as an apology for off topic, here's a sprite.
Volgarr had some really nice looking sprites, but the background itself was drab.
Kind of make sense tho, since the graphics guy was mainly a character designer, not a background expert.
got funded in February
can't comment on development because I didn't fund it (didn't know about it till march) but it was in an 'alpha' state before the kickstarter. the stated goals were
*complete realization (basically going from engine-complete to game-complete)
*hire C++ dude to optimize
so I imagine it'll be done within a year or two
and I was looking at his dev blog, it's pretty interesting and the guy seems pretty intelligent. It looks like he completed the engine within a year of starting the dev blog (when he seems to have decided it would make a viable game)
From what I can tell, he's the kinda guy i'd trust to do good work, efficiently
This has pretty good animation, though for some reason I'm just not a fan of this type of style where everything looks likes 2 to 3 tone brown or grey mess. I get the same feeling whenever I look at games like HLD or even RoR, I don't know what it is about the style but it makes my penis soft
I find the animation is particularly interesting because the guy has it so that each part of the body moves separately, allowing for some really great environment interaction
as for color, I think the simple pallet works well for the kind of game that it is. Too much color would make it difficult to focus on the characters themselves, who mostly come in a pretty distinct variety. The game's just too fast with too many moving parts for significant color variation to be viable, I think.
but obviously, I'm pretty biased about this
I was going to post asking whether those were in-engine animations or a hand drawn mockup since the animation looked way too varied, but this explains it well. It looks fantastic.