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Do you like pixel art, or is it just for the nostalgia?

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Thread replies: 144
Thread images: 41

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Do you like pixel art, or is it just for the nostalgia?
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To be honest, I don't care about pixel art that much, if the gameplay is good, I will like the game. I would say it's a plus if the game looks nice depending of the releasing date I suppose.

Graphic is not really a big issue for me, I still play indie pixelated games on Steam such as Titan Souls for example because of its cool concept.
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I like pixel art when it's not displayed on pixels
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Fucking love it, but it's only really at its most impressive when it occurs in old games because of an understanding of the restrictions that they had to work with when making it, in terms of hardware capabilities, file size limits, and of course having to fit within the scope and theme of the game itself.
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>>3280783
I think it's a cool art form. Some of it can be uber-pretentious, sure, but there's good examples.

I wish I knew how to draw and make some, but I'm lazy and talentless.
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I like old games, and it's not "nostalgia".

The dumb term "pixel art" implies that it's some fucking design choice in old games. Jesus, dumb modern gamer kids.
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It depends, at its best like SNK, gen 5 capcom, and gba games I personally preffer it to 3d, a majority of it is kinda ugly though.

>>3280846
That's not real pixel art, just anime with a lower resolution to look pixelated. It doesn't look bad but still, a lot of pc hentai games (what you posted actually) used that style and technique. Even high quality nes games like little samson or mr.gimmick, which would be a better examples then my use of mega man 2 which looks fine too, look great today.
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>>3280783
Good but inferior to vectors

>>3280853
Is that some modern game where they just ran a 3D model through a pixel filter or something?
>>
pixel art peaked with the GBA
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>>3280865
>That's not real pixel art, just anime with a lower resolution to look pixelated.
I think this might be the dumbest thing I've ever seen somebody say on /vr/
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>>3280869
Pixel art, found it on google images

http://howieearl.tumblr.com/post/88608364650/a-baby-version-of-the-irkalla-protector-mech
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>>3280891
It just hand drawn animation and had its resolution lowered, kinda similar to the technique used in the donkey kong country games.
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>>3280897
That isn't similar at all...
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>>3280897
Oh I didn't know.
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>>3280865
Your example was most likely sketched on paper before being transferred into the game, so by your definition, it's not real pixel art either
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I find it infinitely more appealing than modern-day attempts at photorealism, yeah
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>>3280783
I like it because a good pixel art takes a lot of skill and time to make, not because of nostalgia. I'd rather have more games with good pixel art (none of that "8bit" bullshit like Undertale) than 3D games.
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>>3280862

The term is about modern games
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>>3280891
It's been cleaned up enough to count as pixel art IMO. Separate the interleaved images and you can see the hand-pixeled details. It's just not very good pixel art.
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>>3280897
I think this proves why pixel art is a thankless job, people look at it and think "oh that's just anime at a lower resolution"
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>>3281043
That speck of dirt on Galsia's upper tricep really triggers my OCD
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>>3280846
>>3281078
What is this from?
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>>3281105
SD Snatcher.
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>>3280897
Nah man, look at this >>3281078
The image was obviously drawn with another medium, but you don't get that sort of clarity from inserting an image into a computer, lowering the colors and resizing it. There's is considerable amounts of hand drawn dithering and the edges, though a little messy, follow other pixel art conventions. For example it's obvious the anti aliasing was hand done and the shine on the hair is far too neat to not be redrawn.

My pic was made the same way: scanned in, then touched up. But it's practically redrawn into pixel art. Also, consider that >>3281078 example wasn't intended to be seen like that, but rather interlaced like >>3280846 .

>>3281098
Welcome to the art world. Enjoy your stay. Seriously, people say the same stuff about 3D art, too. They're two different skill sets and, while some things are easier in one medium than the other, are both difficult (to do well) in their own right.
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I actually have a pixel art folder; a lot of this stuff is really good.
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>>3281115
>>3281118
I like pixel art that looks like this.
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>pixel ````art´´´´
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Literally all digital images are made out of pixels so why the fuck wouldn't I like art focusing on digital images' most basic components?
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>>3281126
Dithering turns me on.
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>>3281134
Gee, it's almost like it's an arbitrary name for a style or something!
Unfortunately, in order to recognize and discuss an art style, it needs a label. It's true that all digital pictures are made of pixels, and the genre name encourages chuckfucks like you to act like they're blind to that fact that we're referring to a particular style, but no one has thought of a better name.
I propose digital pointillism, but I fear that's sounds somewhat pretentious.
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>>3281134
In conventional art, pixels are mathematical points. In pixel art, pixels have area. This is the true difference. Hinted fonts are pixel art.
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>>3280829
>I like pixel art when it's not displayed on pixels
Jesus, literally just fuck your CRT waifu already. Don't get me wrong, I love CRTs, especially with rgb connections. But it's literally fucking scanlines and humming. That's the essence of nostalgia.
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>>3281113
Thanks, man
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>>3281180
He has a point, though. Some pixel art was not designed to be seen with the clarity a monitor from 2016 provides.
See my pic for a really cool, albeit very rare, example.
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>>3281143
Well, the biggest problem is "pixel art" is not at all a style in terms of illustration or actually a good descriptor of what something looks like. Sprite, background, and generally 2D art on a Saturn, PS, or Windows 95 PC is not made or stylistically different than something that came out on a PC9800 but the available colors give them a different appearance due to things like dithering, color banding, and resolution. Then some people don't think it's "pixel art" unless its approximately the size of a game sprite. People are less likely to call a higher-res portrait sprite "pixel art" but then a lot of the same techniques go into making both small sprites and large backgrounds or cut-ins. It's all very nebulous and really the term deserves a lot of criticism for meaning different things to different people.
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>>3280783

American indie devs can't make "pixel art" worth a damn.
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I like GOOD pixel art. You know what's exclusive to pixel art? DITHERING. That shit is sexy.
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>>3281905
>You know what's exclusive to pixel art? DITHERING.
... sure
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>>3281931
asdfgh
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>>3281931
unfortunately you can't do dithering in real time on 3D models and old hardware ... wait
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>>3281905
>Dithering
>not commonly used in photographs posted on the internet in the olden days and all digital images of the time
>Dithering
>not used in professional audio mixing and recording to even out volume levels

I'm amazed at some of the things people will post. And age isn't an excuse, but it's most likely your problem.
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>>3281982
that's not old hardware
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Pixel art= Nostalgia. I hate remakes on old graphics for shitty looking new graphics. I'll take NES versions over android remakes all day
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>>3282001
I probably wouldn't mix (heh) audio and image dithering. You're right though, anon goofed. Probably meant manual dithering or something, as opposed to automatic processes. Though to this day I don't know how the old PC-98 artwork was done, whether it's been drawn from the ground up with the limited palette and dithering, or if it was converted semi-automatically (plus manual cleanup) from a more capable system
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>>3282003
older
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>>3282014

>>3280865
>just anime with a lower resolution to look pixelated
claims it's this, but that doesn't even really make sense since digital anime coloring didn't exist until the mid 2000s and I have a strong suspicion anon likes to talk out of their ass.

From what I can tell, they don't use purely algorithmic methods of dithering at the very least. The main methods of image dithering back in the day don't look they really apply to a lot of digital illustrations.
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I really love pixel art, but prefer the older pixel art, like up through Sega Genesis and Amiga OCS/ECS. Those had a limited resolution and color palette, but it was plenty enough to make amazing things. Pic was made in Deluxe Paint on an Amiga 500 (so just 32 colors from a palette of 4096).
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>>3282386
Another by the same guy.
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>>3282407
Another one.
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>>3282412
And the finished piece!
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Probably nostalgia, but is that really a bad thing?

I like it because I grew up with it but I still like it aesthetically just as much. Look at this little dumb ass tiny t-rex sitting on grass. He just wants some meat and shit. It's just so simple and makes me happy. You really need to hear the beeps and boops of the SFX to appreciate it.
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>>3282453
What is that thing and where the fuck can I buy it? Is that like an old Tomagotchi?
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>>3280783
I like it but most of the good pixel art isn't even put in video games, it's just treated like traditional art instead and maybe put online or something.

>old systems couldn't take it and pretty much no one made good art back then
>new systems can take it but it's insanely cumbersome/tedious/time-consuming to make and animate at the higher levels of art, like most art, and thus no one wants to either bother or pay for it knowing it won't make a return on investment/time spent

So you end up in this weird situation where people who make great things just don't have a place to put it because there's no market outside of looking at pretty pictures. That's not to say they couldn't or don't make game-tier pixel art too, but still.
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>>3282771
It's a Digimon, anon. eBay.
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>>3281105
Possessioner for PC-98
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>>3280783
It's legit fantastic.
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>>3280783
I love well done pixel art, where the artist either stylizes their art, uses tricks to make it look more detailed than it is. Minimalism is also good.

Bad pixel art made by underage wannabes is shit though. they almost exclusively flat shade, make things blockier than they have to be, and generally have a flagrant disregard for the limits that make pixel, well, art pixel art.

Pic related is awesome.
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>>3281905
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>>3282902
Also, I know I'm gonna get shit for this, but I don't think Undertale was that bad. It's art style kinda hearkened back to early NES games.
The only thing I's give it a hard time about is how it rotates the snowball sprite, rather than using an animation, and its semi-frequent use of non-integer sprite scaling.

Of course, then again, the Sega CD, SNES, and GBA were all capable of sprite rotation and scaling, so I guess it's not entirely impossible to do on actual retro hardware.
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>>3282910
>sprite rotation and scaling
*Only the GBA, the SCD and SNES could only rotate backgrounds with limited tiles.
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>>3281128
/v/ is this way: >>>/v/

>>3282795
>old systems couldn't take it and pretty much no one made good art back then
PC-98 games and SNK's fighting games etc. would like to have a word with you.
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>>3282919
there's always the trick used in mega turrican and a number of other games, where sprite rotations are precomputed at runtime when starting a level and just used as standard sprites.
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I prefer pixel art when it's something I recognise.
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>>3282919
Yeah, although undertale only ever had one sprite on screen at a time that used rotation and scaling.

There was also the SuperFX chip wich was used in Yoshi's Island to handle those effects on a larger scale.
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>>3282939
Uh that's cool.
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>>3282906
This GIF looks better with a smaller screen size.
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>>3282938
>PC-98 games and SNK's fighting games etc. would like to have a word with you.
Everyone posts those animated backgrounds and there are plenty of other decent examples but those were the exceptions more than the rule. Also, "old" and "take it" are pretty subjective terms. You wouldn't see those backgrounds on an Atari or NES and anything that came even remotely close wouldn't have much to it. By that I mean minimal animation, reduced quality, whatever, that sort of thing to keep it within hardware and especially budget. There just isn't enough incentive when you can put in 2% of the time/effort and get 90% of the outcome. That's mainly what I was getting at. Even if people have the ability in their free time, no one wants to pay several thousand dollars for a single frame.
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>>3280783
Like it when it's authentic, ie actually a retro game. 99% of the time hate it when it's some faggot indie game. Something like Forbidden Planet is so well done it's indistinguishable from a real game of that era.
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>>3282946
Pretty sweet. Higher resolution available?
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>>3283030
What's the matter with pixel art done by indies?
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>>3283056
>>3280783

Not retro, you fucking idiot.
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>>3281210

how did you get the left picture to look like that? It's beautiful.
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>>3283056
It's amateurish and low quality. Lazy. And unless it's a commercial release, it's just a bunch of slightly modified sprite rips from better games.
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>>3283063
That... what... I don't... oh my god. Oh my fucking god. Are...

Okay I am at a literal loss for words for this caliber of stupidity.
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I find it to bea modern extension of poontilism
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>>3283096
But they are done from scratch. Besides, i can't tell exactly how in hell is that 'lazy' or 'low quality'
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>>3283068
That's the original. The right image is what it looks like on a low quality TV.
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>>3283063
>OoT
>Pokemon anime
>not retro
>NOT RETRO
>NOT MADE BEFORE THE YEAR 2000
Amazing bait. 10/10 you glorious faggot. Raging hard.
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>>3280783
Do you like posting thumbnail images? Or are you just an idiot?
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>>3280783
I love minimalism, so no, not nostalgia at all.
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>>3283691
>minimalism
That's interesting. What games/consoles have that quality?
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>>3283691
is pixel art minimalism? It's working within an extremely limited medium (low resolution, small palette, etc), but within that, pixel art is usually going all out, doing SD sprites to make up for the size, adding tons of details to make worlds look more alive, and so on
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>>3283693
game boy
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>>3283701
By minimalism, I meant using limited, low resources in order to accomplish something. Pixel art involves the use of the least number of colors to represent something so I don't see any problems with it being described as minimalistic. (It probably fits that description better today than back then, but still).
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>>3282946
More like this?
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>>3280783
i like pixel art but the nostalgia shit is better because nintendo shit like makes me feel 6 again and I'm in my 30s
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>>3283725
>Pixel art involves the use of the least number of colors to represent something
not really. They were always maxing out the available palette ranges.
"modern pixel art" tends to not give a damn about colors either. Any color or color combination is picked, without caring about feasibility or self-restraint
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>>3282964
>undertale only ever had one sprite on screen at a time that used rotation and scaling

Undying the Undying has multiple rotating parts.
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>>3282946
>>3283895

Another from the same artist.
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>>3281180
>especially with rgb connections
What's the point then? Either go full autistic and play on your low quality old crt with a shitty rf display for the games to look like they did back then or use modern stuff with good signal.
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>>3284913
Nigga don't even go there. The entire thread will derail with tech-fags.
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>>3284913
>must only play games in ways I approve of
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>>3284917
you're responding to a tech-fag derailing the thread
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>>3281210
Wasn't that an emulation mistake, though?
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>>3284928
what specifically do you think is a mistake?
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>>3284160
I have to agree with this sadly.
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>>3283671
If you click the image it has better quality my retarded anon.
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>>3284160
pixeljoint community takes the color limitation seriously. http://pixeljoint.com/pixelart/105280.htm?sec=showcase Not the 4 color nes limitation, but still.
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>>3285507
>the color limitation
there are many. Colors per tile, colors per image, bit depth of colors, predefined palette, probably more
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>>3284187
Fair enough. It's a simple change though, should someone really want to back port it.

One could just make an animation for one of the sprites.
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>>3285507
>Palette: 21 colors
But that's bullshit, isn't it? Why would you go with such an oddly sized palette? Only because they don't care about limitations. Otherwise you'd tune it down to 16, or justify the number by using the palette with more than 21 colors for multiple sprites
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>>3282946
>>3284896

Source of these?
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>>3285520
Because it takes into account different shields/hats. Anyway, this wasn't a good example. Look at this http://pixeljoint.com/pixelart/49328.htm
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>>3284928
No. I didn't make that image, but as far as I know, this is how it works:
The left image is the raw image data. Like, when you look at a sprite sheet. That's the actual picture data.
The right image is that image output by a crt. The interlacing blurs the image and bleeds the colors to create the illusion of a smooth image. There's nothing odd going on, it's just technical mastery of a particular medium and how it reacts to different outputs. I posted it because of the intent of the artist. The left image looks like a grainy mess, despite being what he literally drew. He knew it would be seen on a crt that would warp his original image and planned around that.
In other words, some pixel art is intended to be seen in a particular way.

>>3285507
Pixeljoint's obsession with color count is silly, but there is logic behind it. When you're working at a small resolution, adding tons of colors can easily turn your drawing into a mess. Really, this applies to any visual medium, but especially with pixel art. When you're working with a handful of pixels, each pixel must be carefully placed, because each one can change your image drastically. Compare the surface area of one pixel in a 16x16 pixel sized sprite vs one pixel in a 3000+ pixel sized painting. One errant line can be easily ignored on a painting canvas, but that same line would stick out like a sore thumb on a small sprite.
Basically, you need to be economical with low res art, because you have such little room to work with and the less colors you use, the more clarity you end up with. Simplicity is very important, because you have such little room to add detail, so any detail you DO add has to count.
This post was pretty ramble-y, but I hope it rationalizes Pixeljoint's thought process a bit. For the record, I don't think there is a hard and fast rule for color counts. But if you're a beginner, you definitely want to start simple and work your way up.
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>>3285540
>Because it takes into account different shields/hats
It can, nothing wrong with doing a sprite sheet. But the artist could easily go for a 32 color palette and really go big, go for multiple 16 color palettes, if they insist on the colors, or fix the colors used. For example the blue shields are pretty "wasteful" in terms of palette

>Palette: 15 colors
Yeah, same difference. Unless it was a 15 color competition or something. It's well done art, don't get me wrong. No idea how it's done, and I can't say I care. But it's well executed, good composition, lines, shading, etc. But that's about it. It seems so arbitrary, and, I probably disrespect the artist here, but it kind of seems like a cleaned up speedpainting. Again, not bad art. It just doesn't impress me. I did >>3281931 a day ago in 10 seconds. Any ol' image software can cut down a monochrome pic (I know the link is just almost-monochrome) to any number of colors. So what's the achievement/use here?
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>>3285548
your rambling is true enough, you must not go overboard with color counts, but that's more an aesthetic reasoning than anything else. In that regard, a low color count is not an achievement, it's a necessity. Color count in pixel art has its origin in small palettes and smart color re-use. The posted examples are both ignoring that aspect completely
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>>3285557
>Color count in pixel art has its origin in small palettes and smart color re-use. The posted examples are both ignoring that aspect completely
Yeah, the color counts in those images seem very arbitrary. The amount of colors they've chosen don't really have an impact on the image.
Low color count or odd color palettes can be impressive sometimes, though. For example, this piece: http://pixeljoint.com/pixelart/12082.htm
>>
I wouldn't say I like pixel art.
Rather, I like drawn style more than 3D renders and pixel art is basically people drawing stuff under severe limitations and that's where people fucked up today.
They think people used "pixel art" as some sort of style when they actually did the best they could with what they had. If they could draw in 1920x1080 they would, but they had to work with 320x240 or something like that.
So it's not much about it being pixel art or not, at least to me.
And don't kid yourself by thinking that they created anything using pixels, that they drew from scratch with pixels. For whatever you can think of, there was probably a bunch of sketches and art and they had to adjust it to what they could.
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>>3285606
>They think people used "pixel art" as some sort of style when they actually did the best they could with what they had.
Wait, people think old games looked like that by choice? That's just plain ignorant.
However, in the modern context, pixel art is a style. It has nothing to do with technological constraints. Just because you can draw at 1920x1080, doesn't mean you have to. The only thing that matters to a visual style is that it looks nice (note: this is HIGHLY subjective) and suits whatever project it is being used for.
Would the vidya of old still have used pixel art if they had the technology from today? Probably not, but that's not how history went, then later part of the art community found pixel art to be aesthetically appealing and adopted it as a style.

>And don't kid yourself by thinking that they created anything using pixels, that they drew from scratch with pixels. For whatever you can think of, there was probably a bunch of sketches and art and they had to adjust it to what they could.
No duh. This applies to any visual medium. You draw a plan for paintings, 3d models, sculptures, carvings, performances, films... and, of course, pixel art. Pixel art takes a long time to make (depending on its complexity, of course) so of course you would need to plan it out first. You would have to be very naive to think otherwise.
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>>3285647
>Pixel art takes a long time to make (depending on its complexity, of course) so of course you would need to plan it out first. You would have to be very naive to think otherwise.
seen any retro pixel art lately? amateurs love it, because you can just put your pixels and call it a day. No need to plan or sketch things upfront. They ARE that naive
>>
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>>3285656
I suppose that explains the noodle arms and "atari" pixel art I keep seeing. You know, like that Shower with Your Dad Sim (or whatever the hell it's called). That sort of crap.

Let me try again: if you want to make GOOD pixel art, you need to plan it out first. Even small sprites are planned out. Take a look at the concept art for Nuclear Throne: tiny pixels, but meticulously planned out. And it shows in the designs and animation.
>>
>>3285672
I fully agree with you. Just saying, people nowadays misunderstand pixel art quite badly, leading to the results we all know and "love"
>>
>>3285647
Pixel art is not a style in and of itself. It's at best a medium. It's the functional equivalent of painting on a very small canvas while limiting yourself to certain colors and not allowing yourself to mix them. The visual image can contain various styles and workflows to get there so style only applies in the same sense that a watercolor and a charcoal look different.
>>
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>>3283021
The PC-98 had tons of great art. There was nothing exceptional about it.

>>3285554
I doubt it's very easy to make something like this using only 16 colors.
>>
I don't really care mich for pixel art, but I do enjoy it a whole lot more than most modern 2D games with high res pixels.

Dragon's Crown is an exception of that, though. Probably because it doesn't use a whole lot of lines.
>>
File: chiptuneHell.png (226KB, 1280x665px) Image search: [Google]
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>>3285805
1 second in GIMP. The original image has about 250k colors. I'll leave the cleanup to someone with more time and interest.
Color quantization is that easy.
>>
>>3286549
Except your abortion looks like trash and is trash.
Proper limited-pallette art, even with a source image, isn't just sticking your head up your ass and shitting through your empty skull on the "reduce colors" button.
>>
>>3286559
it's good enough to get a base image and a palette. The rest is tiresome cleanup. You can bet your ass that the image in >>3285805 has seen a quantizer several times, in order to figure out palettes and emphasize them in the high color reference image. I'd not be surprised if the gradients are automatic too (simple linear gradients work much better for this than the smooth shit in >>3286549 )
>>
File: Ss5nagasakitejimabg1.gif (411KB, 640x512px) Image search: [Google]
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If by pixel art you mean modern games or illustrations to mimic 80s and 90s games, I like it when it's well done
Simple like that
But I have high appreciation for SNK works
https://www.youtube.com/watch?v=wMa-anS6xVg
Look at this, it's beautiful
I wish more more said "pixel artists" understood how pixelated draws looked back then instead of drawing whatever abomination and thinking it's good enough
Shovel Knight is one of the few exceptions were it managed to look like a GBC game.
Yes, GBC, people say it looks NES but for me it got more a GBC feeling.
>>
>>3286589
>Yes, GBC, people say it looks NES but for me it got more a GBC feeling.
ugh, with that viewport and palette choice? Don't insult an actually good handheld like that
>>
>>3286589
Well that's the thing. Most faux-retro games utilize that art style because it's easy to make blocky pseudo-8 bit sprites and they're lazy. Of course the problem is that while it's easy to make pseudo-8 bit graphics, it's harder to make them look good, and it's even harder still to make them look good if you stick to the limitations actual 8-bit graphics had to contend with, so obviously most don't. Because honestly why bother with that sort of effort when you can just boot up game-maker, drop some two-animation gif you made in pikselapp in 3 minutes and whatever you managed to shit together in beepbox (or whatever totally le epic song you put through a pseudo-chiptune filter), call it retro and bathe in your new indie cred?
>>
>>3286598
Well the palette choice is definetly not NES how everyone claims
>>
>>3286616
no doubt about that. When leaving the NES behind though, they could at least choose a fitting palette. It seems more like they went with the NES palette "except when it's inconvenient", which is kind of an ongoing theme with modern pixels
>>
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>>3280783
It does a better job of meshing with its surroundings than drawn sprites in many cases, the latter have a Newgrounds thing going on where it feels superimposed instead of part of the environment.

Also PC-98 art makes my dick rock hard. Dat dithering.
>>
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>>3283207
>>
I can appreciate it when it's done really well and I certainly have a ton of pixel art I adore, but I feel like the same clarity and effect can achieved at higher resolutions with the right technique. I would rather see artists taking advantage of what current technology has to offer and doing beautiful artwork, instead of limiting themselves out of sheer laziness...
>>
>>3287106
>limiting themselves out of sheer laziness
There are other motivations to subject oneself to limitations. I'd not dismiss them
>>
>>3286615
> they're lazy

More like they lack of the skill but still want to make a game.
>>
>>3287109
Do those motivations improve the artwork in any meaningful way? Because I can tell you that the artists in those old games we admire didn't choose to limit themselves, they took their tools and pushed it as far as they could. The limitations were a given of the hardware and software, their intent and style could've been done at any resolution and looked just as good. Great artists will do great work no matter which tools they're given, to attribute their success to the limitations of their tools is silly at best.
>>
>>3287118
>Do those motivations improve the artwork in any meaningful way?
yes, very much so

>the artists in those old games we admire didn't choose to limit themselves
no doubt

>Great artists will do great work no matter which tools they're given
including highly restrictive tools

>to attribute their success to the limitations of their tools is silly at best
it's fortunately also not what anybody did
>>
>>3287120
Explain how those motivations improve the work? From my perspective as an artist, adopting limitations is a purely arbitrary design decision that has no bearing on the skill and time I invest into it.
>>
>>3287145
I'll draw you a parallel to another kind of art, writing.
A sonnet is an extremely restrictive form of poem. It dictates line count, rhyming scheme, metrical foot, and so on. Poets enjoy that art form though, and subject themselves to it not because they're lazy, or because the restrictions make it simpler. The opposite. They love to push their skills, making the most out of a rigid framework. When every word counts, you rise to the challenge.
Same thing with genuine pixel art. You voluntarily subject yourself to work under extremely restrictive conditions, where every single decision counts, big time, to sharpen your senses, sharping your tools, and rise to the challenge.
>>
>>3280783
I'm here for the modding. Making maps for Doom and Hexen, you can essentially create an entire world. Like creating an interactive novel and coding in all the weapons and monsters and creating environments and stories for a player to experience.

Modding is fun as hell. I do still enjoy playing a lot of these old games though too. They're just fun to play. timeless and fun.
>>
>>3287152
It's nothing like that for art, at any resolution the design decisions are extremely similar and the work often takes the same amount of time. You're just pushing stuff around doing what you think is best until something clicks into place.
>>
>>3281905
Who's this semen demon?
>>
>>3287168
>at any resolution the design decisions are extremely similar
questionable. For sprites you need to leave behind some amount of anatomy and rely on perception to indicate details that aren't there. It's very different
>>
>>3287173
Art is a massively complicated subject and it's impossible to mentally juggle all those details, so you practise it to the point where you can do most of it without even thinking.

When I'm drawing a person I'm not really thinking about anatomy. I'm thinking about the pose, the composition, the design of the clothes etc. Those are really what defines the work and stuff like anatomy is something I can do purely out of habit after drawing figures for the past decade. So yes, even at low resolutions I'm thinking of it in much the same way...
>>
>>3286843
Looks so cool.
>>
>>3287184
then you're not going low enough. Your choice though. All I said was that artists have other motivations than laziness. If you don't, that's entirely your thing
>>
It's great, especially when well animated. Metal Slug, Esprade, and Battle Garegga are basically porn.
>>
>>3287191
16px, 24px and 32px are the most common tile-sizes I work at.
>>
>>3281905
not really accurate. play any game on the psp in 3d and there's dithering everywhere. looks pretty good imo as well.

>>3282013
those mobirix ports of psikyo games trigger the fuck out of me. i hate the juxtaposition of gorgeous, meticulously done, hand animated pixel art with garbage mobile gaming trash.
>>
>>3285538
Super Mario World and Super Mario Bros 3
>>
I despise the pixel shit you get in modern "indie" games. Absolutely despise it.

It just screams incompetent nostalgia-baiting.

Literally haven't seen a good looking indie pixel game.
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