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879767 Posts in 33005 Topics- by 24378 Members - Latest Member: ProjectAce

May 24, 2013, 09:52:08 PM
TIGSource ForumsDeveloperCreativeArtshow us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 2212206 times)
Franklins Ghost
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« Reply #17880 on: May 04, 2012, 06:05:44 AM »

People complaining about non-purist pixel art clogging the thread taking up a whole page.
Hilarious.
Agree




And really like your work Cellusious, you've definitely got your own distinct style with pixels. So hope you keep posting them, cause I enjoy seeing it.
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knotty spine
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« Reply #17881 on: May 04, 2012, 07:44:28 AM »

This was a really old thing of mine. I touched it up with my present skills and made it dance. And then I thought it was too hard to read, so i blew it up and increased sharpness. Normally i'm a stickler for control over every pixel, but i'm also a sucker for the occasional degrade effect. Plus i don't know how to resize it without blurring it, but shh, don't tell anyone.




Now to wash my hands of my above pixel sins:

Bigger
Looking at this now, there's got to be a better way to render her gloved hands. And though i tweaked them like 20 times, i'm not 100% convinced by her legs. Edits would be welcome.
« Last Edit: May 04, 2012, 01:38:40 PM by knotty spine » Logged

Animating something like this >> Outraged << would take hours, maybe even days of work.
thatshelby
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« Reply #17882 on: May 04, 2012, 08:24:45 AM »

uh

what are you resizing it in? all you have to do is turn interpolation to 'none' or 'nearest neighbor'.
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knotty spine
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« Reply #17883 on: May 04, 2012, 08:32:03 AM »

That would work if i went back and resized every frame individually and then assembled them again. Oh, i bet i could do it in GIMP. I just downloaded that. I exported it from Game Maker, looped it in GIMP, and resized it with iaza.com.
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Animating something like this >> Outraged << would take hours, maybe even days of work.
Quarry
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« Reply #17884 on: May 04, 2012, 09:26:13 AM »

Use Paint.NET, fuck the police



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Schoq
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« Reply #17885 on: May 04, 2012, 09:27:26 AM »

That would work if i went back and resized every frame individually and then assembled them again. Oh, i bet i could do it in GIMP. I just downloaded that. I exported it from Game Maker, looped it in GIMP, and resized it with iaza.com.
Any halfway decent image editor will let you nearest neighbour resize all frames at once.
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Dacke
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« Reply #17886 on: May 04, 2012, 09:42:41 AM »

Sure, GIMP can do it. Also: the new GIMP 2.8 is out since yesterday! Three and a half years in the making, I hope it will be worth the wait.
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Squid Party
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« Reply #17887 on: May 04, 2012, 10:49:57 AM »



any suggestions? Corny Laugh
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Quarry
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« Reply #17888 on: May 04, 2012, 11:25:15 AM »

Outline kills it
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keo
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« Reply #17889 on: May 04, 2012, 12:09:36 PM »



I noticed your work is very flat, I think the next thing you should work on is thinking about light source in relation to your sprites (upper left corner works well typically).  I think you'll make a lot of progress that way.

Try working with a bigger brush and bigger canvas, it's hard to pack shading into tiny sprites, and while you might not use the work that comes out in the bigger resolution you'll get a better grasp of shading which will only transfer when you go back to lower resolution work.  or any resolution for that matter.
« Last Edit: May 04, 2012, 12:19:31 PM by keo » Logged
knotty spine
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« Reply #17890 on: May 04, 2012, 02:52:46 PM »

Changed it some.

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Animating something like this >> Outraged << would take hours, maybe even days of work.
Belimoth
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« Reply #17891 on: May 04, 2012, 03:00:59 PM »

I preferred the symmetrical feet. It looked uncomfortable and discomfort is sexy.
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John Sandoval
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« Reply #17892 on: May 04, 2012, 03:02:38 PM »

making some grass tiles

halp me pls

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Scut Fabulous
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« Reply #17893 on: May 04, 2012, 03:14:55 PM »


Rough work for the player's ship in a sidescrolling shootemup.
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Castle
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« Reply #17894 on: May 04, 2012, 03:51:37 PM »

making some grass tiles

halp me pls

im no expert on grass but I think more blades and less circular clumps might help up the "g factor" (g stands for grass)
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