Diving in with Pixel Art
It has been a long time since I did much in the way of pixel art. I think the last time I did it properly was while I was at university, and before that, in the early days of RPG maker I did some tiles.
Now I've probably worked way too much on it in the last month or two, having completed a few sprite sheets for my environments and props, as well as developed a name to ditribute them under. I have created a separate account to keep the assets portion of my game developemtn separate from the games themselves. This will allow me to distribute them under a different name and not clog up the Long Trail games account with art assets instead of games.
I've really enjoyed creating the pixel art so far, it's thereputic and a fun wind-down activity especially when I find myself with little spare time on most days. In conversations I've likend it to cross-stitch or crochet, though perhaps a little less practical in terms of how active you are while doing it.
I started out by looking at what styles I wanted to replicate. of course this was Zelda: A link to the Past, I am wearing my influence on my sleeve with this one. I based my grid sizes and designs off Zelda a lot here, using an 8x8 base with 16x16 tiles. this left me with a self-imposed rule, but I later learned that rules are often broken and as long as your ppi is maintained and the scale of your sprites stays the same then pixel art is far less restrictive than it first appears.
For example Link's character sprite doesn't fir in a 16x16 tile, or even a 16x32. the pixels for his sprite are within the scale, but he is actually something like 18x24. However if you break the mould with your tiles that will ruin the grid so those rule must be adhered to with the grid, but props and characters have free reign to be as large or small as they need to be within your style.
I looked at games such as Moonlighter for inspiration on my styles. I really love the colours and details in that game's artwork and while I don't consider myself anywhere near as talented as the artist for Moonlighter, I did what I could to replicate that games style and merge it with Zelda.
What I initially ended up with was just a bit too detailed for my liking. I had a flat green texture with a ton of variants with small specks of grass. My long grass was trying to be more Zelda than Moonlighter and ended up being pretty messy. You can see in the screenshot below the over-use of details in my grass sprites just felt too busy and I wanted to draw it back.
Given that the long grass was one of the first sprites I did I decided to go back and take lessions from what I'd already done and apply it to my grass sprites.
In Zelda the SNES has hardware limitations which restricts the number of colours which can be displayed on screen to 256, which is a lot but can quickly get out of hand if you're using lots of different shades of green for your grass. I won't have that same limitation so I decided that instead of using a defined outline for each individual blade of grass I'd lean more towards something more textured for my terrains.
Chance and the Time Wizards' Curse
Classic top down gameplay with randomized item locations
Status | Prototype |
Author | Matt Deamer | Long Trail Games |
Genre | Adventure, Action, Puzzle |
Tags | 2D, Action-Adventure, Fantasy, Indie, Retro, Singleplayer, Top-Down |
More posts
- Chance and the Time Wizards’ Curse Progress Update #1Aug 16, 2024
- Organizing thoughts to make progression easierApr 11, 2024
- Giving my game a nameApr 10, 2024
- Giving items extra value to mitigate difficulty.Apr 09, 2024
- Approaches to Random Item AllocationMar 06, 2024
- Applying Logic to Rando Location AssignmentFeb 29, 2024
- Returning to the Long TrailFeb 27, 2024
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