Author Topic: Pixel Art  (Read 941104 times)

Since it looks like he's offline, anybody got any way I could contact him and ask if I could use it for something?

endeavor is a pretty common sprite, and alot of people use it so i don't think it's necessary to ask him imo

Hey guys, if I were to, say, request artwork for a reboot of a certain older game, would 10x10 be a reasonable image size to work with for player and block sprites? Or would it be better to go with the standard 8x8 / 16x16 dimensions?

Either way, I can adjust the game's scale accordingly.

Hey guys, if I were to, say, request artwork for a reboot of a certain older game, would 10x10 be a reasonable image size to work with for player and block sprites? Or would it be better to go with the standard 8x8 / 16x16 dimensions?

Either way, I can adjust the game's scale accordingly.

in case technical limitations matter, it's better to use sprites at the power of two, imo 10x10 is a bad idea
go with 8x8 and 16x16

pretty sure it's the engine you're working with that it depends on?
maybe i'm wrong there but it honestly sounds more like a question king would know the answer to than we would

in case technical limitations matter, it's better to use sprites at the power of two, imo 10x10 is a bad idea
go with 8x8 and 16x16
They really don't, as newer version of LÖVE automatically pad images that aren't powers of two with whitespace for older graphic cards, e.g. a 10x10 image would become a 16x16 image with transparent areas added.

Though the main reason I ask is because I feel like 10x10 would be too awkward to worth with.

pretty sure it's the engine you're working with that it depends on?
maybe i'm wrong there but it honestly sounds more like a question king would know the answer to than we would
Most modern engines don't have any problem with loading images that aren't powers of two; it mainly has to deal with how stuffty the player's graphic card is, from what I've read.

Multiples of 8 (generally used in sprited games) pretty much always work. 8x8, 12x12, and 16x16 are all adequate sizes for whatever you may need to do.

10x10 would still work, but like fancy said, it probably requires the right engine.

Though the main reason I ask is because I feel like 10x10 would be too awkward to worth with.

From my experience, I've had better luck with 8x8 or 16x16 than 10x10. 8x8 is swell for small things, and 16x16 allows for extra detail not doable with 10x10.

That's true. I'll go with 16x16 then.

well in that case i guess i might as well mention that when working with SDL it's a common rule to keep it to powers of two (edit: ok nevermind carolcat's got it) for whatever reason (guessing it's for the reason you've just posted there), and although i didn't work very much into LOVE2D when i attempted using it, i would assume it's something similar. so yeah

and also, when it adds transparent pixels around the image as you said it does, does it add it as a border around the image or does it expand downwards and right as if the top left corner is some sort of anchor point?

Downwards and right, I've always assumed. It's never had to do that for me or any of my testers, so I'm not entirely sure. (To be fair, we wouldn't really know if it did, haha.)



that looks pretty cool. the cloud on the left looks a bit weird (unless that's the sun? although if its the sun there should be some contrast between it and the clouds)



Any criticism? This is the first time I've pixel'd a car, and I want opinions

edit: stuff i forgot to fix the wheels

edit2: alright forget wheels some one tell me how to make them not handicapped
i fixed some other stuff though
« Last Edit: October 01, 2013, 11:09:52 PM by Shell »

Raise everything except the wheels higher.

And the first wheel with the single metal part was fine, just use that for both of the wheels.

Make the wheel hole things more rounder and raise the entire car a bit






Personally, I would've done this with the wheels



The wheels just look all too square, doesn't fit the car at all. Mine's not exactly how I would've done it because I didn't really want to spend too much time on it but it gets the idea across, it looks more like a wheel.