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Pixel art and the art of preserving pixel size

85 pointsby thisisblurryalmost 13 years ago

9 comments

pubbyalmost 13 years ago
No, pixel art is not at all about "big blocky pixels" - that's some silly 8-bit retro movement. Pixel art is about a crisp, distinctive look and intricate detail. For instance, this piece: <a href="http://www.pixeljoint.com/pixelart/29178.htm" rel="nofollow">http://www.pixeljoint.com/pixelart/29178.htm</a><p>Keep in mind that bad graphics are not retro! This is seen a lot in indie games - the creator isn't very artistic and so they use low-quality sprites to make up for it and call it retro (this is also happening with chiptunes/module scene).<p>Also, here's a wonderful guide/explanation on pixel art - a very very good read: <a href="http://forum.wesnoth.org/viewtopic.php?f=13&#38;t=32273" rel="nofollow">http://forum.wesnoth.org/viewtopic.php?f=13&#38;t=32273</a>
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city41almost 13 years ago
I'm a big fan of pixel art. I've created a WebGL based low res pixel engine, a simple example of it is here: <a href="http://yaysarahandmatt.org" rel="nofollow">http://yaysarahandmatt.org</a> (celebrating my wedding engagement)<p>I'm surprised he mentioned Photoshop. There are many dedicated pixel art programs that are far better for the task such as [Pixen][0], Graphics Gale[1], the new Pyxel Edit[2] and my own LoveToPixel[3] (done in HTML5 Canvas)<p>[0]<a href="https://github.com/Pixen/Pixen" rel="nofollow">https://github.com/Pixen/Pixen</a> [1]<a href="http://www.humanbalance.net/gale/us/" rel="nofollow">http://www.humanbalance.net/gale/us/</a> [2]<a href="http://pyxeledit.com/" rel="nofollow">http://pyxeledit.com/</a> [3]<a href="https://github.com/city41/LoveToPixel" rel="nofollow">https://github.com/city41/LoveToPixel</a>
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crazygringoalmost 13 years ago
&#62; <i>committing the grave sin of mixed pixel sizes.</i><p>Never thought about that before, but I completely agree!
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bendmorrisalmost 13 years ago
Also, if you draw your pixel graphics pre-scaled, you're locking yourself into nearest-neighbor interpolation. There are plenty of other cool interpolation algorithms that you might want to use to use, like scale2x or hq2x.
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dag11almost 13 years ago
Another reason for doing this is motion. If the images themselves have double-pixels, then the game can still render moved/rotated images within the device's pixels and not the image's pixels. So scaling up your canvas makes development easier, in addition to the artwork creation.<p>I used this method with a little platform game I was creating, with the exception of text: <a href="http://minipenguin.com/?cat=32" rel="nofollow">http://minipenguin.com/?cat=32</a>
awolfalmost 13 years ago
Interesting that designing for iOS non-games is the opposite: design @2x and then scale down.<p>The scaling down can be tricky though. I'd love to see a similar post to this: a pro's take on retina graphics.
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Lucalmost 13 years ago
If you render everything to a small canvas which gets scaled up for display, movement will be less and less smooth the larger the display is...
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jeffpersonifiedalmost 13 years ago
It's so funny: I just saw an article on the Turf Geography Club and was wondering this very thing in their own design. Thanks for the post!
89aalmost 13 years ago
I'm always completely shocked when people design pixel art games and they can't grasp this concept.