I should get into podcasts. Seems like something good to listen to while pixelling or other stuff!
I can't believe how many punk styles there are.
I feel like just inventing a new one rather than researching all the ones mentioned o.O
...maybe something like dandypunk or hippiepunk?
There's the musical trend of horror punk. The Misfits seem to be the most well known practitioners, but I first thought of the small band Miguel and the Living Dead : Here's their most catchy song, and this video shows some imagery.
Probably neither. He just thinks it's cool. I certainly concur.
Are you complaining or bragging?
I just spent 1.5 hours in Pillars of Eternity character creation.
This American Life and RadioLab, because I listen to a lot of NPR.
Comedy Bang Bang and How did this Get Made are my favorite podcasts, most anything on Earwolf.com. The first one is a guy talking to some comedian, then another comedian usually comes on playing a character and they improv hilarious shit for around an hour. The second one is just some funny people discussing really shitty movies.
Battles are good but they are segregated by long tedious anime story cutscenes.
Yes, it's fun. Do you like srpgs? If you do, you will like this game.
Has anyone played Valkyria Chronicles? and would you recommend it?
Radiodrome and Projection Booth. Other than that, single episodes of random podcasts if the topic strikes my fancy. Podcasts are perfect to have on as background when pixeling.
I second SleepCast, it's pretty hilarious. The Ricky Gervais Show is brilliant aswell. If you want a less comedic one then there's a new podcast that was setup by Satchbag and one of the Continue? guys, Cinephilia Anonymous. It's pretty interesting if you're into films.
Sleepycast and Chaos Pony.
They are funny, and don't take themselves super seriously.
PJ folks what podcasts do you like and why?
Coz Murricans can't take the real stuff. Try this.
@Jalonso: It appears there are also biopunk, nanopunk, clockpunk, teslapunk, dreampunk, mythpunk...pinpointing's the limit :|
Wow, thanks guys. I'm so glad I asked...off to research.
Manu, that link is not avaiable to Americans therefore it must sux and be wrong :p
Wot Manupix said.
@Hapiel: I played your game a bit more in experimental mode. I agree with king bobston as to the shoe powerup (it's damaging rather than helpful, imo).
As to purple platforms, I think that the most annoying/confusing part is that the controls stay reversed even when you are in mid-air after getting off them.
Also, I met a flipping green platform once. Maybe I'm saying this because I didn't see that coming (and of course died ) but I had the impression that the flipping occurs too quick for the player to react.
By the way, do you plan to add an instruction section in the main menu or will the game mostly be trial-and-error?
There is only punk.
Atompunk is my personal favorite of all the "punks", probably the reason why Fallout 3 is my favorite game of all time.
from my understanding, the punk subgenre is like dubstep. cyberpunk=dubstep. then you have all of these variations that are kind of just there because someone thought the more sub-subgenres the better. liike in dubstep you have chillstep and clownstep and blahblahblahstep. in the cyberpunk umbrella you have steampunk, which is prominent enough to be more distinguished from cyberpunk but it kind of was a product of the new cyberpunk subgenre. but apparently there are all sorts of variations like stonepunk, dieselpunk, atompunk, decopunk, even elfpunk?
Well, there is dieselpunk, though it's very close to steampunk, and also game called Jazzpunk, which is the pure art.
Question for y'all cool yunguns:
Does any punk exist in art besides steam and cyber?
I would be against changing the 10k preview and I'm the most affected because its me that sends endless PMs with a note about it every day.
"We like 10k previews...its like the old days"
Think this is the truth of the matter. Sure the front page should be clean and fast, but it's true that most (the vast majority) have the connection for much more. Of course, it's a pixel art site, it's automatically a little nostalgic out of the gate.
New demo video: Natural Selection
Unfortunately, the video capture quality is abysmal. if you are able to ignore the choppy shit (I hardly can), there are a couple interesting mechanics shown as it goes on. About half way through, it gets especially interesting, with what I call the Mrmo-Momento.
I really liked that game. I think it's a must play for everyone who wants to do some game developement.
Whether it's logical or not isn't of much concern since the admin is too busy to change those things anyway.
We like 10k previews...its like the old days when restrictions mattered and you have to find the way.
'Everyone has millions of colors but you should never use that much.' - p_O
www.technologytell.com/gaming/144584/doctor-legacy-gets-8-bit-addition/ 8-bit? I don't know why the hell I bother... I don't even call my ones 8-bit that strictly even though they're much authentically so. doctorwho.carnivac.co.uk/
I dunno why but i'm okay with 10kb previews maybe cuz they are previews. I always believe that if your work is good enough it'll be noticed no matter what. ..But I always rate myself the highest as a reward for doing some good work. I'm weird..
How does the export gpl function work for this site can anyone give me insight? I'm using Firefox.
Color Scheme Designer
Agreed about increasing the limit. 10kbs is really small nowadays. The website wouldn't get sloppy if we slightly increased that limit to say, 20 or 50.
I'm with DB. You might even consider "no animations in previews" as a rule if site cleanliness was a more important goal.
Read my post again.
It could be upped to maybe 50k. That's still small enough not to bother most people's download limits (especially in this age) and have a greater freedom for animated previews. The current limit was set for the net speeds of a decade ago or so.
it is perfectly reasonable for a 100x100, or even a 64x64 gif to surpass 10kb if there's more than like, 4 frames. in fact the 5 pieces i pointed out are perfect examples of it! They are very small, and still manage to be over 10kb
in fact I think the biggest one is 12kb and like 4 frames total
allowing bigger files to display isn't 'getting sloppier' at all, it's recognizing that we're not in the early 2000s anymore and basing your rules around dial-up connection is being lazy. sloppy, even
No, it's perfectly logic. There's no reason a small pixelart image should surpass 10kB, let alone a PREVIEW. And it keeps the front page fast and slick. Just because the internet gets faster we shouldn't get sloppier.
that's... a really weird limit to put on what the main page displays
they're over 10kb :/
why does it seem like every animation bigger than 2 frames isn't showing up on the main page anymore
e: there are 5 very small animations in the new work list that *should* be showing up and just Are Not
Agree on Cave Story, it is a great game.Though I hated it first time when I tried to get the good ending. By artistic means there are few games that were not mentioned and I think they should be.
First of all, Earthworm Jim and Neverhood. I really love Doug Tennapel style, which gives those games their awesome design, and animations in both are great.
And Neverhood just blew my mind when I saw it, because, well, it is game made of clay!
Also, Comix Zone, Lucasarts quests, Braid, Rayman Origins and Legends. Especially Braid. For me, it's one f the most beautiful games ever at visual aspect.
I choose games for the art first and will play anything if I like the art.
For me, any Castlevania (the older pixelart ones) are the best and MYST (NPA).
Treasure Adventure Game : The pixels are not the prettiest, but the author put a lot of heart in this non-linear platformer adventure.
The Gog version of Tomb Raider 1 works right out of the gate (the first three games are bundled together). They have everything set up so that you can just install it and press play.
I first finished Tomb Raider 1 a couple of years ago. I don't want to say that I consider it a great game, but once I got into it, I really started to enjoy it a lot. Maybe I should get around to finishing the second game.
I would argue that playing a variety of games is an important factor in learning to design. I won't weight its value against diligent practice, but consider this: I'm no video game designer, but I am a writer, and one of the absolute most common pieces of advice given to fiction writers is "read a lot," even though they could be using that time to write more. Now, "write regularly" is also a big piece of advice, so I think there's a balance that should be struck between consuming media and producing it. Here's my take: when you just practice, you get good at what you're doing. However, your technique set stays limited to what you already know and what you work out on your own. When you play games, specifically games that a) do something innovative/different than the pack, or b) are wildly successful, you can learn new ideas (either doing the innovative thinking part for you or selecting out which techniques are effective, respectively), though you won't gain any skill at integrating them until you go back and try them yourself. By playing to learn, then practicing to improve and put your own spin on ideas, you improve your own games' interest factor. You can make interesting games without learning the techniques from other games, but you have to do all the work yourself when someone else has already done the bulk of it. (ie it keeps you from needing to reinvent the wheel)
The key skill I think that might not even require playing as much as understanding a game is the ability to pick out what makes a game unique. Example: Risk of Rain's interesting ideas are a time-based difficulty escalation, a class-based roguelike, and a cooperative roguelike. It's not perfect and the experience isn't particularly amazing (though I find it quite fun, the second of the two things I named is the only one that resonated well with me), but that in itself provides insight into learning techniques. Superbrothers combines episodic storytelling and twitter integration (along with more conventional notions and great aesthetics) to make one of the best experiences you can have with mobile games.
Maybe that's just my approach to improvement though.
When we go with an overall artistic viewpoint and complicated theoretic explantions of what art even is, I'd have to go with Killer 7 (because it's so much of a concept piece and obviously was intended to be viewed as an artistic piece of interpretation) and The Path (my favorite walking simulator since it's more of a getting lost innawoods simulator) for it's merging of meaning and mechanics- which'd also apply to Papers, Please. I think that actually a merger of meaning and mechanics, a working whole, is what holds a really great game together.
If we're talking about Graphics and their artistic value, my votes go to Clock Tower: The First Fear (which gets bonus points for the Giallo inspiration) and probably any of the first Silent Hill games (definitely on concept art basis).
Also, Risk of Rain is pretty good, I sunk a good amount of hours into that game. The item mechanic is ingenious in combination with the timer and makes for a good long time motivator even with lack of stages.
After fifteen years, which is half my life on the nose, I'm going back to Tomb Raider. The emulated PSX version, as I can't seem to get the PC version to run. Let's see how the game stacks up after all this time. For the record, I absolutely loved all the 5 games released for PSX; beat them all multimple times, even drew crude maps on paper.
Anybody else returned to a game from their teens recently?
I need to play more of these games..
all I've really put time into was Pokemon, Mario, some FPS's, and Hearthstone. Do you guys think it's 'worth' it to play games for reasons beyond it being fun to? Does playing a larger variety of well-made games provide a more productive way to learn how to become better at designing them than to just practice-practice-practice?
Risk of Rain is good, but not great. I've played a fair amount of it though.
I don't think multiplayer games can ever be 'great', or at least its a lot more difficult for them to be great. To me what makes a game more than just entertainment is the connection to the characters and the situitions going on in those games, and multiplayer makes it really hard for the game to create that. There's games like Dota, which I've literally sunk 1000 hours into, but I don't even hold it close to the same level as a game like Cavestory. To me there's two different catagories of games, ones that are art and ones that are entertainment. I think why a lot of people look down on videogames(well they don't as much as before) is because the games that get the most attention are ones that are based around entertainment, which have more shallow content.
Anyway, end rant, Risk of Rain is an 'entertainment' game for me.
Shovel Knight I feel is a little overhyped, I love the game but it isn't something sent down from the gods like a lot of people make it out to be. The pixelart in it is great, although it really bugs me that some of the sprites and backgrounds are slightly subpar. It seems to me like they had an artist who wasn't quite up to speed with the rest of the team. Just off the top of my head, I remember inside the castle level's background to have a distracting and weird color scheme, and some of the sprites were banded and flat shaded. Those are pretty minor points, if I wasn't such a pixel nazi I probably wouldn't care about that at all.
As for the best game from an artistic standpoint, I really like Donkey Kong Country's atmostphere. The colors are so nice to look at and the game just has a really nice look to it. Although, I'm probably blinded my nostalgia a little bit, haha.
Two games that come to mind are Ico and Shadow of The Colossus. Also a more recent game would be The Last Tinker : A City of Colours, there's just something I really enjoy about the look of that game.
Depends what you mean by artistic. Artistic as in aesthetic wise or artistic as in a means of expression/conveyance of something?
speaking of games, what games would you all list as best from an artistic viewpoint?
I've monkeyed around with the MSX styled one, your right the charm truly lies with that one.
I second this. La Mulana is great. I was sorely disappointed with the Wiiware version. The graphics were "updated" and I think it just lost its charm.
Risk of Rain and Cave Story get my endorsement too. Also, Red Rogue.
cave story is one of my favorites. you know those old games like pokemon red and blue, ff6 or super mario world where just playing it or hearing a tune stirs these unexpressable feelings? cave story gives me the same feeling, and has already established that kind of nostalgia with me. it just hits those right notes that only games of yore hit.
sword and sworcery is a must experience if you are big into immersion and aesthetics. i actually had tears in my eyes of joy at the end because it was so artistically done. it's quite a new experience. like taking a trek through a soundtrack almost. (headphones r a must)
terraria is an incredible game. pixels arent pure nor high quality, but more than charming. b careful tho, getting into building is whole separate art in itself
risk of rain looks cool. havent played it.
shovel knight!!!! (though i havent played it.)
super time force looks fantastic and the concept of the gameplay seems like it leaves a lot of room for play diversity
check the games in this thread for some upcoming ones to look out for www.ign.com/articles/2014/03/18/why-pixel-art-is-totally-awesome
Cavestory is wonderful, I love both that and Kero Blaster (another Studio Pixel game, which you should check out if you haven't)
I can't for the life of me find VVVVVV aesthetically pleasing, Noitu Love 2 on the other hand looks rather interesting, i'll have to look into it.
Binding of Isaac: Rebirth, Super Crate Box, You Have to Win the Game.
There's always Cavestory if you don't have that/haven't played it. It's probably one of my favorite games ever. There's also Noitu Love 2, which has awesome pixelart. VVVVVV has incredible music and gameplay, the pixelart is simplistic but aesthetically pleasing to look at. Those are probably my top 3 pixelart games for steam.
Has anyone got any recommendations for indie games that use pixel graphics? Even though I have like 150 games on Steam that i'm still yet to finish I feel a need to buy some more games to add to that constant backlog of shit i'll never finish.
someone who agrees :D
I miss super17 his pixels were exceptional, especially his palettes
@Friend, I think Rainworld looks amazing too, gameplay and aesthetically wise. I've been following the tigsource thread somewhat regularly for the past few weeks. They are doing a lot of cool stuff with that game.
That's a shame, Metal Slug it is then
Is it repetative as in roguelike or is it just the same thing over and over again with not much to do? It's mainly the art style that's swayed me to want to purchase it so far.
It has good art and music, but gameplay is very repetative. They send you to the same location everytime, and it gets pretty boring.
Has anybody played Mercenary Kings? i've wanted to give it a go for quite some time but am unsure if it's worth like €20.
Paul Robertson done many of those for Mercenary Kings.
But as Jal said, it's not a good thing to do exactly the same.
For me the thing in animation is always about imagining stuff you animating in 3d. Then it gets easier. And do't be afraid of drawing new frame from scratch.
Btw, effect is not so bad. Maybe just make it bigger?
I am weak at animations so when I make any I frankendoll in my mind so I can visualize each moving part as frames.
Yeah, that is a good point. I'll work best with what I have. I already have made a few iterations of death animations, just in case it sounds like I'm not experimenting. They just look so crappy so I feel the need to find something that looks better. Newest version I got:( i.imgur.com/HuxvmmR.gif
Finding any ref is tough because as artists we are all hopefully coming up with new ways to create and/or experiment so finding a ref that meets your needs exactly is almost always a time waster.
Use that ref and experiment :/
Well, I suppose what I'm looking for is more like how to do a sideview death explosion like this http://www.spriters-resource.com/resources/sheets/6/6504.gif It doesn't nessarily have to be a death animation for a specific thing The closest thing I can find is Cavestory, but there's not a lot of other games that I can think of that use that type of death animation for characters (other than cs).
Smoke death animations seem to be more of a thing in top down-ish games ;(
That's tough. A person, an animal, a thing?
Your best bet is to have a game example in mind and then seek those sprite sheets to study. The links section has some database links such as 'The Spriter's Resource', for example.
Would anyone happen to have some good references of side view death animations? I can't really find anything on here using the search bar, not a lot of things with the tag "death animation" or something of that sort.
looks really good to me. it looks a little strange, and yet it fits the aesthetic i think. if everything used the utmost technical methods, games wouldnt have character. it's how the pieces come together that make it purty
It looks really cool in the youtube video, but when the art isn't shrunk down to fit on the youtube screen, it looks really rough. They used coded-in rotations on the sprites, so it looks really ugly.
looks pretty cool :p
have you guys seen this? this game looks incredibly intriguing aesthetically and as a game
Cant wait to get this on my phone!
You make it sound quite appealing. It could be the place I can talk about boring train rides (like: "oh, another boring train ride *picture of boring train ride*").
I feel like a lot of the people who are offended by everything and just that whole mindset etc. migrate on Tumblr, i'm sure there are people like that elsewhere but there seems to be an abudance of them on Tumblr.
All that stuff is touchy to talk about however unless you're agreeing with what they're saying. Personally i'm in the mindset of who gives a fuck, just get on with stuff rather than analysing every little thing and looking for reasons to find bad in things.
Pros of tumblr for sharing your pixelart: you can tag posts you make and then filter by your tags just by adding /tagged/tagname to your url. You can customise your actual page with HTML, though everyone's dashboard mostly looks the same. The reblog format means anyone who finds, enjoys, and wants to share your stuff can post it to their own blog and share it with their followers with a single click or two. All reblogs (on the dashboard, at least, it'll vary by blog format) show the original post on your blog as the source.
Cons: Uploading pixelart means you have to shove your work into a 500pixel-wide image, otherwise it'll stretch+blur when people view it on their dashboard. Also there's jack and shit support for stolen art, other than having a big enough social network to name and shame blogs that do that. Reblogging pictures lets you delete artist comments, because apparently some tossers do that too. The messaging system is trash. Some quality of life functionalities are absent unless you use third-party browser extensions such as xkit.
The folks on it I feel are not objectively better or worse than people elsewhere on the internet; your own dashboard is whatever blogs you feel like following. You go looking for pond scum, you'll find it just as easily as you would searching tags for awful people on twitter.
For me Tumblr is just an alternate space to post my art, as i'm not really a fan of DeviantArt. I try not to browse the site for the most part seeing as the people there be cray cray. Initially though I made a Tumblr to practice HTML and figured I could then use the place for my art.
As for Twitter I only use it occasionally if I remember that I have one. Not much a fan of Twitter either but yeah.
Thanks Ego :), that sounds good! So I should share something casually, right? Will do in a minute
As for Tumblr replacing websites, yeah I see this a lot indeed.
Interesting answer, Ego.
What about tumbler though? What is its strenght ?
These sort of services combined are just an alternative to having a homepage. It has pros and cons compared. For most people, the pros outweigh the cons nowadays. Easy to set up, networked, just about the right amount of features you'd mostly need. As far as communities go, its strength is its informal spontaneity; also its weakpoint.
I'm not on tumblr, but I'm an avid twitter person. For me, the appeal is that it takes little to no effort to share things, and there's no obligation to explain anything because you only have 118 characters (including an image or link eats 22 characters). It's this really ephemeral way to share stuff where there's no pressure to always try to present your best side; you can just be casual. It's also really easy to fill your feed with other pixel artists so you're inundated in what's currently being done, and through hashtags you can have big collaborative group collections of pixel art.
Of course, I got into twitter outside of pixel art. These things are just extensions about what I like about twitter in general.
It seems like every (semi) professional pixel artist uses twitter and tumblr.. Why and how? I never really understood these strange media, anyone want to give me a glimpse of their purpose? :p
That would be really nice as header in a site with a dirt like textured text.
Made some tiles. No idea how to texture grass hence why it's all just green but yeah. Didn't feel like posting as an actual submission.
You could make such beautiful pixels togther.
@Zizka it's okay, i'll go on a date with u bb
My date cancelled on me. Sitting ducks tonight. Good opportunity to pixel some I'd say.
Besides tig source, what are good websites to discuss indie games, like forums and whatnot.
Yeah, I can't even deal with the purple blocks myself :p. I guess they will be only included in a very hard level, and having a few pop up in the beginning is a clever idea! :)
The purple blocks surely mess with me. They should come up in the frequency they're now at a later stage. But let a few of them pop up in the beginning, as it would be frustrating to lose at a late point just because you didn't knew what they're doing.
The shoe is sort of useless but I found the parachute very useful. It's quite interesting how just the purple blocks and the parachute change the gameplay feeling (at least for me).
Thanks for playing :). I intend to have music, but this thing is far from finished and I just wanted to get some response on what is already there!
Ctrl is comes in handy when I am testing things and I don't want to wait to kill myself all the time :p. A pause button had not come to mind yet so I guess I'l add that to the todo :)
Funny, I thought I just add that so to see what is coming up, but I was afraid that the purple blocks might be too confusing/the parachute and shoe pretty much useless :p.
Probably Batman or Mega Man 2.