Questions tagged [pixel-art]
A way of drawing digital images using a low-resolution and (often) a limited color palette. This art form is inspired by older computer graphics, where resources (e.g. amount of pixels and colors) were more limited.
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Should I fully draw inside the canvas (e.g.: 32x32 aspect ratio) for pixel art games?
When I draw art assets for a game, should I fill the whole tile/frame? Would it look good in a game if I use less than the 32 by 32 pixels of the canvas, like the picture below?:
When I export this ...
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How is this smoke effect made?
In the game Sheepy, first (actually second) boss is a crazy cat that generates a very cool kind of light/smoke effect, as it is visible in this video at 12'00:
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What is the process to transform physics positions in pixel art (ex. Rain World)?
In this video (GDC 2016), Rain World developers explain a lot of the procedural animation process in the game.
However, it is not clear to me how you go from physical locations and bones to the smooth ...
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Help with 2D Pixel art sizing in unity
I just got into making a pixel art platformer for fun and I wanted it to work so that I could have a scrolling parallax background and also a tile set for the actual level to be played on. I ...
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Shader to give the effect of a 2D character covered in oil
I have a 2D pixel art game where characters can be covered in a flammable black oil-like substance and I am looking for a simple way to depict that visually.
Simply tinting the character black won't ...
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How do I render a pixel art game in a modern (scalable, smooth, crisp, hdpi friendly) way with Godot?
In modern pixel art games, one will usually find the following features:
dpi agnostic: Having an HDPI screen does not mean the game is tiny.
"large" pixels: Game-pixels are big, made up of ...
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How do I smoothly connect isometric tiles at different height levels?
I am trying to figure out how to smoothly connect isometric tiles at levels. For example, below are tiles at different levels.
I want to smoothly connect the tiles at the two levels based on the ...
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How to paint a circle of pixels so that at diameter=3 the result is a cross shape?
I have a pixel art brush and a canvas. When the brush size is 3, I want to draw a cross shape instead of a 3x3 square.
I implemented the following formula: if the distance between two points is less ...
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How can I fully or partially colorize a SpriteRenderer and make its "color" value match the end result at 100% opacity?
I have a GameObject that looks like this:
When I change the "color" value in the GameObject's SpriteRenderer to be (255, 0, 0, 255), the GameObject ends up looking like this:
But I want it ...
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Pixel-effect cube in Godot 4
I'm trying to make a simple scene where the camera is in orthogonal mode with isometric settings just like if it was an isometric 2D game. That's because I have already tried doing it with 2D only but ...
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Godot distorting pixels
As the title says, Godot is stretching/distorting pixel art. It seems to be dependent on where on the screen the pixel is located.
I've already double-checked my project settings and searched several ...
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Single pixel disappears in outlining shader
I've recently (11 hours ago, to be precise😅) started to work with shaders and it's going pretty well. I've created a simple shader to create an outline and I tested it on a simple object to see how ...
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Game Maker Studio 2 - Pixel Distortion
I am new to game development and am trying to learn how to use Game Maker to create pixel art games.
I've created a demo game with 16x16 pixels art style, the room size is 1024 x 768 and the viewpoint ...
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Combining palette-swaps and smooth scaling in a pixel-art shader
I am creating a pixel-art game in MonoGame, and have written a shader to perform various effects on a sprite when rendering it, such as performing palette swaps, highlighting outlines, etc.. Most of ...
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Changing part of a sprite in 2D game
Let's say I have a character and certain things (shoes, vest, hat, etc.) can be changed (visually, just the color changes).
What came to my mind was creating each of them as a separate sprite and then ...