Pixel art and the art of preserving pixel size
mrgan.tumblr.com
mrgan.tumblr.com
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).
Also, here's a wonderful guide/explanation on pixel art - a very very good read: http://forum.wesnoth.org/viewtopic.php?f=13&t=32273
At not point the article claims that pixel art should be all about big blocky pixels, only that understanding of pixel art is typically about (i.e what the layman knows about it), and even more typically in the context of video games. The only thing argued is that if any scaling is to be applied, it has to take place in the code, not in the image, which actually goes in your sense: the source image, although small, has to stay crisp.
So if you wish to really make a distinction, let's call it chip art then, or low-fi, or low-res, but there's no denying that this is pixel art, with the added constraint of resolution.
Calling this "retro", "8-bit", whatever movement "silly" is a bit disingenuous. From The Incident to The Last Rocket to Fez, the visuals are gorgeous. And not just the visuals, but from sound effects to music, the audio experience is fantastic. Disasterpeace [0] — the artist behind the Fez soundtrack — created rich electronic music, perfectly in line with my definition of quality (I enjoyed Rise of the Obsidian Interstellar way before Fez was known).
[0] http://itunes.apple.com/us/artist/disasterpeace/id411023239
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)
[0]https://github.com/Pixen/Pixen [1]http://www.humanbalance.net/gale/us/ [2]http://pyxeledit.com/ [3]https://github.com/city41/LoveToPixel
Most also offer nice animation tools such as looping your animation in real time allowing for effective tweaking. Even other simple niceties like they are always hard edged, always scale with a nearest neighbor algorithm, having both the right and left mouse button be full fledged tools, etc.
The canonical tool was Deluxe Paint on the Amiga, and most tools still around today emulate it at least to some degree.
I don't think Photoshop does this (I haven't used it for several versions and my art days are more or less over) but the above has made me forever slightly wary of attempting pixel art in a package primarily sold for photo editing.
Plus, Photoshop is expensive. If you have it anyway and it works for you, that's cool. If you're looking to install something just to make pixel art, you're spending a lot of money on a lot of features which are irrelevant to you and may make it harder to find the functions you actually need.
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Glad people are working on Pixen again, but it's got a long way to go.
Never thought about that before, but I completely agree!
I guess as with many things the rule is: try it and see what works. That or I'm just a pixel philistine.
For making a dedicated pixel art game they're unusable though.
Why so many emulators default to that is mind boggling.
I used this method with a little platform game I was creating, with the exception of text: http://minipenguin.com/?cat=32
The scaling down can be tricky though. I'd love to see a similar post to this: a pro's take on retina graphics.
Of course, that can be an artistic choice, as long as you're aware of it.
The goal is to have the missile move 1 logical pixel per frame regardless of hardware resolution.
At higher resolutions (without commensurate higher PPI) the logical pixel will become physically large and begin to look pretty weird/potentially undesirable at certain viewing distances. But the missile should always still move precisely 1 logical pixel per frame. It will pass the same amount of background art each frame. It will approach the player just as fast. etc
In my example, the larger screen has e.g. 8 times the number of pixels horizontally to show movement in. Instead of waiting 8 frames and skipping ahead 8 hardware-pixels, you can render the sprite 1 hardware-pixel further along every frame.
The problem would come from anything other than simple movement of a static sprite. If there's some much as a wispy smoke trail animation off the back end of the rocket as it flies through the air, the sprite data isn't going to give you any indication where those particles should be waving about during your interpolated frames.
'Realm of the Mad God' works this way, with the added affront to purity of having rotated pixels. I think it works rather well: http://www.youtube.com/watch?v=hpMdFFxFbY4