Don't wanna be here? Send us removal request.
Photo
29 notes
·
View notes
Text
historically, pixel art was rendered on limited hardware, there were strict limits on how many colours could be displayed on screen at once and in a single sprite.
These limits no longer exist, so you are no longer beholden to any of them. Despite what you might hear in certain pixel art spaces, there arenât really any rules anymore, beceause thereâs no technical limitations forcing you to work a specific way. You can make your pixel art have as many colours as you want, be whatever size you like, and have as many frames as you want it to.
However! the smaller you make a sprite, the harder things will become to read unless you shrink down the number of colours in equal measure.
In a photo you might have. i dunno. 1,000,000 pixels in it or something like that. Thats like a really small photo but thatâs still so many pixels that you donât really notice any of them individually. They all blend together into one big mass to tell you what youâre looking at in groups of hundreds!
On the other hand, in a 16x16 sprite youâll only have 256 of them. Every single individual pixel can have something to say!
But if every pixel is trying to say something at once, it muddies the sprite and makes it hard to read. However, if a group of pixels are all the same colour, theyâre all saying the same thing, and it becomes a lot easier to understand what youâre looking at.
like, for example, take a look at this 16x16 crop of a random photo.
does that look like a whole lot of nothing? yeah . theres 256 pixels, and theres 256 colours. the pixels arenât really working together to tell you anything, so instead it just becomes one big vague mass. if i reduce the colour count to just 6 colours and increase the contrast, though,
it starts to look less like visual noise, and more like water at sunset!
The contrast is important - part of why you want to keep your colour count low is to make groups of pixels distinct from each other.
But, how exactly do you keep your colour count low, anyway?
a colour ramp refers to the gradient of colours in your palette that are used to shade one particular colour, such as tempests hair or her skin
instinctively youâre probably going to want to make individual gradients of colour for each of these things.
however, if you connect these ramps together, you can greatly reduce the number of colours youâre using in your piece. This also helps create a cohesive palette!
when it comes to connecting ramps, value matters much more than individual hues. you want to have a good range of values to have a readable sprite!
I think actually a really good example of value mattering more than hue in sprites, is this guide to anti aliasing by pixeljoint user ptoing
also just generally good advice, but take a look at this bit in particular
despite the wildly varying hues, they work together just fine. by focusing on the value when you combine your ramps, you can create some really interesting colour palettes!
anyway. now for some vaguer notes on how i do lighting
anyway thems just some thoughts for you all
15K notes
·
View notes
Photo
from last year - a piece for an Organization XIII fashion zine! some fancy travelers, a train robbery, a betrayal! and who lost their hat!?
#I love everything about this#wow!#what a style#and all my favorites#cute scene#art#kingdom hearts#axel#Larxene
13K notes
·
View notes
Photo
Regrets of Master Tethras - slightly coloured version. Sigh.
70 notes
·
View notes
Photo
Ever wonder how DA characters looked younger? Â
353 notes
·
View notes
Text
Oh no, new villagers have arrived. Hope they donât destroy your town...
1K notes
·
View notes
Photo
passing my time with some background practice
14K notes
·
View notes
Text
âhappy endingsâ this âsad endingsâ thatâ you can debate the relative merits of each till your mouth goes dry and itâs still not a meaningful binary. Is the ending coherent and emotionally appropriate for the story? Cool.
91K notes
·
View notes
Text
Draw myself and my online friend as animal crossing animal villagers.
190 notes
·
View notes
Video
youtube
Youtube user ureshiiiiii recreated the corruption of the pillars cutscene from Soul Reaver 2 using MMD and itâs everything
#The writing of the dialogs!!#You will never find better dialog#this game was truly a story driven game#I wish I could find the post that compares the monologues to Shakespeare's works#truly a great comparison#Legacy of Kain#recreated cutscene#art#digital art
218 notes
·
View notes
Photo
âI am, as beforeâŠâ
hi guys! i know itâs been a hot minute, i am sorry for that, iâve just really not been feeling it with everything thatâs going on, in addition to having issues with tumblr logins, but
hey! i got into a new fandom and iâm inspired right now so take this
#hot damn#I love the style#and I miss the games#Though as of late I've come to be okay with the open ending not expected ending of the series#Kain#Legacy of Kain
99 notes
·
View notes
Photo
old request is old
43 notes
·
View notes
Photo
guys help iâm LOSING MY GODDAMN MIND over these fat tiger art scrolls
(source)
172K notes
·
View notes
Note
Ok can I just say how happy I am that I sent you that original ask asking you to draw a frog like kirby!! Your drawings make me and so many other people happy, thank you!!!
iâm glad you helped me make a new character !!!! i love froggi!!
4K notes
·
View notes
Text
As Iâve grown as a writer, one unexpected change in the way I view and critique other stories is that I no longer see stories on a scale of good to bad, but from finished to unfinished.
There are rarely âbadâ stories, only stories that needed more work to reach their true potential: stories that needed faster pacing, stronger characters, fewer plot holes, a more developed settings, better narration, more editing.
Thereâs a good story in (almost*) every concept.
What might this mean to us as analytic readers?Â
If we look at stories on a scale from unfinished to finished instead of bad to good, the natural response then becomes not âwhat made this story badâ but âwhat would I edit to make this story betterâ which both focuses on positive, growth-oriented thoughts and forces us to dig deeper in our understanding of stories.
Even more important: What should this mean to us as writers?Â
It means that we shouldnât doubt our own concepts and stories so much.Â
Even on the days when your story feels like itâs unoriginal and undesirable and not progressing, remember that there arenât any bad stories, just ones that arenât done being edited yet. Keep working, keeping writing, keep editing. You have a brilliant story in there somewhere, youâre just pulling it out of the woodwork still.
* Concepts that donât make good stories are concepts which would actively harms real life oppressed groups even when done well. Viewing stories as finished or unfinished should not include ignoring or dismissing aspects that are harmful to readers.
3K notes
·
View notes
Note
Sorry if you have answered this a thousand time : But what kind of advice do you have for stilted scenes? You know the ones, where it feels like dry cardboard and tastes like wood chips.
Rescuing a Dull Scene
When a scene feels stiff and dull, itâs usually because it doesnât serve a purpose. Remember that every scene in your story needs to matter. If you could remove a scene and not affect the plot or the readerâs understanding of a character or the setting, the scene needs to go.
So, the first step in rescuing a cardboard scene is to figure out whether or not the scene has a purpose. If not, you can just ditch it, but make sure to save anything you might be able to incorporate into another scene, such as a nice bit of dialogue, a cute moment, or a particularly nice description or bit of wordplay.Â
If the scene does serve a purpose, ask yourself whether there might not be a better way to accomplish this purpose. Could you move the scene to a different place or situation? For example, a conversation between two characters about a recent breakup might be more interesting in a cute coffee shop than in the living room of one of the characters. Would adding or subtracting characters make things more interesting? And finally, is there something unexpectedâsome emergency or bit of dramaâyou can insert into the scene to jazz it up a bit? For example, the two friends sitting at a cafe talking about the bad breakup one of them just went through⊠what if the ex walks in? What if the ex walks in with a new girlfriend? Not only might that energize the scene a bit, but it provides an opportunity to further explore the situation, how your characterâs coping with everything, and potentially plant some seeds for what happens next. This is the âwhatâs the worst thing that could happen right nowâ method of spicing up a scene. :)
1K notes
·
View notes
Text
Your characters have problems.
I donât mean flaws in character design, even though they possibly do. I mean the problems your characters SHOULD have. The problems they face in your story ie. villains, conflict, war, homophobic parents, not having a date to the big dance. YâknowâŠlike a plot.
Here are 3 ways to improve your plot
1. Your Characters Need to Make Decisions
This may sound obvious, but it isnât always. The ProblemâąÂ isnât just something your character has to go through that sucksâthey should be faced with options, and have to make Active Decisionsâą that affect the outcome of the story. This gives your characters agencyâif they donât have agency, if they donât make decisions, your characters will be read as passive. Passive characters arenât interesting.
2. These Choices Need To Be Hard
Give your characters inner conflict.
Hard, tough decisions to make. How to face their big problem. In figuring out what options your characters will choose, remember their
Motivations
Background
They way they were raised
Moral/Ethical/Spiritual beliefs
Fears
Loyalties
3. Figure Out The Stakes
Based on what kind of story you have, the stakes for your protagonist are going to be different.
SciFi novel about how the world is going to get obliterated by an evil force in 2 days? High stakes.
Romance novella about 29-year old Tequila Sheila who canât seem to find a date to her brotherâs wedding? Lower stakes.
And thereâs nothing wrong with having higher or lower stakesâbut do think about where your stakes should be for your particular story. Many stories donât have high enough stakes for readers to be captivated; these stories need to be reconfigured, after realizing what exactly is at stake and to what degree. Understanding what your stakes are can help you figure out what kind of reading experience your book will be.
10K notes
·
View notes