Games where you don't need to identify and react to stuff in split seconds are boringModern visual fluff has its place, in games where needing to identify objects in split seconds is not a priority.
Games where you don't need to identify and react to stuff in split seconds are boringModern visual fluff has its place, in games where needing to identify objects in split seconds is not a priority.
!!!! how could you!Games where you don't need to identify and react to stuff in split seconds are boring
how about vector art? paintings?All art is pixel art
Vector art is pixel art with theoretical infinite unnecessary pixels. Color-molecules are also pixels. I don't know about Music though.how about vector art?
Or I could play The Witness, because it has much more focused and clear design that lets you identify a puzzle from a meaningless decoration at a glance.(Speaking of slow paced games, play Myst III if you haven't, a masterpiece.)
I'm gonna take this as an unironic reply.Or I could play The Witness, because it has much more focused and clear design that lets you identify a puzzle from a meaningless decoration at a glance.
I think it really depends on the type of puzzles. The point of Myst is to explorer, try things out, etc. If each interactive element was made clear, it would loose a lot of what makes it great.It was a serious response, it just was passive-aggressive. Also, I wanted to point out that devs are even consciously trying to reduce pixel-hunting in puzzle games nowadays...
there is a distinction between how an artwork is perceived and it's medium/techniques/etc.. 'Pixel Art' refers to a specific technique in creating the art, not what it's displayed in.Vector art is pixel art with theoretical infinite unnecessary pixels. Color-molecules are also pixels. I don't know about Music though.
Good points. I can easily change a single frame on pixels. Guess it's more of a matter of "do it right the first time."Hand drawing is hard, I tried that before.
And pixel art is more easier, if you're screwed some parts of your frame, you can modify some pixel,
Hand draw? Well tough luck, draw it from begining.
Plus, good luck designing the stage design, if you're about making platformer.
Oh, you screwed your map layup?
Tough luck, design it from begining, draw the map again, no copy pasting like pixel art. (well it depends on your map type, if it's blocky then it's doable)
Plus unity is way better if you want to make handdraw game due to the collision engine and spine.
I knew it was a mistake to sketch my rough frames with a permanent marker.@ajan-ko Eh. Whether you're doing high res 2D, pixel art or 3D, structuring your art assets is key. If you do a game that has a hand drawn look, and you have to do everything over from the start if you want to change something, then you're doing something wrong.
The problem is, when you make hand draw you need more process to do things, you need to put your rough draft to your program, and see how it looks...@ajan-ko Eh. Whether you're doing high res 2D, pixel art or 3D, structuring your art assets is key. If you do a game that has a hand drawn look, and you have to do everything over from the start if you want to change something, then you're doing something wrong.
All the issues you mentioned are taken care of with experience. I've made so many running animations I could probably make them in my sleep.The problem is, when you make hand draw you need more process to do things, you need to put your rough draft to your program, and see how it looks...
After your draft looks good, then you have to polish it, line art it, you need to structure your color layer, etc. (my head hurts after coloring running animation, screw this, I'm going pixel)
My point is, after you polish your sprite and you had some tiny mistake, you need to do more chores rather than pixel art.
Pixel more forgiving when you make mistake. And I'm still newb at animation.
(key frame, anticipation, follow trough, etc)
If I'm not wrong, the only one person able to do programming and great solo hand draw is the creator of Dust Elysian Tales, and he is an animator who takes it into next level by learning programming. (Well, it's not like he is the only man, but still... hand draw is rare)
If you're a pro animator, and love hand draw, by all means, do it, nobody gonna oppose it.
and I'm no animator.
But for me it's still hard... I don't have exp to pull that off. That's why I went pixel, it's more beginner friendly.All the issues you mentioned are taken care of with experience. I've made so many running animations I could probably make them in my sleep.
A game where one person does all the art, music, programming, and sound. Or at least 99% of it.They certainly are held up as examples of one man games, even if they may not be entirely. I guess it comes down to how you personally define "one man game" at that point.
If you are trying to emulate those games, then sure.I've been looking lately at RPGs like Antharion and the close side of the walls is not visible, so do you stand corrected Fel?