

Most artists will tell you that a tool is a tool, and you can create good art with any tool you set your mind to learning. Some stick with old favorites, others use freeware, and some opt for higher-end software. It’s odd to think “Wow, I was stupid back then” when “back then” was merely a week ago.As pixel art has expanded into a popular art form, rather than just the evidence of technical limitation, so too have the tools that developers use to create it. On the “backside” of things, as I keep learning more about GML, I keep finding bits and pieces I could have handled better than I did when I initially wrote them.

I’ll probably go back and rework all the existing sprites in the earlier demo to be more consistent with the death animation, since all following sprites will probably have a similar look. Unfortunately, that lead to a really inconsistent look, because I didn’t have the creation process down. (This one’s 11 frames compared to the run cycles 8, but a run cycle is arguably harder to animate.)įor the earlier sprites I fiddled around a lot more on a pixel-level. That might seem long, but compared to the earlier running animations, it went rather smoothly. Creating everything took me about 3 1/2 hours from start to finish. īelow is a step by step process for the death animation. I haven’t yet decided what her name is going to be, but in the game files she’s named Kasa (Umbrella). Pyxel edit has a lot of export/import functions, and the option to export as a spritesheet makes it easier to bulk apply filters in other applications. On the other hand, creating the animation in a larger image size first and then downsizing it to sprite-size meant I often had to make adjustments anyways. Seasoned pixel artists might call this heresy but I find it very tedious to do this.
PYXEL EDIT DITHER MANUAL
Sadly, sprite edges in Pyxel edit have to be made smooth by hand, by manual dithering.

I’ve been doing this in Pyxel Edit as well, because I want to simplify the animation process by already starting out with the final image size. Lastly, I’ve been trying to extend the attack animation to make a combo option. I want to make the characters feet overlap somewhat with the ground, to give some feeling of depth.įor collision, I guess I’ll use invisible objects that just line the boundaries of the level. The edges of the blocks are actually in the center of the tile boundaries, as shown on the right. It’s not the type of environment I want to create either, but Pyxel Edit makes it really easy to set up tiling and I like the software. I’m not very fond of the look of them, but I guess I need to practice and refine. Next, I’ve used Pyxel Edit to try and create tiles. The goal is to catch flies while not dropping into the water. The game lets you use all alphabet keys to determine where the frog should jump. This little frog sprite is from another small project I’ve started.

If you want to see progress, it’s probably better to spend all your limited time on one thing, to drive it forward.īut that is the opposite of what I’ve been doing:
