[HN Gopher] Pixel Art: Common Mistakes (2020)
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       Pixel Art: Common Mistakes (2020)
        
       Author : memorable
       Score  : 270 points
       Date   : 2022-06-04 07:28 UTC (15 hours ago)
        
 (HTM) web link (derekyu.com)
 (TXT) w3m dump (derekyu.com)
        
       | Kiro wrote:
       | Not trying to be a contrarian but I honestly like the first image
       | best. I like the "pillow shading". It's bright and fun.
        
       | MattRix wrote:
       | For those unaware, Derek Yu is the creator of Spelunky. Here's
       | one of his best posts, it's about how to actually finish making a
       | game: https://makegames.tumblr.com/post/1136623767/finishing-a-
       | gam...
        
         | burntoutfire wrote:
         | That post is also full of pre-indieapocalypse charm. It assumes
         | that a decent, finished game will get its author the
         | recognition
        
           | omginternets wrote:
           | What's the indieapocalypse?
           | 
           | I googled it but all the results are commentary pieces that
           | assume you already know what it is.
        
             | erik wrote:
             | There was a window, from about 2007 to 2013, where
             | basically any decently well made indie game that came to
             | market would be financially successful. But the trick was,
             | to get your game to market you had to establish a
             | relationship with Microsoft, Valve, or whoever controlled
             | the platform you were targeting.
             | 
             | Around 10 years ago the platforms started to open up and it
             | got a lot easier to get a game into the marketplace. Seeing
             | the success of the previous wave of Indie games and lower
             | barriers to entry, people started to make a lot more indie
             | games. Competition got more intense and finding financial
             | success became less certain.
             | 
             | The worry of the "Indiepocalypse" is that as this trend
             | continues, it will become harder and harder to make indie
             | game development a viable, sustainable business. Which
             | isn't suggesting that people will stop making indie games,
             | it's suggesting that they will mostly be made at a loss and
             | it won't be a viable business for the vast majority of
             | developers.
             | 
             | The degree to which this worry has come to pass over the
             | years is debatable.
        
               | omginternets wrote:
               | Thanks for the explanation. I payed a bit of attention to
               | the indie gaming scene years ago (must have been circa
               | 2012 ... has it been 10 years already?!), so it's always
               | nice to hear stories from that little corner of the
               | internet. :)
        
           | esotericsean wrote:
           | That is still true today. This is going to sound a bit harsh
           | but the market really is flooded with bad to mediocre games
           | and people who think they've created a masterpiece. If you
           | take a look at /r/gamedev it's full of people sharing their
           | games and asking why they weren't successful. It's easy to
           | see by looking at any of those games exactly why. They don't
           | look good. Games that are actually good do get the
           | recognition they deserve. I struggle to find evidence proving
           | this wrong.
        
             | MattRix wrote:
             | This is just not true. There are tons of good games that
             | don't get anywhere near the attention and sales that they
             | would have during the early 2010s. In fact the only way
             | this is true is if your definition of "good game" is
             | "commercially successful game".
             | 
             | Easy examples to point out are things like Tumbleseed:
             | https://store.steampowered.com/app/457890/TumbleSeed/ or
             | Mushroom 11:
             | https://store.steampowered.com/app/243160/Mushroom_11/
             | 
             | And those are both 5 years old and things have only gotten
             | harder since then!
        
               | Termitiono wrote:
               | Tumbleweed is known I think but the genre is not very big
        
               | armchairhacker wrote:
               | Idk how much attention and sales you're talking about,
               | but Mushroom 11 seemed to be successful. I actually heard
               | of it before because it got featured on the App Store,
               | and on the Steam page IGN gave it a 9/10.
        
           | archagon wrote:
           | As a reminder, the original Game Maker Spelunky was a genre-
           | defining smash hit in the indie scene. So Derek had nothing
           | to worry about on that front.
        
         | the_af wrote:
         | Derek Yu is also the author of the fabulous Eternal Daughter,
         | one of the few platformers I ever finished.
        
       | wooque wrote:
       | This was not improvement
        
       | eska wrote:
       | Nice simple tutorial!
       | 
       | But I think the definition of pixel art is too constrained, e.g.
       | there are great pixel art styles with a larger palette and thin
       | limbs.
        
       | geraldbauer wrote:
        
       | Paul_S wrote:
       | Bad pixel art is a pet peeve of mine. This is really advanced
       | advice compared the problem most games have:
       | 
       | - pixels of different sizes
       | 
       | - rotating (!) pixels
       | 
       | - scaling pixels
       | 
       | - smooth gradients with millions of colours
       | 
       | - dynamic lighting overlayed on top
       | 
       | ... I could go on :(
        
         | codeflo wrote:
         | I think the points you mention are easily noticed by people who
         | lived in that era as anachronisms. At least that's true for me.
         | And yet, Minecraft does all of those things and more, and I
         | liked its style. I think it really depends on how well it's
         | done.
        
         | bluescrn wrote:
         | I'd agree with most of those, but I'll disagree on dynamic
         | lighting. It's quite possible to do that tastefully without
         | sacrificing the integrity of the underlying pixels.
         | 
         | 'Enter the Gungeon' is one example of that. The lighting adds
         | atmosphere, doesn't harm the pixel art, and it's not
         | distractingly over-the-top.
        
         | fleabitdev wrote:
         | I share your preferences, but it's a rock and a hard place.
         | Performing any of the tasks you listed by hand is extremely
         | labour-intensive. Doing without those features is a harsh
         | creative limitation - in my experience, the result isn't "this
         | game feels retro", but instead "this game feels oddly flat,
         | repetitive and static", which is much less forgivable.
         | 
         | I've worked on a game which aimed for authentically retro pixel
         | art, but in hindsight I think it was a silly misallocation of
         | resources. There's a reason it's so uncommon nowadays. If I
         | were to try again, I'd at least include high-resolution 2D
         | transforms in the engine, and possibly dynamic lighting too.
         | 
         | I briefly explored the possibility of developing a style-
         | preserving realtime rotation algorithm for sprites, but it's a
         | hard problem.
        
           | moth-fuzz wrote:
           | how exactly is it a hard problem? You don't have to rotate
           | the sprite by sining and cosining pixels by hand, you can
           | just render to the same resolution as your sprites and it'll
           | look fine.
           | 
           | The problem is that most indie games render at 2x or 3x or
           | more natively.
        
             | fleabitdev wrote:
             | Nearest-neighbour, low-resolution rotation produces
             | unpleasant results when the sprite contains fine details
             | with a thickness of one or two pixels, e.g. outlines:
             | https://imgur.com/a/UiAZ49z
             | 
             | Artistic preferences are subjective, but I expect most
             | players would find that rotated sprite unappealing. This is
             | especially true when the rotation is animated - the
             | aliasing causes a distracting, staticky, random-noise
             | effect which gives the impression that the sprite's fine
             | details are chaotically changing. It's almost the aesthetic
             | opposite of what most pixel artists are aiming for.
        
               | flobosg wrote:
               | > Nearest-neighbour, low-resolution rotation produces
               | unpleasant results...
               | 
               | That's the reason why some games use versions of the
               | rotated sprites that have been tweaked by hand. See also
               | tools like RotSprite
               | (http://info.sonicretro.org/RotSprite).
        
         | Beltalowda wrote:
         | Why are any of these things "bad"? Back in the day pixel art
         | was constrained by technical limitations, but now you can use
         | the same style but with less technical constraints, and include
         | these sort of things. It's not "true" pixel art from 1990, but
         | that doesn't make it "bad".
        
           | stelonix wrote:
           | Some people on twitter take offense when opinions such as
           | parent's are said, but I believe he has a point. I'm talking
           | specifically about the amount of colors and also the use of
           | tiles instead of a discrete art.
           | 
           | There's something to limited color space that those people do
           | not seem to understand, be it the ones saying such critique,
           | or the ones getting mad at it. We see color quantization in
           | any realistic painting after the renaissance. Limiting the
           | color space actually makes the pixel art look more realistic,
           | because then every shade or shadow fits the overall drawings.
           | Once you go Stardew Valley, sure it's pixel art, but just
           | like a Picasso is great, it's not a Caravaggio, it's not
           | "realistic" when it comes to how lighting reflects off
           | surfaces.
           | 
           | Then there's the use of tiles/repeating background parts or
           | having a full canvas where every pixel is unique. Although
           | it's nice to look at, there's just too much information for
           | the brain to process. That kind of art is nice, but in a game
           | it's distracting. I personally call that kind of art pixel
           | paintings and separate it from classic pixel art with tiles
           | and limited colors.
           | 
           | It might be all just rose tinted glasses of nostalgia, but I
           | firmly believe there's some science to what I just described.
           | Look at any Caravaggio painting but especially portraits to
           | see how limited the color space really is, how sometimes he
           | uses shades of a color to give the impression of a very
           | distant (color-space-wise) second color. It's really about
           | that.
        
           | barrysteve wrote:
           | The techniques he mentioned don't serve the higher principle.
           | 
           | Adding lights from a lighting engine over the top of sprites
           | with baked shading, might make a pretty image but it is not
           | pushing pixel art forwards. Scaling and rotating can produce
           | poor quality sprites.
           | 
           | P.s. Ashford is the best.
        
             | greymalik wrote:
             | Who's Ashford?
        
               | brazzy wrote:
               | Reference to the username "Beltalowda", a character in
               | "The Expanse" book and TV series.
        
           | ceph_ wrote:
           | For the same reason people like the hiss and pops of a
           | record, film grain, or even VHS tracking artifacts.
           | Yesterday's technical limitations become today's aesthetic.
           | 
           | But the real answer is they aren't inherently bad. People
           | don't actually need it to conform to the past limitations.
           | More that they want it to feel authentic to the nostalgic
           | memory they have in their head.
           | 
           | For example, games like Shovel Knight go for an 8bit style,
           | but they're not limited to an 8 bit color space, NES sprite
           | limitations, etc.
        
             | frosted-flakes wrote:
             | I'm not sure about Shovel Knight because I've never played
             | it, but Mina the Hollower (also by Yacht Club) actually
             | does conform to the those limitations. It's based on the
             | art style of Zelda: Link's Awakening, and does so quite
             | accurately.
             | 
             | https://www.yachtclubgames.com/games/mina-the-hollower
        
               | monkpit wrote:
               | Check out La Mulana.. the original version of the game
               | conforms to the limitations of the MSX, but remakes do
               | not. There's plenty of room to do things either way!
               | 
               | A post from the author about the remade art: https://la-
               | mulana.com/en/blog/graphic_full_remake.html
               | 
               | Compared to the art from the screenshots on Wikipedia:
               | https://en.m.wikipedia.org/wiki/La-Mulana
        
             | Beltalowda wrote:
             | I get all that; I really enjoy the sound of some
             | "imperfections" of old blues and jazz records, but I also
             | don't consider any modern records which doesn't replicate
             | those "imperfections" to be bad.
        
             | a_e_k wrote:
             | Shovel Knight used the 54-color NES palette, with 4
             | additional "cheater" colors:
             | 
             | https://www.gamedeveloper.com/design/breaking-the-nes-for-
             | sh...
        
             | [deleted]
        
             | Narishma wrote:
             | It's been a while since I played Shovel Knight, but I don't
             | remember it having any of the issues OP talks about.
        
           | skybrian wrote:
           | The article explicitly says it's okay to disagree. Agreement
           | or disagreement on art style isn't really the point. If you
           | see pixel art differently and can decide for yourself which
           | effects you want to use then you've learned something.
        
         | MattRix wrote:
         | There are two main categories of pixel art in games.
         | 
         | In one category it's about retro authenticity and these games
         | are defined by the fact that their final buffer is the same low
         | resolution as their art. They also often feature limited
         | palettes, especially ones that were actually used on retro
         | consoles.
         | 
         | There's also a second category of pixel art, where the style is
         | more modern. The art is still low res, but the final screen
         | buffer is high res. This is where you're more likely to see
         | stuff like smooth rotating sprites and lighting effects.
         | 
         | You may have a preference for one style or the other, but
         | neither style is bad or "wrong". Most people who use the modern
         | style are doing it on purpose. There are fantastic looking
         | games in both categories.
        
           | versteegen wrote:
           | "Modern style" pixel art doesn't always mean higher
           | resolution. You could use low resolutions but high bitdepth
           | or lighting or transforms or shaders or ...
           | 
           | (Although I would consider a low-res limited-palette game
           | which uses transparency, lighting, rotation, scaling and
           | other transforms as retro since that was already possible
           | decades ago.)
           | 
           | I (and many others) think mismatched pixel sizes look bad,
           | but that there's nothing inherently wrong with those other
           | things.
        
           | moth-fuzz wrote:
           | Having pixel art and then each "pixel" being 4 or 16 pixels,
           | obvious when scaled or rotated, I think is bad artistic form
           | regardless of whether it's a vintage styled or modern styled
           | game. It breaks the flow and suspension of disbelief that
           | comes with pixel art. The brain can't interpolate anymore.
           | Besides, it's not hard to render to a buffer and scale it up
           | nearest-neighbor, and it always looks better IMO
        
             | derefr wrote:
             | When I picture good uses of pixel art in modern (not retro-
             | aesthetic) games, I picture it not as a pixel "camera" -- a
             | low-res CCD capturing a grid of samples of an originally-
             | high-fidelity world; but rather as the world itself being
             | made up of a bunch of vector squares -- like the 2D
             | equivalent of a Minecraft voxel world. The camera is a
             | regular high-resolution camera, looking at a weird blocky
             | world.
             | 
             | In such a world, rotating a pixel sprite by 45 degrees
             | should just look like there being multiple invisible
             | "grids" to the world, each rendered at infinite resolution
             | and downsampled to your display, where the sprite isn't
             | rotating per se, but rather the pixel grid "layer" the
             | sprite is on (i.e. the hi-res texture the sprite layer is
             | being rendered onto for compositing) is itself rotating.
             | 
             | Of course, if you're going to use things like
             | rotation/scaling, sub-pixel particle effects, 3D, etc. then
             | you then either have to embrace it in your game setting's
             | art design everywhere so particular uses of it don't stick
             | out; or you have to acknowledge that any uses of it are
             | basically "non-Euclidean geometry" from the viewpoint of
             | in-setting observers, and thus slide your game's mood
             | toward something approaching either science-fantasy (e.g.
             | Fez) or horror (has anyone done a Flatland Cthulhu game
             | yet?)
             | 
             | Also note that "multiple distinct pixel grids" isn't even
             | unprecedented in retro games, either; there were plenty of
             | consoles where you got one resolution for your tile map and
             | a different (usually higher) resolution for your sprites;
             | where sprites could sit on top of tiles in non-aligned
             | positions. A few consoles and arcade cabinets even combined
             | pixels with vectors!
        
             | [deleted]
        
           | fleabitdev wrote:
           | Can you recommend any games in the first category?
           | 
           | I surveyed the indie-game landscape a couple of years back,
           | specifically looking for games in your first category, but
           | struggled to find any recent examples. 2D transforms, alpha-
           | blending and lighting effects seem to be the standard now.
        
             | erik wrote:
             | Celeste uses high resolution dialogue text, but its
             | gameplay is strict about the pixel grid.
             | 
             | Loop Hero is strict about its pixel art and uses a fixed
             | 16-colour palette that is reminiscent of the Commodore 64.
             | 
             | Baba Is You has visuals that you could basically render on
             | a ZX Spectrum.
             | 
             | And in addition to doing pixel art well, these are all
             | pretty great games.
        
             | lozenge wrote:
             | Cave Story, Shovel Knight?
        
             | MattRix wrote:
             | There are a bunch of retro inspired games (ex Shovel
             | Knight) that do the retro inspired thing. More interesting
             | is a game like Celeste, where it has a 3D level select but
             | during the actual gameplay, the characters move in integers
             | and the screen buffer is still fixed at a low resolution.
        
               | Jasper_ wrote:
               | Shovel Knight actually has a high-resolution render
               | buffer and "subpixel" movement, but nobody seems to
               | notice because the rules are _mostly_ held in-place.
        
             | derjames wrote:
             | Empire Strikes Back remake for c64
             | https://megastyle.itch.io/esb-by-megastyle
        
           | billfruit wrote:
           | Can you suggest some games of the second category? Enter the
           | Gungeon?
        
         | HellDunkel wrote:
         | These are artistic choices, not proof of bad art. Take a look
         | at ,,Hell is other Demons" eg - it breaks a few of those rules
         | and does a phenomenal job at pixel art.
        
         | ido wrote:
         | A lot of these are stylistic choices (or could be at least)
         | rather than mistakes.
        
           | d_tr wrote:
           | And / or saving time and money because the artists need to
           | draw less pixels by hand.
        
         | TeaDude wrote:
         | Scaling and rotating sprites definitely used to be overused but
         | I don't think they're that bad considering they were featured
         | in many classic consoles (GBA, DS, Sega Saturn, PS1 etc.) and
         | too many arcade boards to count
         | 
         | I dislike lighting though (unless it's implemented tastefully)
         | and I think normal maps look absolutely disgusting in any
         | situation.
         | 
         | E: Also, overuse of shaders is discouraged. Especially non-
         | pixel effects like blurring.
        
       | kris-s wrote:
       | I don't know if I would agree that the final scene is more
       | readable - especially the treasure chest. I can't deny it looks
       | much nicer though! I spent a lot of time tweaking the sprites in
       | my game for readability. I touch on it here [1] but maybe I
       | should do a full tutorial with intermediate steps.
       | 
       | https://smoldungeon.com/design
        
       | binz120 wrote:
       | I liked the before better. The latter looks over saturated in my
       | opinion.
        
       | KingOfCoders wrote:
       | Love before, don't like after.
        
       | optimalsolver wrote:
       | Inspiration:
       | 
       | https://reddit.com/r/pixelart
        
         | seangransee wrote:
         | Also for examples of varying quality:
         | 
         | https://everyonedraw.com
        
       | jehlakj wrote:
       | I've always fancied japanese style pixel art. I still remember
       | playing megaman x and it hasn't aged a bit. Or even simpler ones
       | like super mario world or the last few pixel based pokemon games.
       | 
       | I remember looking for tutorials for this style, but ended up
       | copying sprites and trying to understand why they such and such
       | decisions. Interestingly enough, I find it harder to recreate
       | pokemon style sprites because they're so abstract and yet a
       | single pixel can make or break it. I know this is a bit off
       | topic, but would love to know if there are any resources for
       | this.
        
       | civilized wrote:
       | Each step made it worse. By the end it was a monstrosity.
        
         | the_af wrote:
         | This is of course subjective, but I think the intermediate step
         | with flat shading is the one I like the most. The initial naive
         | shading looks pretty bad to me, while the final redesign is way
         | too complex.
        
       | planetsprite wrote:
       | I actually prefer the first one
        
       | amelius wrote:
       | Before: mouse looks like a mouse; boy looks like a boy
       | 
       | After: mouse looks like a dog; boy looks like a monkey
        
       | AprilArcus wrote:
       | Step 3: Draw the rest of the owl
        
       | Frotag wrote:
       | Not sure if it still counts as pixel art, but I've always
       | preferred Maplestory's art style [0] over the art used by
       | rougelikes like Dead Cells [1].
       | 
       | [0] https://youtu.be/k2rf45EXWTc?t=26
       | 
       | [1] https://youtu.be/pU6GHVvHCRk
        
         | MattRix wrote:
         | Of course this is entirely subjective, but do you think you
         | prefer it because Maplestory's art is better, or because you
         | like the game so much due to playing it during a formative time
         | in your life (ex. high school)? Perhaps it even helped define
         | your aesthetic sense in the first place.
        
           | Frotag wrote:
           | Yeah, sinking thousands of hours into that game has probably
           | brainwashed me in one way or another.
           | 
           | I'd like to say the art is less noisy than the more common
           | low-rez styles (narrower color palettes, less shading, easier
           | to separate the background from the platforms / play area).
           | But looking at screenshots now, I can't say it looks good.
           | But it's charming and unique enough that I'd pick it over
           | most other styles if I was making a game.
           | 
           | For comparison...
           | 
           | - Maplestory - https://mmos.com/wp-
           | content/gallery/maplestory-3/MapleStory-...
           | 
           | - Dead Cells -
           | https://www.mobygames.com/images/shots/l/916116-dead-
           | cells-w...
           | 
           | - Hades - https://media.npr.org/assets/img/2020/11/13/hades_0
           | 9-dec-201...
           | 
           | - Stardew Valley -
           | https://gamefaqs.gamespot.com/a/screen/full/4/9/9/556499.jpg
           | 
           | - Mother 3 -
           | https://lparchive.org/Mother-3/Update%2023/10-7.png
        
             | aoeusnth1 wrote:
             | For me, Hades is the clear aesthetic winner among those.
        
         | tpxl wrote:
         | I don't think MS has pixel art. Chibis with a relatively low
         | res sprites indicative of the era (Released 2003-2007).
         | 
         | I do like the style though, and if I made a sidescroller,
         | that's one of the art styles I'd like to have.
        
       | Avshalom wrote:
       | Kind of a "draw the rest of the fucking owl" step there at the
       | end.
        
         | moth-fuzz wrote:
         | and to think I almost made this comment if I hadn't continued
         | scrolling!
         | 
         | Also the form of the sprites changed significantly, it was a
         | massive shift in artistic personality and aesthetic direction
         | that the tutorial just called it "not using straight lines". I
         | think they could have made their point while not swapping in a
         | different set of tastes entirely.
        
         | butwhywhyoh wrote:
         | Absolutely. Came here to say exactly the same thing. The first
         | couple of steps were clear and informative. The last step was
         | almost a joke.
        
         | k__ wrote:
         | Exactly my thought!
         | 
         |  _" part of what I enjoy about art is admiring craftsmanship -
         | the skill and knowledge of the artist at work."_
         | 
         | I'm a devrel person my art is writing tutorials and guides. And
         | this one is a very naive approach at it.
        
         | [deleted]
        
       | geraldbauer wrote:
       | FYI: For getting started with profile picture (avatar) pixel art,
       | see the pixelart family of scripts / gems ->
       | https://github.com/pixelartexchange/pixelart - Home of the Goblin
       | (Pixel) Monster starter kit and more. Is ugly the new beau /
       | belle?
        
       | Ygg2 wrote:
       | I like the second version. The final version looks like some kind
       | of monkey/Sun-Wukong.
        
         | kzrdude wrote:
         | The final one somehow looks lower resolution, more crude, but
         | also has a style that's a lot more reminiscent of older low
         | pixel count games.
        
           | nerdponx wrote:
           | The final version reminds me of something that would have
           | looked great on Gameboy Advance!
        
         | MattRix wrote:
         | He says specifically that the final one is his own style and it
         | might not appeal to some readers as much as the second one.
        
       | xigoi wrote:
       | I like the version in step 1 the most. The contrast is a great
       | improvement, then the 3D effect made it kinda weird and the
       | restyling completely ruined the cuteness and simplicity of the
       | characters.
        
         | derefr wrote:
         | The tutorial might be better called "pixel art for animation"
         | or "pixel art for games." There's a practicality to the
         | restyling: it vastly improves the ability of the character's
         | parts to be animated, without things looking strange. (E.g.
         | without the thin little arms on the human suddenly being
         | thicker when taken away from the body.)
         | 
         | You might call the initial work "impressionist" -- it has
         | proportions that might be emotionally evocative, but that
         | _impression_ only works in that static framing, and can't
         | really be pulled out into a coherent aesthetic model. (I.e. you
         | can't just take the scene, mentally rotate it about the Z axis
         | 30 degrees, and know what it should look like.)
        
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       (page generated 2022-06-04 23:01 UTC)