Bad Pixel Art

hey Holla Forums can you name some bad pixel art games? preferably ones with inconsistent pixel sizes? only counts if the pixels are a stylistic choice instead of by necessity

pic somewhat related, it's not particularly good but it could be worse and it doesn't have inconsistent pixel sizes

Other urls found in this thread:

store.steampowered.com/tag/en/Pixel
my.mixtape.moe/pvybiw.swf
capx.wikia.com/wiki/Sprites#Pok.C3.A9mon_sprites_and_icons
twitter.com/SFWRedditImages

VVVVVV

The thing I hate the most about it is that illustration at the end of the game that totally misses the fucking point of pixel art.
The little dudes with big smiling heads are just basic recognizable images that tell the player "this is a person".
The characters are not literally giant empty-eyed big-headed puppets you fagtastic artist.
They are probably astronauts based on the story. The illustration should be of astronauts, not black-eyed elmos.

yeah that image kinda misses the point of having a static background image, it's supposed to show details not apparent in the sprite or at least make it look more interesting since it's one image that doesn't have to be animated or fit the limitations of the game

if they had something like this pic but pixellated to add context that would be cool

McPixel doesn't have mixels but it still looks pretty bad. I wouldn't give it a free pass just because it doesn't break a few rules.
Nearly every game I see now that has a pixel art style uses smooth gradients. Makes me sick. Hyper Light Drifter being the most recent example that pops into my mind.

I like to call this "flat low definition noodle arms" style, because that's all it is. Some AGDGfag with his shit game is doing that too.

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That looks better than typical indie pixelshit. Not on par with SNK or anything, but it's okay.

Trash is still trash. Stop lowering your standards due to rats.

is the game suppose to look like an atari game?

What's wrong with this? I like it.

>>>/reddit/

I don't know why, but those animations and proportions really trigger my nigger, especially black girl's arm becoming 1 or 2 pixels thick.

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makes me think of that erotic webomic with the no armed girls

If you can call that shit "erotic"

What does gameplay of this thing look like?

Garbage, unsurprisingly

With that said, Risk of Rain looks like shit and I never really got the chance to say that before. Some of the work looks cool, primarily the large scale maps and menus but most of the enemies/attacks look bad. The characters are alright I suppose and the game itself is decent but I hate the artstyle for the most part. Terraria too, there was once a time where it might have looked okay but these days there's so much shit happening onscreen that it all kinda turns into an ugly blur.

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Maybe if they didn't have blank white eyes

what was that one platformer that let you change between bit styles, but had a ton of tweening and didn't follow the limits of each generation?

What is the appeal of animating pixel art? I can't see how it's any easier than animating 3d models.

I think it's easier/faster to produce if you have less content. That's why smaller teams generally go for 2D games.

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well played, but it was an indie game

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store.steampowered.com/tag/en/Pixel Graphics/

The game itself is a fairly uninteresting puzzle-platformer revolving around the ability to flip gravity's pull in the opposite direction. Its main draw is that its music is pretty good.

This looks fine considering it's obviously nowhere near complete. Has potential to be a decent beat em up.

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If they redo the backgrounds from scratch, that shit looks horrible.

I think the game you're talking about is Evoland

I could have sworn I had porn of VVVVVV saved for just a thread like this.

Oh well, have some Starbound instead

Can someone post a pic of different sized pixels? I don't think I have ever seen that.

I think I know what you're talking about. It was called Evo-something or something like that.

no, it was a sidescroller

You guys haven't even seen shit.

Its supposed to be a chick?

Thanks user, now I know just how bad it can be.

looks kinda comfy tbh fam.

But that looks good I don't get it?

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What engine is that, i might actually want to use for my game, and this can pull off forward facing sprites.

This?

Adventure of Pip?

Evoland.

I think Chester also had something like it, but don't quote me on it.


That was an enjoyable platformer.

Yes, and?

nope, but I'm not surprised there's others out there


that's the one

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now you see that there is a product of a man to whom has no artistic talent.

I remember that faggot face.

This is an 18+ board.

Part of it is.

reminded me of this good ol' flash

my.mixtape.moe/pvybiw.swf

Fucking San Francisco, how many lives must it ruin before we burn it to the ground?

Doom was simulated 3D. It wasn't truly 3D, the maps were completely flat with generated wall polygons creating the illusion of depth. Monsters were even billboarded, but ultimately used sprites for their graphics

This is different.

What about pixel art that's almost good but fumbles it at the last moment.
So fucking close.

Blegh

It's not great
It's just better than the other shit of that nature

looks neat

I kind of feel I missed out by not starting some Youtube vidya thing. It was how a million hangers-on got into the industry, however superficially, and I sure as fuck can provide better commentary than almost all of them. But then again, if I did that, I wouldn't go anywhere unless I joined the socjus cult.

It's actually a major improvement from the first version where Moonman looked like a VVVVVV character. If it wasn't for the one pixel noodle arms and rotated pixels on weapons it would be pretty good but I can tolerate those two things. What drives me up the wall is something you can't see from a screenshot… the foliage sways. It's not Pixel Piracy bad or anything but HOLY SHIT people need to stop tweening sprites.

How come the only people that make pixel art for games are also the ones with the least amount of talent within the community.

I like Risk of Rain, but holy shit are some of the sprites in it utter garbage.

Because making pixel art is easy. Making it good isn't.

This unfortunately. Still you would think that the shitty pixel artist could at least make their shitty pixel art internally consistent. Or consistent with platform that their particular art is mimicking.

Is this the worst thing to do when making pixel art? Or would it be really bad pillowshading?

what is pillowshading?

Here's something from /agdg/

i don't know

Now let's not leap to conclusions and say all indie games with pixel art are bad, or that all indie pixel art is bad. Just a majority of it on both counts.

Pillowshading is a lazy technique for colouring pixel art. Basically when you shade without a consistent light source.

thanks

No mixels are far worse. Pillowshading is just poor technique. It even has a place in pixel art where the object is meant to have an internal glow. Mixels, on the other hand, miss the entire point of the medium. It violates the grid.

That's the thing, they failed to follow one of the most important rules when it comes to pixels and that's consistency. These indie devs really just wing it until something looks good to them and ship it as is without understanding what they did wrong.

It's not even hard. All you have to do is draw a reference point for your lighting, literally a line or two, then get to shading. things closer to the line are lighter, things farther are darker. Start with 3 colors, then move to inbetweens. If there's not enough color difference for inbetweens, just up the fuckin' contrast and use inbetween colors.

shit's not hard.

KILL ME PETE

just a bit of a jargon misunderstanding, what are mixels again? I'd probably be able to place it if I see it.

Add linear color ramps to that list. What I mean is people that just make color shades darker without adjusting hue and saturation. It's such a little thing but it makes a huge difference in the quality of art. Open up this image in photo shop or whatever and use the color picker to look at how the colors change.

Mixed sized pixels.

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That's not pixel art, it's just really shitty aliased graphics that are being flipped and rotated to a ridiculous degree.

It looks like a fucking early Newgrounds flash cartoon.

It's not really a pixel art problem.
It's just a general art problem.

Yeah, true. Color theory will save your ass in a lot of situations.

I can't shade for shit. I will just use 3d models and use the engine's lighting.

not that user but from my understanding mixels are "pixels" that don't behave the way actual pixels do.

so if a "pixel" is shown at an angle then it can't fit into the hypothetical grid of fake pixels in games that pretend to have lower resolutions

oh so basically this shit?

I get it. It's fucking disgusting.

Mixels are basically mixed-size pixels, where the apparent "pixel" is actually a chunk of squares designed to look like a pixel.

See second pic of
Some of the particles are 1x2 pixels in size, yet the painting on the wall is made of of "pixels" that are 4x4 pixels in size. BUT THEY'RE SQUARE SO THEY MUST BE PIXELS :^)

The thing is the pixel part of pixelart isn't actually that hard.
It's just knowing about limitations and dithering and so on.
Too many people think it's somehow easier than regular art when it has the same requirements in addition to these limitations.

oh, OH. slap me. You were talking about that one.

I know why they do it, they don't want to actually pixel out actual faces, so they make their characters undetailed along with any depictions of them.

THAT shit is way fucking worse.

I'm assuming that has something to do with resolution an actual pixel as in the unit of measurement is basically the tiny white dot in the middle of this picture.

WHY.


And closely related is rixels, where pixels are treated as rotateable boxes, quite possible on a high-res screen but it's totally out of line with how rotation looks on the SuperFX for example.

palm trees, you oaf

I read that as "porn trees". Also, congrats on this not turning into a Metal Slug dump so far.

Is MSPaint Gimp if you're the master race better than pixelshit?

I'm convinced that most of this thread's art was drafted in MSPaint at 10x10 resolution and then run through instagram filters.

Pokemon Quartz has some pretty fucking awful sprite work.


K K K
K K K
K K K


I liked the body-segments-are-animated-sprites thing Memetale had going on, but only half of the bosses/enemies were even animated. It also had some ugly clash with Toby Fox's shitty sprite work with Temmie's less shit sprite work.

Everything about that image upsets me.

This shit looks like half-assed fakemon at best.
Did the guy's 7-year-old kid draw that fucking column pokemon?

dat pillow shading

I hate to shit on this, because someone clearly put effort into this, but dear lord. Doesn't help that every Poke on this looks like another, or is just a blob. Not to mention the evolution is always a basic process of "add more shit and make it mad"

looks better than about 80% of the pixelshit out there

you guys forget JUST HOW MUCH absolute shit tier pixel is out there

this is at least garbage tier

this looks like Pokemon meets Earthbound enemies, just look at that second last guy

Earlier versions of Touhoumon had some awkward ones too. At least those had to fit a GBA palette though, and the later revisions were much better.

It was made by some Spanish-speaking fuck and it's riddled with glitches and shit. Bootleggers made cartridges of it just like the other mid-2000s Pokemon ROM hacks. He probably lived in some shithole like Chile or Peru and had to make do on his Windows 2000 computer and some shitty ROM hacking tools.

The Way has lots of inconsistencies especially in quality. The backgrounds look amazing but the actual moving sprites feel like no effort was put into them, especially the sprite for the playable MC

Is Mokou a cyclops?

I'd recommend look no further than the shit sony tries to pass of as free games.

It is a nice little platformer tho.

VVVVVV was meant to look like an old computer game, user.
The creator is Irish, so it's unlikely he had a console when he was a kid.

Delete your account.

Are these from that Pokemon project /vp/ was planning? If so, that's really a shame. The designs they came up with were mostly pretty good.

mokou is a memequeen now it seems

can't complain, she's one of my favorite 2hu designs/lore so seeing more art of her is nice

Character sprites could be better, but I actually like the atmosphere.
I don't mind artsy games as long as they have good gameplay. Is there even a good "artsy" game?

Also clearly not. But those designs, worryingly, are about on par with what the official games have been putting out.


The visuals are way too cluttered, the colours especially blend into a big mess.


Mokou in appearance only.

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don't be mean, mokou is suffering

this fucking thing again. Doom was NOT simulated 3D, it used simplifications for producing the maps and visuals due to technology at the time, but the gameplay itself was 3D - rockets, plasma and bfg projectiles were able to fly under and over Cacodemons and Lost Souls, they themselves could stack vertically in the air, and height actually mattered for the gameplay, eg. you couldn't walk over walls to get to a higher sector. Vertical autoaim was used due to the perspective rendering engine not being able to support extreme values for angles and, as such, being unable to change your view vertically.

Just because you watched some retard on youtube tell you this doesn't mean it's true.

It's the truth though, you could've used any cute girl for those macros and it'd change nothing.

I dig the Native American theme a lot.

that's true, but they happen to be mokou who i already like

posting memetale is a bit of a given, you can fill the entire thread up with that shit.

I would have thought vertical autoaim was more of a result of mouselook not being invented/standardized yet. The default controls for Doom were arrow keys to turn and move foward/backward, mouse controls weren't even an option until later games/mods. Putting in buttons to look up and down as well would just make it an over-complicated mess and not at all fun to play.

That's the gameplay reason for that, too and I personally agree with that choice. Duke Nukem 3D and practically all the Build engine games later had vertical look up/down even though no one used it - but they, too, used vertical autoaim for that very reason. The difference between these two engines being, the Build engine used slightly different, more precise computations for their raycasting engine (because Ken Silverman was a fucking child prodigy when it came to coding software rendering engines and had whole fucking tables for approximations specifically for edge cases where he would need floating point precision), which allowed for extreme angles to perspective-deform floor/ceiling surfaces.

Do note that nowadays dumbshit retards on the internet have mixed pillow-shading with light-sources that are at the viewer's position. Pillow-shading is actually basically cell-shading technique that isn't inherently wrong, but does not give a proper 3d-impression.

cute. without the chromatic eye pain filter.


kek


it is pixel art. and some of the old arcades and consoles would do sprite rotation like that. game is awesome btw.

ah sorry in i confused mixels for rixels

No, it's not, you can tell just by the gradients on the robot it's not. And just because you can see pixels doesn't mean it's pixel art. It's just the game is running at a really low internal resolution.
They only did that to maybe one sprite at a time or more if there were multiple layers they were working with, but there's dozens of rotations being done.

It is pixel art because it's made out of pixels.

Does anyone else have anymore of the gifs from Anubis. For scientific purposes you know.

By that logic Fallout 4 is pixel art, because your TV displays it in pixels.

Ignoring the argument you are having that's seems a bit simple and loose for a definition of pixel art,, technically all textures in games would be pixel art no matter how hard the individual pixels are to see, thw whoel point of this thread was to talk about indie games that make assets look incredibly low res as a stylitsic choice or in some cases cop out.

When does pixel art stop being pixel art? Does prerendered assets that have been rasterised before hand like in DKC count as pixel and if so what resolutions count?>>10300236 Also this user has a point since practically every display for videogames uses pixels so it's not like you can state the use of pixels makes it pixelart in any meaningful way.

Curious what other people have to say on this.

This is a subtle one.

Fuck me it's getting late

Mixel. Pixels aren't aligned to the grid.
Also the palette is horrible.

are these line stickers or something?

I wouldn't really call a game garbage when it's clearly still in its early barebones stage. The animations are kinda trash, but it doesn't look as low effort as other examples of bad pixel art. How many people are working on this game?

To be sure that game seems to be shaping up to have some pretty good sprites
capx.wikia.com/wiki/Sprites#Pok.C3.A9mon_sprites_and_icons