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Using 3d models as pixel art reference
One cool trick for making complex animations in pixel art, specially when it involves rotating or complex perspective is to use blender or other simple 3d tool to mock it up first. Let's start with a use case, I wanted to create a simple café sign that rotates, this was my initial sketch: First I tr
Jul 18, 2023 0 8
Earthblade sneak peek!
Some art that I made for my next game with EXOK Games, Earthblade! Let me know what you all think :)
Jul 6, 2023 0 3
Simple Water Reflection and Masking
Super happy with how it turned out! Heavily based on https://www.shadertoy.com/view/MdlXz8 It uses a mask texture generates a noise for distortion, not the fastest, but I like the effect so far! You can see the actual shader code here: https://gist.github.com/saint11/8174e076c83e1f4b460b0b70d7644e9e
Jun 27, 2023 0 1
Road To Ghoulcrest update
My game is slowly becoming more and more a cursed farming sim/town builder and honestly we're okay with that. Do you like the art style direction so far?
Jun 22, 2023 0 4
The Art of Celeste
Now you can watch my last year's talk at Full Indie Summit about the postmortem art of Celeste! I talk a bit more about my process for making and implementing pixel art for the game and also answer some questions the public had. Feel free to ask me anything in the comment session below! I'll reply a
Jun 3, 2020 0
Medic game prototype, and streams are back!
Here's some screenshots of my latest prototype. I've been working on it while streaming too, feel free to join and ask questions in my Twitch channel I'm streaming every Saturday at 11:30 am (GMT-8) and some Wednesdays after 6pm too! See you there! <3
May 26, 2020 0 3
I Made a Palette Generator: CCHIMERA
Hey there! Today I want to announce a little tool that I'm making to help me (and anyone else) with something I struggle with a lot: color palettes. For now it only generates simple randomized 16-color palettes optimized for pixel art, but in the future I want it to become a much bigger and a multi-
Jan 28, 2019 0 1
Top Down Walk Cycle
This tutorial is very similar to another tutorial of mine, the Top Down Run Cycle but walking, as you can see has some differences. Also I tried to use this to share some more tips on the subject and how I usually work when making this type of animation. Don't forget that the walk cycle is a very im
Sep 11, 2018 0 1
Electricity Tutorial
My main "rule" for animating electric stuff is to make everything flicker, like a lot. I also try to make it with 24 fps, so it's more fluid. Electricity bolts are very fast, so in the first frame it should be at its maximum size and then it can dissipate slowly. I usually make electricity starting
Oct 24, 2016 0 1
Top Down Run Cycle
This is one of many ways of making a top down run cycle. I chose this specific way because it's usually how I work and because it's the simplest way I could think of. I usually focus on the 3 jump frames and 2 recover frames thing and then I try to connect everything by making secondary animations,
Oct 17, 2016 0 1
Quick Tip
Here's a quick tip on attack animations, answering a question made by Cam "How would you approach the sword animation if the sword was held in front of the character? Any differently? The arc reads nicely from a resting behind position but I wonder how it would work if the sword was held in a forwar
Sep 29, 2016 0 1
Simple Attack Animation
This one's a little more complicated, about how to make a minimal attack animation. With an attack animation one of the most important things to do is to make sure that the player feels the input immediately. So, the hitbox area must be filled IMMEDIATELY in the first frame, no anticipation, nothing
Sep 24, 2016 0 1
Simple Shine Tutorial
This is a basic shine animation tutorial. As you can see the important thing is the timing, the frame 3 is used to skip most of the area you want to shine. You can use a simple shine like that, or add a second shine (the extra shine) after a single empty frame, or even use just the extra shine, for
Sep 24, 2016 0 1

