13 thought on “Breaking the #1 rule of pixel art”

  1. just don't worry about the exact size of each pixel in a game. When people are nagging about that only , I believe you have a successful game. If the game feels good to me now, that is what matters. As a dev myself, I don't care about this pevious peck.

  2. As a professional pixel artist I'm going to be brutally honest with you, but why even decide to choose a square & grid-based art medium, and then butcher it by not keeping it on the grid and to scale? Mixels and rotated pixels are painful to see and look incredibly cheap. I've given leeway before in very few scenarios like with particles when it's done minimally and well, but other than that I think it's better to respect the medium of art you've chosen for the art direction. There's absolutely no scenario where having the default position of the axe in your characters hand wouldn't look better by being manually pixelled on an angle.

  3. id much rather you rotate the weapons SOTN style, to be honest. those non orthogonal squares look so wrong to me, almost disrespectful of the style.

    just my opinion of course, said a random nobody on the internet ✌️

Leave a Reply

Your email address will not be published. Required fields are marked *

TOP