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File: 1767494214874474.gif (133 KB, 580x640)
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What sites or programs or tools you like to use for pixel stuff? Is it easier to work on dedicated platform for just pixel.
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>>7881771
What's a dedicated platform? Anyway I use grafx2 because it's free, it's authentic in terms of limitations at the time and can basically run on anything. But the most popular and intuitive is Aseprite.
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>>7881810
Designed or mainly intended for Sprite making.


Also why are you limiting yourself and to what extent.
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GraphicsGale
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I know this is a dumb question but how do I make pixel art for a video game? Like how do I know what to size things?
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>>7881771
I just use photoshop. Even has a timeline.
>>7882171
Depends on what you want to make. Gameboy/NES 8bit or Snes 16bit.

Im still kinda new to it, but heres some info.
My workflow is: I draw on a low-res canvas where 1 dot = 1 pixel (Pencil tool, 1px). I keep the grid visible sometimes so proportions stay consistent. When I preview/export bigger, I scale up using Nearest Neighbor so everything stays crisp.
I’m aiming for CPS3 style sprites (MvC2/Red Earth/Guilty Gear).that’s basically the upper edge of pixel art where it starts becoming “real drawing, but under pixel rules” because there are enough pixels to do serious anatomy and shading. Anything higher, I may as well draw the damn thing.
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>>7882174
https://m.youtube.com/watch?v=ad-3dn2qUUs
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>>7882174
What does the timeline do?
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>>7882174
Anon what are you making? Don't the new sprites for CvS look better than the ones from MvC2.
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>>7881810
PyDPainter is also free, and the interface is basically 1:1 with Deluxe Paint.
>>7882171
If you have a programmer they can tell you what the limitations are. If it's a modern game for modern hardware then there's probably no real limitations, technically speaking, so you might want to instead look at some old games for reference and try to work in the constraints.
>>7882076
The entirety of pixel art as a medium is based on technical limitations. It can make it actually easier to stick to the limitations if they're built into the program, even if technically you can use Photoshop or something for pixel art that just means you have to spend extra effort to watch yourself so you don't accidentally use one too many colors or something, you have to customize the tools so they don't automatically anti-alias shit and so on.
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Like the most important thing is does the program support working in indexed palette? Photoshop can save some indexed formats, like gif, but it kinda just assigns the colors randomly, but games on old hardware may expect the colors to be in a certain order, which is why it's kind of important you can set them manually. This is probably the biggest actual difference between software that was designed for pixel art, vs. generic modern graphics software.
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Does anyone know where to get a palette of the 512 colors the GBA used? I did some googling but came up blank.
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>>7881771
i use aseprite cuz i like to do the mspaint aliased style
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>>7881771
dpaint.js looks pretty cool, the colour cycling feature just tickles my fancy, take a look: https://www.youtube.com/watch?v=VyB5cvA6f78
I'll need to give it a deep dive myself some time.
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File: 1646108668795.gif (66 KB, 761x350)
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How do I get GOOD at pixel art?
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I use Clipstudio paint with a 1px pencil brush
https://files.catbox.moe/qxrint.png



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