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# It's really hard to do good hand-drawn pixel art with 24-bit colours and super hi-res available to you.
I find it's far easier to concentrate if you lower the resolution and palette range.

Personally, I like the shrub, but I'm not convinced by that random colour noise on those flagstones. Maybe do some noise in grey scale, enlarge it to get a random but smoother texture, reduce its number of colours to 4 or 16 greys, then use it as a layer to alter the brightness of some plain-coloured stones..?
(, Fri 3 Jun 2011, 16:48, archived)
# I was in two minds about that one too, it breaks a lot of rules, maybe too many,
but as I say I'm not trying to do pixel art, I'm trying to do something that harks back to the cute plasticy style that developed back then but obviously isn't, the difficulty is knowing where to draw the line, but I'm starting to get a design language I like, essentially, top-down, slightly caricatured appearance, hard pixels, plastic shading lit from top left, strong highlights, but shadowed pretty much directly underneath, fairly heavy line borders without being too full-on, and try and keep each coloured object as a pure-colour rather than mixing them (which I broke for the flags as I just thought it looked more stoney) and being REALLY full on with the whole attitude of obvious square tiles.

If you're a purist you'll also hate that we plan to do smooth rotation and scaling of 'sprites' by doubling up on the apparent pixel count, and the occasional cheat of actual 3D textured to look like flat pixels, which might not work but we'll see, but the basic concept is 'what would it look like if you took game makers from back then and gave them a modern computer to work on'?

We're still working on it, if it doesn't work I'll just start over with something else, but our first try is a game so simple it's barely a game at all, given away free, just 'cos we wanna test the waters and see what's swimming in it...
(, Fri 3 Jun 2011, 18:08, archived)