Game Dev Secrets: The Most Common Beginner Mistake! #indiegamedev #gamedev

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(maybe it's too picky of me, but mixels REALLY turn me off of a game, I absolutely hate the way they look, and I have never ever seen anyone praise them, I barely even see anyone say "yeah they look bad, but they're okay sometimes" - it's just always pure hate. so avoiding mixels is a really simple thing you can do to make your game look a thousand times more professional, haha!)

The game that I'm developing as an indie game dev is called Isadora's Edge! A 2D Pixel Art platformer game, that I'm developing in the Godot Game Engine! If you're new to Godot or have any questions about Godot or game dev in general, feel free to ask me! #indiegame #gamedesign #godot #godotengine #gaming #gamedevelopment #pixelart #gameengine
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Wishlist Isadora's Edge on Steam!

Thank you!

InboundShovel
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This can also be expanded in that Consitency is one of the most important thing with game art. No matter how much effort is put into the art, having a consistent style is what drives it home.

MrSirSquishy
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In the game Super Paper Mario, stage 3 has a "pixelated theme" and mixels are used to give a sense of perspective, with different pixel sizes being used on different layers. It sort of works in that scenario.

youreyesarebleeding
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Mixels!?!?!? :0 I love that Lego theme

wyvernplays
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I thought it was run cycle being too fast

MeLikeChezBurgers
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That honestly wasnt my issue, because its a very common thing done in indie games. The main character is running slower than their animation cycle suggests it should be.

sethg
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(The most gorgeous art on screen)

"It looks bad, right?"

bubalackgaming
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Exception: When the big thing is *meant* to be "wrong" or "abnormal", such as a villain magically enhancing the thing to sizes it was never meant to be. The mismatched pixel sizes could be used to help sell that "not meant to be" feeling.

bluemew
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yes i hate it when pixel games have inconsistent pixel sizes and when they dont line up to a grid

sol
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You can scale up if you do it by exactly 2x. Then each pixel is just 4 pixels. You'll probably want to add some extra detail but it's not completely terrible.

Avoid going down this way though.

TuberTugger
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Also it aint just the pixel sizes but their positions! If they don’t adhere/align to the pixel grid or if a dev rotates sprites it always looks really bad too

McNibbler
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I was just thinking she wasn't running at the same speed as her legs...

GornkJhonas
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"it looks bad, right?"

I was like: ¿The movement? ¿the camera? ¿the colors? ¿the animation technique? ¿the posing? ¿the background? ¿the style of every asset? ¿the sprite sizes? ¿the lighting? ¿the resolution of the game? ¿the pacing? ¿the contrasts? everything looked good to me until you pointed it out. There are SO MANY things you could be referring to.

It is a very obvious thing... once you know what's wrong, not before.

dimwarlock
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Im learning to make my own games and your guides have been so incredibly helpful and have been coming at just the right time in my journey <3

supermaxx
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mixels
mixels?
lego mixels?
lego mixels, the peak of my childhood?
bring them back

fish
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The word, "Mixels" hits me with nostalgia.

happaxgamma
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I have this problem with the developer of my team so often. Dude, if you want a bigger sprite just ask for it

luishoc
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This always bothered me to no end and I never knew what to call it, but I'm gonna use mixels now as if it was always called that! tyvm <3

detheavn
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two other pet peeves i have with most pixel art games is sprite rotation that doesnt align with the pixels and being able to align your sprite on a subpixel position. mario maker does all three and looks budgety because of it, and the subpixel stuff is one of the reasons i love shovel knight on 3ds; doesnt have this problem and is probably the definitive way to play the game for the classic aesthetic.

boingmancer
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FINALLY SOMEBODY ADDRESSED THIS!!!!

Either what I like to do is A. Don’t scale sprites using the engine or B. Use the full resolution of the display so it looks more authentic

ecernosoft
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