My takeaways from this video (a paraphrase of the video summary, essentially): The most common resolutions for pixel art games are 16x16 and 32x32. Larger resolutions than 64x64 tend to look like photos. Photos generally require high resolutions to look good, so 128x128 and larger tile sizes can look sloppy. This also means that the value of a single pixel will vary with scale. A misplaced pixel will very obvious on a 16x16 sprite, and will remain fairly obvious on 32x32 scales. Don't worry too much though, since sprites will look small against the backdrop of the canvas when they are displayed on screen. A sprite must visually convey what it will do at all times. All choices related to sprite sizes and animations need to contribute to enjoyable movement and gameplay.
It's also not far off the classic DOS gaming resolution of 320*200, though that one uses non-square pixels (320*200 on a 4:3 display has pixels that are 1.2 times taller than they are wide).
This tutorial was smashing. Most ''pixel art'' tutorials just go into normal art/color theory, which is not the reason you look up ''pixel art tutorial''.
This is an EXTREMELY HIGH quality video. It definitely deserves more views and likes. Not mentioning that the info given in the video is super useful for a beginner Thank you!!!
Excellent! I just want to point out that 64×64 is very hard for beginners and should be avoided, but once you mastered it, it can lead to gorgeous Hi-Bit Art, while still retaining the Pixel Art aesthetic.
Right now I'm trying to shoehorn my character into 64x64 (excluding animation atm), but I partly want that extra size because I want the big, expressive faces of characters like Sonic, but I want that on a character with more human proportions: 4-5 heads tall rather than 2-3. That necessitates a taller sprite It's still probably more than I need, but this setup gives a nice, easy world scaling where 1 pixel is about 1", and 40 pixels is about 1 meter.
While I really do love your content in general, I'm pretty sure you ended up "pillow shading" the character and it made the ghost look extremely flat. I really think a more careful placement of the highlights and shadows, and not just "left edge highlight, right edge shadow" could really benefit this kind of pixel art. With that being said, I just love your whole video presentation, the design and the way you speak!
Thanks! I use Piskel for the drawing and pixel animations, and then I import them as image sequences into Hitfilm, where I do most of the editing. I also use key frames in Hitfilm if I'm just moving an image (e.g the chapter cards). Both programs are free.
Nice but don’t forget that 8x8 do not mean this low detail. All games in the 8 and 16 but era used 8x8 that then was used to form meta tiles. With that approach you could decide on your base “this is 1 meter” tile size. With this you do not even need to go from 16 to 32 to 64. You could choose a base size formed by 3x3 / 8x8 tiles = a 24x24 tile size. Or why not 40x40 Also remember that with this approach you also can reuse and create really detailed tiles that also take VERY little memory
Mobile platforms specifically have image optimization in the background for images size 2^x I believe it has to do with compression so I assume the same is on PC/Mac/Linux too.
NES used 8x8 sprites internally that was combined for larger sprites, but video was about total size. You see... what's the difference for a player if a sprite is 32x32 or consits of 16 8x8 sprites?
Thank you for making this, I was unsure what size to work with for my sprites, but now I'm a bit more confident in what I want thanks to the explanations in the video. Deserves a lot more attention especially for the effort in the presentation, absolutely beautiful job.
It's fine to say that you shouldn't start with 64x64 because it's too hard for beginners. But you absolutely cannot ever convince me that it looks worse or loses it's charm. Good 64x64 art looks insane. Even the example you showed, the 64x64 leafy block looked so much better than the others. Some people really appreciate the art and want a nice medium between "old school" and drawn art. This should not be discounted.
It also depends on how big you want your character to be relative to the screen space. Most platformers will want those smaller characters. But for a Beat-em-up, Fighting Game, or even a few "special" platformers with precautions against blinding speed, you might want your character to fill up more of the screen. For example, Samus's sprite in Super Metroid is 48px tall. That obviously does not fit into the 32px size range, but we wouldn't consider Super Metroid to somehow NOT be pixel art. She simply takes up more screen space than a character like X or Mario I'd set the cutoff more by the final SCREEN resolution than by tile size: by the time you reach Standard Definition of 450-480, each individual pixel is small enough to be ignored, and it stops feeling like pixel art. 360x640 is on the high end of resolutions that still feel absolutely pixel focused, and where those 64px tall characters can really work well: that's roughly 18% of screen height, about the same as Sonic in the Genesis games
The video quality is crazy high! I can't even imagine the amount of work it took to make it, but this is the most beautifully crafted video about pixel art. Liked, subscribed, and waiting for more :)
Great video, I had to go for 36x36 simply for the reason that I am limiting myself to maximum three tones per character, so more pixels are required to add detail rather than shading etc.
I actually like 8x8, especially because the simplicity means you can add many different tiles more easily, to create more variety and more complex interactions between tiles that just isn't feasible at a larger scale.
A handful of Real-world examples from MS-DOS for sizes (done by eye for most, from mucking around with editors for the 3D examples). Commander Keen (1990): 16*16 Crystal Caves (1991): 16*16 Duke Nukem 1 (1991): 16*16 Wolfenstein 3D (1992): 64*64 Doom (1993): Variable. Floor textures are usually 64*64. Duke Nukem 2 (1993): Variable. Smallest floor is 8*8, powerups are often 16*16, boxes are 32*32, Duke is 48 tall. Bio Menace (1993): 16*16 (uses the Commander Keen engine) Jazz Jackrabbit (1994): 32*32 Duke Nukem 3D (1996): Variable. Typical sizes for textures seem to be 64 or 128. The player is often NOT one tile in size! In fact of the above examples, only Crystal Caves, Wolfenstein 3D and Jazz Jackrabbit have it the case. The rest with fixed sizes have the player multiple tiles in size. Usually 2 tiles. Having the player character fit into 16*32 pixels when idle seems to be pretty common for DOS games. Probably because it makes a good compromise between detail and screen space at 320*200.
Personally16x16 is my go to for tiles and medium size characters but if something ever needs to have different dimensions I like to stick with multiples of 8 for both x and y
still too complicated for me , but i'll save this page for when i'm better ( many comments praising your teaching skills) your art looks great : simple and effective , jjust like i want to draw
If you want other people to use or buy your assets for use in games.. the most important thing is that the canvas size is a multiple of eight, that also explains the popular sizes discussed in the video, 8*2=16, 8*4=32 etc. That's because most older consoles draw graphics using 8x8 tiles, you can ofcourse draw many 8x8 tiles next to and bellow eachother to create larger "metatiles" or "meta sprites" so don't misinterpret "all individual tiles should be the same size" you can have for example a 64x32 metatile within your 16x16 tileset, in fact a 16x16 tileset is just an 8x8 tileset where most of the tiles are 16x16 metatiles... Also modern resolutions like HD, Full HD, WQHD and 4K are still multiples of eight and it just looks and feels good when you can exactly fill the whole screen with tiles without any half tiles or anything weird like that, that's also why 24x24, 40x40 etc. aren't popular sizes, but that's for background tiles that covers the entire screen, 24x40 would be just fine for sprites.. I hope you remember the simple "multiples of eight rule" :)
I just want to first model out my characters for animation purposes while also cutting down on 3D animation by occasionally trying to replicate it using 2D sprites. Then, because of the nature of how most of my ideas will be like, I want to use Pixel Art's retro aesthetic less to lean into the nostalgia and much more just play/orbit/dance around the concept and rather focus on creating strange, surreal dream worlds with long pauses of apparently normal and concrete worlds. Much less full-blown animations and much more a variety of different screensavers and things like that. Then, after I animate both short concepts and weird things to just have on anything, I will kind of want to "proof of concept" my first animation idea "The First Dreamland Adventure" with Animatics, then string together the animatics into something that slowly makes more and more sense until I finished the entire project and then finish the full product.
Great information, beautiful edit and just overall fantastic! Got yourself a new sub! Thanks for the help you bring to us new pixel artists! Keep up the good job
Great video my dude! Seriously! The high quality is appreciated; I’m excited to see your channel grow. Surely it will if you keep up the work like this :)
Great video, it is perfect to begin with characters. But if I want to draw a whole menu or GUI for the player, what is the canvas size? Example: If I have a window 800x600 and I want to display a status bar at the top and info at the bottom or left/right, what is the canvas size for that elements? Can you do a video too on this subject?
You could take the approach used in classic BUILD engine games of designing the UI for 320*200 and scaling it up when running at higher resolutions. The most informative version of Duke Nukem 3D's status bar is 320*34 pixels. The "fragbar" (player names and scores) which goes at the top of the screen in multiplayer is 320*8 and fits four names (games with 5-8 players add a second one). Whether you're running the game at 320*200 or 800*600, it'll look the same as the engine includes the appropriate logic to scale it correctly for the resolution in use. Which is something that many games (including big ones like Quake and Unreal) fail to get right. To generalise the approach, design for the lowest supported resolution and scale up for higher ones. DOS games using 256 colours bottom-out at 320*200, as that's the lowest VGA cards will go for that colour-depth. If you want to go lower with only 16 colours, you can hack text-mode to get a 160*100 mode that'll work on anything right back to the original CGA cards from 1981 (IBM even mentions it in the manuals for the original PC, but doesn't say how to actually use it).
Great video! You make everythign very digestable and short while retaining the information at a high quality. Just one question that a lot of these types of videos leave out: why does it need to be a power of 2? What happens if I have a sprite that NEEDS to be 1 more pixel above 16? Does it just become a 32 sprite? Do I just have to force it to be 16p? When google searching it says it's better for the hardware but since computers have come a long way I'm sure there's an alternate reason that I haven't been told.
While graphics cards have supported non-power-of-two textures for a good 20 years by now, it's still faster to use power-of-two sizes, as you can use certain optimisations there that you can't otherwise. Computer memory is just a long line of numbered boxes. Images are two-dimensional. To store one in memory that's only one-dimensional, you have to put each line of pixels one after another, then when looking up pixels, you have to convert that (x,y) pairing to a linear offset to find the actual pixel data. The formula for that is offset=width*y+x. For power-of-two sizes, that multiplication by the width can be optimised into a bit-shift by log2(width) places (so 8 places for something 256 pixels wide), which is much simpler and faster, and for real-time rendering, speed is one of your top priorities. If you really can't fit your graphic into your tile size, you can just use a second tile and draw them next to each other, aligned appropriately. Very common for background stuff, and can be done with sprites, too. I recall the NES supports hardware sprites that are 8*8 pixels, but Mario is either 16*16 or 16*32, so he has to be made up of 4 or 8 hardware sprites that get moved together. DOS games don't get hardware sprites, but the developers probably do the same sort of thing in software, anyway, just with the flexibility of being able to choose their sprite sizes. Could be worth wasting a bit of RAM by padding the sprites out to the nearest integer multiple of the tile size to get a bit more speed out of the drawing routine.
Hello! These were some great Tips, is there a video of about how to animate pixel art efficiently and have a feel to the animation! loved your video! Keep Up the good work
Your tutorials are super dope! I would love to see what you think about doing what you do using Moho Pro 13! Just a thought. Thank you for what you do!
My takeaways from this video (a paraphrase of the video summary, essentially):
The most common resolutions for pixel art games are 16x16 and 32x32. Larger resolutions than 64x64 tend to look like photos. Photos generally require high resolutions to look good, so 128x128 and larger tile sizes can look sloppy.
This also means that the value of a single pixel will vary with scale. A misplaced pixel will very obvious on a 16x16 sprite, and will remain fairly obvious on 32x32 scales. Don't worry too much though, since sprites will look small against the backdrop of the canvas when they are displayed on screen.
A sprite must visually convey what it will do at all times. All choices related to sprite sizes and animations need to contribute to enjoyable movement and gameplay.
well you are wrong
@@jokesterthemighty227
"You're wrong"
*refuses to elaborate.*
*leaves*
Gigachad@@thekingscrown8931
what should be the best canvas size if you make animations for youtube and other social media?
Something that nobody mentions: 320x180 is the perfect resolution for full screen, it scales perfectly to HD, Full HD, WQHD and 4K monitors :)
Does that mean I can make 32x18 tile maps?
can it be multiplied? like 640x360
@@DizzieXDyea
thanks brother. that's what i was looking for.
It's also not far off the classic DOS gaming resolution of 320*200, though that one uses non-square pixels (320*200 on a 4:3 display has pixels that are 1.2 times taller than they are wide).
This tutorial was smashing. Most ''pixel art'' tutorials just go into normal art/color theory, which is not the reason you look up ''pixel art tutorial''.
Not really
No that's exactly how it goes.
Yeah exactly
"How do I draw pixel art?"
"Okay so here's how normal art works"
( °-° ) bro
This is an EXTREMELY HIGH quality video. It definitely deserves more views and likes. Not mentioning that the info given in the video is super useful for a beginner
Thank you!!!
no it's not
This is the most helpful pixel art vid I've ever seen. I'm glad I stayed up till midnight.
Excellent! I just want to point out that 64×64 is very hard for beginners and should be avoided, but once you mastered it, it can lead to gorgeous Hi-Bit Art, while still retaining the Pixel Art aesthetic.
Im beginner but my comfort canvas size is 128 💀
@@Artazix Working with smaller sizes definitely improved my art, definitely have to be a lot more clever
@@alt-q1y yeah i forgot to say that i often do landscapes so
Right now I'm trying to shoehorn my character into 64x64 (excluding animation atm), but I partly want that extra size because I want the big, expressive faces of characters like Sonic, but I want that on a character with more human proportions: 4-5 heads tall rather than 2-3. That necessitates a taller sprite
It's still probably more than I need, but this setup gives a nice, easy world scaling where 1 pixel is about 1", and 40 pixels is about 1 meter.
The fact that you give credit to the guy who gave you the idea...thats rare! Sadly. You're a good cookie!
While I really do love your content in general, I'm pretty sure you ended up "pillow shading" the character and it made the ghost look extremely flat. I really think a more careful placement of the highlights and shadows, and not just "left edge highlight, right edge shadow" could really benefit this kind of pixel art.
With that being said, I just love your whole video presentation, the design and the way you speak!
These videos are fantastic - for their quality, I'd expect at least another three zeroes to the views. Keep it up!
137 million views
This channel is really underrated (yet). Excellent content, very high production quality.
Please keep going.
I like the way you display in the video a lot, everything in the design is coordinated, great, what program do you use to make the animation
Thanks! I use Piskel for the drawing and pixel animations, and then I import them as image sequences into Hitfilm, where I do most of the editing. I also use key frames in Hitfilm if I'm just moving an image (e.g the chapter cards). Both programs are free.
@@PixelOverloadChannel ohhh i used piskel before but now that the accounts thing is gonna be gone ive moved my work over to pixilart
I had a cat named Shadow. The neighbors poisoned him. He weighed 35lbs of furry Tom cat. Big alpha boy.
@@Stopinvadingmyhardware damn that got dark. Sorry for your loss man, and screw those neighbours
What canvas size to choose, drawing a pixel sprite, animating it in one video. well done.
Nice but don’t forget that 8x8 do not mean this low detail. All games in the 8 and 16 but era used 8x8 that then was used to form meta tiles.
With that approach you could decide on your base “this is 1 meter” tile size. With this you do not even need to go from 16 to 32 to 64. You could choose a base size formed by 3x3 / 8x8 tiles = a 24x24 tile size. Or why not 40x40
Also remember that with this approach you also can reuse and create really detailed tiles that also take VERY little memory
Micro Mages is the best example I can mention.
Mobile platforms specifically have image optimization in the background for images size 2^x I believe it has to do with compression so I assume the same is on PC/Mac/Linux too.
i was gonna say that u were wrong but i remembered that link has 2 sprites ( his head and his body )
NES used 8x8 sprites internally that was combined for larger sprites, but video was about total size. You see... what's the difference for a player if a sprite is 32x32 or consits of 16 8x8 sprites?
Wouldnt this dramatically increase the workload in having to stitch all the 8x8's together to make larger tiles and characters?
Thank you for making this, I was unsure what size to work with for my sprites, but now I'm a bit more confident in what I want thanks to the explanations in the video. Deserves a lot more attention especially for the effort in the presentation, absolutely beautiful job.
I'm so happy i found this gem of a channel
Its such a platinum tutorial. Everything said in a nutshell was equivalent to probably 1 or 2 months of paid study !!
It's fine to say that you shouldn't start with 64x64 because it's too hard for beginners. But you absolutely cannot ever convince me that it looks worse or loses it's charm. Good 64x64 art looks insane. Even the example you showed, the 64x64 leafy block looked so much better than the others. Some people really appreciate the art and want a nice medium between "old school" and drawn art. This should not be discounted.
It also depends on how big you want your character to be relative to the screen space. Most platformers will want those smaller characters. But for a Beat-em-up, Fighting Game, or even a few "special" platformers with precautions against blinding speed, you might want your character to fill up more of the screen.
For example, Samus's sprite in Super Metroid is 48px tall. That obviously does not fit into the 32px size range, but we wouldn't consider Super Metroid to somehow NOT be pixel art. She simply takes up more screen space than a character like X or Mario
I'd set the cutoff more by the final SCREEN resolution than by tile size: by the time you reach Standard Definition of 450-480, each individual pixel is small enough to be ignored, and it stops feeling like pixel art. 360x640 is on the high end of resolutions that still feel absolutely pixel focused, and where those 64px tall characters can really work well: that's roughly 18% of screen height, about the same as Sonic in the Genesis games
I don’t know the last time I saw a video that was so well done and informative. Now I need to check out your other videos!
This video was really helpfully for me as I'm now starting off with pixel art. Thank you!
Love this tutorial. As a beginner, thanks!
This is one of the best starting video for Pixel Art.
I honestly really like the 64^2. It's probably really hard to pull it off well however.
i love u so much bro
Excellent summary with some things that I can put into action. Thanks!
this is so useful I was struggling as a beginner to pixel art and this helped ( the octopuses that were drewn were so cute )
OMG !!!! This tutorials are sooooo clean !!! i love it please make more tutorials like this!!!!
Your video is so good that I managed to reach my recommended in Brazil
Perfect beginner tips! Thanks for sharing
UA-cam recommendations have blessed me
The video quality is crazy high! I can't even imagine the amount of work it took to make it, but this is the most beautifully crafted video about pixel art. Liked, subscribed, and waiting for more :)
Brilliant explanation! This help me to understand how to make a briefing to artist
Incredible video quality. The effort really shows and the information is top quality. Thank you for making this a free upload.
Commenting for true algorithm to recommend you more!
awesome video! it helped me get through this difficult threshold in getting better at pixel art!
Thank you! Really useful))
I want to know more about Pixel Art.
I want to watch more tutorials))
Thank you for this high-quality tutorial
Very helpful rundown. Thanks!
thank you so much for making this, it should help a TON!
beautiful video. this deserves to be seen by every pixelart creator in the world
Something finally made sense to me after watching this video. Thank you so much!
Great video, I had to go for 36x36 simply for the reason that I am limiting myself to maximum three tones per character, so more pixels are required to add detail rather than shading etc.
Thank yooou, this was very helpful. I have a good starting point for making my own pixel spritesheets now
Thank you for the well-made video!
Well, this was the most useful video about pixelart sprites.
Thanks.
This video is such high quality! Great content! You've got a new subscriber
I actually like 8x8, especially because the simplicity means you can add many different tiles more easily, to create more variety and more complex interactions between tiles that just isn't feasible at a larger scale.
Informative and beautifully presented. This channel is awesome!
Man, finally I found some good explanation about this topic! Thanks a lot, great video.
Underrated channel, amazing quality!
This was an outstanding tutorial! Thank you.
Hey I'm new in making pixel arts for game and this help me a lot ! Thank you! Much love !!!
okay but are we gonna ignore how cute that octopus on the thumbnail is?
What a great video. I want to make a pixelart game but I never know where to start especially with resolution. Your video is really helpful :)
thank you soo much! I have been really struggling with pixel art, so this helped a ton!
Great vid. Thank you for posting. Very helpful for a noob like me, who is just starting out with Aseprite.
This is really useful! great work, and great pixel art :)
Actually perfect, exactly the info I needed to know. Thank you!
nice shading... lol love your videos, about to binge them all
These videos are calming, educative and have a nice style to them. Well done, keep up the good work!
Wonderful video, thanks! It would be useful a video explaining different canvas sizes related to the size of your tile.
you know it's a great tutorial when there are only 5 dislikes. keep up the good work!!
A handful of Real-world examples from MS-DOS for sizes (done by eye for most, from mucking around with editors for the 3D examples).
Commander Keen (1990): 16*16
Crystal Caves (1991): 16*16
Duke Nukem 1 (1991): 16*16
Wolfenstein 3D (1992): 64*64
Doom (1993): Variable. Floor textures are usually 64*64.
Duke Nukem 2 (1993): Variable. Smallest floor is 8*8, powerups are often 16*16, boxes are 32*32, Duke is 48 tall.
Bio Menace (1993): 16*16 (uses the Commander Keen engine)
Jazz Jackrabbit (1994): 32*32
Duke Nukem 3D (1996): Variable. Typical sizes for textures seem to be 64 or 128.
The player is often NOT one tile in size! In fact of the above examples, only Crystal Caves, Wolfenstein 3D and Jazz Jackrabbit have it the case. The rest with fixed sizes have the player multiple tiles in size. Usually 2 tiles. Having the player character fit into 16*32 pixels when idle seems to be pretty common for DOS games. Probably because it makes a good compromise between detail and screen space at 320*200.
wow the effort put in this video is incredible :0
Personally16x16 is my go to for tiles and medium size characters but if something ever needs to have different dimensions I like to stick with multiples of 8 for both x and y
still too complicated for me , but i'll save this page for when i'm better ( many comments praising your teaching skills) your art looks great : simple and effective , jjust like i want to draw
Thanks, this was extremely helpful for starting out and what to consider :)
Thanks this video was really useful to help me decide what's best for my game, so 16x16 is the best for top down in my book now, THANK YOU!
On the first 30 seconds I subscribed already. High quality video!
This was extremely informational and put me in the right directio, thanks!
I've just found the answers to most of my questions.
Amazing content and visualization ♥
Dude, you’re so underrated, really hope u will blow up soon! :D
Subscribed. Thanks for the clear descriptions and tutorial! Very helpful!
this was very helpful, thanks for uploading!
If you want other people to use or buy your assets for use in games.. the most important thing is that the canvas size is a multiple of eight, that also explains the popular sizes discussed in the video, 8*2=16, 8*4=32 etc. That's because most older consoles draw graphics using 8x8 tiles, you can ofcourse draw many 8x8 tiles next to and bellow eachother to create larger "metatiles" or "meta sprites" so don't misinterpret "all individual tiles should be the same size" you can have for example a 64x32 metatile within your 16x16 tileset, in fact a 16x16 tileset is just an 8x8 tileset where most of the tiles are 16x16 metatiles... Also modern resolutions like HD, Full HD, WQHD and 4K are still multiples of eight and it just looks and feels good when you can exactly fill the whole screen with tiles without any half tiles or anything weird like that, that's also why 24x24, 40x40 etc. aren't popular sizes, but that's for background tiles that covers the entire screen, 24x40 would be just fine for sprites.. I hope you remember the simple "multiples of eight rule" :)
I just want to first model out my characters for animation purposes while also cutting down on 3D animation by occasionally trying to replicate it using 2D sprites. Then, because of the nature of how most of my ideas will be like, I want to use Pixel Art's retro aesthetic less to lean into the nostalgia and much more just play/orbit/dance around the concept and rather focus on creating strange, surreal dream worlds with long pauses of apparently normal and concrete worlds. Much less full-blown animations and much more a variety of different screensavers and things like that. Then, after I animate both short concepts and weird things to just have on anything, I will kind of want to "proof of concept" my first animation idea "The First Dreamland Adventure" with Animatics, then string together the animatics into something that slowly makes more and more sense until I finished the entire project and then finish the full product.
4:20 Looks dope!
Amazing! I learned a lot watching this video billion thanks!!! 👏
Damn the entire video is flippin pixel art and pixel animation
I love it! Can you do a video about how to choose colors like the ones in the ghost. sometimes picking colors that match together is hard
Already made a colour tutorial, it'll be on my channel!
Try using Lospec! It’s a great site for color palettes 🎨
nice video and examples / overall art, thanks
best pixel art channel
Great information, beautiful edit and just overall fantastic! Got yourself a new sub! Thanks for the help you bring to us new pixel artists! Keep up the good job
I love your videos, thank you for sharing your art and knowledge
Cheers mate
Great video my dude! Seriously! The high quality is appreciated; I’m excited to see your channel grow. Surely it will if you keep up the work like this :)
Very informative Thanks
Woah! Talk about a hidden gem, damn.
I am personaly a fan of 24 by 24.
This is a great video! Thank you so much!
Very helpful video, thank you!
this really did help
thank you for making it
Great video, it is perfect to begin with characters. But if I want to draw a whole menu or GUI for the player, what is the canvas size?
Example:
If I have a window 800x600 and I want to display a status bar at the top and info at the bottom or left/right, what is the canvas size for that elements? Can you do a video too on this subject?
You could take the approach used in classic BUILD engine games of designing the UI for 320*200 and scaling it up when running at higher resolutions. The most informative version of Duke Nukem 3D's status bar is 320*34 pixels. The "fragbar" (player names and scores) which goes at the top of the screen in multiplayer is 320*8 and fits four names (games with 5-8 players add a second one). Whether you're running the game at 320*200 or 800*600, it'll look the same as the engine includes the appropriate logic to scale it correctly for the resolution in use. Which is something that many games (including big ones like Quake and Unreal) fail to get right.
To generalise the approach, design for the lowest supported resolution and scale up for higher ones. DOS games using 256 colours bottom-out at 320*200, as that's the lowest VGA cards will go for that colour-depth. If you want to go lower with only 16 colours, you can hack text-mode to get a 160*100 mode that'll work on anything right back to the original CGA cards from 1981 (IBM even mentions it in the manuals for the original PC, but doesn't say how to actually use it).
Great video! You make everythign very digestable and short while retaining the information at a high quality. Just one question that a lot of these types of videos leave out: why does it need to be a power of 2? What happens if I have a sprite that NEEDS to be 1 more pixel above 16? Does it just become a 32 sprite? Do I just have to force it to be 16p? When google searching it says it's better for the hardware but since computers have come a long way I'm sure there's an alternate reason that I haven't been told.
While graphics cards have supported non-power-of-two textures for a good 20 years by now, it's still faster to use power-of-two sizes, as you can use certain optimisations there that you can't otherwise.
Computer memory is just a long line of numbered boxes. Images are two-dimensional. To store one in memory that's only one-dimensional, you have to put each line of pixels one after another, then when looking up pixels, you have to convert that (x,y) pairing to a linear offset to find the actual pixel data.
The formula for that is offset=width*y+x.
For power-of-two sizes, that multiplication by the width can be optimised into a bit-shift by log2(width) places (so 8 places for something 256 pixels wide), which is much simpler and faster, and for real-time rendering, speed is one of your top priorities.
If you really can't fit your graphic into your tile size, you can just use a second tile and draw them next to each other, aligned appropriately. Very common for background stuff, and can be done with sprites, too. I recall the NES supports hardware sprites that are 8*8 pixels, but Mario is either 16*16 or 16*32, so he has to be made up of 4 or 8 hardware sprites that get moved together. DOS games don't get hardware sprites, but the developers probably do the same sort of thing in software, anyway, just with the flexibility of being able to choose their sprite sizes. Could be worth wasting a bit of RAM by padding the sprites out to the nearest integer multiple of the tile size to get a bit more speed out of the drawing routine.
Mb more loong pixel art tutorials?))
Liked and subscribed! Cool channel!
Hello! These were some great Tips, is there a video of about how to animate pixel art efficiently and have a feel to the animation!
loved your video! Keep Up the good work
Thank you so much, this helped me out so much!
Thanks for sharing the Quality VS Pixel graph. So seems like 16x16 and max 32x32 is the optimum best looking quality.
Please make a tutorial based on the game "The Last Night" visual style. Would be amazing.
Man that would be amazing
Very professional video dude!
He never misses!
Your tutorials are super dope! I would love to see what you think about doing what you do using Moho Pro 13! Just a thought. Thank you for what you do!