There are few abilities as iconic as Divine SMITE!
As a DM, I still always get surprised by just how much damage paladins can put out in one turn. So, here is an animation of a paladin doing what they do best. Just use your imagination to add a vampire or fiend getting hammered, after which the DM silently adds another 50 HP to make sure they won't beat the big bad in just two turns.
This one took longer to make, since the body moves a lot more when doing attack moves than just standing there and casting a spell. The paladin in question is the dragonborn paladin of Bahamut of a friend of mine.
Note that divine smite is typically just one big whack, and here it's three attacks. I just liked the way it looked better this way. Maybe in the future I'll do one the other smite spells and make it look more like a singular nuke like smites typically are.
Software used: Aseprite - https://www.aseprite.org/
Instagram: https://www.instagram.com/eyalunya/
No pixel art on there (yet).
Interestingly enough, open-source software are not necessarily free. I was quite surprise when I ran into a paid open-source software: Asprite.
The code is on Github (maybe not the latest version, I don't recall), and you can obviously compile it yourself but it is a paid software.
You can check this question in the FAQ which answer the question: "how do you sell it if it's open-source?"
I was starting with making a Turn Undead animation, but in the end, I shuffled closer to the Light Cleric Channel Divinity: Radiance of Dawn.
This animation marks the 6th class, which means that we're halfway to them all (excluding Artificer). I got to say though, I have no idea what I should animate for Fighter once that one comes along. ...I'll think of something.
The cleric in question isn't a direct replica of one of my players' characters, but still, this one is in honour of one of the clerics I've killed as a DM.
On instagram you can see the scrapped version with lightning instead of light. It's not as good, hence why it's scrapped.
Software used: Aseprite - https://www.aseprite.org/
Instagram: https://www.instagram.com/eyalunya/
In case anyone asks, I'm using the program Aseprite in the album. It's what I use for all my pixel art, though the color curve feature is unfortunately relegated to the full version. I used it enough that paying for it made sense, but besides that, if you're looking for a good pixel art editor the older versions are still totally free and have almost all of the same features. Very lightweight and simple compared to a lot of other image editors.
Tell me if you would like any other texturing tutorials as well! I've considered it a few times and I'm not sure how relevant they are to this sub, but I have been asked a few times for a guide to my visual style and I get a surprising number of compliments on my texture work, so if that's something people would wanna see just let me know.
And sorry if this post is a little off-topic. But I figure it's relevant to enough modders out there (considering the sheer volume of modders who don't start out with texture artists or base their mods on a lot of recolored vanilla items) that people might want to see it.
? This is more complicated, and this whole thread is misleading. This software was initially released by one maintainer under the GPLv2 license and maintained as a free and open source project. When the maintainer realized that he couldn't support himself on donations, he started releasing proprietary version of the software. The free version was forked under the name "libresprite". You can see discussion about that here.
If you buy this through Steam, Steam takes a cut. It does not all go to the developer. Just like how Apple takes a thirty percent cut, Steam probably takes about that much as well, in addition to supporting DRM.
If you want to support the original developer, use the link to their site here: https://www.aseprite.org/#buy and download the DRM-free version.
I'm no artist, but I've been using Aseprite (https://www.aseprite.org/). Pretty easy to use for basic stuff, but seems to have a bit of depth, and very cheap. If the look bothers you at all (very chunky pixel UI) you can change it, comes with a few themes I believe.
Search /r/PixelArt. There are plenty of links in the sidebar for tutorials. All free (AFAIK). But those tutorials will only teach you the basic theory. To progress, you must paint on your own. You can check linked subreddit for inspiration and note the different styles and techniques of different people. If you still lack the inspiration, visit Pixel Dailies. I also recommend you get a software dedicated to pixelart, because you don't really need something as complicated as Photoshop. There are some free web applications, but I recommend (from personal experience) Aseprite, which costs 15$, or you can download source code and compile it yourself. Alternatively, I heard that Pyxel Edit is cool enough too, but it's probably one of those programs abandoned by the devs in beta.
If you want to make pixel art, I'd recommend aseprite (https://www.aseprite.org/).
Follow MortMort on YouTube. There are plenty of other pixel art channels on there.
Please do appreciate the finesse that goes into pixel art, however, despite its seeming simplicity from low resolution!
Hey, thanks!
Sure! It didn't take too long; I don't know exactly how long, but the longest part is probably laying down the base kinda "level" or what would be the playable space; the bridges etc, figuring out what that should all look like. Because it's based on modular game assets, though, once I figure that out you can do a lot of copypasting or whatever of tiles and rails etc, etc.
With other more intricate animations the animating and the loop takes longer than the art, hands down, but in this one there wasn't really anything that determined how long the loop had to be. As a point of reference, I have another loop of Snake climbing The Ladder in MGS3. That one is 128 frames (this one is only 30) and it had to be that long to sync up both the movement of the background downwards to simulate Snake going up, and the progression of Snake's hands and feet up the ladder based on the pixel increments between rungs. Much small image, resolution wise, much larger, longer file.
I use aseprite! Layer functionality of Photoshop et al but focused on pixel art.
You'll probably get a lot of the same the the two that get mentioned all the time are
https://www.aseprite.org/ (general art and they just released tile set stuff)
https://pyxeledit.com/ (more tile set development)
Yeah! I've always wanted to make a game based off of the old stick figure animations ever since I was a kid.
I'm using Aseprite to make the animations. It's around $20, but it's one of the best pixel animation software out there imo. I really recommend it.
Take a look at Aseprite. It's not free, but it's open source and you can build it yourself if you cannot afford that(only for personal use), but $15 isn't really that much
It actually used to be open source and now is source available. You can still modify the source code for noncommercial purposes though.
Source: https://www.aseprite.org/faq/#if-aseprite-source-code-is-available-how-is-that-you-are-selling-it
I might recommend Aseprite. Really fantastic program that is quite powerful when you need it to be and simple if that's more your thing. And any animation you might end up doing will become tenfold easier.
While PS is great and even MS Paint would do their job.
When it comes to animation I love https://www.aseprite.org much more. Also available as open source project https://github.com/LibreSprite/LibreSprite.
Only downside with that is the pixelated ui for my taste.
Also https://pyxeledit.com is really great but has a slow update cycle.
FOSS and monetization are not at all incompatible.
Aseprite for instance is FOSS but you need to pay to be able to just download a binary.
Quake 3 (linked is the community improved ioQuake) was open sourced after it's release but you had to own a copy to get the assets from. This allowed a huge modding community to thrive.
Red Hat make money from Linux by selling support for their distribution.
I'm sure there are more examples but these are the few that popped into my head.
Pixel art will probably be easier than vector art, especially if you don't draw often. Learning how to draw will always help but won't be mandatory for pixel art. Learning the steps of animation and sinking hours into pixel art will be the most productive thing to do.
Pixel art like Shovel Knight is probably a good call for a first timer, just be aware that regardless of whatever style you go for you'll need to sink a considerable time into it. You can create some platform tiles and build levels with them relatively quickly, but populating your environment with assets, backgrounds, and animated characters will take time. With that said, you're going to want to pick a style you'll be most interested in as you'll be spending a lot of time drawing it.
Check out /r/pixelart and this. I'd recommend Aseprite but there are plenty other options out there. I'd also suggest a cheap drawing tablet that'll help for all kinds of art once you've been doing it for a while.
I used Aseperite. I still have a LOT to learn about the software, because I haven't used it a lot, but I've been able to stumble through using it pretty well just googling any questions I've had :)
I've made a third pixel art animation. I didn't think I'd do more than the first, but people have been responding positively to the previous two, so I've made another. This time, it's the barbarian. In specific, the bear totem barbarian.
I do like barbarians, especially the tribal totem barbarians, since they are basically just angry druids (and I quite like druids.)
The most iconic ability the barbarian has is of course just getting angry. I'd imagine it all looks very different for the different subclasses, but I had only the time to do one.
The barbarian in this case is a goliath clan-leader I used as one of a group of morally grey villains in my homebrew campaign. He's got the bear arms as natural weapons when raging, because I just thought it was pretty cool, honestly.
Folk have said he resembles Udyr from league of legends, but the likeness is entirely coincidental.
Software used: Aseprite - https://www.aseprite.org/
Instagram: https://www.instagram.com/eyalunya/
At some point in the future I'll probably put pixel art on it.
GIMP's what I use, some people use Asperite or Piskel
Outside of that, I don't know what the hell I'm doing - but I can sound like it sometimes!
I know people stress using palettes and I agree with the idea, I've just not put it in to practice yet. The basic idea is - you grab a bunch of colors that work well together and then only use those colors. It gives your art a far more cohesive look when everything's using the same 16, 24, 32, 48, 64 etc colors.
You can use almost any image editing programs to make sprites, it kind of depends on what you are used to using. If you get serious about sprites and sprite animations I recommend Aseprite, It's not that expensive ($14.99) and is an amazing program once you get the feel for it. It also has a demo/trial.
If you are learning unity you can just use google and download placeholder images/sprites or free sprite packs to get something in until you can focus on art. Most of the time in my process I just use placeholder art to get the base game mechanics down and then I focus on art once my core game works.
Hope this helps, Good luck!
I am not a pro - by far, but I use Aseprite. It has a lot of features, while being very easy to learn. It is not free, however. (15 USD) But worth every buck! Useful for animations as well.
Make sure you check out the sidebar first to get some of the more basic questions answered.
> Can we create a 2D enviroment with depth when chosing the 2D format or do we need to work with 3D?
The way depth is achieved in most platformer type games is through the use of parallax. There are plenty of tutorials online on how to achieve the effect and no, it is not necessary to work with 3D. >Where do we start? Should we start with simple assets programming the basic mechanics and then when we get around the art stuff we replace them with the ones that are supposed to make it to the finished game?
Usually it is a good idea to start with a prototype and basic art, just to see if the mechanics are actually fun and interesting. Once the core mechanics are established and you are content with it then it is a good time to start creating the actual art to make it look more polished.
>How do I even start creating pixelart characters?
Again, there are a lot of tools online that can help you with this. You can check out /r/PixelArt, they have some helpful resources on their sidebar. Personally, I like to use aseSprite when making pixel art, but you should try out different tools and see which one feels right for you.
Also, don't forget google is your best friend. Most of your questions could have been answered with a quick google search, so make sure you try googling everything before asking for help. Good luck!
https://www.aseprite.org/docs/shading/
Shading ink.
If you want to assign a hotkey to it, go to Edit > Keyboard Shortcuts... . In the search field with the magnifying glass in the top left corner of the shortcuts window type " Set Ink Type: Shading ". The action should appear in the panel on the right. If you hover your mouse over the Key column, an Add button should show up. Click on it then assign the key press and modifier(s), if any, you want to assign to the action.
is there not an export option in Aesprite for PNG? I'm not sure as I don't use it.
Edit:
Did a quick google, there is https://www.aseprite.org/docs/exporting/
Best bet is find pixel artists you like and then boot up your pixel art maker (I use asperite) and copy. You wont end up with publishable or usable material for ages this way but will internalise the design principles you like through practice. It'd also be worth reading up and watching tutorials to understand more of the nonpractical theory behind it.
General art theory - like colour theory, anatomy would also be super useful to have a look at. Remember, pixels are the medium and a solid understanding of art foundations will inform good use of that medium.
It would also be useful to look at the set up of artists you like, I struggled with piuxel art for ages until I hooked up my graphics tablet and for me that massively improved the process, for some other folk they like using only mouse - really personal preference.
That thing circling the bird is supposed to be Covid LOL and it's on top of garbage hill which is literally a hill made of garbage were I live. There aren't any other hills here so people go there to get a view.
I made this song in Renoise with NES single cycle waveforms and using the limitations of the NES as guideline. (4 monophonic tracks, 2 pulse, 1 triangle , 1 noise track)
The animation was created using: https://www.aseprite.org/.
>Not sure how they plan to pull this off. The code is copyright under the GPL. Any derivate code (and the new software will definitely be a derivate) must also be under GPL. I can't imagine how an NDA would work, either.
If I remember correctly, most (or all) of the code was written by the core developers, and that now belongs to the company (if it was something like two hundred people, the company would need to get all of them to agree to any change in license, but doesn't seem to be the case). So although they cannot "un-license" what has already been released under the GNU GPL, they can release future developments under a proprietary license, even if it is a derivative of the GPL'd code (because they own the copyright of the GPL'd code anyway). They can also stop offering and hosting the GPL'd code.
So I think this is what they meant. It is technically possible.
For example, this happened with Aseprite (the pixel art editor). Now, what happened then (and could happen to Audacity): a fork was made from the last released GPL version, which is called LibreSprite.
https://www.aseprite.org/docs/shading/
https://www.aseprite.org/docs/resize/ for scaling up/down the image
https://www.aseprite.org/docs/canvas/ for resizing the canvas without scaling the image
You are welcome
Just want to jump in here to mention that the game engine choice is only half of the equation. Something that trips up a lot of people getting into game dev is access to art assets. If you are trying to support your son, spend a bit of time looking at some options like Asset Forge. If he wants to get into pixel art, maybe purchase Asperite. Blender is way more powerful than the first two, but way less user friendly. I would only recommend Blender if he really wants to get into 3D modelling, but it is an excellent free modeling platform with lots of tutorials available.
Don't underestimate the visual element of bringing ideas to life and these are suuuuper important, even if they only get used in the prototype stage and get replaced later. Quick and easy asset creation is going to be a huge way to support him no matter which engine he ends up working with. Unless you are trying to surprise him, show him a few of these options and see what sparks his interest.
Also, way to be an awesome dad.
Depending on how new you are, don't worry about art. If the game isn't fun with place holder art, better art will only hide that.
That said I've recently started the pixel art journey myself, as a programmer with 'no artistic talent'. I find it alot of fun to do! I started with some pixel Pete tutorials (https://www.youtube.com/playlist?list=PLmac3HPrav-9UWt-ahViIZxpyQxJ2wPSH) and while I won't say his style for everyone, it worked for me. He throws info somewhat haphazardly, so I wouldnt skip any of the first few lessons.
I really like aseprite as a pixel art (https://www.aseprite.org/), it's weirdly magical, and what the tutorial above uses most often and is well worth the money, but for free programs it's hard to beat piskelapp (https://www.piskelapp.com/).
Keep at it, look up tutorials and find inspiration, and lack of artistic talent doesnt have to be an obstacle!
I used Pyxel. It's mostly for creating tile sheets. I would also recommend Aseprite and Marmoset Hexels depending on what kind of things you want to do :)
I really wanted to believe it was real but you're kidding yourself if you think any program can get your pixel art that nice of a polish with a "shrinking algorithm". I used the same program as they did, Aseprite. I even tried using a HD version of the BBQ after someone else told me I was doing it wrong by using a screenshot of their BBQ. I think we can all just agree the gif is fake, looks like it has been tagged as such now anyway
/u/t0mRiddl3 is correct. Aseprite is an AMAZING pixel paint program. It's available DRM free as well as on Steam. Also on sale right now with the summer sale.
https://www.aseprite.org/#buy https://store.steampowered.com/app/431730/Aseprite/
If you buy it on the website you get a steam key as well. Just above the payment it mentions what you get.
Also I'm pretty sure it's DRM free either way, so other devices is fine.
There is a piece of software called Aseprite that is quite popular among pixel artists.
It’s open source but it has a non-standard, highly restrictive license.
Brackeys just posted this earlier today on setting up PS for sprite sheets: https://www.youtube.com/watch?v=rLdA4Amea7Y&t=
Piskel is a good free program that can export spritesheets and supports animation.
Aseprite is a little more full-featured but costs $15.
> But, you also need to animate it, so you need to have a program that creates a bunch of tweened frames and so on
You have to make the frames yourself, if you're using standard sprite-sheet animations.
Try asesprite, GIMP or Paint.NET if you don't want to get Photoshop.
Thanks for your comment! The mountains were indeed not done pixels by pixels, they were done by using Aseprite's shading tool. I could definitely try to use less colors on them next time!
A good point. Having said that, the OP is asking specifically about charging for this, and examples of paid OSS are relatively thin on the ground. asesprite would be one. Who knows if they make enough money to be sustainable? But, as you say, at least the project may not die without funding...
Aseprite is supposed to be pretty good. They released the source code awhile back.
https://launchpad.net/ubuntu/yakkety/+package/aseprite
https://www.aseprite.org/faq/#if-aseprite-source-code-is-available-how-is-that-you-are-selling-it
Of course programs such as photoshop are best but for a lower budget there are some decent programs; https://www.aseprite.org/ is a good one.
Edit: oops my bad idk any sprites for 3D, completely forgot most people don't make 2d pixel art like I do lol
Would your teenager enjoy making games? There are good free game engines like Godot, but the tools to make the art cost some money. If your teenager is also artistic you could get them a Wacom tablet and graphics program like https://www.aseprite.org/
this document should serve as a quick guide but i'll list a couple here :
shift+n > new layer
alt+n > copies last frame
alt+d > new cel, will create new frame is no empty frame is availbale
alt+b > new empty frame
each cel is the small circle within each frame, each active layer will have a cell which allows you to only animate parts
I don't know too much about recovering lost layer data. Aseprite does have a recovery system, though. You can check your recovery settings in Edit > Preferences > Files.
If that doesn't work, select the magic wand tool and turn off contiguous, it might help lessen the pain of selecting regions of the flattened image by color then pasting to a new layer. If any of the keyboard shortcuts for copying and pasting to a new layer are unintuitive, then change them by going to Edit > Keyboard Shortcuts.
In the future, use File > Export to export images; do not flatten layer images beforehand. Export will give you the option for visible layers, selected layers, or a specific layer. Use File > Save and File > Save As to save the source file. Again, If you aren't accustomed to the keyboard shortcuts for exporting, change them.
THANKS! :D
I have a 2018 iPad Pro with a Gen 1 Apple Pencil so I'm using Pixaki on it. Wonderful app, the creators have done a stellar job with it, very akin to Procreate but strictly for pixelart. I'm really glad I got the iPad Pro because it's so nice to be able to draw on the go!
If you're using a desktop tablet or mouse I hear Aseprite is fantastic too.
Best of luck friend!
Hey, thanks very much!
I use a program called Aseprite for all of my art and animation. It exports as GIF.
Then I used an online conversion tool to turn all my GIFs into MP4
Hope this helps!
1 si soy el unico desarrollando el juego hago el arte y la programacion diseño etc la musica nose me da jaja 2 queria aprender a programar aparte de hacer juegos 3 para el arte uso aseprite https://www.aseprite.org/ esta muy padre y accesible para pixel art, para sonidos audacity con filtros 4 encontrat audiiencia y ser cosntante en el desarrollo 5 no es mi primer juego llevo 3 juegos creados pero si es mala idea al menso que tengas una vision excellente 6 practicar y acercarte ala comunidad es muy importante 7 por supuesto me encantaria poder ayudar alos demas con mi conocimiento
No, Aseprite used to be FOSS (completely free and open source). When it became commercial software, akien and some other forked it, and rebranded the fork as "libresprite" to indicate that this fork is still FOSS.
Btw, Aseprite is not FOSS, but the source code is still available and you are allowed to compile it yourself to use it. See https://www.aseprite.org/faq/#if-aseprite-source-code-is-available-how-is-that-you-are-selling-it for details
> Can I redistribute Aseprite?
> No. From August 2016 you cannot redistribute compiled versions of Aseprite. We have replaced the General Public License (GPLv2) with the new Aseprite EULA.
More here: https://www.aseprite.org/faq/
I believe Aseprite is only $20 if you want to buy it as a bundled installer.
It is open-source and complete free to anyone who wishes to clone the repository and compile it themselves. You can even use this to produce commercial art. The only thing it prevents is redistribution. See https://www.aseprite.org/faq/
There are also plenty of tutorial to compiling it if you're unsure as to how :)
I've heard of piskel, I messed around with it to see whether or not pixel art was my thing (it totally is lol) but I recommend you check out Aseprite. It's fantastic and probably the best pixel art software I've ever used.
I use Photoshop out of sheer stubbornness, but Aseprite is a common recommendation and is very good.
Here's a link to pixel art software list (which you can also find on the sidebar): https://lospec.com/pixel-art-software-list
i enjoy paint.net simple and free
​
i haven't used Piskel so i couldn't tell ya.
​
aseprite is also decent, a lot of people use it, but most of the cool features are locked behind the full version which costs money iirc. it has been a while since I used it.
According to his website https://www.aseprite.org/faq/#what-do-i-get-when-i-buy-aseprite you get the following of you buy via the website.
In addition to support Aseprite development, when you pay for Aseprite you'll get:
A Windows installer and a portable .zip application, signed by David Capello, lead developer of Aseprite.
A Mac OS X .dmg package, signed by David Capello, a registered Developer ID.
A couple of .deb packages, one for Ubuntu x86 and other for x64.
A Steam key to get automatic updates.
Updates up to v1.9. See the roadmap for more information about new features that will be included in v1.x version series.
Priority support via email ().
Do I get updates?
Yes, you do. With your purchase you will be able to download updates from Humble Bundle, Gumroad, itch.io, or Steam up to Aseprite v1.9. With the Steam key, the program will be updated automatically from the Steam client.
See details about how do you update your Aseprite version
Most of the time I am using two applications:
- Aseprite
Aseprite is really awesome. I am using this mostly for characters, props and animations! I think the animation part is the one where aseprite really shines.
PyxelEdit is mostly used for tilesets in my workflow. In that area, it is simply superior. No nasty copy and pasting. You can quite fast build up complex levels and tiles.
For sure my fellow dev - it makes me happy to hear some kids out there are getting the chance to learn how to make games and I'm always happy to provide resources for any learners. ALSO, because I care and it seems you are learning the ropes of (2D) game development - make sure to check out Aseprite as a tool for drawing sprites, if that is what you find yourself needing to do. Its proprietary, but its also super cheap (especially if you catch it on HumbleBundle) and it is an absolutely amazing tool for drawing and animating sprites, especially if you're like me and suck at doing sprites.
You should really stick with a dedicated graphics program if you want any real results. If you want a great 2D pixel art program that's streamlined and not too hard to get into, I highly recommend Aseprite.
> You hand click each pixel. One by one.
This is false, you do not have to click each pixel one by one. Pixels placed with purpose does not mean each and every pixel is placed one by one. And saying so only serves to confuse people who are just starting out.
It is perfectly ok to use the paint bucket, line, shape, and marquee select tool as long as anti-aliasing is off.
OP, check out Graphicgale, it's a free program specifically made for the creation of pixel art. You might also want to check out Aesprite, it's $15 but again, it's a program specifically made for making pixel art.
Woah buddy. If your going to be semi-serious about your Pixel art (and I assume you are on a PC) you should really be using either Aseprite or Pixel Studio, if your on Windows 10 and too cheap to spend 15 bucks
Either way, looks great.
> Couldn't agree more. Also regarding building from source: OP is probably using Aseprite. Unfortunately, building from source is indeed required
You can buy a binary for Linux, which is a supported operating system.
This is exactly their business model: if you can build it yourself, the code is free*, otherwise you can pay for the binary.
* Free in the sense of price. It used to be also free software, but distributions just packaged it in their repository and offered free binaries to their users, disrupting their business model.
Reinstall the app? install other?
Something got wrong with it and is not loading the quake palette correctly.
Or you could use other apps. Sometimes quake apps behave "emotionally" and stop working a few weeks, then work again on their own (?), is because are made a long time ago by somebody has a hobby, and use weird libraries that modern Windows barely support, so they behave as if they are made with duct tape, bananas and coconuts.
Anyway if is only the viewer, theres nothing to fear about the file.
If you ever get a quake skin with texture corruption and you lost the original, asensprite do a good work as a editor to fix the wrong pixels, has many functions that make that very easy, like search and replace, blend, filling.
In rivals, every 1 pixel is actually 4 pixels in a square. In your sprite editor you'll need to find a way to scale up your sprites x2. I use aseprite which has a rescaling tool
I'm not too sure about a pen that would work nicely, but I do like Pixelorama. It allows you to make pixel art and includes layering/animation. On top of that, it's open source (I'm a big fan of that).
I have also seen Aseprite being recommended. It looks nice and I'm sure it works well, but it is not open source unfortunately. There is an open source alternative called LibreSprite, which seems to mimic Aseprite quite closely.
If you want completely free Graphics Gale is a very solid option and was used by a lot of professional pixel artists till Aesprite came along https://graphicsgale.com/us/
If you can spare $20 USD Aseprite really is the best dedicated pixel art program right now and probably a little more beginner friendly than Graphics Gale. https://www.aseprite.org/
Thank you! The software I use is called Aseprite, and it is (in my opinion) the absolute greatest pixel art-making software on the market. You can visit their website here: https://www.aseprite.org It’s on Steam and it is about 15USD. I absolutely recommend it!
No, it's not free.
Heres steam link (now on discount):
https://store.steampowered.com/app/431730/Aseprite/
And they're homepage:
I think so yes, since it's available on steam, and you can build it from source too but its a bit hard if you're not familiar with such stuff.. GL :D
steam page
The outline is created by going to Edit > FX > Outline
(Shift+O
).
Specific areas are recolored with the pencil tool in shading ink mode -- see https://www.aseprite.org/docs/shading/. He used the Switch Colors
command to reverse the color ramp of the shading ink (X
). I think the outline alone was changed because it happened to be the only part of the drawing that used that dark color.
If you want to doublecheck or change any of the keyboard shortcuts go to Edit > Keyboard Shortcuts
.
You do not need to use indexed color mode for these features to work.
How many sprites are they? If they aren't that many, it shouldn't take you long to do it manually. If you use a software that is meant for pixel art and allows you to display a grid where each square is the same size as your largest sprite, it might even be easier. Even Paint might do the job but I don't know how well it handles transparency (since you asked about transparency in your last post). If it does save to PNG, then I guess it should handle transparency.
Consider checking out Aseprite (it's paid but it's really good), Pixelorama (free), Piskel (free and even has an online editor) or any other.
You could also program it yourself with Python and Pillow (or any image processing library). I've only suggested that solution here and in your other post because I enjoy doing that type of thing myself but I understand that sometimes just using proper software is better and faster.
Age means nothing when it comes to gender! I hope you'll be able to finish your story :) And sad stories can be great, too. Sometimes that sad heart clench can be so satisfying haha.
Thank you again! That really makes me so happy to hear. :) As for Aseprite, it's not free, but it's not very much—I think it's only like $20, which is pretty cheap for a nice drawing program. I think there's also a trial version if you just want to give it a try: https://www.aseprite.org/ I don't know why, but I just really like drawing in it.
If you want to be fancy, you could even make all your files 24x24, and then batch export at the 2x output scale with the command line.
Project ANISE might be worth checking out:
https://tomyun.pe.kr/projectanise/
Description, translated by Google:
> There were games that burned the hearts of teenagers in the 90s, and they were "Japanese adventure" games made in Japan. Among them, Elf and its subsidiary Silky's were the most actively presenting works. All of their games used a common scripting engine, and analyzing and translating them into Korean was very popular at one time. The purpose of this project is to re-create that scripting engine so that it can run on a variety of platforms to suit today's environment. You could call it a kind of emulator.
(Project ANISE has not been in active development for quite a while, though.)
And another interesting piece of software might be:
I suggest looking at MUCH pixel art content, take inspiration from others and add your own things to find your style, obviously it might be tricky at first, but i suggest always trying new things. For tutorials, there's this youtuber called Brand james greer which is one of my favorite pixel artists, he made several tutorials on things like colors and poses, but he also makes other types of contents. There are many other great pixel art videos out there, remember to practice but also focus on theory.
Btw, there are a lot of useful tools for making pixel art, many use photoshop but i suggest aseprite, a tool made by pixel artists for pixel artists, the whole gui is in pixel art too, is also very easy to use. You can buuy it for 20 dollars, but the creators made it completely open source on the github page, so you can compile it to get the app for free, there are several tutorials on how to do so.
Hope this helped! Is always nice to see people wanting to get into art
I just want to add that if you really are unable to pay for aseprite for whatever reason, you can compile the code yourself and run the app(totally legal, even for commercial use, this is stated from the creators of aseprite) . Although this could be technically challenging for some and time consuming to learn how to do it, it is an option.
Source: https://www.aseprite.org/faq/#if-aseprite-source-code-is-available-how-is-that-you-are-selling-it
The code you compile to do this: https://github.com/aseprite/aseprite
Note: if you are able to support the project then you 100% should as they spend a lot of their own time and energy developing this amazing app, but I understand there are people in situations where they cannot.
If you want to do pixel art, then you can do that with pretty much any raster-based image editor. Just use what you have.
There are a couple specialized ones for money, like aseprite for example. But for a beginner it's probably not worth buying.
You'll note when looking through features things like indexed color and pixel perfect lines among other conveniences like scaling in round numbers. Tileset specific tools. In other words while one could do a lot in paint, a tool made for pixel art is going to make it a lot easier especially as one does more complicated tasks.
Not really a game but if it's okay, I'd like to enter for Aseprite. It's a software for creating pixel art that has some really handy features and is still being updated.
It costs about $10 USD on Steam in my region.
If you're keen on getting it yourself, you could purchase it from their <em>website</em> ($20 USD) through Humble Bundle, itch.io, or Gumroad which should give a standalone version and a Steam key. For Humble Bundle and itch.io, you could buy it as a gift (if you'd prefer to keep the Steam key and give the standalone version).
Sorry for the long comment and thank you for the generous giveaway either way!
similar replies with the mobile port, couple of years ago. But development takes time, and I think they try to focus most on what most consumers use aseprite for. Sadly i cant find anything about audio support in the roadmap https://www.aseprite.org/roadmap/
thx, same to you!
This is my first real attempt at (pixel) art, and I'm quite pleased with the result. I'm a programmer by day, so this is my first "programmer art".
I got Aseprite for non-art related reasons. I ended up playing around with it and started creating this tree, then about 2 hours later and this was the result.
Hey, yeah I know some people use PS and I've tried making pixel art in it. It's not for me X)
I use Aseprite (it's on Steam or standalone)
I made in in the software ProMotionNG. It costs 40$ but has a free version with less features that can still be used (I used it before paying for the full one). Another totally free software is GraphicsGale, it's complete and intuitive. The most popular software, I don't use it but it's a cool one, is Aseprite. It costs 20$. I've been doing pixel animations for 2 years now, and this piece took me around 1h30 to do in total.
Currently I stick to using ASEprite for most things. Its not free software, but the purchase is a relatively cheap one-time deal and it updates automatically if you get it through Steam. You can see a lot of the ASEprite User Interface on the process video I linked above if you're interested in that. Its a pretty robust tool that has some very nice quality of life features like unlimited undo history (which is how I make my process videos) and really potent file recovery that has saved me from computer restarts on several occasions.
I've tried a few different mobile pixelart programs back when I had to commute, but never really found one that suited me tbh. Might just be because using a finger for pixelart feels too foreign for me at this point though. In either case, hope this helps!
Personally I alternate between Paint.NET (free) because it's straightforward and supports the basic functionality I need, and Aseprite (paid but cheap) because it's geared towards pixel drawing & animation with plenty of features to support this particular type of art.
Check the sidebar of this sub (under "Resources") for a more comprehensive guide to getting started. :)
This one took about 3 hours in total, but I have a pretty good system down and was very motivated at the time, normally it takes about 6ish (depending on complexity and motivation). I make my animations using: MS Paint (can substitute for your preferred drawing program) (for drawing the frames), Aseprite (paid) (for rotation, not necessary), Piskel (for making the frames into a GIF).
Hope this helps.
Hi there! That can happen when the data/strings/en.ini file is missing. Did you installed other language/translation? you can try resetting your settings: https://www.aseprite.org/docs/reset-preferences/
Alright, I'm breaking out the copypasta again
Do you have any evidence of prior work done? We get a lot of requests for assistance, mainly spriting and tiling, in this community, so it takes a lot to attract people to give up their time. Add on the unfortunate reality that a significant proportion, likely the majority, of projects in this community get cancelled, and any artist who gives up their time to help you runs a significant risk of their effort completely going to waste.
Most videogames, both in /r/PokemonRMXP and videogames in general, use temporary, quickly-made art assets for the majority of their development cycle, and only have final art added at the end of development. I recommend getting an image editing/sprite making software, like Paint.net or Gimp, or Asesprite if you're willing to spend money, and make some temporary art assets until your game is a significant way towards completion.
Oh your English is fine! I don't have PS. But I know in Asprite it have a very easy frame tool. Here is a link from their website on animating. https://www.aseprite.org/docs/animation/
Best of luck!
The Sprite Editor is built into the engine. There's nothing separate to download.
You cant draw your own sprites with that tool though. You'll need to use something like Aseprite, Paint.Net, MS Paint, or similar.
https://www.aseprite.org/faq/#if-aseprite-source-code-is-available-how-is-that-you-are-selling-it
You just allow people to compile and use (personally) the app and prohibit redistribution of such compiled app. Yes, there is no checks, you can think of buying it as donation with reward of not needing to compile updates.
You can actually get an older version of Aseprite for free on their website. It's got a few quirks, but it's perfectly functional and free.
But yes, as someone who's been involved in game development for 15 years, I'd definitely recommend it. Not gonna say it's never stressful, but it's really fun seeing your vision become a reality and seeing other people enjoy your work.
Merci beaucoup ! Maintenant mon outil principal est Aseprite qui est vraiment pratique pour faire des petites animations. Le support de l'isométrique est pas encore au top (obligé de faire une grille à la main), mais c'est vraiment un outil fait pour le pixel art !