1. keep pixel sizes as consistent as possible, avoid strong scaling
2. rotations are not as bad
3. both scaling and rotation are ok when it's for moving/dynamic
1. keep pixel sizes as consistent as possible, avoid strong scaling
2. rotations are not as bad
3. both scaling and rotation are ok when it's for moving/dynamic
Just make sure to not keep things too still.
This includes in particular: moving actors and effects.
Just make sure to not keep things too still.
This includes in particular: moving actors and effects.
For certain things, that's a lot harder to do:
Anything that's moving.
For certain things, that's a lot harder to do:
Anything that's moving.
Rotated pixels are not nearly as bad as inconsistent pixel sizes.
Rotated pixels are not nearly as bad as inconsistent pixel sizes.
left: rotated pixels
right: upscaled pixels
Which one did you spot first?
In my opinion/experience: you will notice upscaled pixels a lot quicker. Rotated pixels on the other hand... they are "easier to tolerate".
left: rotated pixels
right: upscaled pixels
Which one did you spot first?
In my opinion/experience: you will notice upscaled pixels a lot quicker. Rotated pixels on the other hand... they are "easier to tolerate".
Let's do a little experiment:
Can you spot the "wrong pixels" in this screenshot?
Let's do a little experiment:
Can you spot the "wrong pixels" in this screenshot?
To achieve a "clean pixelart look", pixelsize needs to be consistent. But they don't have to be perfect.
When neighbouring pixels have a x2 or x3 size difference, you will notice. But a size difference of +-50% can be tolerated.
To achieve a "clean pixelart look", pixelsize needs to be consistent. But they don't have to be perfect.
When neighbouring pixels have a x2 or x3 size difference, you will notice. But a size difference of +-50% can be tolerated.
In the pixelperfect zoom in, neighbouring pixel sizes switch between 1x1 and 2x2 pixels.
It doesn't look great.
In the x2 resolution zoom, pixel sizes switch between 2x2 and 3x3 pixels.
And it looks better.
In the pixelperfect zoom in, neighbouring pixel sizes switch between 1x1 and 2x2 pixels.
It doesn't look great.
In the x2 resolution zoom, pixel sizes switch between 2x2 and 3x3 pixels.
And it looks better.
It now looks arguably more "pixelperfect", even though it isn't.
It now looks arguably more "pixelperfect", even though it isn't.
That didn't stop PlayStation games from just doing this, though.
So to some extend, it's authentic pixelart.
That didn't stop PlayStation games from just doing this, though.
So to some extend, it's authentic pixelart.
Achieving a pixel-perfect style isn't all that hard: you simply render the game in low resolution and that's it.
Most old pixelart games look like this
Achieving a pixel-perfect style isn't all that hard: you simply render the game in low resolution and that's it.
Most old pixelart games look like this
1. Pixel rotation
2. Different scales of pixels
In Alabaster Dawn, we do rotate pixels a lot for dynamic parts, but we avoid inconistent scales pretty thoroughly.
1. Pixel rotation
2. Different scales of pixels
In Alabaster Dawn, we do rotate pixels a lot for dynamic parts, but we avoid inconistent scales pretty thoroughly.