because perhaps it is a bit much to spend an hour and a half on one still image
Pictured: Taizen Chisou, the characterI'm gonna stick to black-and-white wireframe doodles for everything I make until I can be assed to ask someone to make everything for me.
Actually, small sprites are easier to make because there's less room to make mistakes, so you'll make fewer. =P
The sprite is pretty nice. The only things I can feedback on is the choice of color, and that's really minor after all.I wouldn't say it's a bad start, Taizen. Maybe start with a lower resolution and work your way up. It took me months to feel comfortable working on 64x64 sprites, and then I had Exile with it's 128x128 and larger ones. :P
For some reason I find 16x16-type sprites impossible to make look good, while 32x32 is easiest. Anything bigger is usually out of proportion.
16x16 is a bit too small most the time. unless it's like FF1 style characters or simple tiles. usually 32 is a minimum height for humanoid characters with a realistic proportion.
The title of this blog was my motto from the start
I actually prefer making 24x16 characters. I prefer abnormally big heads, so it's pretty good enough. 32x32 is Game maker standard, and if you use the standard size, you will look like a noob. That's why I never make 640x480 resolution games. Ever.
I usually work with 48x48 sprites. Sometimes bigger if it concerns bosses and such.
I always make my resolution 320x320 cause it looks better and because ,as Yaru said, 640x4800 makes you look like you use default GM settings.
Room size 300*200, fixed scale at 200%. Clean pixelation, no jagged midpixel shit or anything. I just have to make something cool and pixely to use for a game.
I feel like fixed scale is one of those settings I shouldn't really use.