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.
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
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.
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.
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.
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.
"You will look like a noob" has to be the worst reasoning I've heard and also the oddest expression of vanity. I don't use Game Maker anymore (perhaps I was afraid of looking like a noob), so I guess it isn't much of a concern to me.The reason people use that particular tile size and resolution combination is because the tiles neatly fit on the screen in a 20x15 grid. The 640x480 (or 320x240) resolution itself is more likely to scale to the full screen size proportionally, by a scale factor which is a real number - particularly important in the pixelly, bitmap graphic world. For widescreen resolution I would just have the option to add some width, either 720x480 or 800x480.
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.