Thank you so much. The tutorial covered a subject that I haven’t seen a lot about yet. And the quality of your video is really nice, I would definitely watch more tutorials from you if you end up making them :D
Loved the tutorial, been working on some assets for an isometric game and I can never get the dirt to look right. I’ll have to give this texturing approach a shot!
I enjoyed that a lot. If you're still looking for ideas on tutorials I'd love to see a video that walks you through making your own colour palette. Every video I've seen gives tips or explains colour theory but doesn't really go step by step in making a palette
I guess in this video this was a bit under-explained. Normally I would still do it that way, but then I'll pick out the tiles that I like and then I'll mark them as - say Dirt Tile Variation 1, Dirt Tile Variation 2...So I have more control over the number of variations I have. Then I make sure these variations are connected together, which means no cut-off details when going from one tile to another. The second approach is like what I explained in the grass tiles video. Hope you find it helpful!
Your little critter is your little helper friend that's so nice. How about Crinite? It means having hairlike tufts; hairy .... Or Pix? Like... Hana & Pix? The ultimate duo! 🎉❤ Ultimately you should pick something you'd love 💕!
After you covered a wide area to break up the pattern, how did you use those tiles in the next larger scene and get them all to match up? how do you use a few tiles of a scene to make a larger tiled scene that still fit together without pixel lines and tiles that don't match up?
Yes i think thats a good question. I believe I’ll make a video specifically covering tile variations and how to make it seamless. But basically u would want all tile variations to have the same connecting lines on 4 sides, so they could line up. Usually u can make the connecting lines much lighter or faded, so that if a tile doesn’t connect to the other, it can just be a subtle pattern faded into the big chuck of dirt. Thats the idea. You can draw out a few variations and see which pieces might match together. I hope this is a bit more clear.
Hey there! Great tutorial! I was hoping to inquire about something but noticed you don't have an Email listed? What would be the best way to contact you for Business Inquiries? ^-^ hope you have a great day!
Just wanted to say the breathing room concept was eye opening for me! I always finish a tileset and every time I realize I've made a terrible mistake and the character's going to get lost in the environment, but this video gave a lot of useful tips, so thank you for that!
Thank you for this tutorial! Extremely useful! I've just started learning pixel art (and art in general) and I'm struggling with things like clouds and water. I'm sure you could explain those things perfectly!
Yes, usually if you want them to have realistic ratios then you would have them in different sprite size. Maybe, if the character is 16x16, then you can have the tree size at around 48x32 or 32x24 (or at random sizes too but generally, something like that). But if your trees are bound to a tile, or you intend to make tree as a tile (like how we see of ground tiles/grass tiles) then you can have it sized at a multiplication of a tile. Say your tile is 16x16, a tree tile can take up 2 tile tall and 1 tile wide, so that's 32x16. Really depends on what and how you want to use the tree in your game. Hope that helps :D
@@hanapixelme Hm, I think it makes sense to add the trees as prefabs instead of tiles. I am just not sure how well that might work when I gotta scale them up or down a lil bit ._. I am the typical overthinker you know. Maybe I am thinking about stuff that is not even a big problem.
@@LaserGadgets you can have different tree variations to accomodate for the different sizes and stuff. Usually you would want the pixel size on the tree to match up with the pixel size on the character. But depending on your project scope. If its just a little shrinked then it might not be that big of a problem!
@@hanapixelme That is exactly what irritates me. The tree is maybe 2 to 3 times bigger, so it needs more details ._. how can it be the same pixel size canvas? A small character works in 16x16 but how can I make a building in 16x16 or even a tree?
@@LaserGadgets well what i meant was the size of the individual pixel in the sprite (the size of 1 pixel in the 32x32 sprite tree should be the same as the size of 1 pixel in the 16x16 character sprite, not the sprite itself being the same size). cause when we scale the sprite in the game engine (making the tree 1.5x bigger than the original sprite drawing), the individual pixels are skewed compare to all the other unscaled sized sprites. the sprite size of the tree can be bigger than the character.
Hey I am learning Gamedev and just recently stumbled upon your channel and I just wanted to thank you for these pixel art tutorials they are very helpful to me. Your tutorials are really amazing.
Breaking the repetitions was bit short and not very clearly explained. I would prefer to make variations from the original with the same side connection points and there include "the eye resting" places in variation tiles. Not sure how well it works to stack up tiles endlessly with this your method.
Yes, generally, to make these tiles look seamless, we gotta plan it out like that. I might explain in another video about how tile patterns work when they are repeated over a larger space as it is somewhat more advance I'd say. But for now, in this video, I'll keep it simple with how to draw the pattern first and how we should imagine the ground area. Btw, thank you for the suggestions, I'll keep the in mind when making future videos
Hi Jono. Good question! I believe farm tiles will have a different design (usually more uniformed), which will allow you to place 1-4 seeds/crops per tile. As for seeds, they will be on a different sprite. The sprite will have, from top to bottom, the crops/seeds and the dirt hole or dirt pile. Here is a reference: twitter.com/mieatra/status/1674734653331357697?s=20 Hope you find it helpful
@@hanapixelme i was planning to create pixelated assets for my game design course. My professor's the gamer-type and sees that I'm fond of retro games. Which is why he recommended me doing pixel-based games. Btw, is Aseprite free?
@@barrickfischer Oh cool! Ye pixel-based games is a good start! You can get Asepirte on their website for about $20 or on Steam, but price on Steam will vary based on where you live. I think generally Aseprite is a good program cause it has all the features needed to make game tilesets and animations (+more features in the beta version). There are some alts, you can check it out here in this video ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-90BghUX7SD0.html you can find which program suit you best. Aseprite is a popular choice, but you might have personal needs that other programs can offer. Anyways good luck on your game dev journey! If you ever want to share something you can send me a message!
Very good job. You are on track! This is great. Thank you. Love the little monster. I feel at home here. If you keep at it, this channel will have great success. Wish you the best. See you soon
Just watched this video and loved the content! This actually fell from haven for me since I'm starting to make a game right now and I've been having to learn a lot of pixel art... Look foward to watching the other videos!
Wonderful teaching, i love how you explain the concepts. It’s easy to understand and I’ll be able to apply these core concepts to other things as well. Thank you so much!
Great tutorial! I don't think bottom outline 9:41 feels right, to me looks like its floating, i usually don't use bottom outlines if object is on the ground, but it could be your preference.
Thank you so much! I know that starting out is going to be hard but u’ll improve a lot in this time period~ so keep records of your work from now and maybe in a month you’ll see how far u’ve gone. Good luck! 🥰
bro this is one of the best tutorials I have seen on pixel art! So in-depth, great work! Please do more tile-set examples, grass, water, larger objects, etc..