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>I hate pixel art because its used in a lot of indie games
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>I hate pixel art because its used in a lot of indie games
What kind of bullshit reasoning is this
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>>320551884
See, no one actually hates good pixel art that has tons of detail and effort put into it
They hate it when hipsters with no talent make a mesh of pixels in the most lazy way possible and act as if it's an art "style"
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>>320553215
Thats a fighting game background, its easier to make those than a entire area
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>>320553215
It leads to this pretentious bullshit of acting like a slap dashed attempt made in under a minute that looks like a fucking knock off of Cave Story sprites suddenly is some kind of artistic message about "the way we see games" and then every faggot with a computer can act like they are unique when they do the same fucking thing
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>>320551884
>2015.9
>pixels
>2D
>turn based
>furry
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>>320551884
most indie games are 2d though

my friend just made summonstrike.com....and guess what? pixel art.
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>>320551884
Aren't we all just pixels though?

You're a group of pixels, and so am i.
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>>320553425
>Thats a fighting game background
http://pixeljoint.com/pixelart/49328.html
No it's not, it's just a picture created by one guy
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>>320553215
So basically everything that is wrong with undertail, then?
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>>320551884
>i hate apples because i am forced to eat apples everyday

it's a pretty good reason, you autistic faggot.
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>>320554081
Pretty much, it's a game that tries to both emulate Earthbound and Shin Migami Tensi and yet looks like shit in comparison, they have several artists on board and yet the character sprites lack detail and the environments are barebones
But thanks to it's pretentious meta narrative and millennial pandering characters, retards praise it as a masterpiece
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>>320553680
It's fine because it looks like he put a good amount of effort into spriting, proportional for the resolution it's being played at, while bad pixel art is something like mcpixel, or this >>320553446

You can lie and say it's retro, but we know the artist is just relatively lazy.
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>>320554380
it's a great game and sold alot so i'm happy. those other meme games you posted suck though.
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>>320551884
>Wow Battlefront is great!
>Yeah I'm surprised it's not broken. Wish it had more content though, I got bored pretty fast.
>wow why are you such a hater
Why are casuals so quick to defend literally any game to the death
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>>320551884

I hate when devs use pixel art to justify having a "deep" story. See: Undertrale

There's no excuse for any game to have graphics like this >>320553446
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>>320554851
>Metal Slug art
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>>320554081
Let's be honest, Undertale's graphics are terrible and inconsistent, Let's make Muffet have a lot of movement during the fight but keep Papyrus as a still image, the backgrounds look bad (fucking ruins) and the NPC's look pretty bad and bland, just compare Sans sprite to his battle one, shit looks terrible and lazy.
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>>320555000
>trips
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>>320555000
god damn
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>>320553608
>2015.9
>not 2016-14 days
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>>320553680
Doesn't look half bad, spritewise.
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>>320555000
Some of it looked cool, but yeah some parts were really shit too.

Thankfully it was made by a "music guy" and he really pulled through on that end. Lots of people find the dialogue charming enough to put up with it, even if it was muted.

Back onto OP topic, I think a lot of people are just sick of SHITTY indie games, since for every good indie game there are 20 terrible or if they're lucky barely mediocre ones coming out. It sort of gels into this terrible pixelated mess in your mind, like how eating a banana while nauseous one time can cause later times, even when both the banana and you were perfectly fine a minute beforehand, to have your stomach turn. It's that sort of connection, memory of a bad time / feeling.
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>>320553215
This pixel art at this resolution just makes me want it to not be pixel art in the first place. It's detailed enough for it to warrant being hand drawn / displayed in a better style. (Is this just because you've zoomed in on it or something?)
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>>320554851
I can't believe it's not hand drawn!
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>>320555000
My nigger.
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>>320553446
what the fuck are their legs even
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What annoys me more than anything is when they call their game "8-bit" when it doesn't even limit itself to the actual limitations 8-bit games used to have. Example: three colors plus alpha per tile, etc.
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>>320557375
That's one of those things that kind of piss me off as well. A lot of beginners don't really understand the concept of consistency.

If you go for a retro style, for fuck's sake, don't use gradients, don't pick and mix color palletes, don't do transparency and avoid rotation and scaling unless you want to commit to it.
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>>320551884
It's more like indie devs are pretentious cunts and can't make good pixel art that is worth shit.
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>>320554092
>i hate apples because i am forced to eat apples everyday
Then eat something else and let other people enjoy their apples.
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a bunch of people who don't make games think ramen budget hopefuls not creating third strike or fucking metal slug quality visuals is a result of pure laziness instead of budget and time constraints. basically, a bunch of pissant retards that will complain one way or another. the obsession with malcontent on this board is clouding their judgement because it's easier to be reactionary with the horde so they get more people in agreement than actually considering anything with their own thoughts.
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>>320558047
I hate to tell you this, but Metal Slug is the exception, not the rule.
You can't expect every piece of artwork to be just as good as the top of the line shit. A indie game with the budget of a hamsandwich isn't going to get close to that anytime soon, because MS had a company behind it. It didn't have one fat guy sitting behind a desk with his friends.
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>>320558481
it doesn't take a huge company to be able to not have characters with more than 2 pixels for legs.
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>>320558389

Here's your (you)
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>>320557718
>>320558047

Yeah, thing is, good pixel art is pretty hard to do. Low definition doesn't mean it's easy.

The picture you posted isn't just good. It's legendary, done by a team of experienced, professional artists with decades of work on their belt with another team consisting solely of engineers and programmers backing them up.

Indie devs literally don't have the resources to make something of comparable quality. Some can't draw at all. It's a strike against them, but I'd still rather see a good game done in spite of the shortcomings, than declare that if you can't draw well, then you shouldn't make a game at all.
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>>320558646
How is it bait tho?
>>320558638
Yeah some of it is shit, but Shovel Knight had good graphics for a indie game, yet it was nowhere near MS. No matter how much time and effort you put into it, budget and time is still a thing and will affect the quality of the product.

It's the entire reason why indie games are treated easier than AAA games, because games are expected to do the most with what they have.

In short company games have allot of money, thus higher expectations.

Indies have less money, thus less expectations.
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>>320558481
>You can't expect every piece of artwork to be just as good as the top of the line shit.

You can expect people to put more time into spinning a long bullshit story about the deep meaning behind the art, than they do into making the art itself. Like they know they have to defend the art because it won't stand on its own merits. Because its legs are a pixel in width and its idle 'animation' is just shifting the torso up and down. What I'm trying to say is, people should use Nuclear Throne as a good example if people are now going to get defensive over Metal Slug being cited as an example.
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>>320558481
That's fair, but when I'm seeing shit on fucking Pixel Joint and deviantArt that looks better than the shit in Indie games (and these aren't always professional artists- a lot of great pixel art is made by people not in the industry), there's a problem. It doesn't have to look like MS, but it doesn't have to look like shit.
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>>320558893
Read
>>320558713
and
>>320558867
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>>320555000
>Double trips
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>>320558713
Just because someone wants slightly higher quality doesn't mean they automatically want Metal Slug tier sprites.
That's just an example of really good sprite art.
I know personally I don't mind simplistic sprite art if it's actually got a pleasing art style and/or there's a specific reason behind it. Risk of Rain is great and even though it's playable characters are low detailed, there's some really nice looking monsters in there where the artist clearly understood how to actually do things. There is just so many pixel art based games where it is clear they did it purely out of laziness. They didn't want to hire an artist or spend the week it would take to understand some basic theory behind it.

>>320558867
Shovel Knight also had millions of dollars and a talented team behind it. It also had forced restriction to stay 8-bit.
I know budget is a thing. But the vast majority of indies don't even try. Of course they have less money in general no one is debating that.
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>>320559216
Fair enough, most is crap but nothing will get better if you don't set the bar correctly.
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>soon to be Current Year+1
>games still use polygons

I thought we would've moved past this by now.
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>>320559065
>They had more money, time and expertise so it's unfair to cite them as an example

Nuclear Throne is an indie game with less money and arguably less pixelart expertise going for it. They still made lots of really good graphics for the game. There's a gaping middle ground between Metal Slug and Superbrothers but at some point you have to accept that you can only set the bar so low before it seems less like a reasonable standard to ask of indie developers and more like an excuse for laziness.
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>>320559216

i think a great issue is not accounting for experience. indie games aren't all full fledged sequels with experienced pixel artists and knowledge of what works, what doesn't, and how to streamline their process. there are growing pains. i get sick of seeing oryx tileset in mobile roguelikes and shit like realm of the mad god, or fucking pixel dungeon, but when people try to make their own shit, at least it's some effort, and if successful, they put more time into shit they make later.
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>>320559216
Nobody's debating that the majority of indie games have shitty pixel art, just the why of it.

Like, undertale had some schizophrenic shifts in asset quality. You can seriously notice where toby tried his own hand at spriting, because everything he drew looks fucking godawful.

He posted some concept art on twitter. It's literally first grader scribbles.

So if the indies don't have the money or the experience, what are you expecting of them?
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>>320553446
http://gelbooru.com/index.php?page=post&s=view&id=2092569

Why does porn has better pixel art than any of these indie games?
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>>320559543

nuclear throne is made by vlambeer, who are established devs with experience and a greater budget than most indie devs.
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>>320559929
Because it's made by talented artists, not a bunch of talentless hipsters who spend more time writing lines on twitter than on the code for their games
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>>320559924
there are literally millions of starving artists out there that at least understand color theory that could help design for a paltry sum.
To the same degree that I don't want a dogshit story from a book "just because the writer is inexperienced" I don't want horrible looking visuals "because the dev is inexperienced"
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>>320560531

what the fuck is a "paltry sum" to you? i'm really confused how you think aspiring game devs have money to spend on competent artists when they're a mixture of NEET or wageslaves or in education, or a mix of the latter two.
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>>320553215
I have doubts that that is real pixel art.
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>>320561521
Stop defending incompetence and laziness.
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>>320562335

if i was given convincing arguments instead of incessant bitching then i wouldn't have to.
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>Arguing budget=art quality
Freedom Planet's kickstarter budget had half the money that Undertale made and yet it looks miles better
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>>320562930
But Undertale man had no experience so he is allowed to have inconsistently and shitty art.
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>>320563238
He got someone else to do the art, which makes it shit quality even more funny
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>>320563330

source me bruv.
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>>320563780
http://temmiechang.tumblr.com/
Temmie was the main artist for the game
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>>320562335

>developers don't have resources
>STOP DEFENDING LAZINESS

???

The fuck is that gear shift?
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>>320554851
>I hate when devs use pixel art to justify having a "deep" story. See: Undertrale
That's not the case with undertale at all.
Undertale has shit graphics because Toby is not a good artist and only commissioned proper artists for a few pieces instead of the whole game.
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>>320563930

>Did you work on Undertale?/What did you do on Undertale?

>Yes! I did concept art and the opening prologue sequence sepia pixel drawings and [SPOILERS] the sepia sequence when Asriel regains his memories. I also did 2 and a half of the shop pixel screens (purple bun lady, turtle man, and half of TEM shop). I also pixelled various npcs, pixelled and animated some overworld sprites, cleaned up some of Toby’s drawings, pixelled most of the tiles of area 2 (Snowden), Toriel’s home and a lot of other small things here and there.

thanks bruv. good to know she did all the art. preciate u sourcing that for me.
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>why do people hate pixel art

who are these people and where do they live?
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So if I want to make a game but I'm not a very good artist what am I supposed to do? I don't have the money to hire someone and there is absolutely no industry where I live to find likeminded people who would work with me.
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>>320564306
Just make your game.
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>>320564306

you do what hopoo did with risk of rain and have AGDG tell you your game sucks and looks awful and proceed to make a few hundred thousand (more likely over a million) and tell everyone else to eat a ton of shit.
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>>320560531
A competent artist isnt going to work for peanuts.
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>>320564676
I will, but I want these people who are so against indie pixel art to tell me what people are supposed to do? If it's a stylistic choice to look like an old Atari game then fuck you, but if that is your limitations I think it's fine.
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>>320553425
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>>320564834
You might just have to bite the bullet and save up some cash to hire an artist.
Alternatively some are willing to do a profit share. Many won't because its a high risk, so it might take some time.
You probably won't get higher tier artists from that though
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>>320564834

they don't have an argument backed by experience, reason or both. they are just contrarian shitheads with no dev experience and likely couldn't change a tire much less their own oil.
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all art that is made by a computer is pixel art
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>>320564306
Consider a different market? Learn how to do this shit? Make your game and be prepared for criticism? Don't cop out with this "no experience so my literal shit is fine" bullshit, just keep working hard and get better.
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>>320565369
not porn from SFM
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>>320555000
DOUBLE TRIPS CONFIRM MEMETALE IS A SHITTY GAME
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>I don't understand why a single game dev can't make a game look like an old AAA game and won't spend 5 years making their game
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>watching Kibler play Duelyst
>seems like a pretty cool game
>all the Hearthstone babbies shit on the really good spritework
fuck this makes me so mad
>>
>>320564306
Work at improving. Basic art skills aren't some magical ability that only a few people can acquire. The problem with these shitty indie games is that they don't even try.

The code is shit, the art is worse and the games are usually shit.
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I hope ps1 era style graphics like this come back next after 8bit "pixels".
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>>320571268
What would you call this anyway? Low-poly?
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>>320551884
sprites>pixelart
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Pixel art is incredibly lazy, especially if its a team that actually has an artist. Terraria is so ugly. Why aren't there any indie artists that use low poly or art similar to Metal Slug
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>>320572835
Yes that's exactly what it's called that's why he named it that.
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>>320572835
Yep low poly
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>>320551884
Same reason I hate Invader Zim. It was a good thing ruined when it became popular with the wrong people.
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>>320573206
that chest and face look pretty bad probably could have made them look better with the same polycount
nice textures though
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>>320574842
Look alright to me.
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>>320555000
dub trips
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>>320574967
looks better here
it's probably the lighting or something that set me off
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>>320571268
>no lowpoly artist is capable of doing anything except copying Super Systems now
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>>320575260
>Super Systems
Sorry come again? Google isnt showing me any results
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Good pixel art
>Definable body parts/limbs
>Characters are easy to identify and can express themselves
>Still manages to look upbeat and impressive, lots of variety in color as well
>Not trying to play off of any sort of nostalgia and doesn't label itself as retro or any of that nonsense
>Make the background and characters as detailed as possible with what they're working with

Bad pixel art
>Hipster "retro" shit
>Cave Story/Fez tier models, yet a lot of the times worse
>Inexpressive characters, most often don't even have faces
>Basically a block with sticks for arms and legs
>Labeled as "8 bit" or "16 bit" when there are a fuckton of NES, SNES, Genesis, etc. games that look a million times better
>Usually detailed backgrounds and minimal character detail (Titan Souls is most likely the worst offender of this)
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