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does resolution matter in pixel art?


Thread replies: 14
Thread images: 4

File: rtmQT.png (47KB, 960x720px) Image search: [Google] [Yandex] [Bing]
rtmQT.png
47KB, 960x720px
does resolution matter in pixel art?
>>
if you want it displayed on a larger screen's native res, yes

otherwise it'll go through upscaling and get fucked up
>>
File: 1462081422765.gif (26KB, 420x248px) Image search: [Google] [Yandex] [Bing]
1462081422765.gif
26KB, 420x248px
>>336205234
Nitori is a rtmQT.png!
>>
>>336205406
yeah, but drawing pixel art and making sprites at higher resolutions is a waste of effort and they come as ugly shit.

example: any HD fighter with pixel art.
>>
File: 1461984088641.png (16KB, 300x820px) Image search: [Google] [Yandex] [Bing]
1461984088641.png
16KB, 300x820px
>>
>>336205534
How should you do it properly then?
>>
>>336207231
find a middle ground anon.

usually 100x100px is perfect.
>>
>>336207231
Increase the draw era to comic portions. Imagine on a 4k screen dot for dot.
>>
yes, but hi-res pixel art is extremely rare and hard to make.

if its a "retro" game, then it wont matter too much, as long as it can be scaled cleanly
>>
>>336205534
>any HD fighter with pixel art.
just because companies suck at pixel art nowadays doesn't mean it can't be done properly

i think you're probably referring to KoF13 which had high-res sprites
that one looked ugly because it was drawn on top of models

i don't think we've ever had a truly legit 1080p pixel art game done in the old way
>>
>>336205234
Games with this artstyle?
>>
>>336209747
I think it might be hard to find a game that's isometric AND soft like OP's image.
>>
>>336210490
Why's that?
>>
>>336208061
How does one git gud at hi res?
Thread replies: 14
Thread images: 4
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