pixel mapping

Random NPC in Oblivion: “I hear Daedric worship is becoming more common in the Summerset Isles!”

When we all originally played this, it meant nothing. Nothing. We didn’t care. We barely knew where that even was.

There’s a brutal religious civil war taking place in a province of the Empire, and one of the factions is 200% anti-human. And this is BEFORE the Oblivion crisis.

And then the crisis hits, the Thalmor win, and everything that Skyrim is about happens.

Who the hell does this? Who pays attention to this? Who plots out a universal story arc for every game, like 10 years in advance? They’re still using the barely altered pixel map from Arena, for godsake. ZeniMax didn’t even own them when they came up with the lore for this. They had no way of knowing anyone would care. Kirkbride wrote in beast-man slavery and furry porn, and they kept 98% of it. In a AAA game series, that costs like $50 million to make.

Make fun of Todd and the Gang if you will for all the weird physics and glitches and pointless vampire shit, but Jesus Christ: these stupid nerds have maintained nerd control of a mainstream video game series for like 20 years. Nintendo doesn’t even care about Mario this much. Alduin was first mentioned in the lore in the late 90s. Those were DOS games.

And we whine because we don’t always like how they’ve worked this stuff in. Let’s take a moment and chill. NO ONE ELSE does anything remotely like this. We need to appreciate just how statistically unbelievable this series is.

Pixel Art Tree Tutorial

When I first started out doing pixel art I couldn’t find a good tutorial on how to make trees. So now that I’m a bit better, I’ve decided to make my own! 

For this tutorial, you’ll need some sort of digital art program. You probably shouldn’t be looking at digital art tutorials if you don’t have a digital art program. I use Pro Motion, but I’m pretty sure that Gimp and Photoshop work too. 

For space-saving reasons, I’ll put the rest beneath the read more

Keep reading


here are the two mods I’m working on…

the first is Penny/Alex (Alternatively Sam)’s house <:3c There’s a nursery, and also a room for Pam, since the trailer is no more.

the second is Seb/Abby’s adventurer cabin, formerly the abandoned house on the cliff. Abby’s realized her dream of being an adventurer (+wizard’s blood magic), and Seb is her honorary sidekick.. they also have a black cat I’m calling ‘Simone’

**Moved some things around for the cabin and added an attic!


We’re now working on the Tilesets for the Baron’s Mansion, an odd place full of nightmares and rich cats.

Our musician finished the song for this area (I’ll post asap!), that’ll be a dungeon, and now we need just 3 more songs for the demo (Sheep’s theme, main theme and boss battle song!). I’m glad that everything is going smooth!

Another wip is the title screen that turned out to be a really boring job t_t I hope to finish it soon and to do something cute for Dreameerie xD Moghunter’s titlescreen plugins are helping a lot!

anonymous asked:

Sonic's Design > Mario's Design. Thoughts. (too scared to go off anon but you should know who this is)

I mean, I dunno. They were both designed for different reasons.

Mario was design by necessity. Nintendo wasn’t really trying to make a “character” so much as they were trying to find an identifiable shape that worked within the technological limitations they had. Like, you take a look at “Jumpman” concept art and it’s all about mapping pixels on to graph paper.

Sonic was actually designed. He was always meant to be a character, to have a personality. His look and identity likely predated a lot of gameplay concepts.

But… better than Mario? I don’t know. But that’s also not even to say that Mario is better designed than Sonic, either. Both characters exist for specific and entirely different reasons.

Mario is the way he is because of a mechanical necessity. That body shape with those colors made it easy for players to keep track of him on screen and to identify him as a human. The “identity” of Mario came later.

Sonic is the way he is because he was designed to be appealing. In an era where all video game protagonists were boilerplate do-gooder hero types that fought evil wizards, Sonic had just a little bit of an edge to him. Even without dialog, his body language is radiating a smug “Do you have any idea who you’re dealing with?” charisma. He doesn’t just beat the bad guy, he taunts them. He taunts the person holding the controller. That’s Sonic the Hedgehog’s identity.

I guess if you really wanted to say one thing, it’s that even though Mario was purposefully designed, his popularity as a character was more of a happy accident. He wasn’t supposed to be anybody, but somehow ended up becoming somebody.

Which just makes me think that, like… I think there are a lot of popular, famous designs out there that were more happy accidents than not, many of which we may not even be aware of. Unless you’re dealing with structural design, for like, weight distribution and aerodynamics or whatever, then I think the study of aesthetic design probably doesn’t actually matter. I don’t think you can really predict with 100% certainty what the public is going to respond to and how they’ll respond to it.

Like, have you ever read the design document for the current Pepsi logo? It’s this 27-page manifesto that reads like alien cultist documentation. It’s all mathematics and gravitational fields and planetary shapes and the relativity of space time. It’s top-to-bottom nonsense. And Pepsi paid more than a million dollars for that!

I don’t think anybody really knows how aesthetic design actually works, and I think Mario proves that what you do with that design maybe matters more than the design itself (just as long as your designs aren’t distracting from what you’re doing with them, of course).

Something I started working on over Christmas… But then I was kinda flooded with Princess Leiah pictures and got a bit tired of the look. I’m curious how this looks in game, but don’t have time to test right now. Anyway, I’m really proud of having made a (pixelated) channel-map from the ts4 textures.

But honestly I don’t know if this will ever turn out presentable.

anonymous asked:

Do u have the FG room and world ref posts u made ? I cant find them ....

That’s some ye old post right there son.

Rindre made a nexus post here, I did some bedrooms here, and there’s a whole folder I made here.  

You can always go to the gallery pages of the Yume Nikki fanagmes wiki and see stuff there.  Here’s Minus One’s page.  You can also just look through all the wiki’s images if you feel like it :p

Virgo is hiding in the lands of Pisces~

Pisces will be a very whimsical world, with elements that don’t exactly fit or make sense. They’re just there because Pisces accepts everyone and everything for who they are, no matter how misfit they can be. Its neon colors are inspired by the ocean, although I didn’t really want to do the obvious “mermaid” approach to the sign, since I think she’s a free creature that couldn’t think of harming anyone, unlike the Mermaid’s tale.

System: PC
Released: 2014
Blog Tags: creepy, fan theories, rpg, pixel art, turn based, map exploration, punishing, indie, dark humor

Summary: A game about survival, sacrifice, and perverts… Lisa is a quirky side-scrolling RPG set in a post-apocalyptic wasteland. Beneath the charming and funny exterior is a world full of disgust and moral destruction. Players will learn what kind of person they are by being FORCED to make choices. These choices permanently effect the game play. … You will learn that in this world being selfish and heartless is the only way to survive…

That kind of game where:  You are impossibly frustrated at first, and then you become so obsessed that you can’t stop playing. Using a walkthrough is basically a must if you don’t feel up to the challenge. (Note: The game’s developer would recommend you accept your punishment and not use a walkthrough.)

Gameplay: 2D unfair platformer. Huge map exploration with tons of secrets. Complicated turn-based fighting system. Some interesting interaction between story and gameplay elements.

Story: It is the journey of Brad Armstrong, whose adopted daughter, Buddy, has been kidnapped. She is the last female in the world, as far as anyone knows. Play the first 10 minutes of this game and you will see that it isn’t pulling any emotional punches. It is very powerful and  well written. You will sometimes laugh and then feel bad about it.

Graphics: Pixel art, very creatively used to evoke horror or amusement. The game looks great.

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