![]() Think what tile size/character size you want (purely artistic choice, but if it's too high it won't really be pixel art anymore), see how big of a vision field looks "natural" (I have seen quite a few games that look very weird to me because the camera covers such a massive area - it also loses a lot of "genuine pixel-arty-ness", even if you are using, say, 16x16 3 colour tiles) see what each artist can do in 100x100px with 12 colors, or 16x16px and 6 colors. On there, they set a canvas size limitation and color palette limitation on each "weekly challenge". See this for a visual explanation of dithering Ĭheck for lots of tutorials and good info. you can keep your color palette limit and resolution limit while using dithering to combine colors and intensity levels. game boy only has a handful of colors to work with. don't limit your colors, and you have a level of precision and possibility that does not stay true to traditional pixel art games. In general the fewer colors you have, the more minimal and pixel-y your game is going to look. ![]() NES had a 64 color pallete (for the whole game) and approximately 32x32 tiles (with restrictions related to the way they display on old school TVs). This isn't really a question of yours, but the number of colors in your pallete (per tile, as well as overall) will also determine your game art style in a big way. If you work at 64圆4 pixels then scale down to 32s, your graphics will look smoother and the pixel art effect would probably be lost.īy figuring out your standard tile size, you determine the chunkiness or smoothness/detail level of your pixel art. If you worked in 8x8px then scaled up to 32x32, it would be twice as chunky as it is in my game. because, for the final product, you would have twice as many working pixels in the same space. If i worked at 32x32 tiles without scaling up, the "chunky look" as OP put it, would be half of what it is in my game. i work in 16x16 tiles and then scale them to 32x32 pixels for implementing in my game. what you need to figure out is what dimensions/canvas size to work with for a "standard tile" if you will.
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