2Buck
@2buckfridays
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menus guy for @TeamDehdehbon, w/ @DeebTDDB - ...also does level design/programming/music/sound - WISHLIST: https://t.co/3D37TmokNe
on the computer
Joined June 2018
As a new years gift, Ichorous is getting a kickstarter in JANUARY alongside a small demo!!! Follow so we can make this cursed world come true!! https://t.co/8dfOeWjLVq
kickstarter.com
The blood-splattering roguelike where you shred through enemies infested with Ichor.
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I have nothing new to share today so look at this pixel indie movement again
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I have nothing new to share today so look at this pixel indie movement again
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unrelated but look at how cool his idle animation is, he's just so god damn cool
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"With pixel art you click the squares to make them different colors"
Low poly 3D requires modelling, UV mapping, texturing, sometimes vertex coloring, rigging (often with complex bone constraints and inverse kinematics) weight painting, and of course animations. Then there's the fbx export pipeline, import settings in-engine, setting up blend
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BUT WHAT ABOUT ALL OF THESE EXAMPLES WHERE 2D IS FASTER? thanks for proving my point in that there is no blanket answer here. it. depends. anyway, sorry for the rant and sorry for engaging in this kind of shit. anyways, respect to anyone who can finish any large scale project.
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had they not omitted all of those features, each character would have had their animations doubled, or even tripled. pixel art as a medium limited what was possible for them as a small team at that time.
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take rivals of aether for example. because of the inherit limitations of pixel art, they had to omit grabs, ledge grabs, grounded states, items/weapons, alt costumes (beyond palettes), carrying animations, shields, etc. etc. etc.
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but to talk so definitively with blanket statements is just stupid when there's so much nuance here. if you wanna make a simple mario style platformer then hell yeah, pixel art will be faster! wanna make smash bros? 3D wins every time, outright.
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is pixel art "SIMPLER"? absofuckinglutely. but faster? absofuckinglutely not. will a small team "achieve much more with limited resources" going with pixel art over low poly 3D? well, it depends on what the project is.
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and for anyone who thinks he isn't being a complete and total doucebag and being insulting, why else would he list a shit ton of steps (some of which don't even apply to low poly 3D) and then reduce pixel games to "you just click the squares"?
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Hell, how about lighting and shading? 3D engines can take care of all of that for you with barely a thought.
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point being, pixel art is not strictly faster. anyone downplaying or ignoring how difficult pixel art animation can be (in a game that isn't dead simple) has just never done it before. Seems really easy on paper, but now scale it to a full game.
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In 3D, if your characters are similar enough, you can even reuse animations between characters if you did your rigging right. and speaking of animation, you can just get away with posing a few keyframes and calling it a day.
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Every time you want a new action for your 3D character, it's simple, you just make a new animation and it works from all angles with all costumes. In 2D, you have to animate it from every angle and god help you if you have multiple costumes or even multiple characters
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For instance, in 2D, if you want to add a cosmetic change or a completely different costume to your character then have fun redrawing every animation frame by frame. Want your sprite character to be able to perform all actions while standing on a slope? have fun with that!
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he himself is 100% arguing that pixel art is easier in a full scale game, it was never about beginner level starter projects. at the scale of a full game, both low fidelity 2D and 3D have trade offs, pros and cons which make either easier for different game types.
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