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#anyway I do Know a good amount of pixel art stuff I'm just out of practice and very bad at explaining things ahah
missholoska · 1 year
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Do you have a tu-TORIEL on how to make pixel art?
I am definitely not making an outright tutorial, I think you're better off learning from someone who didn't go 5 whole years without making a single sprite until last month jgfhsgd
but I can at least share my process and hope that helps a little! since I didn't make a sprite for Monster Kid with the rest of my Swap MH dialogue sprites, I'll make one just for this post ✨
firstly I stick with using my tablet and SAI like the rest of my art since SAI has a pixel brush and layers are nice, but Back In The Day™ a mouse and MS Paint worked just fine for me. I know specific spriting art programs exist, but I've never looked into any so I can't speak for those.
before starting any sprites: references are key, especially for a specific style and an official character! for this I grabbed some of my own art, Monster Kid's battle sprites, and both their UT and DR overworld sprites - even though overworld sprites are a different style, having more examples of how a design gets condensed into smaller forms can still be useful.
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(unrelated but as I put these refs together I only now realised that MK's bigger eye marking isn't on the same side between their UT and DR versions. toby why)
anyway the base sprites don't take me long to make, so rather than explain everything for ages I'll just show each step:
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I uh, don't feel qualified to give out proper tips about pixel art, besides real basic stuff like mixing pixel scales isn't gonna look good. like the UT red soul sprite is iconic but the mismatched pixel sizes cause me Emotional Distress:
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but I hope some of this was helpful? you should absolutely look up tutorials from people who know what they're talking about though!!
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Speaking of Pixel Cat's End! Here's my feelings on the site so far, after three days of playing and also not yet having touched the forums aside from Guides/FAQs
I am absolutely in love with the art style. Every image on the site fills me with joy. I never knew I needed an entire site of pixel doodles in my life but goddamn I evidently did
(There is something to be said about the fact that I grew up on books illustrated by Réber László. Anyway)
At first how slow paced the game is felt weird (nothing but Adventuring to do past dailies, cats take almost a third of a year to grow up, getting new jobs or kittens will take a long time from when you join) bc I'm the kinda person who loves to putter around endlessly in games. But this game seems committed to its choice of slowness, and once you get used to it, it's really pleasant
The amount of very conscious steps taken to alleviate the anxiety that may come from starting a new game and having to do things with Consequences warms my heart
The opening sequence/tutorial in general is really good quality. I didn't feel like I needed to scour the forums endlessly from the first minute to be able to play comfortably at all
The lack of tooltips when hovering over items feels strange. Combined with the fact that the category icons are tiny to the point of impossible to pick out/tell apart means that every time I get any item that looks significant, I just rush to my Inventory and click through categories until I randomly find them
Accessibility my beloved. Petsites in my experience tend to have Issues with implementing accessibility features partly bc they think ppl with screenreaders are wholly outside their demographic, and partly bc most petsites are Old and have many years of technological debt to reckon with. So seeing a site built from the ground up with accessibility in mind (alt text, night mode, limited text colours that are visible on both site themes, keybinds for adventuring, etc) is wonderful
Pronouns :]
I am very intrigued by the genetics system and its ability to be both very complex and very well explained. I don't know if I'll ever get to get into it in practice but i am Looking
I am so excited by the amount of things that are Not Yet Added but Someday Will Be. The entire undiscovered map, the potential additions to the genetic system, the growth of Adventuring, Ascension, magic. There is so much in the future!!
I'm probably forgetting some stuff but that's it for now
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iasmelaion · 3 months
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1,000+ Hours??
Steam tells me I've played over 1,000 hours of Stardew Valley. WILD! In my defense (?), that's over about 7.5 years, so it works out to about 130 hours a year, but still, it's by far the videogame I've played the most, and now that the 1.6 update is coming out in a couple of weeks, I got to thinking about just why that is, and why I enjoy the game so much.
For anyone who doesn't know, Stardew Valley is a farming life sim in pixel art style, where you inherit your grandpa's farm and are tasked with fixing it up and revitalizing the town it's in. It was created by a solo developer, ConcernedApe aka Eric Barone, as a passion project that took him years to make, because he did everything: the coding, the art, the music, all of it, while he had a part-time job and his girlfriend supported them.
It's a hell of an underdog story: solo developer labors away at this passion project for years, and then when he finally releases his game, it becomes an enormous hit. In the past eight years, it's sold over 30 million copies. At around $15 a game, all it takes some quick back of the envelope math to calculate that, even accounting for the cuts various platforms and past publishers have taken, discounted prices, and his overhead now that he has a small handful of staff, ConcernedApe has made hundreds of millions of dollars.
I mention all of this because in a lot of ways, Barone is living the dream. He did it, he hit it big: he worked really hard on this thing he loved, and it was a success, and people love it, and now he's set for life. Of course it came with its own costs: this GQ profile points out that it took a near obsessive dedication to pull off, and obviously, he couldn't have managed it without the financial support of his partner. But like, damn! It more than paid off!
The fanbase almost universally adores Barone: not only is he an incredible underdog success story, but he's released multiple updates for the game for free. Like, dude absolutely could have charged for the 1.5 update, it added a lot of content and the players would've been happy to pay for it, but it was free! He also personally helps people out sometimes, when bugs break their game saves, and he's supportive of the lively modding community (in fact, the 1.6 update includes a lot of updates that are specifically meant to make modding easier).
All that external stuff wouldn't really matter to me if I didn't actually like playing the game. But I do, and as I've thought about why I love it so much, I know part of it is the knowledge that it was, in fact, this one guy's passion project, and very clearly a labor of love that he devoted a ton of care and attention to. It's an inextricable part of what makes it feel good to play the game. (Also, it's nice to know the game isn't, like, evil, lol. No exploitative labor practices [other than the creator's own perfectionism], no microtransactions, no dark patterns meant to make you throw more money at it, though it is for sure an addictive game play loop.)
Anyway, it's been one of my emotional support videogames over the past seven and a half years I've played it. The great thing about my anxiety, to the extent there can be great things about it lol, is that it's very easily distracted, and games like Stardew Valley (and Hades) are A++++ ways for me to break out of an anxiety spiral. Very useful during the Trump times and the pandemic! Also, even when I'm not feeling notably anxious, it's just a super chill and satisfying game to play, one that gives you that sweet, sweet dopamine for accomplishing tasks, plus it's a great game to play while you're listening to an audiobook or podcast.
But like, I'm still kind of baffled about why this game. I've tried a bunch of different games that are similar, and none of them have hit for me like SDV. Like, objectively, I should be sick of SDV! Even with the amount mods add to the game, I've basically 100%ed the game with two different saves (the achievements I haven't gotten are the ones I'm NEVER going to get: never gonna do a Joja run, and never gonna come close to beating the Journey of the Prairie King minigame). And yet, here I am, still playing it!
Other games like it that I have tried, and even enjoyed, but that haven't held onto my attention like SDV has:
Animal Crossing: New Horizons: Like probably everybody else, I downloaded this just as pandemic quarantines and restrictions were kicking off in the US, and it became my Emotional Support videogame while I was stuck in my apartment. It was charming and comforting and cute, and the routine it added to anxious, isolated days was a true gift. It has plenty in common with SDV: farming and foraging mechanics, decorating a house, befriending villagers. But I abruptly dropped it in July of 2020 and just...never went back to it. It served its purpose for me, and while I think of it fondly, I don't really have any desire to play it again.
Breath of the Wild/Tears of the Kingdom: Not, strictly speaking, in the same genre as SDV. But I've played a lot of it, and it has some of the same vibes, if you will: gorgeous scenery, the ability to play it however you want, foraging, great music, a chill vibe (when you're not fighting monsters). And indeed, I do occasionally come back to these games! They truly are beautiful, and genuinely thrilling at points. But there's not quite enough structure here to make for a comforting gaming experience.
Littlewood: a cute little RPG with some of the same mechanics as SDV. I played about 40 hours of this, but got bored with how grindy it started to feel. SDV also has a fair amount of grind, but I think what keeps it from feeling too grindy is the amount of variety. Littlewood's grindiness felt like it was just about making Number Go Up. With SDV, you have a bunch of different kinds of grindiness: making money, catching all the fish, collecting stuff for the community center, collecting enough resources to build stuff, going into the caves to mine and fight monsters, etc.
Spiritfarer: billed as a "cozy management game about death", and not really fucking around with that description. Has farming and fishing mechanics, plus you get to explore the world by sailing to various destinations, but there's not really any replayability here. Also it is emotionally devastating. Like, you start it, and you're like, oh, the art is so pretty, the music is so nice, how lovely, how charming, there is an adorable cat here as well, and then the game reminds you, hey! you are here to help souls release their earthly burdens and move onto the next stage of the afterlife! And you will cry. Like, seriously, this is the only videogame to have ever made me cry.
Cult of the Lamb: darkly funny little RPG about being an adorable little lamb who's building a cult to your dark god. The vibe here was funny, with the juxtaposition of the cutesy art and the dark humor. I got bored with this, plus it got pretty buggy for me on my Switch, but it was fine!
Sun Haven: farming sim RPG, much heavier on the fantasy and anime vibes than SDV. I gave up on this one after 15 hours. There were a lot of little things that just piled up and annoyed me too much to keep going. Something about the game's balance and pacing also just felt off to me.
Dave the Diver: like, yes, this is about a guy diving into a Big Blue Hole to catch fish for his sushi restaurant, so objectively quite different! But honestly, this was a delight to play. It juggled its various different aspects in a fun way, cycling between the fishing, the RPG stuff, the restaurant management, and even a little bit of farming. The art style is neat, the cut scenes are funny, and it's pretty nice to just swim through the water catching the occasional fish. Again though, not super replayable, and the gameplay loop does get boring once you've played through the main game.
Roots of Pacha: this is basically SDV, but make it prehistoric. I liked the pixel art a lot, and it's a neat tweak on the SDV formula. I had fun playing it! But again, I finished the main game and felt no real urge to go back to it, or to grind out all the achievements.
Wylde Flowers: another cozy life/farming sim, but this one includes witchy elements. An art style reminiscent of Pixar movies, which tbh, is really not my jam in video games. This one stands out though for how it's fully voice-acted, which is a neat touch. Nothing out and out wrong here, I just got bored, and as noted, the art style is not my favorite. I think the gameplay loop here just wasn't as satisfying as SDV.
And finally, Hades: this is nothing at all like SDV, obviously. The only thing they have in common is a fishing minigame. But it and BotW/TotK are the only other games I've played anywhere close to as much as I've played SDV. Hades, like SDV, offers an immensely satisfying gameplay loop, one with enough novelty to keep you playing, and the art is gorgeous. An incredibly fun gaming experience, and yeah, I come back to this one every so often. It's pretty relaxing for a rogue-lite fighting game, at least, once you've gotten the hang of it!
Graveyard Keeper: I haven't played this, but I did watch some Youtubers play it, lol, and counted it a bullet dodged. Not because the game looked bad, but just because it looked the kind of grindy that would CONSUME me but that would be ultimately unsatisfying. Way better to have saved myself ~50-60 hours and just watched Youtubers play through it instead.
After all that, I'm still not quite sure what keeps me coming back to SDV over and over rather than other games in the same or similar genres! I'll keep giving other games like it a try: I'm especially excited to try Coral Island when it comes out for the Switch, and Chef RPG whenever it's released. But for now, I'm super excited for the 1.6 update, and can't wait to start a new save.
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