I'm teaching myself how to do pixel art, and I got Aseprite, which is fantastic. So I have the game already - and it's fun - but it's using art I "borrowed". But that gives the right idea on size - I can go a few pixels over or under.

Anyway, I was sketching away in Aseprite and I got a reasonable looking outline (no shading yet), and I thought "how far off am I on size?"

My sketch: 96x40 pixels.
Game needs: 24x12

Derp. You have no pixels. None. It's all in the shading. Make every one count.

Before vs after. I actually find it so much easier at this smaller size. You just don't have that many choices!
And yes - the only thing cooler than a swing-wing aircraft is one where BOTH wings swing. The Tomtomcatcat F28!
Watching a modern bunch of pixel art tutorials, and they spend a lot of time talking about outlines, and then shading inside. Which works fine at the big size. But at the small size you simply don't have space for both outlines and shading - pick one or the other!

Revised size, did shading and reorg, and exported it to the game! Note - all assets APART from the main ship are *ahem* borrowed from other games. Placeholders only!

The shading is too subtle in the game context, and I want a nicer exhaust.

For ~15 hours from "total art newb" - it's acceptable :-)

#Mega68k

Wow that got very mangled by Masto. Looks like I'll need to tweak my GIF writer to output bigger.
Did a quick upscaling exporter, but now I'm really limited on time because I smack into the Mastodon 16MB upload limit. And then it MPEGs the shit out of it anyway. Sigh.

Slowly developing the skill of what one of the artists I worked with in the 90s called "pixel-wanking" - tweaking individual pixel positions and colours to make the most out of the tiny possibility space.

It's a slightly mindless "zen" task - excellent at 1am when you don't want to sleep, but you're too tired to code.

@TomF when I was too tired to write code, I used to go through mindlessly indenting and tidying the existing code. but ever since the IDE has got good at doing that for me, when it hits 1 AM now I feel lost and confused, and might even do something crazy, like go to bed
@jk I sometimes keep a second TODO list of stuff that is simple but slightly tedious - just for times like that.
@TomF I suppose it's like managing a team of people who are me at different times of the day. for example, me-who-has-finally-had-lunch has quite a different skillset and overall outlook to the unknowable and perplexing me-who-hasn't-had-lunch-yet
@TomF You probably need some "half'n'half" upscaler, where you go halfway point sampling and rest bilinear..
@sol_hsa I mean this is @aras 's server - I bet he knows how important it is to do the right thing for GIFs. Hint hint! 🙂
@TomF I’ve no idea TBH. Mastodon does whatever it does for GIFs, which might mean “I’ll destroy your nice pixel art” too, I guess
@aras @TomF yeah, I mean, if it's going to be MPEG'd to hell, the soft-edge-big-pixels should survive better..
@sol_hsa @aras Yeah but then I'd have to write a soft-edged upscaler and... ugh.

@aras @TomF it converts to h264/mp4 with no audio stream as it takes up a lot less drive space for the same quality, unfortunately for <420p resolutions and pixel art the default settings of fastest compression and interpolated scaling cause issues.

For pixel art just convert the gif to a h264 stream before uploading using high quality preset and nearest neighbor scaling if needed. As long as there's no audio stream mastodon treats it the same as a GIF but removes the 16MB limit.

@TomF looks like something out of a Lynx game (and I mean this as a compliment)
@montyontherun Yeah it's roughly a MegaDrive, but upgraded to 8 bits per pixel, but in return it has half as many pixels.
@TomF the moving wings are really cute
@TomF FFMPEG.exe can accept raw frames on stdin. Popen it and make your own video file directly.
@TomF Might we worth doing an unfiltered upscale before uploading - a lot of what's there is getting lost. Digging the vibrancy, though!
@Cheeseness Sigh. What a mess. It's odd - previous uploads (~6 months ago?) worked great.
@TomF I find that stuff often changes without warning (had to upload a video 4 times today to try and find what the new default size limit is since it doesn't seem to be documented anywhere). It's a bummer
@TomF nice ^_^ is it running on that fantasy 68k you were talking about with Eniko, or is the resolution 'only' aesthetically motivated?
@gureito Yes, same #Mega68k console. I have tweaked the sprite hardware in the meantime, but yeah, this is all "real" 68000.

@TomF in that case you can use outlines to draft out the shape and then shade over them

no outlines is kind of an advanced technique though

@eniko I settled on giving the different parts different colours before shading over them.
@TomF Imo you still can have both, but you'll have to use dulled outlines (i.e. blended into the object colour, not pitch black)