18 pointsby limondas2 hours ago21 comments
  • drewbug01an hour ago
    There is no shortcut to art, but that’s part of why it is so valuable to society and so rewarding to create.

    But don’t let that discourage you. If you want to make your own art, keep working at it. You will always get better with time and practice. It takes a long time and even the best artists frequently feel like their work isn’t good enough. But dedication and practice will pay off in time.

    • jstanleyan hour ago
      That fact that something is hard to do is not what makes it valuable.

      It's hard to dig really big holes in the ground all day at random, but it's not valuable.

      • chapsan hour ago
        Speak for yourself, big-holes-in-ground are very valuable to me.
      • bluefirebrand16 minutes ago
        > It's hard to dig really big holes in the ground all day at random, but it's not valuable

        Don't mistake "it takes a lot of effort" with "it is hard"

        Digging holes isn't hard, it just takes a lot of effort

  • SteveStavrosan hour ago
    The hardest part of learning any creative skill is that your taste develops faster than your ability. You can see exactly what's wrong with your work but can't fix it yet. That gap is brutal but it means you're improving even when it doesn't feel like it.
    • WolfeReaderan hour ago
      "The hardest part of learning any creative skill is that your taste develops faster than your ability."

      I needed to read this sentence. Thank you!

    • Imustaskforhelpan hour ago
      One of the best comments I have ever read on hackernews.
  • nineteen999an hour ago
    Im a 3D artist not a pixel artist but I've had these Saint11 tutorial series bookmarked for a while:

    https://saint11.art/blog/pixel-art-tutorials/

    • makerofthings25 minutes ago
      +1 to these, amazing resource. Really helped me.
  • keiferski2 hours ago
    When I took a drawing class in high school, we began by laying a grid on top of the image we wanted to copy, and then only drawing one square at a time. This made it a lot easier to draw, as you weren't focused on the overall image.

    I imagine a similar exercise might work for pixel art, with each square of the grid representing a single color.

  • quikoa24 minutes ago
    You don't have to go at it alone, share your idea(s) and get a pixel artist to join.

    Think about how much time you invested in to learning programming. If you're not prepared to do the same for art it's better to get someone else to do it. Especially if you don't enjoy it.

    • bluefirebrand12 minutes ago
      Do you have recommendations on where to share ideas to find like-minded people?

      In my experience, finding communities is kinda hard

  • gyrospike35 minutes ago
    I'm in the same boat, coming from programming trying to get into pixel art. It's been discouraging how slowly I've improved, but I noticed that I have improved a little looking back at my first attempts. Keep working at it, make sure you enjoy using your tools (Aesprite seems pretty good), and remember to count as progress learning your tools better.
  • al_borlandan hour ago
    You can’t study or ready your way to better art. You need to be hands on. When you have trouble with a specific thing, you can watch a video or get some advice on that, but then will still need to practice, practice, practice.

    Also be realistic about how much progress you can make in a certain amount of time. You can make a game with very basic sprites. As your art improves, so can the sprites in the games.

    The other option is to partner up with someone who has art skills already, but can’t make games. Together you can make more than either one could make alone.

  • merelysoundsan hour ago
    It’s a completely opposite scenario for me, I accidentally shipped a pixel art game.

    It’s actually a game about nonograms. My first attempts at pixel art were bad but it didn’t matter that much, the focus was elsewhere anyway. With time the art improved; far from perfect but it’s still one of the things I like most about that game.

    So I guess: practice, room for failure, achievable goals and time.

  • hhutwan hour ago
    Pixel art is art. To be good at pixel art requires the same skills as art: composition, color, lights and shadow, shapes.

    While there’s no shortcut, I would suggest that in games, consistency in art style is way more important than quality. If you can make your graphic style consistent, although maybe very simple and not so aesthetic, it will make the game appealing.

  • 11235813212 hours ago
    I’m not good at it, but, I got better by making small enough pixel images that I could try different colors for individual pixels to match the feel of a reference images. 8x8 and then 16x16. With larger images, there is too much work to keep changing the pixels while you are still understanding the color theory.

    The big insights came from how, in pixel art, a single high contrast pixel can give the impression of color or shade in a whole area of the image. For example, on a ladybug’s back, a few metallic blue pixels make it look more reflective than white, and doesn’t clash with the predominant red.

    I used Resprite for iPad which is similar to Aesprite, for my Godot game.

  • maplethorpean hour ago
    You need to learn how to practice. Anthony Jones has a video called "how to study better", where he walks you through his process. It's directed at concept artists rather than pixel artists but the same principles apply. I'd suggest watching it.
  • nottorpan hour ago
    Can you draw non pixel art? Do you need to learn how to draw pixel art or how to draw in general?
  • UI_at_80x24an hour ago
    Similar in concept but for different reasons; does anybody know of a way to convert images into a '8bit pixel map'?

    My wife likes to take images and crochet them into tapestry/blankets/cozies.

    It seems to me that if we could get a grid overlay onto an image she could then make whatever she wanted. (One color per 'pixel')

    • pitchedan hour ago
      Drawing grids over an image is easy. Choosing which colour to drop in is impossibly hard and where the art is. Nearest Neighbour and Average of N Points are some algorithms than can be used but don’t take the overall style of the image into account. For example, one pixel could cover a part of the nose and a part of the eye and averaging them makes a blurry mess.
    • Sharlinan hour ago
      Problem is that like vector fonts without hinting, naive automatic "pixelation" of images does a poor job. You have to work with the limitations of the medium, and sometimes it entails drawing something in a very different shape than if you had more resolution and color. There are image gen models that do an okay job at pixel art these days though.
  • stodor89an hour ago
    Make the sprites as good as you can within a reasonable amount of time. Don't stress too much about it. You can always do a second pass later on. And even if you decide to pay a professional artist, your sprites would still be useful as a vehicle for communicating your vision.
  • jetsetman1922 hours ago
    It’s just like any other artform. It takes active practice. The only way forward is actually making things.

    Also, people seem to think pixel art is easier than others forms of art. I think this is a misconception that comes from being able to see the individual elements and being able to place them one by one. This does remove the need for the same type of motor skills required for say painting, but does not remove the need for vision, sense of color, composition. Etc.

  • notapennyan hour ago
    Take your time.
  • 2 hours ago
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  • Tade044 minutes ago
    I also tried getting into pixel art, thinking "there's a finite number of pixels - surely I can arrive at something visually appealing via trial and error".

    Nope. Turns out it's a whole field of study and an artform in its own right.

    If you're making a top-down perspective game, I wholeheartedly recommend Liberated Pixel Cup assets, especially the character generator:

    https://liberatedpixelcup.github.io/Universal-LPC-Spriteshee...

    There's a crazy number of configuration options and you can create all kinds of humanoid characters out of it.

  • nathan_comptonan hour ago
    A month is nothing. Embrace limitations. Make something with just two colors. See shapes, not things.
  • DonHopkinsan hour ago
    Peter Norvig should write an essay about teaching yourself pixel art in 10 years, to go with his article about programming:

    https://norvig.com/21-days.html

    Teach Yourself Programming in Ten Years

    Peter Norvig

    Why is everyone in such a rush?

    Walk into any bookstore, and you'll see how to Teach Yourself Java in 24 Hours alongside endless variations offering to teach C, SQL, Ruby, Algorithms, and so on in a few days or hours. The Amazon advanced search for [title: teach, yourself, hours, since: 2000 and found 512 such books. Of the top ten, nine are programming books (the other is about bookkeeping). Similar results come from replacing "teach yourself" with "learn" or "hours" with "days."

    The conclusion is that either people are in a big rush to learn about programming, or that programming is somehow fabulously easier to learn than anything else. Felleisen et al. give a nod to this trend in their book How to Design Programs, when they say "Bad programming is easy. Idiots can learn it in 21 days, even if they are dummies." The Abtruse Goose comic also had their take.

    [...]

    Teach Yourself Programming in Ten Years

    Researchers (Bloom (1985), Bryan & Harter (1899), Hayes (1989), Simmon & Chase (1973)) have shown it takes about ten years to develop expertise in any of a wide variety of areas, including chess playing, music composition, telegraph operation, painting, piano playing, swimming, tennis, and research in neuropsychology and topology. The key is deliberative practice: not just doing it again and again, but challenging yourself with a task that is just beyond your current ability, trying it, analyzing your performance while and after doing it, and correcting any mistakes. Then repeat. And repeat again. There appear to be no real shortcuts: even Mozart, who was a musical prodigy at age 4, took 13 more years before he began to produce world-class music. In another genre, the Beatles seemed to burst onto the scene with a string of #1 hits and an appearance on the Ed Sullivan show in 1964. But they had been playing small clubs in Liverpool and Hamburg since 1957, and while they had mass appeal early on, their first great critical success, Sgt. Peppers, was released in 1967.

    [...]

  • firebotan hour ago
    You just need to practice.

    Pixel art takes a shit ton of time.