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Pixatool snes palette11/1/2022 ![]() ![]() Also the use of muted or at least less saturated colors, and colors you would not so often see like browns. Not anatomically correct at all but there's a lot of consistency at various levels. I guess the absence of 'texture' is the key here?Īgain here there's a lot of use of the 'rectangular enforced' kind of look. Here is a style where there's a mix of horizontal and vertical straight edges, but also diagonal edges and triangles.Ī look which uses a lot of horizontal linesĪ more painterly kind of look where major features have at most 1 or 2 colors rather than 3-5, the blocks of color are more 'solid' almost like they would look if made with plain geometry and no texturing. Things are forced into a grid kind of format even if they would normally be more rounded or irregular normally, e.g square rocks, stick-figure legs, etc. This seems to go well with the 'pixel' theme and is 'natural' to the medium which I think looks quite good. I notice a lot of use of rectangles and also thin vertical and horizontal lines. Here are some examples of what I've found so far, but please if you have any other distinct styles you know of, post them below. I've seen some games which are strict on the palette restrictions, number of colors, color accuracy/subtlety etc. My display is a chunky pixel 640x360 resolution with a limited palette (not sure how limited yet). ![]() ![]() or thematic styles, which could pervade all of the graphics. I'm interested in particular 'uses of the medium'. I'm trying to settle on a pixel art 'style' for a 2d shootemup. ![]()
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