In deciding the art style for our #metroidvania, it's important to decide how big the player is relative to the screen. Tight focus on the PC, or zoomed out to highlight the environment? Here's how many PCs tall the screen is for several different Metroidvanias (thread):
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Replying to @PaceSmith @AxiomVerge
Can’t you zoom the camera in and out to create different feels for different areas? I want to say Guacamelee and Shadow Complex did that but can’t remember for sure.
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axiom verge does that too in some boss fights!
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Replying to @borbware @oggborbis and
It’s tricky with pixel art. Hollow Knight can do it most easily (and does it a bunch) but you need to zoom to other 16/9 resolutions, which means you’ll need to know what your “base” is before you think of that
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Replying to @sanbox_irl @oggborbis and
Right, pixel art will look crappy if zoomed to non-integer multiples, but that still gives us the freedom to zoom in and out to integer multiples for certain big rooms or boss fights, or to zoom in for cramped spaces / tight framing
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Replying to @PaceSmith @oggborbis and
I’ve always just still found it so constricting! Especially since if you do that nice and slow zooming, you have tons of mixels. This is a big reason why I don’t like making pixel art games myself
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Replying to @sanbox_irl @oggborbis and
I think this zoom https://youtu.be/ipCI8CV2SeA?t=209 … in Axiom Verge looks great. It's not slow, but IMO it is nice. But yes, it is constricting. But hey, pixel art is the only kind of art I can actually do, so I love the one I'm with (;
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You could do a smoother zoom with pixel art if your render target is higher res (1920x1080) and you zoom *that*. AV uses a 960x540 target for those rooms so it's a bit chunkier as the pixels jump a larger distance during the off-integer transition.
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Replying to @AxiomVerge @PaceSmith and
Believe
@konjak did that with all of iconoclasts1 reply 0 retweets 1 like -
Replying to @sanbox_irl @AxiomVerge and
art made for a 640x360 resolution, game natively operates at 1280x720
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