Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
When you find a sprite sheet, then download it and open it in Aseprite. Switch to the marquee tool and select the character. Look at the information in the status bar[aseprite.org], bottom-left corner, to see the size of the selection's bounding box.
If you have trouble selecting the character in one go, then look at the context bar[aseprite.org] above the canvas. You can change your selection mode to add, subtract or intersect[aseprite.org] if needed.
For example, this is a sprite sheet[spritedatabase.net] for Ryu from Street Fighter Alpha 3. The top left most pose, where Ryu is tying his bandanna, is 61 pixels wide by 100 pixels high.
Generally speaking, in pixel art the display resolution is different than the native resolution. So what's more important is the aspect ratio.
The aspect ratio for a 1920 x 1080 display is 16:9. The width is approx. 1.778 times greater than the height. The native resolution for a pixel art game with the same aspect ratio might be 320 x 180 (one sixth the display) or 640 x 360 (one third the display). The ratio 21:9 came up when I searched "ultra wide." However, 3440 x 1440 is 43:18. *
I've never tackled the issue, but I doubt that making different sized sprites would solve your issue. Instead, I imagine you'd have to program your game -- camera, UI, texture sampling in shaders, etc. -- to properly handle cases where the display has a different aspect ratio than native.
https://www.youtube.com/watch?v=upEGBGCiWEw
https://www.youtube.com/watch?v=AqscP7rc8_M
You can find many videos on choosing a game's resolution on Youtube: https://www.youtube.com/results?search_query=game+resolution+pixel+art .
* (If you wanted to keep it simple. As a counter-example, in Chrono Trigger, there's a cut-scene with the full moon behind Magus's castle. The scene is 256 x 224, an 8:7 aspect ratio. The moon looks oblong. If you use non-square pixels, using a 7:6 ratio instead, then you get 56:42, which reduces to 4:3. In 4:3, the moon looks round like it's supposed to.)
For the stage its best to account for the main resolution of your game, which as long as it scales well for common resolutions (1920x1080 for instance) should work well
A good size I would recommend personally is 320x180. Once you choose a resolution for your game, you need to start making your stages based around it, which in this case means 320x180 + the horizontal (+ vertical?) space that most stages have
I personally use a mouse, but keep in mind that any tool is capable of being used for pixel art, you just need to keep practicing to get used to it for this medium (I have a friend + know some people that work with track pad, and honestly their art is pretty impressive)
One last thing I'd like to mention though, is that if you started doing pixel art recently, I'd heavily recommend practicing with other things first, to get you to know how pixel art works. Your art may end up looking pretty messy if you go straight to big scale resolutions on pixel art without any foundations beforehand, speaking out of experience here