Am I the only one who sees a face in both maps -- the river is the mouth line, the hills above make the eyes & eyebrows (fantasy) or eyes & nose (pixel), the mountains on the plateau form hat/hair...
Your videos feel very professional for someone that has so little subscribers compared to the bigger pixel art channels. I can see you blowing up in the future if you keep this up!
I think both maps are great, depending on the use! The fantasy map definitely gives a more serious, adventurous tone while the stylized map gives off more of a fun, arcade feel, like its less dangerous. Well done!
Thanks! Still learning tbh. The beginnings were pretty rough xD - just check out the earlier videos. The Pixel Art subreddit is a pretty good place to pick up a few tricks and get inspired. I hope this helps!
could you help me with a problem? it has to do with top down, specifically 3/4 view, you see the problem with me is that whenever i view top down pixel art in games my mind can't comprehend the perspective (example: the character should go behind a wall but it doesn't) but when i try to apply this to my pixel art, it only seems to make things worse, the only top down i can comprehend are world map and literal top down. also this isn't a critic agaisnt these types of games or pixel arts, my mind is just stupid.
I'm not quite sure what you mean. Do you have an example maybe? Is this just a graphic issue or is it about collision boxes (like in RPG) that prevent you from moving the character behind a house or something like that?
@@lucky-jacob i don't really have a game, but it is basically the second one, like i'm not sure if i do a more general tileset like the ones in rpg maker, or if i try a more realistic wall tileset
@@marciohaacke8499 I understand. I'm not much of a game dev, but I think you could limit the collision boxes to the actual base of a building, wall or tree. So not the entire asset. That way the player should be able to move behind it as long as the object is on a Layer in front of the player, once behinde it. This could be controlled by the y parameter. But as I said, I'm not much of a game dev. Let me know if that was helpfull in any way 🙃
Pixel art will always be one of my favorites
Am I the only one who sees a face in both maps -- the river is the mouth line, the hills above make the eyes & eyebrows (fantasy) or eyes & nose (pixel), the mountains on the plateau form hat/hair...
I do NOW xD at first I thought you meant the meh-face (top centre, between the two mountains). That's something I can't unsee.
Not until I read this...🤦♂
Yes, the entire time Jacob was drawing them!
Really cool. Your pixelart is great (way better than my own)
Thanks! Glad you liked it :-)
This is really cool, they both came out great looking!
Thanks man!
Your videos feel very professional for someone that has so little subscribers compared to the bigger pixel art channels. I can see you blowing up in the future if you keep this up!
Thanks man!! Comments like yours keep me going 🔥🔥🔥 I'll use it as an offering to the tiny pixel gods 🙏👹
It looks so easy when you pixel those maps :o I wish I could do it so smooth :D
does not look so smooth when played in real-time, I tell ya xD
I think both maps are great, depending on the use! The fantasy map definitely gives a more serious, adventurous tone while the stylized map gives off more of a fun, arcade feel, like its less dangerous.
Well done!
Don't be fooled by the friendly colors
I love map like WoW maps, so I lean to fantasy map, if you use more resolution , I think you will make it look great too.
Yeah, WoW maps were great. It has been a while, though. Good times!
I love your Videos. Please keep up the good work. How did you learn Pixel Art?
Thanks! Still learning tbh. The beginnings were pretty rough xD - just check out the earlier videos. The Pixel Art subreddit is a pretty good place to pick up a few tricks and get inspired. I hope this helps!
Why doesn’t you have at least a thousand subs
you tell me xD
What software do you use? It looks neat
I use piskel, which is a free pixel art tool. I might switch to Aseprite in the future though.
@@lucky-jacob thank you so much
could you help me with a problem? it has to do with top down, specifically 3/4 view, you see the problem with me is that whenever i view top down pixel art in games my mind can't comprehend the perspective (example: the character should go behind a wall but it doesn't) but when i try to apply this to my pixel art, it only seems to make things worse, the only top down i can comprehend are world map and literal top down.
also this isn't a critic agaisnt these types of games or pixel arts, my mind is just stupid.
I'm not quite sure what you mean. Do you have an example maybe? Is this just a graphic issue or is it about collision boxes (like in RPG) that prevent you from moving the character behind a house or something like that?
@@lucky-jacob i don't really have a game, but it is basically the second one, like i'm not sure if i do a more general tileset like the ones in rpg maker, or if i try a more realistic wall tileset
@@marciohaacke8499 I understand. I'm not much of a game dev, but I think you could limit the collision boxes to the actual base of a building, wall or tree. So not the entire asset. That way the player should be able to move behind it as long as the object is on a Layer in front of the player, once behinde it. This could be controlled by the y parameter. But as I said, I'm not much of a game dev. Let me know if that was helpfull in any way 🙃
@@lucky-jacob thank for the tip, i'll try it out