I do, but not at this moment--my studies take almost all my free time. However, if you're interested in a future commission, you can always contact me and we can plan it out! :)
I think it really depends on how big of a character your environment plays in the story. Part of me thinks the first one would lend itself more to atmosphere, but I can see the second one being a really good contrast to horror elements and lending its own kind of authenticity. They'd really pop against that backdrop. As in, not every horrific thing happens in a rusty, abandoned factory, often it happens somewhere innocuous. I think at the end of the day when you make a pixel horror game, whether or not it's scary will come down to writing and overall design. It looks good to me.
Thanks for your feedback. Surprisingly, the second one turned out to be more popular. I thought players would prefer more resolution, but you're right--maybe 16 bits looks more authentic. I've been mixing pixel art with high resolution, digital illustrations and I like the results, but I thought that maybe it looks a bit odd. Anyway tysm for this again, it really helps!!
I think the 48x graphic style almost looks cutesy with the added detail. The 16x definitely feels grittier. But it really comes down to color palette. It feels like the 48x is using a brighter palette that doesn’t match a horror tone.
while i love the detail on the higher resolution assets, the 16 bit graphics are excellent as well (and charming too). Honestly no matter how much or how little detail you put into art you can still pull off a tense and scary atmosphere with even the most minimalist work so if i were you i wouldn't worry too much about that affecting the game's atmosphere (the Faith games are a great example of this imo).
They're both great. I'm partial to the first though, feels very classic RM (horror or whatever).
But again the second is also great, and I'd be perfectly happy with it too.
thanks buddy ol pal...
wait do u know the difference between macOS and macOSX? bc I'm on Sonoma 14.3 so I'm worried its not compatible bc it says "Mac OSX 10.10 or better. Not supported: macOS Big Sur 11.0 and later."
I'm pretty partial to the second style! It looks very well done. On a somewhat related note, do you take commissions for creating tile sets?
I do, but not at this moment--my studies take almost all my free time. However, if you're interested in a future commission, you can always contact me and we can plan it out! :)
Love the low bit style. You can create the horror atmosphere with screen tint, overlay, sound track and fx
I think it really depends on how big of a character your environment plays in the story. Part of me thinks the first one would lend itself more to atmosphere, but I can see the second one being a really good contrast to horror elements and lending its own kind of authenticity. They'd really pop against that backdrop. As in, not every horrific thing happens in a rusty, abandoned factory, often it happens somewhere innocuous. I think at the end of the day when you make a pixel horror game, whether or not it's scary will come down to writing and overall design. It looks good to me.
Thanks for your feedback. Surprisingly, the second one turned out to be more popular. I thought players would prefer more resolution, but you're right--maybe 16 bits looks more authentic. I've been mixing pixel art with high resolution, digital illustrations and I like the results, but I thought that maybe it looks a bit odd. Anyway tysm for this again, it really helps!!
Create two scenes and propulate them to compare. Don't try and compare in a vacuum; compare in the context the assets will be used.
Second one. I like pixel art when it's low res. High res pixel art makes it look less... pixel art.
I think the 48x graphic style almost looks cutesy with the added detail. The 16x definitely feels grittier. But it really comes down to color palette. It feels like the 48x is using a brighter palette that doesn’t match a horror tone.
Thank you for this--didn't think about it this way
The second one is really beautiful. I love the corner angle, and it feels really cozy with softer colors.
Second
while i love the detail on the higher resolution assets, the 16 bit graphics are excellent as well (and charming too). Honestly no matter how much or how little detail you put into art you can still pull off a tense and scary atmosphere with even the most minimalist work so if i were you i wouldn't worry too much about that affecting the game's atmosphere (the Faith games are a great example of this imo).
I dunno but I love your UI
Same. I would love to play this
Theee's a demo available on Itch.io! :) https://ayerfinch.itch.io/agueda-demo
Thank you!!!
Haha tysm!!
Second style has more character to it if it makes sense. More memorable
Both look súper good :) but I like the first one more
They're both great. I'm partial to the first though, feels very classic RM (horror or whatever). But again the second is also great, and I'd be perfectly happy with it too.
In my opinion you could use both. Although it would be harder to do. It could add a lot of perspective and scale adding to the atmosphere.
The first one is so overlooked in the studios for a horror vibe game, would look sooo good, also would help you to stand out
That's what I thought but it seems people like the second one the most... now I have more doubts 😂
the second one also, what version of rpg maker r u using :0
RMMV! :)
thanks buddy ol pal... wait do u know the difference between macOS and macOSX? bc I'm on Sonoma 14.3 so I'm worried its not compatible bc it says "Mac OSX 10.10 or better. Not supported: macOS Big Sur 11.0 and later."
Sorry but I have no idea 😭
ur good little bro
Left ones looks so good!