Continuing on the subject of things I really dislike when creating pixel art, we come to the things creeping and crawling around in Westen House , presenting the action-oriented aspect of the game's challenge: In theory , a group of two-frame animations is nothing special and, in fact, for three out of these four creatures, it's no problem at all. The rats work well enough, the bats look pretty cute, and the blobs are kinda funny. The spiders - at least, I'm assuming that's what they're supposed to be - are pretty confusing, though. The bobbing cephalothorax on a static abdomen and legs that basically just go up and down get rather lost, because they're monochrome and only a single pixel wide, with weird angles in their joints. I realise it's very difficult to animate something that size - particularly something as complex as a spider - but it's hard to recolour something if you don't understand what yo...
Thirty-odd posts in, it may not yet be clear why I've named this blog "A Pixel Art Odyssey ". After all, the word 'odyssey' normally implies a long, meandering journey beset by hardship , taken from the poem by Homer. It doesn't seem to be entirely applicable to the act of creating low-res sprites for games on the Spectrum or the SAM Coupé... But there are several reasons for that very deliberate choice. First and foremost, having started out in pixel art by drawing on paper (and I really must get round to posting some examples of my earliest work), I'm still not entirely comfortable creating pixel art directly on a computer, using a mouse, or any other input device. While I techncially now have over 35 years of experience in pixel art, there was quite a significant gap between my early efforts and my current period of work in that field, during which I wasn't really doing much due to full-time work commitments. That lack of practice meant that I almos...