https://www.patreon.com/posts/23590318

ellievsbear
Claire Keane
Misplaced Lens Cap

pixel skylines

#extradirty
TVSTRANGERTHINGS
Not today Justin
Cosimo Galluzzi

oozey mess

JVL
One Nice Bug Per Day
Peter Solarz
tumblr dot com
todays bird

Product Placement

★
noise dept.
$LAYYYTER
we're not kids anymore.
seen from United States

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seen from Serbia
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seen from Hong Kong SAR China
seen from United States

seen from United States
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seen from Malaysia

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@lilguygames
https://www.patreon.com/posts/23590318

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
We revealed the game we’ve been working on for a while….
patreon
A little landscape I drew while the sun was out. Happy :)
-Matt

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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At last I’m able to share with you a huge background (at least part of it) on which I’ve been working on past spring for “HighRisers” game by Solar Powered Games studio! You can watch the trailer, learn the details and support the project on it’s Kickstarter page. ♥
Long time no see
Prints available here.
timelapses 1 of 2
‘standalone’ pixel art (as in, pixel art that isn’t for games or animation) usually isnt my thing. i think it defeats the purpose
like, pixel art is a medium that’s used for exactly 3 reasons: nostalgia, as a stylistic shorthand to denote that a game should not be taken seriously and should be enjoyed as a video game-ass video game or as a method of simplifying animation and speeding up asset creation times
its a necessary evil sometimes especially for games with xty bit aesthetics with large menus or character portraits (where its sensible and even professional looking, but still a little doofy) though, so it does have its place
admittedly, i just have beef

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Development: Game Boy Shades
A common misconception when people attempt to create Game Boy aesthetic graphics is that everything can use 4 shades as well as transparency.
While it’s certainly true that the Game Boy can display 4 shades, the system actually has 3 programmable palettes, and that’s where things start to get different. The first is the background palette, which is opaque and uses 4 shades. The next two are sprite palettes consisting of 3 shades and transparency. What this means is that any fourth shade you’re attempting to use on a sprite will be regarded as transparency, and you’ll be left with a bunch of see-through pixels.
A natural follow-up question would be, is it possible to layer sprites and make use of all 4 shades on the Game Boy? The short answer is that yes, it is possible, but it comes with it’s own set of problems. Unlike other comparable systems, sprites have to be layered perfectly on top of one another, otherwise they won’t be written properly and the graphics will be a mess. Using Mega Man on the Nintendo as a visual example, you can see that his face isn’t layered perfectly onto any other sprite. Instead, it’s placed somewhere between a number of them, which is convenient for allowing it to only comprise a single sprite. If this were attempted on the original Game Boy, the face would need to take up 4 sprites instead to account for the perfect layering. This would mean wasting precious space and straining the already small sprite-per-line limit even further.
Getting graphics from your screen to the Game Boy is another interesting process as well. I’m sure when you look at the graphics above, you probably thought to yourself, “That’s not right, the shades are all off!”, and you’d be absolutely correct. That’s because these graphics are their non-paletted varients. In terms of development flow, an artist will give you the graphics you’d like to see in-game, and once inserted into the ROM, those graphics are converted into data and given indexed ‘raw’ colours. For example, Colour 0 = White, Colour 1 = Light Grey, Colour 2 = Dark Grey, and Colour 3 = Black. This will cause the colours to look out of place and bizarre.
While the graphics may look messy in the ROM, they’re soon assigned palettes from the program and the colour issues are fixed!
Super Dino Boys episode 3
shelter2088
just a pixel art
[ screen resolution ]
1440x900
720x450
←→ / move
↑ ↓ / elevator
space / talk
[ ver.0.0 ]
とりあえず学校を卒業するために急いでつくったもの
・ほぼやることがない
・はじまらないしおわらない
・諸事情にによる変なスタート地点
[BGM]
synth horizons.wav by ERH
STRAFE® [pre-alpha] GAMEPLAY! SHARE AND CONSIDER BACKING US ON KICKSTARTER!
https://www.kickstarter.com/projects/strafegame/strafe

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Refined the look of the backup terminal in MegaSphere. I like how steam turned out.
Everything about this game is beautiful
Orc idle animation. 3 frames, 32x32, 16 colors