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Aseprite Pixel Art Bootcamp Complete 2D Retro Game Masterclass

teacher avatar 3D Tudor, The 3D Tutor

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      3D Pixel Art Course Intro

      4:01

    • 2.

      Understanding Pixel Art and Aseprite Basics

      13:24

    • 3.

      Lesson 2 Pixel Art Design Tips, Tricks, and Color Palettes

      9:28

    • 4.

      Crafting Simple Patterned Pixel Art Backgrounds

      8:30

    • 5.

      Designing Parallax Backgrounds in Pixel Art

      9:02

    • 6.

      Lesson 5 – How to Create Tilesets for Pixel Art Games

      11:29

    • 7.

      Crafting Pixel Art Treasure Chests for RPGs

      9:28

    • 8.

      Lesson 7 Creating Collectable Gems in Pixel Art Games

      14:22

    • 9.

      Designing Pixel Art Potions for RPGs

      10:54

    • 10.

      Fundamentals of Pixel Art Character Creation

      10:50

    • 11.

      Basics of Pixel Art Character Animation in Aseprite

      12:16

    • 12.

      Creating Front Facing Characters in Pixel Art

      8:22

    • 13.

      Lesson 12 Converting Photos to Pixel Art in Aseprite

      11:01

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About This Class

Are you a game designer, 3D or concept artist or video game fanatic looking to create the ultimate retro pixel art gaming experience?

Look no further than our newest venture into the world of using a free trial software called Aseprite where we'll take you through every step of the process of transforming real-life photos into pixel art for games.

Introduction

Welcome to ‘Pixel Art Bootcamp: Complete 2D Retro Game Masterclass’! This new class will be your one-stop guide to mastering the art of pixel design in the gaming world! Whether you're a complete beginner or looking to refine your skills, this comprehensive online class covers everything you need to know to become a proficient pixel artist.

Get excited with these 6 best points about our newest class adventure, ‘Pixel Art Bootcamp: Complete 2D Retro Game Masterclass’:

1. Unlocking the secrets of pixel art and its vital role in both gaming and the arts

2. Acquiring advanced tools to create mesmerizing retro-styled backgrounds

3. Using industry-proven guidelines to make your pixel art truly stand out

4. Mastering the go-to software for 2D pixel art and unlock its full potential

5. Creating a ready-to-use asset package for retro game design

6. Gaining total expertise in character creation and animation with Aseprite

From the basics of pixel art and colour palettes to advanced techniques in asset creation and animation, we've got you covered. Dive into hands-on lessons where you'll design patterned backgrounds, create intricate tile sets, and go as far as drawing your very own characters.

You'll learn not only the technical aspects, such as layering and grid assembly but also gain valuable insights into the aesthetic considerations essential for compelling game design.

And that's not all! We'll elevate your skills by introducing you to the fundamentals of animation in Aseprite – a game-changer for artists like us. ‘Pixel Art Bootcamp: Complete 2D Retro Game Masterclass’ will guide you through transforming real-life photos into pixel art.

Ready to turn your creative ideas into pixel-perfect realities? Join us on this exciting journey!

Class Content

So, here's what we're going to learn:

· From the get-go, this class is a rollercoaster ride through the exciting world of pixel art. We'll kickstart your journey by demystifying pixel art and exploring its various forms and applications in gaming and beyond. Next, we'll discuss why Aseprite is the holy grail of pixel art creation.

 We'll then dive into the software, providing you with indispensable hints, tips, and tricks that can transform anyone from a pixel art novice into a promising artist. Wondering how to pick the perfect colour palette for your masterpiece? We've got you covered! You'll learn how to choose and apply colour palettes like a pro—a skill many veteran artists wish they had learned sooner.

Backgrounds—the unsung heroes of any visual piece or game. Your characters need a world to inhabit, right? We'll guide you through crafting simple but aesthetically pleasing patterned backgrounds. This foundational knowledge will prepare you for more intricate designs down the line. To take it up a notch, we'll introduce you to parallax backgrounds, offering hands-on experience with layering and tiled view modes—critical skills for any game developer.

Moving on, we'll focus on game assets. Ever wondered how to make your adventure games more engaging? Treasure chests are the answer, and they're not just for pirates! You'll learn the principles of pixel art asset creation while designing treasure chests that add mystery and allure to your games. Along the way, you'll grasp advanced techniques like colour exaggeration and asset weathering.

But what's a treasure chest without sparkling gems and potent potions? You'll apply your newfound skills to design gems that practically glint off the screen. Plus, you'll learn how to create realistic potions using shading techniques and colour replacement tools. Your in-game collectables will be not just items but pieces of art!

Characters are the heart of any game, and we'll ensure yours are unforgettable! Whether you're aiming for a retro vibe or a modern flair, you'll learn how to draw characters that resonate with players. We won't stop at static images; you'll also get a crash class in animating your characters in Aseprite. Whether they're facing forward or viewed from the side, your characters will look their best from every angle—all within the constraints of pixel art dimensions.

Class Structure and Delivery

‘Pixel Art Bootcamp: Complete 2D Retro Game Masterclass’ helps you practice what you've learned. You'll have access to the class materials at any time, so you can learn at your own pace and on your schedule.

Each part of the class includes multiple video lessons that cover specific topics in detail.

Who should take this class?

Our new video game adventure is designed for anyone who wants to create a retro pixel art game in Aseprite, whether you're a beginner or an experienced game designer. ‘Pixel Art Bootcamp: Complete 2D Retro Game Masterclass’ is ideal for:

- Anyone who wants to explore the fundamentals of making design pixel art for games using an actionable project in Aseprite

- 3D, 2D, and concept artists who want to take their games art skills to the next level to create pixel art for in-game items or UI

- Artists who want to specialize in creating art for games or other virtual experiences using pixel art

Summing it all up

To wrap it all up, we'll extend the pixel magic beyond the screen. Ever wanted to turn real-life photos into pixel art? We'll show you how by using an image of a dog provided in our resource pack as an example. Imagine turning your pet, your friends, or even a scenic view into pixel art sensations. We'll do exactly that in this class!

Join us on this transformative journey and take the first step towards creating video games in Aseprite in just 12 lessons.

Don’t forget the chance to join us on this exciting journey. Add Aseprite to your game artist’s toolbox and let your portfolio stand out in new ways!

Meet Your Teacher

Teacher Profile Image

3D Tudor

The 3D Tutor

Top Teacher

Hello, I'm Neil, the creator behind 3D Tudor. As a one-man tutoring enterprise, I pride myself on delivering courses with clear, step-by-step instructions that will take your 3D modeling and animation skills to the next level.

At 3D Tudor, our mission is to provide accessible, hands-on learning experiences for both professionals and hobbyists in 3D modeling and game development. Our courses focus on practical, industry-standard techniques, empowering creators to enhance their skills and build impressive portfolios. From crafting detailed environments to mastering essential tools, we aim to help you streamline your workflow and achieve professional-quality results.

We're committed to fostering a supportive... See full profile

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Transcripts

1. 3D Pixel Art Course Intro: Welcome to Pixel Art Boot camp complete Two D Retro game master class. This new three D Tudor course will be your one stop guide to mastering the art of Pixel Design in the gaming world. Whether you're a complete beginner or looking to refine your skills, this comprehensive online course covers everything you need to know to become a proficient pixel artist. From the basics of pixel art and color palettes to advanced techniques in asset creation and animation. We've got you covered into the hands on lessons where you'll be designing pattern backgrounds, create intricate tile sets, and go as far as drawing your very own character. You'll learn not only the technical aspects such as layering and grid assembly, but also gain valuable insights into the aesthetic considerations essential for compelling game design. And that's not all. We'll elevate your skills by introducing you to the fundamentals of animation in Sprite. A program that's a game changer for artists like us. Pixlart Bootcamp complete two D Retro game master class will guide you through transforming real life photos into pixel art, ready to turn your creative ideas into pixel art realities. Join us, exciting journey. So here's what we're going to learn from the get go. This course is a roller coaster ride through the exciting world of pixel art. We'll kick start your journey by demystifying pixel art and exploring its various forms and applications in gaming and beyond. Next, we'll discuss why a sprite is the Holy Grail of pixel art creation. We'll then dive into the software, providing you with the indispensable hints, tips, and tricks that can transform anyone from a pixel art novice into a promising artist wondering how to pick up the perfect color palette for your masterpiece. We've got you covered. You'll learn how to choose and apply color palettes like a pro, a skill many veteran artists wish they had learned sooner backgrounds. The unsung hero of any visual piece or game your characters need well to inhibit. Right? We'll guide you through the crafting, simple, and aesthetically pleasing patterned backgrounds. The fundamental knowledge will prepare you for more intricate designs down the line, and to take it up a notch, we'll introduce you to parallax backgrounds, offering hands on experience with layering and the tiled view modes. Critical skills for any game developer. Moving on, we'll focus on game assets. Ever wondered how to make your adventure games more engaging? Treasure chest are the answer. And they're not just for pirates. You'll learn the principles of pixel art, act creation while designing treasure chests that add mystery and allure to your games. Along the way, you'll grasp advanced techniques like color exaggeration and act weathering. But what's a treasure chest about sparkling gems and potent potions? You'll apply your newfound skills to design gems that practically glint off the screen. Plus, you'll learn how to create realistic potions using shading techniques and color replacement tools. Your end game collectibles will not just be items, but pieces of art. Characters are the heart of any game and we'll ensure yours are unforgettable. Whether you're aiming for a retro vibe or a modern flare. You'll learn how to draw characters that resonate with players, and we won't stop at static images. You also get a crash course in animating your characters in a sprite. Whether you're facing forward or viewed from the side, your characters will look the best at any angle and all within the constraints of pixel art dimensions. And to wrap it up, we'll extend the pixel art magic beyond the screen ever wanted to turn your real life photos into pixel art. We'll show you how by using an image of a dog provided in our resource pack. As an example, imagine turning your pet, your friends, or even a scenic view into pixel art sensations. We'll do exactly that in this course. Add sprite to your game artist's toolbox and let your portfolio stand out in new and exciting ways. 2. Understanding Pixel Art and Aseprite Basics: Hello everyone, and welcome to Pixel Art Boot Camp Complete Two D retro Game Masterclass. And this is the very first lesson, An Introduction to Pixel Art. In this section, I'm going to go over with you what pixel art is and more importantly for Tool, we're going to be using a sprite and what that is as well. What you're looking at here is a pixel art image of a duck. Pixel art, as the name suggests, is art made from tiny squares which form pixels, which are what you would see on your screen. Of course, these days, modern monitors have millions and millions of pixels. But if we go back to the Nintendo days, you will have far less resolution. And therefore, the art was much more restricted as to what it could actually make. Using the limited space and the limited resolution, people would have to make pixel art to form games. This has become a bit of a trend and people now use pixel art to make art. As you can see here, this is a very detailed piece and we also have something like this, very, very beautiful. And even back in the Haber Hotel days, we had something along these lines. Now, of course, people still make pixel art these days and even use the limitations of pixel art to create a more pleasing aesthetic. So here we can see they use less colors. We'll go over color palettes and what they can do for you later on in the next section. But the color palette would have been important because if we go back to the original game boy days, you would have only had four colors to work with. And of course, as time has gone by and more and more colors were available, pixel art was still used, even in the main line poker games, right up to fairly modern entries as well. Of course, with that being such an nostalgic feel, people have made pixel art games such as Eastwood here, of course, Celeste Undertail, and even Stardu Valley. These sorts of pixel art games, even to this day become very, very popular and are still popular in game development. With that in mind, I'm going to introduce you to Sprite. Now what you're looking at here is a brand new file. Now Sprite is ideal for making pixel art images and animation. And there are various tools you can actually use and I'm going to go over some of the basics with you. A lot of this will be familiar to anyone who's ever used even something as simple as paint back in the day. But there are some complexities that make it more accessible to pixel large users. If we look at, for example, on our left, we are presented with our color palette. These color palettes are varying and have different options depending on what you're going to go for. I will explain color palettes in a bit more detail in the next section. You also have the option here to change the color. You can, as you'd expect, make it darker and lighter as you go along. You can change this view. So you can actually use different colors. And you have the left and right, or the foreground and background. If you were to, for example, use this as a background color. You can therefore draw in one color with the left mouse and another in the right. Of course, you can ideally keep this transparent, and therefore you can effectively use it to edit out some mistakes. On top of this, we also have our rectangular selection tool, we can move things around. We have our circular or elliptical marquee tool selection tool, the lasso tool, polygon lasso tool, the magic one tool, please help us select. With that, we can move our drawing around. We can select it and delete it. We also have our eraser tool, our spray paint tool. We also have our eye dropper tool, which is very important to get what color was used. We have zooming in and out. And the hand tool, this helps us move around. Ideally if you're on a laptop, but ideally if you are using a mouse. You can also zoom in and out using the scroll wheel. And you can also hold the middle button to move around as well. We also have a paint pocket tool, which is ideal for, as you'd expect, filling up the background. We also have a gradient tool. Now a gradient tool, we'll take in what you've already drawn and turn it into a very nice, pretty gradient between what we've already got here. Say for example, let's just use our selection tool. Press delete, and go back to our gradient tool. We can make a very pretty purple to transparent. We also have our line tool, as you would expect. Now, if you hold shift, this will automatically snap to alignment. Or if we let go of shift, we can put a line in any angle. Of course, it's probably best practice to hold on to shift so that we don't get ugly lines like this. We also have a curve tool, you will find likely not going to be using that one very much as the line tool tends to be more accessible. We also have our shape tool. A lot of pixel art will be made up of different shapes and we'll want those different shapes to sometimes just be a perfect circle. Again, we can hold shift to make this a line or we can do any shape we want. We also have some contouring and polycontols as well as some jumbling and blurring. These ones, again, don't tend to come up too often. The majority of the tools we're going to be needing really will be our pencil and our line. Now with this in mind, when we are drawing, we can choose a different size. So we can have a slightly larger pencil here. Now we can use the option here, as well as changing to a square if we wish. It's easier to stick to a circle generally, I think for drawing, but that will be up to you. What you can do is you can hold the control key, the mouse wheel, and you can make the tool bigger or smaller this way as well. You also have up here your pixel perfect tool option. Now this is very handy when you are drawing because when you are, it will automatically get rid of the jagged lines that you can see there when it's unchecked. You don't want that? I will go over that in more detail in the next section as well. Now what you've got down here is your layer tool. Layers are very important for pixel art. You will often find when you're doing pixel art that you may need different layers depending on the image you're drawing some images, for example, this background. You may want it on different layers because you may want to adjust certain heights and certain levels without actually changing the rest of your drawing. You can also turn layers on and off. We also have a text tool which is available if you actually go in here and go to the insert Text option. However, pressing is a preferred shortcut, that would be a lot easier, but there are a lot of keyboard shortcuts. Generally speaking, it is good practice to get ahold of which ones are which. You can also adjust them in the Settings menu. We also have other options in here such as Bill, Stroke, Outline. These are all very useful tools as well. If we want to create a new layer, we go into layer, new layer. And then with that in mind, we can also order it, we can drag it up and down. Then for example, I were to draw something here. We have a tool which will allow us to outline this, which is through a shift. And we can also do a shift and R to replace the color. For example, if we have this color and we want to change it, this is where our background and fork come in. We can change that color again. There are a lot of tools and it will take some time. There is rotate, fill stroke, flip shift, transform, invert. There are a lot of different things that I would recommend you spend some time getting to know. I'm covering the very basics at the moment, but there are different tools we may come across in later lessons. And different tools such as, for example, how we see the background here. If we are doing a tiled background, we might want to change our view. We can show a lot of different things here, but what we can do is change that tiled mode. We can see what that looks like when it's tiled. Therefore, if we were to draw something, now we'll see what that would be looking like in that context. Is a little bit trippy, but a lot of fun. As I said, what I'm doing at the moment is just going over some of the tools. We also have a way of viewing, so for example, we have a tile set here of grass. With this in mind, we can actually use a grid view. If we go into view grid, this will help us, for example, if we're making a tile set, a platform, or a top down game. We'll need to understand the differences between where the different sections of that ground piece might end and turn into something else. In doing so, it's going to help to have that tiled view. Now in future versions of a sprite, they are planning on doing different tile set views as well. But in the meantime, this is a very useful asset for when we are viewing things. There is also, again, tiled mode symmetry options. And of course, we also have frames. Now the frames are very important for animation. If I show you here this level animation we've got, that's beautiful. But we also have the option to show onion skinning. Now for onion skinning, for those who don't know that, we click back here. We've also got this small option here. It will show the frame before and after. Get rid of that dots. It's intrusive. We can see the frames before and after as they come in. That helps us with animation as well. Of course, that doesn't actually stay when we export it. That's just for our reference. If we turn that off, it makes it easier to see where the animation is and was. We also have the option to label. If we have different frames for different parts of the animation, we can put tags on there. Say, for example, our first ten frames is the falling, and then last ten frames is the jumping. Therefore, we can just play this one over and over, this one over and over. That helps us, for example, if we have one large image with various different animations. And we can of course edit that and change that around as well as we go along. Again, a lot of this is just playing around with the tool, playing around with different options. We have different availability. And it's very, very useful to just look through the menus and see what sort of thing there is that you will end up finding very useful. You can't break anything, certainly give it a good go find different things you can play around with. For example, we've got our sprite and canvas size. Our sprite size, for example, that has just made it a lot bigger. Or our canvas size that will take in the actual and see where that clips away that has taken in the image and not resized it, simply resize the canvas around it. There's also things such as crop trim properties, color mode. There are a lot of things to look around with. And in the coming up lessons, I will go over different elements, different things you need to be aware of. And also I'll go over some of these tools in a bit more detail and how they will be implemented in the pilot that we're going to be drawing. This is your introduction to sprite. In the next section, I'm going to be showing you some hints tricks and color palette tips when you are using sprite. And then we'll go into some drawing and we'll show you how to get on with the trial tool itself. And how to apply what we've learned today into making some real Pixilart. 3. Lesson 2 Pixel Art Design Tips, Tricks, and Color Palettes: Hello everyone and welcome back to pixel art boot camp complete two D retro gain master class. Now in this lesson, Introduction to Pixilat, we've already covered in the first section what Pixelat is, what a sprite is, and how to get used to the tools. By now, I'm sure you're eager to get going and get starting on drawing some great pixelt. But before we do in this section I'm going to go over some hints tips and color palettes so that you need to be aware of what to do when you do start drawing. So by this point you'll be ready to start your first project. And you'll be ready to go into file new to start your new project. But when you do, you'll be confronted with this. Now this is the very first thing you'll see which is your new sprites, and you'll be asked to pick a size. Now the size varies depending on what you're actually going to be creating. Now, we don't want to make pixel art too big because the idea is it's a retro game, so you're going to be covering small spaces and putting as much information in there as you can. A lot of older pixel art games come from limitations in systems, and these days, more modern pixel art games replicate those limitations by using smaller sizes. When we look at things like the size here, it is usually good practice to go for a multiple of four, and it's usually good practice to go for quite a small size. I typically a multiple of eight, usually 16, 24, 32, but depending on what you're drawing, you can sometimes go for something a bit bigger. Now, you'll also be given the option to pick a color mode. Unless you actually want to do gray scale, it's not often an option you'll go for. Index will be just using the color options here, depending on your palette. And I'll go over palettes and a little bit more information soon. But generally speaking, we'll want to go for RGBA. Now, you can still pick a color palette using this option, and it's recommended you do stick to a color palette. However, this gives us just a little bit more leeway. If we wanted to add some other options as we go along, we would also generally recommend a transparent background. This is because if you are importing it into a game, you'll want that level of transparency, otherwise everything's going to look a little bit blocky. With that in mind, we'll go into our new pixel art animation or our new art piece. But before we do, we'll need to bear in mind what size we're choosing. So I did say generally a multiple of eight is a good thing to start from. But if you can see here, looking at older pixel art games, there is generally a variation in size going up to our big Street Fighter pieces and things like that, where they go up to about 100. But even at the lower end, good old faithful Pac Man was only 13 pixels tall. Even red from Pokemon Red, Pokemon red and blue even, and Super Mario classical 16 Zelda was 22, Mega Man 24. Generally, they are quite small pieces. And again, it's about using the limitation of that space and filling it up as best we can to portray as much information in a smaller space as possible. There are things we need to bear in mind when we're actually doing pixel up. First of all, choosing your light source. Now however you plan to draw your pixel up, it is always important to stick to the same light source. The reason being is consistency is the most important factor in your pixel art. I typically go for this kind of light source where you've got the dark on the bottom left and the lighter shading on the top right. If you choose a different style, that's totally fine. As I say, it's just about consistency. Now, it's also important to avoid jaggy lines when we go into our brush tool. As I would have shown you in the previous section, our pencil tool, we do have the pixel perfect option. For example, if we untick this, you can see that makes some really messy jaggy lines. If we tick this, that gets rid of that. Obviously there is a bit more to that. But jaggy lines, generally speaking, we want to avoid, unless you're going from that particular art style, it's quite a novel to do so. But as a good rule of thumb, I would try to avoid it also. And this is where it comes into color palettes. We want to limit the color palette we're using. We want to make sure that we're sticking to using as fewer colors as possible. Taking this screenshot for Mario, we can see here, we've got this with 44 colors, this is ten, this is four. Now generally speaking, I tend to pick quite a large color palette because I like a few shading options as I go along. However, a sprite does automatically have some color palettes mixed in here. And no matter what you choose, it's important to just stick to the Stam style. No matter what you do, it's always important to stick to consistency. Now if you want to have a look at some palettes and get some inspiration, there are various places across the Internet to go for. I would usually use low spec, Lowspec.com They have some good selections of palettes on here. They're completely free. Once you do have a color palette, if you were to go into one, for example, and download it, this one, by way of example, I will show you how to import that in. All we need to do is download it and then what we will do, I downloaded one earlier. I found here, which is called juice. When you download it, you see it comes across here just as a selection of colors. If we take this, we can drag it into a sprite, as you can see here, because we've imported it here, it will automatically fill up this color palette with the colors that we have here. Now once we have these colors, we can go in to our options and save it as a preset. This was called Juice 56. I'm going to keep that name and just call it juice 56. When I do that, we go into our presets. You'll see here juice 56 is a color palette selection. Say low spec is an excellent website. There are others available. But it's good to just have a look through. It's good to get some inspiration as you go along to see what can be made with these color palettes. Some people prefer to make a game boy look, for example, and in doing so, they will typically stick to four colors like this. Others want to go for a 16 bit or an eight bit, and they will use eight or 16 colors respectively. It's really up to you as to what you want to do, but it's just about finding that consistent style. It's also important to consider anti aliasing and lines lines. Generally speaking, we want them to be the same. Consistency services are one by one or a one by two. When it comes to doing curves, we don't want the curves to be to a point where they look jagged or off. We need to make sure that they are here. For example, we've got four, then we've got three, and we've got 2211223. Or you see it goes reducing the width as the shaped curves and then expanding the width again. Then if we wanted to, we can add some anti aliasing to give it a softer rounded effect. The anti aliasing would generally go on the side of objects just to make a curve or a sort of half pixel. Because if we want something to look as though it's out of place slightly, so it curves slightly without it being very, very clear, without it being very, very clear cut, we can use some in between colors, some slightly darker colors to make that effect. In later lessons, I'll start drawing things for you and you can follow along. And in those lessons, I'll explain antialiasing in a bit more detail and you can follow along. But here we go, for example, we can see an uneven line and an uneven curve. Generally speaking, that's what we want to avoid. So with that in mind, as I said, consistency, style and outline, for example, is important. So these are some images from different games I have made. Each of them have different styles. You see here, this has got one outline and it's a darker color to what we've used in this one. We've gone for no outline. You can see the anti list and elect slightly here on the tiles. But we have also gone for a thicker, darker shade. In this one we've gone for a double outline. And that's consistent across various elements of the actual game itself. And I've tried these different styles across different games, each with varying levels of success, and each with varying levels of style. Again, it doesn't necessarily matter what style you choose. As long as you choose consistency, that's what's going to stand out. With that covered, you've now had an introduction to Pixel. You've now had an introduction to some hints, trips, and palettes as you go along. And you've also been introduced to the various tools that we've covered over in the first section. With that in mind, our next lesson we're going to start drawing, so stay tuned for that. 4. Crafting Simple Patterned Pixel Art Backgrounds: Hello everyone and welcome back to Pixel Art Boot Camp complete Two D Retro game Master class. Now in this lesson, backgrounds, I'm going to be teaching you, as the name suggests, how to draw some backgrounds. Initially, we're going to cover some patented backgrounds. These are very useful if you are having, for example, a puzzle game and you want the background to be nice and simple so it doesn't get in the way. Or if we're doing something like an options menu, where you might want some different options. And like a score screen or something where you don't want the background to be too intrusive in this sort of situation. A patent background is a good way to have something going on that's not too involved, but also keeps the game vibrant and keeps it looking exciting. And then what we'll do in the next section is we'll show you how to do parallax backgrounds for more in game and involved sections, but we'll start with patent backgrounds. Now in this example, I've got a 64 by 64 canvas here. I'm going to go for the dual color palette. The reason I'm going to go for this one is because we have different shades. And different shades are going to come in very useful. For example, we can take our line tool here, which we use a keyboard chalk cut L, and we're going to draw a line. Now we want to go for somewhere in the middle like this. If we hold shift, we'll draw a one by one pattern. As you can see. That then fills in quite nicely and we can start filling out this pattern. It all looks nice and symmetrical. Now the thing is we want to check if this actually lines up. Now if I use G, which is the fill tool here, the paint bucket, we can fill this up. And then we can select a darker shade to fill in the background that might look like a nice lined background, but we'll see if that lines up by going into view. If we go into view and we check out grid, grid, tiled mode, we'll want to tile in both axis. As you can see here, we have a slight problem because this doesn't line up. If we were to do this so that it lines up, we'll need to be a bit more careful. I'm going to take the existing line we already have here, and I'm going to just complete this gap. When I do that, you can see this lines up quite nicely. Now, we might want to also take this and take it into a different direction. For example, if we take it across here, then we might want to also go a bit further along and make a nice grid pattern this way. In doing so, when we fill in the gaps, we can see here fill in all the gaps. This makes a nice little checkerboard. Now this is a little uneven, but it is a pattern background. I'm going to get rid of this though, and we can start doing some different patterns. These background pieces, these are automatically here for 16 by 16. These give us a good guideline so we can get an idea as to how much space we're taking up. If we take, for example, a line piece like this, we do a line here. We want to get the outline first. It's always important to get the outline before we start drawing because that gives us a better understanding as to how much space we're going to take up before we do in all the shading. It also gives us a good idea about what sort of shape it makes it easier to adjust as well, because we are going to need to make some adjustments as we go along. If you have the full shading and everything, that's going to be significantly harder to do if we take this pattern. Now what we can do is we can fill this in. And it'll be a bit more even now with the line pattern here. Because we're doing a view in all angles, we're viewing in all axis, we can see that all line up. And we can then use our paint bucket and fill it in as we go along. Then again, we'll use a slightly darker shade, and again, we'll fill that in. And then we have ourselves a nice pasting background. Equally, we can do checkerboards. Checkerboards are a nice one, especially if you get them moving at a pace. For example, if we get them moving up or downwards or something along those lines, it can create a nice checkerboard effect. What we can do here is, unless we do have our grid where we had our grid earlier, we set this to 16 by 16. It will automatically, if you double click select if you hold Shift while you're doing your selection. So your selection tool is M. If you click this area, it will automatically select that square. We can double click that, We can hold shift and double click again. This then selects everything that we collect here. And that will actually automatically select a nice grid that we can then use our paint bucket to fill in. Once we've done that, we can do control D to D select and then we can fill in this with a darker pattern. Now if we don't have our grid tool, it will automatically select at 16 by 16. But for example, if we had a larger one by 32 by 32, then it will select the whole grid piece. But by default, it will be 16 by 16. We turn a grid off for now. If we go into view and we turn the show grid option off, we'll see we've got a nice patterned background and we'll take that and we'll also draw, for example, a circular background. For this one, I'm going to draw a circle first. Again, it's important to get the outline. And then we'll fill it in. Let's say, for example, with our circle to here, that is ellipse circle. Same thing. We can draw ourselves a nice circle because we're going to go for a slightly darker shade. I'm first going to copy this circle. Actually, before I do, I'll show you what I'm going to do. We're going to do some anti aliasing. Anti aliasing gives the circle a slightly more faded in effect, so it doesn't just look too obvious. And it blends it into the background a bit better. Might not look like that now, but when I fill this in in the background, I'll select a 32 by 32 there from the grid settings. If I use the selection tool and fill that in, you can see that fills in a lot nicer and it looks a little bit more naturally blended in. If we take that now we'll copy this. That's control C, control V. We can past that along here. We can do the same again. We can create a nice pattern. And we can shift, we hold shift. When we're copying and pasting it will automatically go across as a line. But I copy and paste and mend it. As you can see where that keeps this straight holding shift will make sure that we're not going who and it's all out of place. Then if we fill in the remaining colors with the dark pattern here as well, we have ourselves a nice circular pattern. With that in mind, there are different patterns we can use. As I say, if you're creating something like a puzzle game or an options menu, that's going to make it a lot easier. If we go back now and take it off of tiled mode, we can see we've got our options menu there. That'll go quite nicely. Obviously, I've made that very small just to fit in for way of example, but that'll go in quite nicely with our pattern background. So for example, we had, going back to our previous one that will blend in quite nicely. Now of course, the pattern background is all well and good for an option or a title screen, or wherever we might want to use it. But we are going to also show you how to do some parallax backgrounds. Some parallax backgrounds, for example, would be something like this, where you have different layers making up a different parallax back and different speeds, and that adds a real interesting sense to them. For example, something like this where you've got a forest scene and we're all scrolling along. Or something like this where we've got a mountain scene, we've got the background here, and we're all going at different paces that will be shown in the next section. And we'll start creating our own parallax backgrounds. I'll see you in the next section for that. 5. Designing Parallax Backgrounds in Pixel Art: Hello everyone and welcome back to Pixel Art Boot Camp Complete Two D Retro game Master class. In this lesson backgrounds, we're going to be covering parallax or scrolling backgrounds such as these. Now parallax or scrolling backgrounds are backgrounds that are made of layers, which move at different paces to give a sense of depth to your game. Now they can come in all shapes and sizes, such as this example here where we've got different layers making up different parts of the background. And what will happen is they'll scroll at different paces to give a sense of this depth. And what we want to do is keep them as simple as possible so that they don't obstruct people playing the actual game itself. So we're going to form this with layers, which I'm going to show you how to do. If we keep the width at 64, what I'm going to do is set the height to 160. That's the original height of a Game Boy Advanced resolution. Of course, it's really up to you. I would try and match this with the actual, the actual height of the game you're creating. But what we're going to do, again, we're going to rely on our good old dual color palette. But as it's always down to consistency, it's really up to you as to what one you use as long as it remains consistent. If we use this particular shave, for example, we'll use our background tool, our gradient background. And we'll make a nice bright daytime scene that on its own, doesn't look like much. But what we're going to do is start adding layers. So we're going to name this one by double clicking it, Background. And then we're going to start with our first layer. We'll add a new layer in our layer tools. We'll go to layer new, and we'll just keep us as layer one. What we'll do is start with this particular color here and we're going to make a city silhouette. We're going to use our line tool for this. And what we're going to do, actually rather than this, we'll go with a darker color and we'll build our way up. Now to use a city background, we want to keep things for shape, we want to keep fairly consistent. So we're just going to make some lines and we're just going to them stand out here. We're going to make some city like buildings. Now what we want to do is, ideally we want to make sure this all loops around. Now the way we're going to do this, if I show you this for example here, we're going to notice a slight problem. Because if we go to view, now we're going to go to tiled mode. Unlike the last section which was in both axis, we're just going to do this in the y axis. You can see it doesn't line up. Now if we keep our secondary color a mask, we can use it to right click and delete and correct. Then what we can do is if we use the paint bucket tool, a short cut, we can fill that in. And we can see here we're starting to get a nice city pattern. Now what we can do as well, if we go into Sprite and go for our canvas size, we can make this a little bit bigger. Then what we can do if we copy across our background, we want that to be consistent. We'll copy that across. Of course, where it's layered across, it might not all fit in straight away. But there we go, and we'll go back up by pressing up onto our first layer and we can start making some more building shapes. We can try and be a bit snazzy with this. We'll make it a bit different in shape. Obviously the main thing is to keep the colors quite simple because we want it to all very much blend into the background. Because this is our background piece, it's very important that we don't overshadow what's going to be going on in the foreground. We're making ourselves a nice city background here, That's our first layer. We'll go and do the same again and go to new layer, and we'll choose a slightly lighter color. What we'll do is we'll take our rectangle tool and we'll fill in some of the gap here. Now that's going to look a bit peculiar, but if we start drawing our next layer of city buildings, what we can do now, again, we'll start, we'll go for some simple shapes, and then we'll also go for something a bit different as well. We want it to be maybe a bit of a neo futuristicytyle city. The way we're going to do this is just by making some random shapes here. We'll start experimenting as we go along. Now obviously it's up to you as to how you want to do this. There are different patterns you can do as well. What we're doing, like I say, is just getting the outline to begin with, so it doesn't matter if our lines are a little bit off because we'll be filling this in later. But we just want the outline to begin with. And we want it to be quite interesting. We want it to be quite futuristic, but we're sticking to mono colors because we don't want to overshadow the actual gameplay. So we're going for a nice weirdly shaped future sticky building. Actually, I think that one might look a little too odd, so I'm going to make that line a little bit less steep, less severe. So we can actually imagine it being an actual building. Although if you've ever seen the London skyline, there are some very weird shaped buildings there. And as I say, it's down to you and it's down to experimentation as to how you want to implement this. We're going to put maybe a few lines across here, so it all looks a bit woven in, a bit interconnected. Now this overshadows the last layer. So what we can do here is reorganize it by selecting it and moving it down. And in doing so, you can see here, it's part of the background now, it's still quite high up. So if we hold shift and what we're doing is using our selection tool, which is selecting the entire layer holding shift and then down and map moves it down significantly so that it blends in a bit nicer. So you can see now this one would move in, obviously it's not going to do that here, but we can save these layers separately and then they will be separate parts of the image when we import it into our game. And lastly, we're going to go for layer three. With this one, we're going to go again, a slightly lighter shade. And we're going to start by filling up the scene so that it overlaps. And then we can start putting in our city shapes again. We're going to move it down slightly because we don't want it to overshadow too much. And then we can start, just as we did before, with some creative lines here to make it all look like it's part of the same building. Make it's all part of the same scene. And then when we program it into our game, we're going to have some different shapes and different layers in the background so they all scroll at different paces. And that's going to give it a much needed sense of depth. Now we don't have to do this for city, we can do it for any manner of things as I've shown you in the example in the beginning, we can do a jungle scene, a mountain scene. It's really down to what you're building and how best you can actually create that in your game. But it's very important as a tool to give it a bit of sense of life. So let's color these ones in and see how that looks. Again, it's quite futuristic now. We'll move this layer down as well and we can see it again. It's still slightly high up, so using our M select, we're going to take that, we're going to move it down slightly. Then we have a interesting background scene. What we're going to do now is export these as separate layers. First things first, we're going to save it. Now what we're going to do is save this as city background, and we're going to save that as an sprite format, just in case we ever need to go back and edit it. Now we'll turn all our layers invisible and take the first one background. What we can do is export that as a PNG, we'll call that 11. Now we need to make sure the layers only visible layers selected. We can save that. Then we can do the same with this layer city background two and 3.4 accordingly. Then of course, when we do put it into our game, it's going to look all the better for actually scrolling at different paces. And that's going to fit the scene very nicely. If I do that and put this one here, 123.4 in such a way, then what we can do is, as you see here, our separate pieces will make our background, we can actually put them together. And I will show you how to do that when we actually develop games. But in the meantime, I'll show you what it looks like. There we go. As we can see, that is all put together nicely and we've got a sense of depth with different scrolling backgrounds, at different speeds. And that's going to cover the background portion of the section. What we're going to do next is cover some things to actually put into the game. In game, items, characters, tile sets. All of that still to look forward to, but in the meantime, this has been backgrounds. 6. Lesson 5 – How to Create Tilesets for Pixel Art Games: Hello everyone and welcome to Pixel Art Boot Camp Complete Two D Retro Game Master class. In this lesson, we're going to be looking at tile sets. Now tile sets are a very important part of any game. What I'm showing you on screen now is generally the pieces that make up a tile set. We can go more complex than this by using a larger tile set such as this one. What we can find is when we make these tile sets with the assets we create with the ground pieces, we can actually use them to tie together to make our world in the retro game world that we're creating. We can actually make an environment using these simple tile sets. And they'll actually look more complex and more whole and complete as part of the game itself. So I'm going to be showing you today something along these sorts of lines where we're going to create a very simple ground based tile set that we can use in things like platform games. Now in this one I'm going to be making a tile, a sprite out of 96 by 80. The reason we're doing this is because what we're going to need to do, we go into our view option here, is engage for grid setting, because we're going to put this as 16 by 16, because each individual tile is going to be 16 by 16. And when that comes together, that's going to form tile set. Now I am going to change to the dual color set. Again, the reason I like this one is because we've got different colors and different shading options. It's really up to you as to which tile set you use, but as always, it's down to consistency. The first thing we're going to create is our plan tile on its own. Now that's a one by one piece, which we're going to put here. Of course, we can always move it around later. We're going to just create a very simple ground piece. We're using our line tool here just to get some formation going. We must remember to keep it within this grid piece. What we're going to do is once we get to the top, I've gone a little over there, but we can delete that. We can actually then create the ground itself. And what we might want to do just to give it a bit of added depth, is put some extra space here on the side so that the grass can overflow a little. We can use this to create a pattern. Now this is quite high up, I'm going to move it down a little, but we're going to move down now. And we're going to create a bit of a ground piece here. We can change the style, we can mix it up, how we go. As I say, the main thing is the consistency in style. I've done the lighting in the examples previously where I've done them just going to change to purple. Actually I'm going to use shift R to color replace. What we're going to do is get the outline going first and then we're going to start filling it in with the details. We're going to use darker in the bottom left and lighter in the top right. This is what we've done in the past to keep it consistent, and we're going to do that again here. Once we've got this, we can start putting in some patterns. It's just about making sure, because what we want to do is make this loop. When we put it together, we want it all to link together quite nicely. Now I'm going to show you how to do that using the similar tools that we used when we're creating the parallax backgrounds. But I'll show you how to do that once I've created the original piece. Here we're going for a very simple pattern. This on its own, won't be much of a problem because this tile set in particular is going to stand as an individual piece. But when we make for larger sums of pieces, we want that to stand out. Also, when it comes to things like lighting, we have to remember, if this glass is overlapping here, then it's going to create a shadow underneath. And we need to reflect that in the shading that we do here. What we'll do is we'll fill this in a lighter color so that we have a middle shade to go in the middle and we can put that in. We've started forming a small ground piece. That ground piece on its own is all well and good, but if we take this and just put a new 16, 16 piece in here, you'll find if we do change the view and we put that to the tiled mode, if we put that together, that's going to look quite ugly as a tile set because it's a one by one piece. If we want a bigger piece of wall, we want that to stand out and seamlessly fit together. All we can do now is take what we've already made and duplicate it. And what we can start doing is filling in the details. If we start going with a longer piece like this, this will then change it so that what we're actually doing is we're making a longer piece here. We just carry along this pattern. We can duplicate this and overlay it like this, going to get a very similar pattern. Now that doesn't quite look the same level of consistency. What we might do is change this piece here. Afterwards, we want, as I say, the main thing to be consistency. If we start changing this pattern now we can actually see this goes together a bit more seamlessly and we can start copying this across. We want to alter blending quite nicely to take slightly larger chunkter, It'll be a bit quicker to copy and paste the pattern across. As you can see, that is coming together quite nicely and that will go together quite seamlessly. Now if I were to take this piece, for example, if we forget what we've got here, we'll change this style mode back to just the x axis we can see now. That goes across quite seamlessly. Now with this in mind, I'm going to take this and paste it over what we've already got. If I delete this, I will copy and paste this on here. But I'm going to delete one part of this, and I'm going to copy this bit instead. The reason I'm going to do that is because you can see that actually goes together nicely for the singular piece on its own and the pattern remains consistent. Now we're going to have a similar thing with it going downwards. So we're going to, again, copy it across. What we're going to do this time is take this and move it down. Then it's, again, just a case repeating the pattern we're using, our selection tool, which is M, and we're copying and pasting, as I say, it's just about making sure the pattern flows seamlessly and keeping this consistency as we go. Now, a lot of this will be just copying and pasting our existing pattern, but as we're developing it along, we'll see that it goes together quite nicely. Then as long as we keep that pattern, we can apply it to different elements as well. So you see that doesn't quite match up. The reason being, I've pasted this slightly incorrectly. We're going to fix that by moving that back up and we're going to copy the pattern down. As I say, it's about keeping the pattern seamless and consistent. Now we've got our length pieces. So if we take this one for example, this is just a test and make sure it works. I change the tiled mode and put it into the y axis. We can see no matter how long this piece is, it will tile together seamlessly, and that's what we want. Finally, we'll take the same thing we've learned before and we'll just copy across a larger piece here. If I take this and move it up, we're going to, again, go for the same level of patterns, but we're going to make sure that the pattern is seamless, and we're going to make sure this creates some larger pieces here as well. If I move that over here, and again, like I say, it's a lot of copying and pasting, but it's about making sure that the pattern is seamless and lines up, and that's what we want more than anything. We can see here, this doesn't quite line up. Where we've got a similar pattern. It's not too difficult to replicate and it's not too difficult to move it across. It's mostly down to making sure the pattern lines up. And we can apply this to any sort of game we're making any sort of pattern and indeed any sort of tile set. Now as you're watching this, we're using version 1.2 0.40 they are working on, which I believe will be in a later version of Aprite, a tile set view, which will be quite interesting as you should be able to see it come to life and experiment with your tile set a bit more in a live situation. But for the time being, this grid format very much helps us. So we can actually see how this lines up in the grid when we apply it to our games. This is a very simple one, but feel free to experiment and add some different elements to it. And we will have a complete tile set there where the pattern lines up Again, if we take this middle piece and we can see we put the tile onto both modes, both axis, that is a lined up pattern that goes in quite nicely. We can also take this for example, and apply a slightly darker shade. Now I'll show you why we might want to do this. If I take M the selection tool and highlight just this area, we can use our color replace by using the Dropper tool, which is compressing this, and using the right click to make a darker shade, to select a darker shade. And then shift R to replace the color. And we can do the same to this one. I'll show you why we might want to do that in a later scene. But first of all, there we have a very simple tile set. Now looking back on the images we had earlier, we might want to apply different elements, different tools to different scenarios. But this will cover a very basic tile set. And we can then of course, change it to different needs within the game, should we need to add different areas as we go along. But let's see how this looks when we apply it in game. You can see a practical application of the tile set that we've just made using the background that we made in the last lesson with this tile set, we can see it's greater than some of its parts by forming together a real life application for, in this case, what's turning out to be a cquircularor platform game. But there may be some different elements we can use. If we consider, for example, top down tile sets. They're going to look a little bit different because these are side facings and we're looking straight on. In classic RBG's such as Pokemon, we need to consider different tile sets such as what we're looking at here, which is a grassy tile set which has a top down perspective, where you've got different elements of grass and water that go into a different effect. So we can imagine that as a top down perspective and we can tie these together to form thicker grass patches here or perhaps lighter grass patches. There are different elements to consider depending on what your task set needs and very different experiments and different ways you can play around with it. But generally speaking, the main things to consider as always, is consistency. But in this case, making sure that they align so much so that they will loop together and not look out of place. And that you've got all the pieces you require, all the different end pieces here, all the different lengths and widths that you need to consider. And in doing so, you will create a tile set. This is a very simple one, but there are different expansions we can do. And we do so as I say, by remembering to use the grid settings. Now I view 16 by 16, but depends on the size you're making. And with that, you can put together your tile set. In the next lesson, we're going to cover different things we can actually put into our games, such as in game items. And we're going to look into character development in later lessons as well. Now that we've built a scene, we can start filling it up and make our retro game. 7. Crafting Pixel Art Treasure Chests for RPGs: Hello everyone and welcome back to pixel art boot camp complete Two D retro game master class. In this lesson we're going to be covering in game items specifically. In this section we're going to be drawing something. You find all the in game items in a treasure chest. The treasure chests are quite fun to draw. They're quite easy to draw as well. There's a lot of different varieties in which you can do. We're going to be starting with a new file. I'm going to be putting this one at 32, 32. I'm going to be using RGBA color, something I would recommend because even though we want to stick to a color palette, we do occasionally want to change things up. We'll keep it on RGBA for now and we'll go for 32 by 32. As you can see, this is our blank canvas. What we'll do is we'll use the dual color palette. Now the reason I like the dual color palette is because there is a lot of different options here, a lot of different variety and shading. We're not necessarily going to use all the colors, but it gives us enough in our toolkit that we have some variety. The first things we're going to do is we're going to get ourselves an outline of the treasure chest. Now the outline could work in different ways, but I'm going to go for a slightly different look. I'm going to go for one that's got a bit of a gold trim to it. And I'm going to do this as a two by two trim, so it looks like quite a big obvious gold trim. That's the kind of look we're going for. We're also going to go for around a sort of top down perspective. We're looking at the top of the treasure chest here. We're going to run this one up to about this level, possibly a bit less. The main thing is it's just about experimenting as you go. What we're going to do as well, you see here this second color, we're going to put this to mask. The reason being is that is our right hand click. If we go onto right click, we can delete as we go along. That way we can keep it updated. Let's go for a gold trim looking like this. So we've got a small gap in between. This can be then where the wooden treasure chest part is. This is going to be forming the outline of our treasure chest. Now, before we start with shading, we're going to put the colors in. If we go for this color again, we can change it as we go along. But for now, we just want to get a perspective of what it's going to look like. Here we go. And we can see that is starting to look more and more like a treasure chest now, which is great. We'll go for a slightly darker color on the outside again, it always comes down to consistency. So when we talk about consistency with pixel art, we always want to make sure we've got the shading in the right place or we want to make sure that we've got the lighting in the right place as well. We want to go for the same style. The reason being, if we do different styles, is just no matter how good the pixel art is, it's going to look out of place and it's going to look choppy. No matter what we're doing, we're always doing the same style in this case. Because we're going for a wooden treasure chest. I'm going to be adding a little bit of a rough edge around the shading. This is because treasure chests are very rarely spick and span and spotless as it were. So we're going to add a little D and some dots around here. It's quite an easy way to make this effect. Again, I'm just going to change the index slightly so that we can incorporate some different colors. Mix of match. Again, it's just about playing around and experimenting and seeing how it looks. So we've got the darker color. Let's go for now the lighter color. And again, we're going to go for a slightly rough around the edges. Look, we just want some slight edging around here. Just so it doesn't look too out of place and it doesn't look too spick and span, because you wouldn't want a treasure chest that looks like that. Realistically, treasure chests tend to be a little bit beaten up. It's that wooden effect around it. Going for some slightly spaced out shading with some dots and dashes here, that's how we achieve a spaced out look what we're also going to do, we're going to add some lighting effects to our outline here. We're going to go for a slightly darker color in the color palette. And we're going to fill this in that will appear as though it's the lid. And we're going to do just again. The bottom left hand side is going to be where the darker colors live, the lights. We can put some shading in as well, so we can put a little bit of shine to it, make it look all inviting and nice and exciting. You can see we can put some shading effects here. This is just going to make it look like it's got a bit of a gold lining to it. To look appealing for the players when they bump into it. Obviously, we're imagining this is if it's in a game. So we're going to make this look nice and inviting for the players. Now obviously, on its own, sure, that's a chest, but it's not really much of a treasure chest. What we're actually missing is the lock in the middle. We'll start a new layer now. And this layer is going to be our lock. Now the lock itself is we're going to put it as a silver color. We need to check and play around with the colors to make sure that it does look like it stands out without being too, without being too obvious. In the fact that in some cases, we want it to be a lock. But we don't want to look too realistic. We want it to stick in with that sort of game feel. If we look at the way games portray things like locks things, it's very clear that it's not realistic. You know, you get those circles with the dashes on the end. That's not how a real lock looks. So we're not going for realism here, we're going for game art. And the idea is to put as much information into a small a space as possible. So that's why we're going for this sort of look, this again. We can play around with it. We can go for a different style. We can go for something that looks almost like a lock. But again, it's something that just needs to be clear. It needs to put the message across to the players. This is locked without it being clearly a lock, because we can't draw a very realistic block with the limited amount of space that we have. What you can see I've done here is I've put a slightly darker shading actually on the bottom of this. That actually seems to not look right because we want it to be the other way around. We want a lighter shading at the bottom. The reason we want a lighter shading at the bottom is because up until this point we've used dark here. So this is an inverse of the colors. That's going to therefore make it look more like. That's where you'd put the key, that now looks more like a proper lock. What we're also going to do is use some darker colors. As you can see, that doesn't look quite right. So we're going to stick to block colors, but we will color in the edges to give it a bit more of a rounded shape. We're going to use darker color on the edges here. And that's going to be a aliasing effect that makes it look a little bit more rounded. Softer edges is the same as what we've done here with this padlock here, that there is our padlock, and on top of that, our treasure chest. Now the reason we did this on a separate layer is because we can move this around a little bit because that was a bit high up there, you see it didn't quite fit in. Also, we can then save it as a separate image if we wanted to. For example, if we were to do Alt to get a new frame, we can just have the treasure chest lock and just have the chest on its own. Now the reason we might want to do that is because at some point in game, you might run into this treasure chest and you might want the lock as a separate image to sit on top so that as a bit of an effect, it can do this off goes the lock. And then it could open up the treasure chest. Just by way of example, when we save this, we're going to save as, going to save this as treasure chest. But we're going to keep pre format so that we do have these two separate layers. When we export it as a PNG, it will combine the layers together. But if we keep a sprite file, that way we have the two separate layers so that in future, if we did want to, we can always save them as separate images for when your player runs into them. We're going to export that now. Treasure chest PNG as you see there, it will format so it'll all be one image. But that's fine. That's what we want for now. Now if we look into our treasure chest, we have a lovely image here, and that is our treasure chest. Join us in the next segment, in the next section, where we can actually start drawing things that will go into the treasure chest. So things like potions, gemstones, all the sorts of things you expect in a game. That'll be in our next section. 8. Lesson 7 Creating Collectable Gems in Pixel Art Games: Hello everyone, and welcome back to Pixel Art Boot Camp Complete Two D Retro game Masterclass. In the last section of this lesson in game items, we drew a treasure chest. So in this section we're going to draw some gems to go inside the treasure chest. Now the treasure chest itself we drew was 32, 32 pixels. So we're going to go by a little bit smaller and go for 24, 24, so that it looks like they fit into the treasure chest. So as you can see here, we've got our canvas and just as before, we're going to go for the dual color set. Again, the reason I like the dual color set is because it's got a decent amount of colors and shading options for each. But as you start to draw your own, I would recommend different color sets depending on what you prefer and also depending on what fits your game style best. The main thing, as it always is, is consistency. To begin with, we're going to start by drawing a gem and we're going to draw a few different varieties today. The main thing we need to do to begin with though, is draw the outline. What I'm going to do here is start by drawing a line like this. In fact, I'm going to make that a little bit bigger. We're going to draw a diagonal line like this. If we keep our mask transparent, that's the most important part for the outline. And we're going to select all of this using our selectal and control C to copy. Then what we're going to do is just rotate 90 degrees, paste. And we're going to do the same again. Rotate, paste. There we go. And then we're going to copy, and we're going to do a vertical flip and paste. There we go, that has got ourselves a consistent outline. And now we're going to fill in the gaps here and start to draw ourselves a gem. Now the gem, of course, can be different shapes and sizes. I'm going to show you a few different shapes that we can work with, but as you do draw a bit more, you can just practice different styles and different shapes as well. This one is going to be a octagonal shape and we're going to connect it in the middle here. It all looks like it's part of the same emerald, I suppose once we connect this, that is going to be our basic outline. Now because it's a gem, we want to have a lot of nice pretty shading effects on this one. So the first thing we're going to do is, as we always have done, we will keep the darker colors at the bottom left and the lighter colors on the top right. We're going to cycle through our different shades here, which we've got as part of a dual colors palette and go lighter here. Now that's a good start, but what we want to do is take the darkest shade color and actually move up one when we move our colors up, when we move our shading up here, we're going to use a lighter shade as we move the gem. The reason being is that's going to stand out a little more and make it look more like a sort of shiny gem with different shading effects. And that's going to make it all the better for when we have our finished product that covers the outline. And now we will start to apply the actual shading. So if we take the middle, for example, and we'll start with the darker colors, and we'll just do a singular line just along the bottom here. We'll also do the same for this section, and it's just down to, again, playing around with it. A bit of experimentation to see what looks best. We're going to take the lighter color and again, just one shade darker just to apply a darker tone here to make the lighter part stand out. But now here comes the fun part, because we're going to put not only a lighter shade on these bits, but we're also going to do a bit of a sparkly effect. And that's really going to make it look more like it stands out as a gem rather than just a plain object in of itself. The reason we wanted to stand out as part of a gem and gather all sorts of sparkly effects is because it's something that your player wants to collect in game. It's something that they really want to go for. We want to make that point very clear. What we're going to do is take our lighter shade. What we can actually do here, if we have our line tool, which is three of a keyboard shortcut L, we hold shift, it actually creates a diagonal line like this. This actually creates then, some sparkly shine effects that actually look a bit more appealing than just as if it were on its own. We can also apply this for further up here as we go along. We can also apply it to different parts of the effect. So we can take a lighter color even though it's a darker outline. We can take the lighter color here and we can really make it sort of stand out as part of the shining effect. So it really sort of looks like an appealing gem that people want to collect. What we're also going to do is adding a few little specs, a few little dots just to again make it all the more shiny. And then we have a nice collectible, shiny gem. We can also, in game, add some shiny effects to it, but that will be part of the actual game itself. Now that adds a nice effect what we're going to do next, so I'll show you another one is if we go for alt B. Now the reason we do alt B is that creates a new blank frame. If we do Alt, that just copies the existing frame. We want a new one. Again, the same as before. We'll start with the outline. In this case, we're going to go for a gem. Now we're going to do this again using our line tool. And we're going to start drawing as now you can see that's a little bit inconsistent. And as we know, consistency is the most important part. We're going to just make sure these lines are even yet that lines up and we're going to the draw it across down here. Now this is going to be a little bit of a cross cross there, but we can delete that. Therefore, it looks very, very nicely spaced out with the gem as well. We can also do it lines up in the middle and we can also put it in the middle here. These lines, even though they are just a little bit skewerth, they're not straight or diagonal. It's all part of the effect. Again, when we fill it in, we're going to remember darker colors on this side and we're going to lighten the color as we go further. Right again, this adds a nice sparkly effect to it. And we're going to do the same as we did before with the outline. We're going to go for a slightly darker color, but not the same color outline. Again, this makes it stand out a little bit more, makes it look a bit more desirable, a bit more shiny, a bit more precious, rather than just one simple object. The way we do this is we take the colors. We can use our color tool, actually our color eyedrop tool, which is the eye drop ital here. We can see this is the darker color. We can actually take that and apply it to the shading here. Again, same as before. We're going to go for a shading on the bottom left, and then we're going to go for a slightly darker color and a slightly lighter color then, or the top right. Again, this makes it stand out a little bit more. This also keeps it consistent because the star is consistent. That's the main thing we want to keep here. We're going to go for this color here, add a little bit of shading. Then what we're also going to do is add a lighter color onto the top right. We can see here, this is the slightly lighter color of the next one up and we're going to apply that to the top corner of the outline as we go along. What we'll do, same as before, is we will add some sparkly effects just to make it look all the more appealing as part of the game. Again, going to go of shading. If we go for, in the middle here, some lighter effects. We can just do these around. It doesn't necessarily matter exactly where they are, as long as it stands out that they are nice and sparkly. And it adds that sparkly effect to it to make it look like a desirable object that people want in the game. Again, it's all about consistency. It's about making sure no matter what way we do it, we just keep to the same style. Again, we can add some dots to some lighter spects. We're going to keep the lighter specs more on the top right side as though the light was shining down on the top right hand side of it. And then we have a nice gem to go with our emerald. Then finally, if we go again Alt B for a new frame, we'll go for like a ruby. This time what we'll do here is going to go for a.in the middle. And the reason I'm going to do this is if I go for keyboard selection, which is our select tool here, our rectangular, well, Markey tool, our selection tool. If we select the space to the left, we can see on the bottom right that that is 11 pixels across. You see that. There we go here. That is also 11 pixels across. We want to make sure that it's in the middle and it lines up quite nicely. Now if we hold shift in our line tool, we can see it also creates a two by one shape. A two by one line. Which is, it's very useful in isymmetric art, but it's also useful for making a Ruby shape, which is what we want to go for here. Again, just like before, we want to make the outline first, and then we'll start working on the shading in the middle. We've got our nice outline here, and we're going to go for a ruby shape. Again, it's all about consistency. It's all about even colors. We'll go for some darker colors in the bottom. Slightly lighter one here, and then an even lighter one on the top. Now what we can do with this, same as before, is we can take the darker shades of a bottom portion. And that way it'll all look consistent with the lighting. And then we can add the lighter effects afterwards. But before we do, just as we did before, we're going to also take a lighter color onto the actual shading. This way it stands out a bit. Now if we do this with just the one shade down, it does look a little bit out of place. But what we can do, as I say, is we can do a bit of trial and error and see what works best. That's what it's mostly about when it comes to pixel trying a few things out. Seeing what works best, seeing what looks best. And we can go from there. I'm going to add the shading and we're just going to carry it on a little bit just so it doesn't look too much like it's washed out. We want it to still be very clear as to what it is. We'll take the lighter color here and apply it for the shading, slightly darker than the. Lightest, but we'll have one shade darker for each section or the shading. Then again, we'll take the lighter color and we'll go for a sparkly effect on this side. Same with the middle here. We'll go for a slightly lighter color for the shading in the middle here. Again with the darker side, we'll also go for just one shade lighter. And that'll add some nice sparkly effects. They'll make the gem really pop and stand out. And something that the players all want to collect. As I say, it is all about trial and error. You may find you want slightly less shading, slightly more shading. It's about finding your own style and finding a style that works best for the game you're trying to create. Here we look at other pixelar style games. Some of them do use a much more thicker shading, thicker outline. Some of them don't, some of them use very block colors that seems to be popular some places now, it's really just down to finding out what style is going to suit you best. But then we have a nice sparkly gem here. I'll add a couple of sparkles on this side as well. Not too many, just because we want to make sure that it looks consistent, that the light is from the top right hand side. And now you can see here we have three different styles of gems. And we can save these if we go to save As, we can save these as our gems. Now what we can do when we go to export automatically because we have more than one frame, that is effectively considered an animation. So if we play the animation, that's what it effectively thinks we've made. However, we want these to be independent images. When we do go to file export, it will automatically go in as a gift and is not what we want. A gift will make it all animate together. It will also take away the transparency. And we don't want that either. What we will do is change this to PNG. Actually, no, it won't take away the transparency. But if you do have any glowing effects, it will remove those. Just to clarify, for example, if we did want a semi transparent, if we go into our RGB here and pick a semi transparent blow, and we do that by doing shift, if we have that nice effect going around, if we try to export that as a gift, it will just change that to a block color. But we're not going to do the outline at the moment because we're just going to export them as they are. We can always add that later. But if we export that, what we'll do is we'll change the file format. If we get rid of that and change it to PNG, what you'll see here when it says, do you want to export them in three files, one to et cetera, is when we agree to do that, we will actually now have three separate images or our three gems. Now when we bring them up, we've got 2.3 that's our gems. In our next section, we're going to look at other things we can draw in game items. Let's have a look at some potions in our next lesson, but for now those are some in game items that you can draw in next Two D, Retro game. 9. Designing Pixel Art Potions for RPGs: Hello everyone, and welcome to Pixel Art boot camp complete two D retro game master class. And as you can see from the last section, we've been drawing some gems. Now those are great in treasure chests, but we also want some potions. Let's draw some of them as well. If we go to a new file, again, we'll stick to the same size as before, 24 x 24. And we'll also go for the dual color palette. Again, I like the dual color palette because it's got a lot of different colors and a lot of different shades. But the main thing is about consistency. As long as you're consistent with your style, you can use any sort of color palette you like. But today we're going to be drawing some potions. So let's show you how we're going to do that. Let's start with a nice blue potion. So this can be, is it blue for manner and red for health, or vice versa? I can never remember. But it doesn't matter. We're going to draw both if I go onto our build ellipse tool. Now the reason we have selected this here is just to show you where it is. But what we can do as a shortcut is we can do shift. And you see that changes there and shift you again. And now it's filled in. So if we take a circle to begin with, and again this is all about getting the outline to begin with. And then going from there, we're just going to check, but that's the same either size, that's four pixels, and that's four pixels. What we're going to do is just expand the shape a little. It's about playing around with it and seeing what works best. We want to leave some room for the nozzle as well. We can just move this down ever so slightly, just as you go along trial and error. It's just making sure that the shape just looks ample for a nice potion. We do want the lines to not be too different. We don't want to go from say, like one, we had it like that, it would just look very out of shape. We want it to be consistent in that style as well. Then we'll go for drawing the nozzle, so we can see here again, we want it to be nice and even that's quite slim. We'll do four sizes I, we'll do a four width, and then we'll have a corkscrew on top. So we'll go for a brown color for that. Again, it's just starting with the outline and going from that slightly darker color. Now, because this is a potion, we want it to look like a nice glass bottle. So the first thing I'm going to do is just take a little bit out so it looks not full full. Because then that will just look like maybe we hit fruit or something and we don't want that. The next thing we're going to do is if we take our outline to begin with, we'll go for maybe a darker color here. Now we've done is slightly different. What we had done before is just the outline and filled the colors in. This time we've got fill color and now we're going for the outline. What we want to do. So you can see here, this is the color for the main potion itself. We're going to do something slightly different. We're going to actually use a lighter color and then use our dark shading. This is because we wanted to have a nice glass bottle effect. We're going to do this by achieving a little bit of an outline first. This is because the way the light would shine on a glass bottle would have a slightly lighter reflective surface. And then we're going to take this color. If we use our brush tool, we can draw. And again, it's down to a little bit of trial and error, making sure pixel perfect is ticked. To assist us with that, we can start to just add a little bit of an outline as we go along. It's a bit more rounded. We want it to be rounded so it looks like there's a decent amount of light coming off of it. Then what we can do is add a lighter shine on this side, again, using a lighter color. If for example, let's go for even lighter. And then we can do a slightly darker outline that almost looks as though it's being reflected onto the bottle itself. We can also use this lighter color to add a little bit of a shine effect on this side. We can also take a slightly darker color and again go over it on this side, so it has a lighter effect here. There you see a slightly different shading to what we're used to, but this way it looks as though the light is shining onto it and creating an effect around the entire bottle itself. Now when we go to our actual nozzle of the bottle, we're going to go for a slightly more simplistic shading style because this is, again, it's a glass bottle, We don't want it to be just looking very flat, but it's not going to be too complex on the actual lid itself because the main lighting effect is actually in the bottle itself. We're just going to go for a slightly lighter effect here, just so it stands out without being too obstructive of the main view. When we're doing pixel and we're working with small areas, the main thing we want to do is put as much detail into the part that we want people to focus on the most. The part where we want people to really draw their attention to, which in this case is the fancy bottle when it comes to the cork on the top. Again, we're going to employ some very simple It is a corkscrew. So we're going to do a little bit of a dithering effect. And we're going to go for a very simple shading style, just because we don't want people to look at this bit. We want people to look at what's in this potion bottle. This looks very elegant. This looks very exciting. That's the bit we want to stand out. That's our bottle. That's our first one. If we now go for Alt, that creates a new frame. We're then going to create a new bottle. Now what we can do is with what we've already got, we can make a very similar shape and we can then actually use the similar lighting effects that we've already got. Now I know we're still in blue, but what I'm going to do, complete the shading first and then show you a nifty little trick so you can replicate different designs. It's really handy to use across different areas of pixel art anyway. But what I will do is I will show you, we take the same shape, just expand it out. This time it's a slightly different shaped bottle. It saves creating it from scratch, and it still keeps the same effect. This looks very interesting. This is a similarly shaped bottle, but it's maintaining the original effect, but it's a bit more squared off at the bottom. Now that's all well and good. So we've got two separate potions here, but the problem is this is all just blue. I'm just going to adjust shape ever so slightly. Again, it looks a bit more different. Now what we can do is we can do a trick called color replace. If we take this dark blue as our left color and take this dark red and right click it for the right color. We do shift R, we've got replaced color. Now if we work our way down again, left click and right click, then left click, right click. We do this all the way down to all the different colors of blue we've used. You can see now that is a red bottle that's very different, but we have just slightly less effect and slightly less effort. It makes it a lot easier to make replicas without having to go all the way into creating a new sprite from scratch. It makes it a little bit easier. Then you can see we can experiment with this if we take the shape of the existing bottle again, what I've done is I've pressed L N, so this creates a new frame. And we're just going to create a slightly olbusy shaped bottle here. Just again, by starting with the outline, we can work with this and we can add to it as we're going along. We can keep the same effect and we can keep the same shading and we can just expand on it. Again, we take this shape and just add a little bit extra here just so it looks like it's sticking out. Again, we want to keep to the outline just so it's very clear that this is a glass bottle with some shiny effects on it. What we can do now is just expand on this shine effect, so it looks like it's going all the way down. We want that to be slightly more centered. We'll just move that along as well. Now we've got a slightly unusual curved bottle. What could be in there? Well, we don't know. Just expand on the shading just so it's again, consistency. Consistency is always the most important part. Then we can just change this ever so slightly. It's a mystery curved bottle under what could be inside. Well, anything. Let's say if we go for the color replace same as before. We'll use our Eyedropper tool to select the darkest shade here, which is this one. We can click, let's make it a nice greeny color. We'll do that. Left click, right click. And it's Shift R click, right click, shift, left click, right click, Shift R. And we'll do it again now. It's a mysterious acidy drink that's exciting. We've got three different bottles, all from using a very similar effect and all from using a very similar framework. Again, we'll save this by going as Save As, and this can be potions just as before. We want to export it as a PNG. If we go to export, because we've got three different frames, automatically it will default to gift. If we change that and put in PNG, you can see, do you want to export it into three files? If we agree to that and we go and check, that will then become, we eat potions, ptetion two, potion, three again, it's just down to having a play around with us changing some styles, changing some shading. As long as it's consistent, you can create a lot of different things just from one framework and using a color replaced tool and just changing the shading as you go along. 10. Fundamentals of Pixel Art Character Creation: Allow everyone and welcome back to pixel art boot camp. Complete two D Retro game master class. Now in the lessons leading up to this, we have covered creating a background, creating a tile set, and drawing some in game items. In this lesson, we're going to actually put some characters into our retro game. Now in the last lesson, we covered for different sizes that we've used, including our tile set, which was 16 by 16. The character we're going to create is going to be similar sized so that they fit into the scene. I'm going for 16, 24, just so we have enough room to create our character. Now the first thing we're going to actually do, again, I'm going to go to the dual tile set. But there are different options, and again, it's down to consistency. But the first thing we need to do is draw. They're going to look quite silly. Some blobs as it were. But you have to trust me, what we're doing is drawing these blobs because we need a basic outline of our character. Now when we draw small pixel art characters, the main thing is to focus on the most prominent feature. When we have limited space, we're actually working with a very small amount of space that we'd actually need to make sure that whatever we're focusing on as the most important part of a character needs to stick out. So when we draw these blobs, we're just initially getting a sense of perspective. It doesn't necessarily have to be precise here, we're just sort of giving a rough idea as to where the parts of the body are going to be and what we want here, I'm going for quite a silly, cartoony kind of character. So I'm drawing these as quite rounded, squishy kind of blobs so that we can create a rather silly looking character that's going to go into our game and he's going to be quite fun to play with. Now what we have to remember, as I say, is that we're looking on making the most consistent, most prominent features stick out. If you remember the original Mario game, the reason in the first place he even has a mustache is because of a limited space of the pixel art. And that would make his face stand out a little more. So the first thing we're going to do, like I say, is create these blobs. And that's going to be in this layer. And we're going to make the layer slightly transparent. Just so we have a bit of a rough idea as to where we're going to put all the parts. Now if we go into a new layer, this is going to be where we start making our outline. Our outline here. We're going to just choose a fairly neutral tone. We choose a fairly light skin tone. We're going to make sure this layer is fully not transparent because we need to see through this. And we're going to just start drawing on top. Now of course, as I say, this is just the outline. We're going to be editing this later, but we're just going to get a rough idea. And what we can do as well, we can make sure that this character is going to fit in with how we're going to make it look in the game initially. I'm just going to go straight up and just trace the outline, but I'll make adjustments as we go along. You'll find as you go along, you'll want to make adjustments too. And it's just about making sure no matter what style you do, the consistency is there because there's a lot of fun creating characters. But a character is going to be something unique to your game and it's going to be something that you want to stand out more than anything. I'm just playing around here to try and get a good shape of a face. We're going to try and stick to some very consistent rules with the lines as well, to make sure that they don't look out of place or unusual. And then what we're going to start doing is filling in our character. For example, here we've got some legs. We're going to give him some trousers. Here, some jeans. We're going to go for just filling them in. And then we'll apply shading later with the actual top itself. Let's go for a red top. Let's give him a nice rounded top. Now, I've made him a little bit too rounded perhaps. I'm going to move that in a little bit, but we're going to work on that and we're going to, as I say, just play around with it and see what we can do. We're also going to make sure he's got a nice outline here for his face. If we pick a skin tone here, we can go for a rounded head. And I'm going to give this guy a little bit of a mustache. The reason being is that's going to be a prominent feature and we're going to make sure that he sticks out and stands out as a fun character. We're going to then start filling in the details as we go along. What we're going to start with is block colors, and then we're going to apply shading later based on what we've already learned with different characteristics. Shading techniques, as we've already done, my style for shading is darker colors at the bottom and lighter colors at the top right hand side. So we're going to be sticking to that style and we're going to make sure that that is consistent with our character. The first thing we're going to do is have a nice idle pose. So if I draw his arms here, then we're going to start looking at different ways we can animate him later on as we go through the animation process. As we go through the process of creating our character, the first thing we want is a nice, simplistic, but ultimately very fun character. But we want our people to enjoy playing with. I'm going to give him a rounded T shirt there. Yeah, I think that looks quite nice. And we're going to look at the skin tone here that makes our mustache blend in a little. We're going to look at some different colors. And we're going to use the color replaced tool here just to make sure we have different. Skin tone to make the mustache itself stand out? Again, it's down to experimentation. It's down to how you want to make your character stand out. You can do different features. He doesn't even necessarily have to have skin color color at all. It could be all manner of shapes and sizes. It doesn't even necessarily have to be human. It's all just about finding a character that fits for game you're making. In this case, our mustache guy. We're going to make the mustache brown so it stands out a little bit more. We're going to give him, actually we'll keep him bold. I think it'll be quite funny. If he were bold, then we're going to make his mustache stand out there. Now that I think looks quite silly, quite fun. His arm here doesn't necessarily look too visible. So maybe we can change that by giving him a slightly lighter color T shirt. We're going to use control the color replace, which is shift R. We do this by selecting the color and then using the right mouse to select the alternative color. There we go, we can see his arm stands out a little bit more. Now, his arm is quite thin, so I'm going to try and bulk it out a little bit. Move it across here again, It's just trial and error to make a character that fits for scene saying with his legs, I think they're quite slim. So we're going to move that along a little bit. We're going to make that bit bulkier. We're going to remove that so he's got more pointed legs. Now we're going to apply some more shading. We're going to choose some lighter colors to go on to the top here. And again, we're going to go with a lighter color on the outline as well with his face. We're going to start putting in some eyes. They can vary depending on what you're creating here. We don't want something that looks too out of place with this character. We want something very nice and very simple. I'm going to move his mouth down so his eyes are a little bit more prominent. Now, we only need to have one part of the eye here. Eye can be very, very simple because we're going for a small character, if we're going for a slightly more larger or in depth character. Or if we're going for a character where the eyes are more prominent, then we're going to need to do that by adjusting the shape so that there's more room for that eye. Again, like I say, it's about prioritizing which part of the feature we want to stick out the most. In this case, it's a fun little mustache that we're making. And we're also making sure that the face is quite rounded and pudgy and he's a bit of a silly, fun character that we're working with. Again, it's about consistency, making sure that the shading is consistent across the character that we're making. And by doing so, it's going to blend in with the game a bit more. Again, we're using our anti aliasing techniques that we've discussed in former lessons just to make him blend in a little more with the background. If we turn off shading in the background here, we don't need our little blob guy anymore. We're just going to make sure that this is the only part we're seeing. Again, we're going to go with shading here to make sure that he sticks out. It's more obvious what he is. We can see there, we've got a fun little human character. I'm going to move that leg back. There we go. We have a silly little character, and that's going to look quite silly, quite fun. He's just a happy little, bold guy. Now what we can do as well is we can add a new frame by doing Alt Alt N duplicates the existing frame, but it also creates a new animation frame, which is what we're going to need for a bit of an idle stance. So you can see here, he's got a bit of an idle weighting. Now, that doesn't look too good because the shading is off there. So we can redo the shading and that fits in a bit more. Now that does look a little bit better, but again, when it comes to consistency, we copy across some of the existing details and that's a good thing to do there as well. So we've got shading consistency. But what I'm going to do is I'm going to delete this frame. And the reason I'm going to do that because what we actually need here is to separate these layers. Separating these layers ensures that we have different moving elements for when we do different animations. For example, I'm going to control X to cut and then I'm going to go for a new layer that is exclusively his head. Then with this layer I'm going to do the same and do control, do a new layer again and paste. And that's going to be his body. Then finally I'm going to this leg. I've just copied from the body layer, we don't need to do that. Layer two, we're going to take this leg and we're going to go onto a new layer and paste. That's going to be, I'm going to call it leg L for the left. And what's left, this layer I'm going to call. Now the reason I've done that is because in future when we do different animation styles, we are going to keep those layers separate because we are going to need them. So for example, if we're doing a walking animation, it's going to be easier to maneuver one part without changing the entire rest of this, right? That is our character created. In the next section, we're going to cover some walking animations. 11. Basics of Pixel Art Character Animation in Aseprite: Hello everybody and welcome back to Pixel Art Boot Camp Complete Two D retro game Master class. Now in this lesson we're covering character creation. In our last section, we made the original character here, this fun, little mustachioed fellow. In this lesson, we're going to cover some walking mechanics. Now walking animation is very different depending on the style you're doing. There is no one right way to make a walking animation. Some people use four frames, eight frames, 16 frames. Some people do different elements, different sizes. What I'm going to show you is a very simple one where the legs intertwine and it looks like a complete walking animation. And we'll also up and down the body in relation to how that would actually affect when you are walking. Now, it is always good to take some reference. So for example, if you want to look at a walking frame or a walking animation, just a general picture of someone walking. You can just see someone walking out in the street. You can look at a video of someone walking. And it's the same with not just walking, but generally any sort of animation you want to do. If you want to look at someone doing an attack, for example, if they're doing that, it's good to record yourself or someone doing that. So you can take those key frames and animate that. But in walking, I'm going to show you a very simple technique I use. So I'm going to go for Lt for a new frame. And the first thing I'm going to do, so if I press up all down on the keyboard, I navigate through the layers. I'm going to start by moving different elements of the left leg. I'm going to move up, I'm just going to do the new frame. I'm going to move this across and take the right leg across there. And I'm going to repeat this process. I've got the right leg moving back, the left leg moving forward. And I'm going to just continuously change this so that it's moving ever so slightly, you don't want it looking like back. It's a bit of a Flamingo. Looks a little bit out of place there. I'm going to move that one. I'm going to move this back Then we're going to do the same again, where we're going to close the animation frame. We want it to be very similar. It all lines up quite nicely. That looks a little out of place. If I delete that, I can see here, as far as walking goes, it looks quite clunky. So we might want to move this leg in. In doing so, we actually make the walking animation look a little bit more refined so that it doesn't look like there's too much of a gap between the walking now. That's all well and good for the legs, but what we actually want to do now is move a body as well. Because when you walk, your legs do most of the work obviously, but your body still moves up and down as you walk. We might find that his body partially lifts here. In doing so, we'll move his head up a little bit and we'll move his body. What we'll do is we'll move it so that if we originally just moved this part, we see that will make a gap here, but we can fill that in as we go along. Again, we'll move the head and the body up a little bit. Again, it's down to trial and error. Playing it as you go along to see how it looks, we can see there's a little bit of a body lift here. We try that again with the head as well. What we might want to do, as well as part of the body, is we might want to swing his arm back a little. Obviously, we can fill in those gaps. We can copy that across, we can make that move forward a little. That looks more like an actual walking animation there. Now obviously we've got the gaps here. We want to deal with that. This is the right leg. We're just going to put in some more details here. We're going to do the same on this frame. As you can see. We've got a walking character there. We can add different details. We can make it more or less complex depending on the type of game we're making. We might want to make, for example, his head face up a little bit. A good way to do this is just to move his mustache up a little. Then maybe move it down a little as well. So completes the animation. We'll just move it down just a little bit. It might look a little uneven, but it's just for the one frame, we don't need to worry too much about it looking out of place. As I say, when we do pick slot, we're working with limited space, so you'll find for a lot of it, people will fill in the gaps. Now that looks a little bit silly, like he's moving his mouth. Perhaps we won't go without one. But again, it's down to trial and error. We don't have to stick to that. We can undo and we can just play around with it. It's most important that you just play around and find out what works best. In this case, I think that might be better just sticking the head up and down and keeping his movement going. His arms doing a little bit of movement, but his legs are doing most of the work there. We can easily change this as we go along so we can add different effects. Maybe his chest moves up a little bit as he moves along here. If we go into the body layer, we might want this bit to go up. It puffs his chest out a little as he's going. We can do that. We can again, copy this across, anything. In the meantime, we can also fill in, but we want to make sure that that's consistent. We want a few frames of animation here. It's just about anything we can do that brings it to life a little bit. We can take this and delete that and paste what we've already made. Maybe his body slumps down a little towards the end. Then as he completes the movement, after all working with a silly cartoony character here, he might want to be carrying a bit more of a squishiness to him that add sat squishy effect. That's quite silly. We want to hold that frame down for a couple of frames just because if we do it for just the one, it looks like quite a quick transition. We'll put that also onto the first frame there. Let's make sure we're on the right layer. The body layer, copy that across. We want to move this down a little so it's a bit more obvious. It's about exaggerated movements when we're doing animation. Not subtlety. Because subtlety is a bit hard to spot. We want exaggerated movements. Now in this case, we're going from right up there a little too quickly and that looks a little out of place. We might want to move this back to normal and keep the heightened chest movement on this one. Again, it's about experimentation. It's about trying different things and seeing what fits best. In this case, we've put that a little too high up, so we're not going to do that. We're going to undo that. We want bird normal body shape here, perhaps we've got a little bit off here. It just looks a little bit out of place at this point. Maybe we can delete that. Go for a normal shape instead. Well, the shape we started with, again, this one is also a little out of place. The main thing is that we want the animation to not just do one frame, unless it's transitioning between one part to another. If we're doing something like this, exaggerated movement looks best. I think I'll remove this bit, then. There we go, that looks a bit better. We've got a bit of movement to him, to his whole body gives them a bit of a sort of silly bubbly jelly like kind of consistency. We're making a sort of a fun character that we want to control and play with here. Of course, depending on what you're making, if you want to make a more serious game, so for example, like an RPG or you want to make a more serious platforming game, then we might want to tone down the silly effects. And we might want to go for something a little bit more serious or more endearing. And the typical JRPG styles, they focus more on the eyes. What we mainly need to take away here is what's the main feature you want them to focus on, because that's the part you need to draw. So we'll start with the blobs, then we'll fill out into the body. And then once we've done that, we'll do some walking animations. Now what we can do, it is a bit of a cheap trick, but if we select all of our layers here, if we do want to make him face the other way, we can simply flip horizontally. Now, that doesn't look right based on our shading, but that would be the first place to start. All we would need to do after that is begin correcting our shading. If we're going for an example where the shading is only looking directly down, that will work quite well. However, where we've got down and left and top and right for our shading, we're going to need to do some correction before we actually export the left hand facing character. We've started drawing right with the shading. When we flip them left, we need to ensure the shading is consistent. That's going to take some editing. But in the meantime, we have a nice walking character here. We can also have a nice idle pose, which we can do just by taking the first frame and just moving it up and down. If we take, for example, the body and the head, take all of the body there and all of the head up there. And we can take the legs and just expand them. That's the left leg and the right leg. We also have an idle frame. If he's just stood still, he can do that. What we can do, this is always a useful thing to know as well, is where we talk about frames of animation. Because we've got our idle frame and our walking frame, our idle animation and our walking animation in the same sprite. What we can do is use tags. If we go into frame and do our tags, 1-2 frame 1.2 we've got our idle tag. You can see that app is there now. Obviously that's a lot faster than he would be in game. He's just jiggling up and down of bit. Then we can take frames free to eight and use that as our walking animation. You can see free to eight is the walk. One to two, we double click this, we can change that milliseconds to 500 instead of 100, and that's a bit better for walking idle. That's our idle animation, then that's our walking animation. Now I've made quite a silly character here. It's all down to how you want to do it. But it's always about keeping consistency and keeping that shape for animation. And that style, depending on how you're doing it, exaggerate the movements and highlight the most prominent features. So now that we've made this character, in the next section we can look at different characters and we can look at different customizations so we can start creating some enemies, for example. 12. Creating Front Facing Characters in Pixel Art: Hello everyone and welcome back to Pixel Art boot camp complete Two D retro game master class. Now in this lesson we've been showing you how to create characters. But what I'm going to show you in this final section is how to create a front facing character. Now what I'm going to do to show you the front facing character, I'm going to go with 16 by 24. Same as our last character is I'm going to be showing you a process from start to finish. And this is going to be useful for things like RPGs where you might want a front facing character, or you might want a front facing section of a character when they're doing different walking styles and facing in different directions. In this case, I'm going to draw a skeleton just because I think for seen we've been creating so far, he's going to have a fun little presence as an enemy. So what I'm going to do first of all the same as before, is start drawing the blobs. Now in this case, we're going to want the character to be quite exaggerated. So we're going to be, and again, we want that with all of them. We want a very exaggerated character and that's how we get the most entertainment out of pixel art. We want to draw attention to the parts that we want to be most obvious. And we want to make sure what we are doing is making anything that can't be seen with the pixel art the player will fill in with their mind, that's what we want to achieve. We want to achieve something that is clearly representative of what it is. Because we have a limited space without taking up so much detail so that we can actually use our imagination. As we did with a lot of pixel art back in the older days. What I'm doing here is I'm just creating a very simple blob. Now this blob as we've done with the previous character, is going to be changed as we go along. A lot of it is down to experimentation and just down to trial and error. If we're creating a character here, we've got the front. Now this is front facing. This is very looking at the camera. What we need to consider if we're perhaps doing an RPG is we might be facing downwards. We might have a camera that looks down on the character. If we see something like that, we might want to move the character in that sort of perspective so that it's more of a facing down on top of a character rather than where we are now, where we standing up. But it's just about remembering what perspective we're using, and as it always is, it's about consistency. So I'm going to create a new layer with this layer. I'm just going to make it semi transparent so we can see what we're working with. I'm going to start making the outline of this skeleton now. The skeleton is going to have quite bony features, we're going to make the lines quite sharp here. And we're also going to make use of anti aliasing. Because anti aliasing creates a good effect where we have some gaps that need filling in here where we have these ribs. We're going to look a little bit out of place without the use of the aliasing and I'll show you why in a second. But first of all, we're going to go with a pelvis bone here. Then we're going to put in now it doesn't have to be necessarily anatomically correct. We don't have to have every bone in the body. One don't have the space for it, but we'll fill in the details here. I'm going to get rid of this so I can see it a little clearer and see what we're filling in. Now without the anti aliasing, this is going to look quite blocky. And this is where a very important part of what we've already learned comes into play. I think our skeleton here looks quite fun. Going to give him some angry eyes when we're working with top down space that looks a little bit like a robot. I think we're going to make the angry eyes here. But again, Mrs. Antiliaing a play. We're going to use some darker shades on the eyes and then some slightly lighter shades around it to insinuate a angry expression that creates a angry effect. Now again, we'll take a lighter shade. What I might do here is use our color replaced tool, which is shift R to make the outline a bit darker. Then with a slightly lighter shade, just going to fill in some gaps around the edges. That's going to give it a bit more of a sense of depth. It's also going to create a sense of what these bones are interconnected. Again, it's all down to trial and error. Seeing what looks best as we can see here from our little preview. That's starting to look a little bit more like it's some interconnected interwoven skeleton. Rather than just some block colors going to apply our shading, same as we have done before, with the bottom left being the darker colors. And we're also going to use the shading here as a bit of an anti aliasing effect. Again, this gives it a bit more of a rounded skull shape. Now what we can do if we do L n is we can give it a bit of a different pose as we move along from this perspective. He might look like a bit of a jumble. But it's okay because he's going to have a bit of an idle pose where he's popping up and down a little bit. He might want to lower his hand slightly there. This is using our select tool or marquee tool, which is we have a little bit of a two frame animation. I've realized I've moved back in. If I move back down, that looks better. As part of an animation there, we'll use our antialiasing again just to distinguish where this darker shade goes into lighter so that it blends in a bit nicer. We have a skeleton from that. That's quite a fun little effect What we can do as well as we can also make sure we can have some lighter colors in there just to give them a bit of a shine. It looks a little bit alien like, but again, it's all down to trial and error. It's all down to playing with this and playing with the idea of how we want to make this frame and how we want to make him appear. The player will fill in details as they go along. Even though this isn't anatomically correct, it is very clearly a skeleton. When a player sees that, they will know straight away what they're looking at. Now this is all for making front facing characters. Now what I did in the last lesson was separate the different parts of a body into different layers. I'm not going to do that this time around. However, what I would say is if your front facing character is going to have a lot of complex animations, walking, moving around, talking, and the like, I would recommend doing that the same as before. In this section, I've not done that just because what I've done is given him a very simple idle animation. When you're doing very simple one off animations like this, you don't necessarily have to separate into layers. However, it is good practice to do so if you plan to go back to it in future. Now what I'm going to do here save as skeleton, and then what I will do is export them as a gift or Jiff that will therefore retain the animation. Now, exporting as a gift or a jiff does work to maintain some level of transparency. However, if I were to do this as a semi transparent skeleton, then it would not work. Exporting as a gift. If you do have any animations or any animated sprites you're working on and you are using some level of semi transparency, you would need to export them as separate PNG files where they will retain their transparency. And then you can put them all together in the game at a later point. However, because this is one block color and there's no semi transparency, it will work, exporting it as a gift or a jiff. Now that we've done that, we're very close to putting it all together. What I'm going to show you in the next lesson, just before we put it all together, is one fun little trick we can use where we take actual photos and turn them into pixel art. Join me for that and then I'll show you what it all looks like and it's all put together. 13. Lesson 12 Converting Photos to Pixel Art in Aseprite: Hello everyone and welcome back to Pixel Art boot camp complete Two D retro game master class. In this lesson we're going to be having a bit of fun turning a real life photo into pixel art. Now there could be multiple reasons you want to do this. Perhaps you're making an RPG and you want pictures of your friends or family to appear, maybe as decoration or maybe as characters in the game. And when a text bubble appears with their face in it, you might want to use a real life photo rather than drawing a pixel art version of them. Just as a bit of fun or as a bit of an Easter egg perhaps, you just want to include some photos just to fill out the scene, or even for whatever reason you might have just to be a part of your game. So as you can see here, we've got a lovely photo of this adorable dog. And that's all well and good, but it's not pixel art, so we're going to turn it into pixel art. Now the first thing we need to do, so you can see we've got a sprite open in the background here. We are going to take this dog and drop it straight away into a sprite. Now the first thing you'll notice, if you look at the bottom left here, is this is an absolutely massive image and we don't want it to be that big. So what we're going to do first of all is select using a rectangular selection tool, just the face of a dog. That's where we're going to start. And we're going to then take Sprite and crop it. So we're going to sprite and we're going to crop. Now that already reduces the size of the image. We might want to do this a couple of times just to make sure we've only got the face in there. We don't want any unnecessary background details, especially with it being pixel art. A lot of a background detail will be lost anyway. Now you can see at the bottom left, the image is now significantly smaller. We do want it to be a square as well. What we can do now is going to sprite canvas size and we can actually see here it's 18 55 by 1909. If we change this to 18 55 as well, and we're just going from the bottom origin there, we'll have a square image of just our dog. Now this is great, but of course we want it to be pixel art. Pixel art is very rarely 1,900 pixels tall. So we're going to go into Sprite and go to canvas size. Now with canvas size, we can take, not canvas size, we're going to take it to sprite size. Canvas size will actually just crop V image as you can see there. But we don't want that, We want to resize it. So we go into sprite and go to sprite size. Now sprite size automatically lock ratio will be ticked, that's good. We do want to keep it that way. We want to take it down to 64 pixels. Now that's arbitrary. You can have it 32, you can have it whatever size you'd like. But we're going for 64 in this instance and see that's 3.45% of the current size. That's going to be massively smaller. And you can see here and it's already looking a lot smaller. We'll zoom in and that is starting to fit pixelar theme. Now of course, if we look in the preview, this does still look an awful lot like a photo. The next step would be to take this image and use a preset color palette. Now of course, as we discussed before, it doesn't really matter what palette you use. But generally speaking, while I will often use a dual palette, we'll want to use a smaller palette this time. Because what we're going to do is change the color mode so that it utilizes all of the colors within that color palette. For example, if I take this one, this is only 16 colors and you can see they're quite bright, vibrant colors as well. Now if I take the sprite and go to color mode, we'll change it to index. You can see that's quite a bizarre result, obviously In this instance, that's not quite the look we're going for. So I'm going to do control z. To undo that, we're going to choose a 64 color palette because that's got a few more color options. What we're doing is when we're changing the color mode to indexed, we're actually making sure that every pixel in this image is being changed to its nearest color along this palette. If we take this now and go to index, you can see it's using all of these. If I say, if I hold the key, that is for the eye drop tool, you can see anywhere I select, it's actually changed at 21 of these colors, which is perfect. Because that means it's going to fit in with our color art, it's going to fit in with our pixel art. Now, of course, we can go a little more extreme if I, for example, pick a four color palette that's going to make it massively different. Yeah, that's quite a good black and white look. Maybe if we're going for a game boy style, there's different options we can choose here, different options we can consider. But in this instance, I'm just going to stick to what we had before, which was the 64 color palette here. But yeah, have a play around with this. There are different options we can do. We have now got a pixel art version. Of our dog dog pixel. Now of course the Jpeg format doesn't support indexed, so that's fine. What we're going to do, so we're going to save it, is a sprite format. We'll save it in a sprite format to begin with. And then what we do is when we'll export it, we'll export it as a PNG file instead. And then now as you see, if we go into our file Explorer here, we have our lovely little dog pixel. We can do various things with that depending on how we want to do this. Say for example, if we have a much bigger image here, we can have a bit of fun with this and turn it into a little text box. If we take our dog image and copy this across. Now of course, it is going to index two v's colors to begin with. What we want to do is we want to make sure we're actually closing that down and just opening up the picture of the dog itself. We're copying it across with the current color information. That way, it won't automatically change across, but we'll also keep to the same color palette anyway. Say for example, we have this here. What we could do now is we can make a nice little text box to go around it by using our text box tools here. If we go into a new layer, now this layer is just going to be text box. I'm going to use the U tool which is the filled rectangle and I'm going to draw a filled rectangle here. As you can see, that has filled in the entire space. But don't panic because that is because this layer, call it dog, is actually on top of that one. Now we'll just have a new text box in the background and we'll put ourselves a new layer in for the text as well. And we'll go for a slightly lighter color. We want to make sure that's readable. Let's see, what should we have it say if we put this in here that's a little too big. It's quite nice, isn't it? Will you help us save the world? Depending on how we want to do this, we can have this as separate layers or we can have it all as one. But that's all depending on how you put it into the game. Just for now, we're just having a bit of fun with this one. I'm just going to make some little text box options here. Of course, it doesn't really matter how we're doing it at this point because this is just how it looks. But at some point, we're going to be obviously considering how this looks in game. If we say for example, we're going to have an outline of the text here. Now what I did there is use shift outline. Actually, if I just do this text and do shift, you can see here we have ourselves a little darker outline underneath and I think that gives it a nice extra effect. I'll alt to copy the image into a new frame. What I'll do is I'll just put this across here. We change the colors over. We'll change, we'll put it as a second each. The reason doing this is just so I can show you what it looks like in the game. If we have this here, there we go. A nice little text box. Wolf Wolf, will you help us save the world? There we go. And that is what you can do with a pixel art photo. And you can change around as many times as you like. Try different color palettes. Try different approaches. And again, different sizes depending on the style you want to fit in your game. But that is how you use a photo and turn it into pixel art. With that in mind, this is the final product of everything we've put together. We started by learning what pixel art is and what a sprite is and how we can use them to make pixel art. Then we started with our backgrounds, making our parallax and patterned backgrounds. We then made some in game items such as treasure, chests, gems and potions. And we also made our characters, our front facing skeletons there. And Mr. Bob, well, I've just named him Mr. Bob, now our main character of the show for this game. We've also used our tile sets, which we've made in this case, for a platform game. But we can use what we've learned to make it for our top down games such as an RPG. And we've also learned various techniques which we can then expand into different elements. So we can make from this some more spike enemies or some more characters that will move around. We've made walking animations so we can create enemies that walk around too. And we can create perhaps some more bonuses. It's really up to you If you take the skills you've learned today, you can create any sort of pixel art game in a retro style, just like we have today. And as I said, the main thing is pick yourself a color palette and stick to it, keep yourself consistent in your style, shading and lighting, and use that to expand your pixel art skills even further. I hope you've enjoyed the lessons I've given you today and thanks for watching.