Can't decide, pixel art style or 2D

I’m ready for the art work on a new game. The storyboard and levels on paper which are my flows are done but I’m in a bind. Should I start the artwork for the game as pixel art or begin as a 2D environment? I could see the game created in both styles for the Iphone/Ipod but only the 2D environment for the IPad. Since the 2D style could be done for all is that where I should begin with? It looks like the pixel art style seems easiest and perhaps quickest. Or is it possible to create both styles with the same name or should each be its own name? Thanks for input. [import]uid: 175734 topic_id: 32375 reply_id: 332375[/import]

Hmmm…I dont understand your question. People prefer different art styles and I guess you will get plenty of answers, if you provide us with samples of your ideas.

It feels like running with sunglasses in darkness when you don’t show us any samples?

Joakim [import]uid: 81188 topic_id: 32375 reply_id: 128800[/import]

2D style would be better if you’re talking isometric pixel art and you’re fairly new to game development. (Just my 2 cents.) [import]uid: 52491 topic_id: 32375 reply_id: 128826[/import]

Not isometric pixel art. My game is a player with a weapon. I could see the game made in pixel art with tiles for the battle area and running through rooms. Seems like it would be cool and I’m sure many are similar already out there. But a pixel art game on an IPad wouldn’t do it justice. The 2D environment would look great on an IPad but I fear would not do justice on the smaller touch screens which is why I considered pixel based format. After all, how many people actually play Angry Birds on the Iphone/Ipod? So, is it possible to create a 2D version for all sets and a pixel art model for the Iphone/Ipod? Or abandon the pixel art model and stick with 2D? Or both? I can’t decide. Sorry. [import]uid: 175734 topic_id: 32375 reply_id: 128848[/import]

Hmmm… keep in mind that there’s a higher percentage of phones in the market than tablets, and yes, people seem to play games on them ALOT (on phones). Personally it baffles me, since I can barely tolerate trying to manipulate small objects or controls on a tiny phone screen when the iPad provides such a big, beautiful, game-friendly (and game-developer friendly) display. But the numbers don’t lie… far more people have phones than tablets, and they seem to accept micro-poking and occasional squinting to “game” on these phones.

I suspect the tablet revolution will continue to gain momentum and market share as more tablets come to market, and a range of prices makes them affordable for all.

My advice, design for tablets! Let your slick, polished, artwork shine on larger screens. Let the phone gamers play if/as they will, and give the tablet gamers something to love.

Brent [import]uid: 9747 topic_id: 32375 reply_id: 128853[/import]

And to address your technical question, yes you can make 2 entirely different art sets/styles. Corona can figure out which device is being used and place the proper artwork. It just seems like a lot of extra effort to make two complete sets of art, but it’s up to you!

Brent [import]uid: 9747 topic_id: 32375 reply_id: 128854[/import]

Thanks [import]uid: 175734 topic_id: 32375 reply_id: 128868[/import]

Hmmm…I dont understand your question. People prefer different art styles and I guess you will get plenty of answers, if you provide us with samples of your ideas.

It feels like running with sunglasses in darkness when you don’t show us any samples?

Joakim [import]uid: 81188 topic_id: 32375 reply_id: 128800[/import]

2D style would be better if you’re talking isometric pixel art and you’re fairly new to game development. (Just my 2 cents.) [import]uid: 52491 topic_id: 32375 reply_id: 128826[/import]

Not isometric pixel art. My game is a player with a weapon. I could see the game made in pixel art with tiles for the battle area and running through rooms. Seems like it would be cool and I’m sure many are similar already out there. But a pixel art game on an IPad wouldn’t do it justice. The 2D environment would look great on an IPad but I fear would not do justice on the smaller touch screens which is why I considered pixel based format. After all, how many people actually play Angry Birds on the Iphone/Ipod? So, is it possible to create a 2D version for all sets and a pixel art model for the Iphone/Ipod? Or abandon the pixel art model and stick with 2D? Or both? I can’t decide. Sorry. [import]uid: 175734 topic_id: 32375 reply_id: 128848[/import]

Hmmm… keep in mind that there’s a higher percentage of phones in the market than tablets, and yes, people seem to play games on them ALOT (on phones). Personally it baffles me, since I can barely tolerate trying to manipulate small objects or controls on a tiny phone screen when the iPad provides such a big, beautiful, game-friendly (and game-developer friendly) display. But the numbers don’t lie… far more people have phones than tablets, and they seem to accept micro-poking and occasional squinting to “game” on these phones.

I suspect the tablet revolution will continue to gain momentum and market share as more tablets come to market, and a range of prices makes them affordable for all.

My advice, design for tablets! Let your slick, polished, artwork shine on larger screens. Let the phone gamers play if/as they will, and give the tablet gamers something to love.

Brent [import]uid: 9747 topic_id: 32375 reply_id: 128853[/import]

And to address your technical question, yes you can make 2 entirely different art sets/styles. Corona can figure out which device is being used and place the proper artwork. It just seems like a lot of extra effort to make two complete sets of art, but it’s up to you!

Brent [import]uid: 9747 topic_id: 32375 reply_id: 128854[/import]

Thanks [import]uid: 175734 topic_id: 32375 reply_id: 128868[/import]