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Member Since 01 Dec 2000
Offline Last Active May 26 2016 07:57 AM

#5221971 Programmatic Pixel Art

Posted by on 07 April 2015 - 07:53 PM

Might not be exactly what you mean but I have a procedural sprite generator (no shaders) for Unity on the Asset Store.  It will produce an unlimited (well, whatever C#'s Int32.MaxValue is i guess) of spaceship, planets, moons, asteroids, suns, space stations (early stage) and backgrounds.  It deals with setting pixels (and a few .net GDI drawing to make it a bit quicker).  So while nothing is hard-coded like your example, I do consider them to be "pixel art".  


Therefore, to answer your first question:



has anyone ever tried making a game with programmatic pixel art?


Yes, yes i have.


Stellar Sprites - Asset Store

Stellar Sprites - Website

#5011668 Unity, yes or no?

Posted by on 17 December 2012 - 07:07 AM

Agreed, there is nothing unfinished about it. Even the free version which i've been using since the release of version 3.0 is hands down one of the best. Do yourself a favor and play with it for at least a weekend. Depending on your level of programming, you might have your game prototype finished, then swap in your real graphics and done.

Where did you read that it was "Bad engine, avoid", or "Unfinhed engine"?

#5009415 Action RPG, C++ and a Noob. Needing help to learn, at least a direction.

Posted by on 11 December 2012 - 07:46 AM

Check out Unity 4. Start prototyping with it using C# (which is at lot more pleasant to work with than C++, at least for getting things up and running quicker). You might find that when you're done prototyping, you can just swap in higher quality graphics (models extures\sounds) and bam. game.