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Found 29 results

  1. I'll be putting up various Steven universe characters in pixel form on here. Pearl Peridot Lapis Lazuli Amethyst Garnet/ Ruby & Sapphire
  2. I've bumped into something - I'll need to place BOSS HP BAR somewhere, but the current HUD gave me a bad time organizing the layout. Sooooo yeah, I've been thonking on the HUD again, because why not. For a reference, this is how it looked like so far: I was trying to put it somewhere to the right, but the screen was getting somewhat clogged up. ...So I've tried to place is somewhere at the bottom - the spells were on my way. Also I was toying with the general design (see the top-left corner). Red for the HP Bar seems to work better, considering that other bars have colors based on the icons attached to them. The green was out of place there. But getting back to the BOSS HP Bar--- I've tried to move the spells to the top, to have everything in one corner... ...and here made some more science as well, to make it all more compact. PLEASE KEEP IN MIND, that IN ALL DESIGNS the breath bar disappears once Twi leaves water. You won't see that bar most of the time, hence why it doesn't have to be nicely attached to the rest of elements. Also I was thinking on the spell icons - maybe instead of these little bars representing energy, they could have that in their backgrounds? That seems to be making it easier to tell how much energy do the spells have. ...But it still appears kind of messy, doesn't it? So I took a suggestion I got ages ago into consideration - that Twi's face isn't needed there. I tried simplifying the design... ...and was checking if fancy boss hp bars would be a good idea... Looks cool! -I think, but it's too distracting, so I believe going with minimalist design will work better. As for the rest--- hmm... not sure, maybe trying something different? Let's flip some things! There, It looks really simple, but it doesn't cover that much of space. It's just practical and considering, that there may be many things happening on screen, I think this is what I'll go with, at least for now, hah; Pretty sure I'll be adjusting things again in the future. So yeah, this is what I got lately. What do you think about these funny designs? That's all for now! Thanks for visiting! Also I'm terribly sorry for my grammar and English in general, it's past 7 AM and I'm really, really tired. Going to sleep now.
  3. It's been a while ~ As you may know, I've been working on the pause menu. When it was ready, I was able to configure/update existing features, as well as add new ones to make it all work properly. So now I have bunch of updates! First of all, let's start with that Pause Menu I've been working on for a while I believe everything there is self-explanatory. If you're wondering how many languages will be supported - by 'default' I aim into supporting these two: English and Polish. However! I'm programming the game in a way, where all the text is stored in external .ini files and visuals are adjusted based on the text's real width where necessary, which should make it less painful to translate, so if anybody would be ever interested in translating the game to another language, there always will be that possibility. ------ but that all will come in the right time... or not... I'll see how it goes. The next thing, related to the Pause Menu is Spell Enhancing. In short, you get some-kind-of-magic stars through leveling up. These stars are used to enhance (upgrade) spells. Enhancing may: - increase damage - amount of projectiles - their duration - their speed - their size - "Area of Effect" - add special effects - or even change spell behavior - etc.. Each spell is different, so are their upgrades. For example, I've prepared a some kind of a tier table for the basic spell, the magic projectile: And now the recent thing I've been working on... Leveling UP now raises stats and stuff. Previously leveling up wasn't doing anything other than increasing your "Level" value. Now it does have an effect, as seen below: I also did some smaller adjustments in meanwhile, like optimizing the code here and there (including collisions ... again -- and I'm sure I'll still have to adjust these once again in the future..) ~ but that's something you won't find interesting. Oh and I also started working on the Everfree Forest. It's too early to show anything though, but sooooomething is happening there. And that's all I think... Well for some testing I also made Tom ...If Tom could throw a party, it would ROCK! An amazing addition, I'll throw it in the title. So now it's all I think. Thank you for visiting!
  4. Programming Pause Menu in progress... > also implemented 'pause' --- , so that everything stops while the menu is opened. > also added background && shading to Twilight's Profile Pic in the menu --- now it doesn't look that plain. > also configured fonts --- now that was time-consuming, I had to nicely align each character, then load that to the project properly. For example, here's my hand-drawn font for GUI with just few characters: The font used in the commands however, uses small and large cases, numbers and all the potentially needed characters for dialogues and such... It is also hand drawn, for the most part at least. I used an existing font to start with. ...Comic Sans turned out to be pretty good for a pixel font. Well, that's all for now! Thank you for visiting!
  5. Hmm.. so after few days of wondering on how things will work like, I think the pause menu will look like this: Of course the ABCDEF thing will be replaced by proper description of highlighted option/item/spell. What these below spells are? These determine the spell's tier. Basically you'll be able to improve them along with progress, sometimes it will be a slight change, sometimes a major difference in behavior and whatsoever. To give you an idea on how more or less it will work like, here's the table I've prepared for the basic spell: is TIER I is TIER II is TIER VI -and if someone is wondering what "A-F SPD" means, it stands for Auto-Fire Speed. This spell doesn't have auto-fire, hence [ - ]. This is what Element of Laughter specializes in, for example. Anyway, as you can see, not much changes there, as basically it's a 'default' spell. It gains damage, speed and size, but still behaves as a normal straight projectile. Note, that things may be changed in the future, as I suspect I'll keep re-balancing things over and over again along with progress (development-wise). I probably won't be updating this, nor posting more tables, because nu spoilers for you. It is meant to be discovered on your own. Thank you for visiting!
  6. Hello everypony! Finally the HUD has been reprogrammed! ~And length of the HP bar increases along with maximum HP! For some reason I always like that little feature in games, because that makes increasing max HP more interesting --- especially checking if you can go off-screen with this. I thought it all will take few hours, but it ended up taking two days, heh. Why it took so long? I had to replace most of the HUD graphics in game files and reprogram the HUD in general, mostly spell icons, due to their new switching animation. I also have optimized the code, now it's shorter, organized better, thus more efficient & readable. I also have added some script functions that will come in handy when programming features in the future. ...Also I discovered, that previously there were two typos in the code. It wasn't a big deal, as things still worked in the end without crashing the game, nevertheless it's of course better to not have any of this floating in the code. I guess this design will do, at least for now. And as always, thanks for visiting!
  7. Hello everypony! It's been a while, hasn't it? Last year turned out to be kind of busy for me, but hopefully this one won't be like this! I've been wondering on which project I should be working on and to this moment I have no idea. I've decided to poke this one first, but I think I may be switching between this one and MLP: The Game, as I'd really love to get these two done. My priority project will always be the first one I have ever started - MLP: The Game, but it's good to work on different things once in a while to avoid getting bored. I'm also having 999 other ideas for games and I'm trying my best to not distract myself with these. Okay, so let's get to the point. Mooooonths ago in one of the updates, @HereComesTom mentioned moving things in HUD: For a reference, here is how it looked like so far: The 'mana bar' he mentioned is the energy bar with Elements of Harmony seen to the right. For me it looked fine as it was, as I kinda didn't want to throw everything into one corner... until I realized how inconvenient it was in practice. You see, switching spells was confusing when these were on the right side, due to the order of them appearing mirrored. I thought players will eventually get used to that, but I couldn't really get used to it myself. Switching spells wasn't a big issue, but whenever I looked at HUD, it was confusing me. The order of icons wasn't really readable and I imagine it could get worse when more spells would become available. There was one thing I was sure of... That these have to be on the left side. So today I've been working on redesigning the HUD ... the whole day. I was moving things around and finally came up with this: SOME OTHER CHANGES I'VE MADE: - HP bar is now thicker, because I wanted to make it stand out more, to make it more noticeable even without really looking at it. - HP bar's length now grows along with maximum HP. - Spell icons have less details in order to save some space and make the HUD less spammy. - Spell icons have thicker energy bars, because I removed the long energy bar and used numbers only. I wanted to give those little bars more highlight and make these more readable. ...Though I had a feeling, that something was wrong. It seemed so... clogged. One of my fellow devs suggested me this: ---and that made me realize, that it's all messy indeed. Colorful bars and icons, big numbers-- all over the place, yet so close to each other. So I got to this again and decided to get rid of some details, as well as using smaller numbers to make it all look neater: Now only HP has big numbers, as it's the most important part of the HUD. I think it looks fine now, though knowing me, I'll probably end up redesigning it over and over again along with development. I was also thinking of something like this: --- buuut decided to have it all in one place. What are your thoughts? And as always, thank you for visiting!
  8. [Moderators' note: please move this thread if it's in the wrong location.] Take your viewing device and (if you can) look up its resolution. It should come out as a number times another number, such as 1366×768. Multiply those two numbers together to get the total number of pixels; in our example, this is 1049088, or 1.04 megapixels. (If you have multiple monitors, add together each monitor's resolution.) If you're unsure, just take a guess. Without revealing your resolution, how many pixels are you looking at? I'll start: 7269888 pixels.
  9. Its a pagedoll of my oc for fall ^^ (my fave season besides summer) I'm thinking of making a pony version of her, but drawing pony anatomy is really hard. D:
  10. Animation of the game from the beginning Retro RPG in the style of MLP YT:
  11. Well, ever since I became a brony I've messed around with spriting ponies. I've made progress while making them, having made two different versions so far. I've decided that I should try to revamp yet again. Here is the current base I've made: Current Ponies Made: Mane Six: Twilight: Pinkie Pie: Fluttershy: Original Characters: Prince Lightning (TagTeamCast's OC): Tiina Brown's OC: (If you wish to see the older versions, you can check them out on my dA: I am also open for requests. If you want me to make something for you, please don't hesitate to ask! Thoughts?
  12. It took me a good while to make this but I did it, and I'm proud. I created this as a Final Project to my College Course.
  13. So er, I decided to try 'draw' my OC using not too long ago, and this is how it came out - I know, not the most impressive pieces of art compared to most of the stuff posted here, but I figured I'd share this with you guys! Because well, why not? This was my first attempt at a pony and well, yeah...
  14. Alright, In my last pixel art thread for Rarity, @Bradicuda asked if I had done Pinkie Pie yet. Well, that sounded like a pretty good idea, so I went ahead and made this. Let me know what you guys think, and hope you like it!
  15. Hello! I decided to do a bit of pixel art, and ending up creating this one of Rarity. Let me know what you think of it, and hope you guys like it!
  16. We've had some fun, eh, Comet Beat?... I'm sorry to do this but... Yeah, this was made with Paintbrush, which is the coloring/drawing tool I use most often, it may don't do well with non-pixel drawings, but hey,its the best I can do. Also, is he starting to grow a beard?! No, apparently, he's not..
  17. Hello, My name is Jared and I've been a My little pony fan for about a year. I collect everything MLP I can possibly get my hands on and LOVE to see MLP pictures, Especially pixel art. I've started working on a pixel pony: Nature~ Shiney Armor~ Blue~ Midnight~ "Sorry about the size I never could figure out how to make zoomable pictures on forums and this is the size I need it for my pixel art." I was hoping and praying that I could get some advice to improve it and get people to post some other images of pixel ponies and tutorials, There's no such thing as too many posts or too much info, I'm obsessed with ponies! Thanks a million ponies! -Jared
  18. So I decided I would post some of my pony pixel art here! I hope at least somepony out there likes this... I worked a while on this....
  19. So I've been a little busy with school to do any pony fan art Yeah, school sucks... I've finally gotten some free time and decided to get back to ponies. I present "Transforming into a Princess". I'm currently doing pixel art as my specialization in college so a pixel Twilight seemed appropriate.
  20. Think back to that project you did, and you stopped liking it part way... and decide to just mess around... Well that's what this is, a Pony being digitized. Made everything from scratch, even my pixel brush.
  21. Due to the fact that there is WAY too much to show you. I will put a link to where all the Sprites are at, They are very organized (unlike last time) and can be easy to navigate. Hello, this is what I do for some of my spare time... make Minecraft Sprite Art (Ya know, when I'm not making new projects for me to work on.) Lists of what you will find is: Mario Zelda Pac-Man Megaman Pokemon Sonic AND PONIES!!! (Well, 2 for right now.) What's New: Pokemon Sprites from the GameBoy Sonic, Tails, and Knuckles from Sonic 3 Future Plans: A ton of Kirby Sprites to celebrate his 20th Anniversary. A couple of Pony Sprites.
  22. Well, this is my first-ever proper Pixel-By-Pixel project, It's a simple picture of an OC...I'm not sure what or who it is or anything, I was just messing about when the ideas came. Recommendations for eye colour? Also, style? Please, point out any, And I do mean ANY, points for improvement, be it colour, form, shading, future-plans, Etc. I'm hoping to have a few more pieces uploaded soon, including the development stages of this piece, mainly so I can use it for reference. __________________________________________________________________________________ Disregard all the below, It's just notes to myself, Notes: What the hell is up with that body? Something seems a bit off...Work on it: Find ref. pic./ using Twi? Any base body, roughly similar..... Horn? Re-colour.....Earthen? - IS EARTHEN. Fix, Fat PC, Re-install XP, find hidden partition, boot with slave drive/master drive corrected.... Use Paint.NET on Desktop, fine-up, fix edges, soften hardlining. _________________________________________________________________________________ Proportions: Is this closer? I'm trying to find a decent guide for them, some people said that this drawing had mostly correct props.
  23. Wild pixel art appears. dA link -> Enjoy the fruit of my failure! Something I've been working on at a very slow pace for a month; going back to the drawing board on this one. Not pleased with how it's turning out. For now, enjoy what I made of it, since the next rendition will look entirely different. Basically throwing it out and starting anew, thought I'd post it anyways. 13 colors, loosely based on CPC colors at first, then shifted to other ones I thought worked better. Expect to see this, except in a totally different form, eventually. I'm going to try again with a cooler pose, better compositional qualities, etc. The only thing that'll be the same in the next rendition is that there will be Twily and a Firefly; the similarities end there. Not looking for C+C, already got all I need of it elsewhere.
  24. -PLEASE NOTE: THIS ENGINE IS COMPILED IN AN EXE. AND THUS, THIS MAY SET OFF YOUR ANTIVIRUS, BUT I CAN ASSURE YOU, THIS DOES NOT HAVE A VIRUS- Hay Guise! VioletLinked here again bringing you a build of an engine I'm working on for a game I'm thinking about making. The game currently has no name (yet). The character's new name is Flik! VERSION 12 IS OUT! GET IT AT THE BOTTOM! You now press and HOLD X to grapple! On release of X, your grapple is reset. This feature will be present in this update! Game is being built right now! I have tons of ideas including... A Death Animation (DONE!) Water you can swim in (Wondering about this... There are no NES games that used a swimming mechanic (In the way that I want to). Don't tell me 'Oh, Super Mario bros, the water levels' because all Nintendo did was allow infinite jumping and lower gravity.) Collectible coins for shops to buy stat ups! Keys and Locked doors (DONE!) Ungrapple-able Block (DONE! Will be added next update) Crumble Blocks! (DONE! Will be added next update) Updated / Fixed Springs (DONE! Will be added next update) Breakable Glass (DONE!) Spikes! (DONE! 4 ways!) Turrets that shoot missles like super meat boy (8 directional shooters) (maybe 4?) Moving traps Springs (DONE!) Sparks and Fire effects? Amazing new music made by KKSlider60! see attached! The engine is a 2d, one player, platforming, grapple engine. Controls: Left and Right Arrows: Move Z: Jump X: Grapple C: Reset Grapple (CUT OUT, UNNEEDED!) R: Reset Player Num pad 1: previous room Num pad 2: next room I'd very much appreciate it if you would try out my engine that I built. I really would like some feed back. I'm trying to make an NES style game, but make the mechanics a little better than normal. (Hopefully you get what I mean. I'm wanting to use NES pallets, 8-bit music, but some mechanics from today. Get it?) How to play it: Face the way you want to grapple, then press (and hold) X. Now, use your grapple cam (Upper left) to see when your grapple will hit a wall. Walk back, then when your grapple hits a wall, run with it to scale large gaps and make it over challenges. Release X to reset the grapple if you set stuck. You can get it here: VERSION 12! http://www.mediafire...1dqvo7ppuab46ma Amazing new music made by KKSlider60! see attached! --------------------------------------------------------------------------------------------------------------------------------------------------------------- ATTACHED: pixel_remix_v2.mp3 playing with fire_FINAL.mp3
  25. Since I've seen a lot of pixel art tutorials, and noticed their style of teaching is flawed (in my opinion), focusing on some things in too much detail, while leaving out things that I find extremely important, I've decided to fix that by writing a tutorial myself, that teaches newbies to pixel art in the way I find would be best. I am posting parts 1 and 2 right now, and I plan for the next week to add an additional lesson each night, for a week; therefore, I shall have 10 lessons total. Please add any input you have as I go along with these, once I'm done I'm probably going to put it up on a Pixel Art site somewhere Ashbad's Pixel Art Tutorial Part I -- Why do it? What does it entail? What tools do I need? Well well well, if you're reading this right now, I can only assume that you want to learn about how to draw pixel art; either that, or someone threw you a link to this tutorial, disguising it as a link to a free online pizza coupon or something. Sorry, this isn't exactly the place for you to download a delicious pizza, but I welcome you to keep reading anyways. So, this is a tutorial about how to draw pixel art. Might as well start by giving reasons why you want to learn how to draw some! Reasons to draw pixel art: - It's an excellent visual art form to dabble with, and it requires the least amount of tools to generate - You can create beautiful, original sprites for use in video games (a major reason I do it!) - It helps discipline you to pay attention to little details; in pixel art, every single pixel can make the difference in outcome! It's also quite different than many other art forms; you'll probably have to learn completely new art techniques to make decent works, even if you're already a great artist in other forms of visual expression. One thing that's essential to making pixel art is loads of practice, being exposed to lots of other pixel art to learn new techniques from, and most important, the revision process. Most of the time you'll be making many passes over a single sprite to make it high quality, and something as small as 16x16 pixels may take you hours to perfect, and that's fine. The more practice you have, the less you'll have to go through revision and it'll take less time to recieve the same result. Of course with every pass you take, no matter where the quality was before, you'll always find something to improve upon. If you're coming into this thinking that pixel art is an easy form of art to create, I'll say up front that you're in for a nasty surprise. In fact, I would call it a pretty challenging art form to master. It's all about detail, more so than many other forms of expression. You also don't need to come into this with $500 Photoshop or Adobe junk software to work with; all you'll need is something very simple, I cling close to Microsoft Paint. and the GiMP are also overboard for pixel art, generally, but if you can't use MS Paint then they're fine alternatives indeed. I'm teaching this tutorial using nothing but MS Paint as the tool, so if you're using something else, keep that in mind. Most of the additions in those fancy editors really aren't helpful for pixel art anyways, so we won't be needing them. With that being said, let us move onto Part II! Part II -- Let us paint with the colors of the rainbow... and then some Many pixel art tutorials leave this lesson out until later in the tutorial, keep it as a small little sidenote, or ignore it completely. But, I disagree with this notion; you can have the greatest-looking sprite in the world, but if the colors hurt your eyes or take away from the details, then it'll just look crappy. Many beginners use supersaturated colors for their sprites and tiles from the outset, and the result are generally horrifying. For example, which tile of the two below looks better? They're both supposed to be of grass, but the colors can make it or break it. Tile 1: Tile 2: I think for the most part everyone can agree that Tile 2 is superior. Disagree? Check your monitor's brightness and saturation, it's probably down to 5 or 10% right now. Fix it, and look again. Tile 1 is hideously bright, isn't it? Generally, newbies' grass tiles look at least that bright before they've had a color 101 lesson or two. The grass tile is actually quite decent for the effect it's trying to transpose (it's using only 3 shades of color to give a retro feel to it) when proper colors are used. But, how do you know what colors are good, and what colors are bad? Sometimes, a super bright green might be needed in small amounts; how do you know when to use it properly? Learning how to pick a good palette is an important skill to learn, and it is one that improves over time, if one is given enough good and bad examples to learn from. It's hard to generalize what's a good and a bad color, most have their specific or general uses in pixel art. But some can be generalized. Here's a set of colors to almost always avoid using: All of these colors have one thing in common; they all have RGB value components that are either zero or maxed out at 255. What do I mean by that? Well, colors in pixel art generally follow the RGB color coding scheme. The most common encoding these days is RGB 8-8-8, which simply means that each pixel's encoding takes 8 bits for the red component, 8 bits for the green and 8 bits for the blue. That's 24 bits total; BMP and DIB raster image (pixel-based) formats usually pad them to 32 bits though, using an extra, wasted 8 bits that have no use in order to keep the image file more uniform and provide faster access to the pixel data. Each component in an RGB 8-8-8 color can take the value of anywhere between 0 and 255, 0 being the lack of that component's color and 255 meaning that it is maxed out entirely. That means that we can have a total of 2^24 different colors, which is about 16 billion or so. We can make just about any color imaginable with RGB 8-8-8, save a few imaginary, impossible, and super colors (which we wouldn't ever use in pixel art anyways!) Mixing colors with RGB is different than mixing them like paint colors. Mixing red and green with RGB yields a yellow equally as bright as the red's and green's levels, while with paint it would be some ugly brown color. With MS paint, you won't have to worry about experimenting with RGB values directly most of the time, since there's a convenient (and powerful) color picking tool already provided. However, you should know how they work, so in later sections I'll cover such as selective outlining and antialiasing, you can efficiently pick colors suited best for the job given two sets of RGB values. Since you'll be working mostly with the color picker, it's a good idea to make sure you can pick colors quickly by knowing where different colors would be located on it. For example, here's a few common colors you will need to know the general locations of by heart: A blue marine color, great for representing water or the sky A nice starting brown color, for all your flesh-color and dirt-color needs A green decent pastelish enough for general plant-life use A nice pastel pink, that isn't very harsh Colors like these you should familiarize yourself with the best you can, and keep in mind their general RGB values. There are all sort of colors you need to know the location of by heart, way too many for me to point out; it's up to you to find them and make use of them. Now that you're educated in the sense of colors, let us move onto part III.