My notes (yes, sometimes I take 8-bit notes in Photoshop) from hand skewing and aliasing type for The Last Rocket logo.
While less distracting here in shorter strokes, using irregular patterns to draw angled edges or lines can create distracting stepping patterns. Unfortunately, depending on the letterform, they're not entirely avoidable (there's still some irregular angles in the A, K and on the bars of the E in The Last Rocket logo but those that remain are the lesser of all the irregular evils I tried).
The trick I found was to fudge the letter shapes to the nearest regular angle then tightly kern to hide the perspective discrepancies that creates.
This all comes from studying the NES Mega Man logo. 8-bit pixel-pushers: any other tricks to share?
Nice Shaun, pulled this image and putting it in my sketch book for reference :) ... I too was doing something that required lots of perspective lines in the past (see it here ), unfortunately it required that I had to use Irregular lines as it seems you can only do so many 'angles' with Regular ones.
It's awesome seeing you reveal so much of your process throughout these things. Now that I have a (hopefully) simple enough concept in my head to work with, I might just start on a game of my own one of these days. Thanks for all the inspiration, and especially the great insights.
@David, I remember seeing that a while back. I think in that case the sum did a good job of hiding the irregularly aliased parts.
@Marty Then you'll love this, I've been taking daily notes and tracking my time. When the project is done I'm going to share that giant text file and the breakdown of where my time was spent :)
(In addition to building up my chops for Mimeo a large part of the motivation for this project is seeing how long each step actually takes in practice.)
This is an early test I did for the sub area display of BitRate. @Shaun: Have a look at the knob indicators. Usually I would go for a smooth transition but with this particular task I drew similar conclusions as you did concerning the lines ;-) See the final result in motion here.
13 Responses
My notes (yes, sometimes I take 8-bit notes in Photoshop) from hand skewing and aliasing type for The Last Rocket logo.
While less distracting here in shorter strokes, using irregular patterns to draw angled edges or lines can create distracting stepping patterns. Unfortunately, depending on the letterform, they're not entirely avoidable (there's still some irregular angles in the A, K and on the bars of the E in The Last Rocket logo but those that remain are the lesser of all the irregular evils I tried).
The trick I found was to fudge the letter shapes to the nearest regular angle then tightly kern to hide the perspective discrepancies that creates.
This all comes from studying the NES Mega Man logo. 8-bit pixel-pushers: any other tricks to share?
about 2 years ago
Pro
Rogie
Great tip :)
about 2 years ago
Pro
David McLeod
Nice Shaun, pulled this image and putting it in my sketch book for reference :) ... I too was doing something that required lots of perspective lines in the past (see it here ), unfortunately it required that I had to use Irregular lines as it seems you can only do so many 'angles' with Regular ones.
about 2 years ago
It's awesome seeing you reveal so much of your process throughout these things. Now that I have a (hopefully) simple enough concept in my head to work with, I might just start on a game of my own one of these days. Thanks for all the inspiration, and especially the great insights.
about 2 years ago
@David, I remember seeing that a while back. I think in that case the sum did a good job of hiding the irregularly aliased parts.
@Marty Then you'll love this, I've been taking daily notes and tracking my time. When the project is done I'm going to share that giant text file and the breakdown of where my time was spent :)
(In addition to building up my chops for Mimeo a large part of the motivation for this project is seeing how long each step actually takes in practice.)
about 2 years ago
Pro
Andrew Colclough
This is like rule #1 of pixel art @shauninman - thanks for relaying it.
I'm going to toss this article: So you want to be a pixel artist? - for anybody that hasn't seen it yet. More here. Excellent stuff.
about 2 years ago
@Andrew, Definitely but somehow I never thought to apply it to larger pixellated text :)
about 2 years ago
Pro
David McLeod
Yeah, the detail of the floor and spotlight effect, even the ghosts all hide a lot of the clunkiness of the irregular lines.
Anyway, not to distract from your post... good stuff, I enjoy following along on Mimeos progress like everyone else here!
about 2 years ago
Pro
Matt Stevens
looks like missile command
about 2 years ago
Pro
Drew Smith
This is helpful. Thanks Shaun.
about 2 years ago
Pro
Max Mondon
great that you show again, what its all about. the basics! love your game btw.
over 1 year ago
Pro
John Howard
Love this. Beat the game a while back for your 'Last Rocket'.. a great play.
about 1 year ago
Rebound
BitRate Sub Area Test
by Max Mondon
This is an early test I did for the sub area display of BitRate. @Shaun: Have a look at the knob indicators. Usually I would go for a smooth transition but with this particular task I drew similar conclusions as you did concerning the lines ;-) See the final result in motion here.
27 days ago