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Normal View
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Dithering |
Without |
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(zoomed view)
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Normal View
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Dithering |
Without |
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(zoomed view)
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Try to look at my tree house example under the variety section. Dithering was applied on the flooring of the veranda, door, mini chimney, etc. Dithering was not applied on the trunk of the giant tree, lighted window, pipes, etc.

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If you finished designing the other half...
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Use the flip function, "horizontal"...
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Join the two halves.
You might find this some sort of cheating, but pixel artists do this for an easy and quick finish.
If you think only cheaters do this, a BIG NOT! Let's take a look at a game like Neophyte (windows). If you study the screenshot by looking at the marked furniture, you'll find flipped pieces.

You can use flip to easily make the parallel image of any upright things like what they did with the chair as seen above and what I did with my example below.

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A bamboo chair right-facing.
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Flipped to make it face left.
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Final product.
Another game example is the Star Ocean (snes). The left and right sides of the bed, the windows including the curtains, and the walls looked identical because they were just flipped. You can actually find other flipped things if your eyes can find them!
That includes the diagonally facing wall, the carpet, the legs of the chair, the top area of the bookshelf, the pot of the plant with red fruits, and the weighing scale. Why pixel artists do this? Again, this technique is easy and quick. Artists also make use of the other side to make a new side. They do it by modifying some parts of the image like the example below.

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This is the first half of my watermelon.
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I flipped the half.
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Joined the two halves.
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Edited some of the other half.
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Added some red and black dots making the juicy flesh.
You can also use the 'horizontal' and 'vertical' flips to any applicable pieces.

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Original pose.
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Flipped horizontal.
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Flipped vertical.
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Flipped horizontal.

An example of re-coloring. The same flower buds, only in different colors.
Re-coloring can be applied to anything. You can redo the hair, costumes and skin of your sprites. You can re-color some parts or the whole image. Final Fantasy 3 used this method on the walls as seen in the three various house interiors below.
They used the same looking wall. The only difference is their color palette.
Cheating Time!
(under construction)

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I used the same base for my two fruits.
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I draw various sizes and poses of the fruits.
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I made the two types of leaves.
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By copying then pasting the fruits and the leaves to the same base, I easily made two variations of each hanged fruits.

Examine the lamp. If light is on the left side, the darker the color becomes on the right side. You can distinguish where is light coming from because of the bright colors used that gradually gets darker.
The lightest color as seen in the palette is used to emphasize sunlight's location and the darker colors stresses the lamp's shadow.
The best sunlight area is the upper left or upper right of the object. You can also just make it left or right.
Using no highlights and shadows makes a flat-looking picture. To show shape detail, let there be light and some darkness.
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Create Variety - done by putting other elements on the same image, flipping images, or changing color palettes like when re-coloring. You can add, minus, or modify to create variety.
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You can make up to 24 vine varieties by just extending the length of the vine, adding the curls to the original image and to the extended vine plus when you add the various colored flowers.
You can avoid monotony by following this method. The same principle is followed when you make a map for a game. Randomly designed maps are not boring to look at. Things with no variety are uninteresting.
Examine the next picture. What varieties can you find?

These are the lamps, windows, and the stairs.
Find another variety of my tree house in the next picture example. The first picture had verandas. The next simpler picture has no veranda. Both tree house designs used the same trunk base. The element which is the veranda was removed to make a new kind of tree house.

Comparing the two examples, we can conclude that variety can be implemented not only with small things that makes up the image but with the over-all look of the image including these small things. (Take note; the monkey was done using a cheating technique)
Where to put variety? Walls (cracks / no crack), trees (with fruits / no fruits), flowering plants (with / no flowers), and mostly anything in your tileset. Refer to my Interior Plan table at the beginning ("with or without") for more examples.
I wanted a barrel with water. How do I create water inside the barrel? Prepare the color palette of the water. For my example, I used four shades of blue.

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At first I made an empty barrel.
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I used the darkest shade of my blue, used the fill button on the darkest brown.
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Replaced the darker brown with a darker blue.
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Replaced the lighter brown with lighter blue.
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Added the ripple using the lightest blue.
This is an indirect approach because I just replaced the original colors with a new color. You can also do this directly without following the interior outlines of the barrel.
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Where to apply Transparency?
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Ghosts
- Water, waterfalls and other liquids
- Underwater things
- Light, fire, and anything glowing
- Shadows
- Rainbows
- Whirlwind
- Clouds, smoke, other gases
- Laser
- Glass windows and walls
- High-tech monitors
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Cheating Time!


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From the original colors...
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Erased, left the open area and turned the color into light blue.
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Added some design (lightened).
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Pasted to the original.
You can turn the picture into blue by using any image editing program. Find color balance (RGB color values) then increase blue. The same method can be done with other transparent objects.
More Coming Sections:
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