Pico 8 is a "fantasy console", a modern virtual machine, simulating some old-school restrictions, such as 16 colors, 128x128 resolution and limited space for music and code. For some reason, it really inspires me to make pixelart for. So I decided to demake the first beat em up I ever played, Golden Axe. It ended up taking a full week, all told.
16 colors and a 128x128 resolution can hold *so* much information!
Thereโs no secret knowledge: at such small resolution I try to be as bold as i can with my pixel clusters: I never use 50% dithering, and generally stay away from single-pixel clusters. This is what enchants me about the craft of pixelart. Itโs not just a small resolution and a small palette, you need to embrace the limitation and do the most complex pixel placement decisions, until you find an optimal configuration that 1. conveys the forms you want to convey and 2. doesnโt produce banding and vagueness.
Itโs basically math, but the kind of math that relaxes you.
So here's a glimpse into my process
Oh, and I also tracked the "Battle Field" theme for Pico 8. Chiptunes are so cool:
https://www.youtube.com/watch?v=7o2mfvxIEa8