16x16 Pixel Art

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Honorato Overmyer

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Aug 5, 2024, 2:45:24 AM8/5/24
to bimarpipaw
16pixels by 16 pixels is a common resolution for assets matching a low-res pixel art aesthetic. Although the assets may not be specifically 16x16, they are designed to work in a graphical setting where objects are around that size.

What to do: Using black colour, make a little drawing inside the bounds. Now, 1616 pixels can seem like a very small space, and it is, but it will teach you the first lesson of pixel art, to make each pixel count.Important: Make sure your drawing is fully articulated and readable at this stage. If you start with a bad drawing, no amount of polish will be able to save you.


What to do: Colour inside your drawing, just set the basic colours and avoid any shading Important: Make sure your base colors work well together and are also bright and vivid enough, at this stage the drawing should be even more readable than the last stage, not less.


In addition to informative displays, you can showcase Pixelated Art Designs! Get creative with your own designs or explore over 1000+ captivating designs in our vibrant pixel art community on the Divoom app.


What could be a more perfect gift than a versatile, nostalgic Bluetooth speaker that lets you unleash your creativity? With its customizable pixel art display, Bluetooth speaker capabilities, and practical functions like an alarm clock, this device offers both entertainment and utility for individuals of all ages and interests. Its innovative design seamlessly blends retro charm with modern technology, making it a distinctive and heartfelt gift option.


It depends on where you are. Orders processed here will take 5-7 business days to arrive. Overseas deliveries can take anywhere from 7-16 days. Delivery details will be provided in your confirmation email.


A 16x16 pixel demake of Sonic 1. Features Green Hill Zone 1 with Dr Eggman boss battle at the end.

I tried to keep the feel of Sonic 1 as best I could, and the level is fairly accurate to the original, though not 100% the same.


Most people are probably familiar with Sonic but if not, the aim is to get to the end of the level. Collect rings to protect you from damage. Enemies can be killed by jumping or rolling into them.

Getting hit with no rings is Game Over.


The small size posed a few issues since sonic could easily tunnel through thin floors/walls at high speed. I also had to implement the tile angle as an array for some tiles rather than a single value, one angle for each x position.


I'm also butting right up agains the PICO-8 token limit (char and compressed size are well within limits though) so I had to do a few mild golfing passes to free up space towads the end so I could fit everything in. Please take into account if scouring the code and don't judge me too harshly!


This is very neat, good job optimizing the crud out of a ridiculously tight set of limitations. Yeah, we got screens with millions of pixels available, but it's amazing what you can do with just a few of 'em if you try.?


HELP!!! I want to run a light show on a prebuilt matrix which is a WS2812B LED Panel. It is 16x16. It only has a single data in connection that I want to use to read from the Arduino to run the panel. I really need to know how to properly do the code to get the Arduino to read from vixen from a pin 8. Once I get the program to read, I should be able to figure out the rest of the code to do other functions I need to do. I know there are a couple of variations on youtube, but they are for big projects that require a relay which I do not need to use just one matrix. Any help would be greatly appreciated.


I have a class project due in a couple of weeks. I had the bright idea to use a 16x16 neopixel matrix to set music to lights. I need to know how to get vixen and the matrix to talk through the arduino. The matrix has a single data in input attatched to the back that will attach to the arduino into a pin that will be an output pin. Any help is appreciated.


I'd start by getting the display working. Check out the Adafruit site for help there. Do note that those displays draw a lot of current if you have a lot of pixels on. Far far more than the Arduino can supply so you will need a separate power supply.


I think I have bitten off more than I can chew. I am attempting to do a vixen sequence using a 16x16 dotstar rgb matrix. I have attatched an image of the matrix I am using. I have searched and searched and get find anything using this nor any code that points me in the right direction. How do I get the arduino to read this coming from vixen 3. Coding is a new concept to me. Please help. Project is due December 4th and I havent had any luck.


Cross posting is against the rules of the forum. The reason is that duplicate posts can waste the time of the people trying to help. Someone might spend 15 minutes writing a detailed answer on this thread, without knowing that someone else already did the same in the other thread.


In the future, please take some time to pick the forum section that best suits the topic of your question and then only post once to that forum section. This is basic forum etiquette, as explained in the sticky "How to use this forum - please read." post you will find at the top of every forum section. It contains a lot of other useful information. Please read it.


I have written some code. Ill paste it below. My coding knowledge is very limited. I am having to complete this project for a basic coding class. The code worked as far as communicating to the pixel matrix. Only one Pixel would light up though. Vixen 3 is what most people use to do the big light shows you see on shows like the great christmas light fight and the other videos posted online of lights going with music. You have to make your own sequence to music in the software.


All the pixels in my texture have inconsistent sizes compared to each other that change based off of the size of the image its more apparent at smaller sizesThe file isn't the issue I've tried upscaling it


If you write your own sampling code, you can render your original image to a target texture with SDL_SetRenderTarget (making sure you use the SDL_TEXTUREACCESS_TARGET and SDL_RENDERER_TARGETTEXTURE flags), and then render that to the screen.


I want to adjust the tile size of the map. When I change the tile width and tile height from 64x64 to 16x16 in the map property, the existing tile images/objects on the map shrink and their structure become weird. How to adjust the map pixel without affecting them? I just want to change the map pixel and add some new tiles with smaller pixels(16x16) to the map.

Sorry for my bad English and thank you.


This is an asset pack for a top down 16x16px dungeon themed tileset.



Along with the tileset we have included an animated hero character, four animated enemy sprites, numerous props, a small 3x6 pixel font bitmap, and some basic UI elements.



We made a quick demo you can play in your browser to preview the assets: Doomridge Dungeon Demo



Full Contents


License: By purchasing this pack you are free to modify and use these assets in all projects, free or commercial. Credit is not necessary, but appreciated. You may not redistribute or re sell these assets.



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With 16x16 Dungeon Pixel Art Platformer pack you will be able to set up dungeon scenarios with tileset 16x16 pixels scale, also containing elements of background props, interactable objects as well as 4 animated characters.


-zombie">Fantasy Zombie by LuizMelo -creatures">Fantasy Creatures by LuizMelo -fantasy">Enemies Fantasy by LuizMelo -armor">Heavy Armor by LuizMelo -martial-characters">Fantasy Martial Characters by LuizMelo -warrior">Ghost Warrior by LuizMelo -martial-characters-3">Fantasy Martial Characters 3 by LuizMelo -warrior-2">Ghost Warrior 2 by LuizMelo -troll">Fantasy Troll by LuizMelo -creatures-fantasy">Monsters Creatures Fantasy by LuizMelo -warrior-3">Ghost Warrior 3 by LuizMelo -pack">Knights Pack by LuizMelo -armor-2">Heavy Armor 2 by LuizMelo


Great assets, I'm working on a game and having such high-quality work really helps me focus on programming and design. If you're interested, we can chat and discuss a fair price for your work, and I can introduce you to what I'm working on


Bought a 2nd medium pack on accident and that is absolutely fine given the level of detail and price. Then realized there was a large pack. Purchasing that one as well even after getting them in the medium pack.



Thank you for your wonderful work!

They will be used in my upcoming game, Chronomon =)

Chronomon on Steam


I would like to use this in an open source game, though I wonder if it counts as redistributing to you if it's in a public repo? I would only use certain sprites of the package and only put the ones necessary on the repo. Of course I would credit your work properly.


Hii, I love your work, this is awesome!! I wanna ask you if I can use them for a university project. It's a videogame trailer and my project is about a game with pixel art style. (it's only the trailer, not the actual game)


Hi! I've used your bullets for a Bullet Hell Jam game: -sphere



Sooooo many bullets, all really good quality and very easy to edit. Some players particularly remarked just how good the bullets look. Great, great work, thank you so much!!




Hi, I enjoyed your pixel bullets. Using it for a project with lighting and reorganized into a 512x512 tex to meet power of 2 requirements. Also made a normal map. Here's the normal map: Normal_Map and a short video showing rendering of the bullets with the normal map attached. Can post the 512x512 tex, just don't want to run afoul of your "cannot redistribute" clause.




Elevate your game development with the Survival Kit, a comprehensive pixel art asset pack crafted by Dagon Dev. Dive into the world of top-down survival games and bring your vision to life with over 90 meticulously designed sprites.

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