This is a great roundup of the one and amazing hexel (6 edged pixel ;)) art editor Hexels!



  • grid-based art program that lets you paint with shapes
  • win, mac (free + pro version)
Image Sources:

(Source: gamemories, via atthevoidsedge)



I did a thing


(via slbtumblng)

The Future Is Now 01 by SuperScroggz


Video game wallpaper time. Today’s assortment is a mixed lot that finally brings to the world of wallpaper some games that are long overdue and that I’ve wanted to create but was never in the right frame of mind for. Leading the charge is Sega’s triumphant fantasy beat-em-up Golden Axe; my favorite arcade wrestling game, Mat Mania; a Western-themed run-and-gun hit from Konami, Sunset Riders; and Atari’s unique take on the popular 80s innertubing activity, Toobin’.

As usual, these images are artistic interpretations of the games in question, and often reflect arrangements you wouldn’t find within the games themselves. This is particularly apparent in Golden Axe, where you can only play with two of the three characters at a time. These have all been added to my online wallpaper gallery, but for convenience, you can get the full 1920x1080 sizes (with correct scanlines and full coloration, unlike the Tumblr-crunched images here) at the links below.

Golden Axe - Full size wallpaper
Mat Mania - Full size wallpaper
Sunset Riders - Full size wallpaper
Toobin’ - Full size wallpaper

Fire and Ice 01 by SuperScroggz

Finishing a Game



As I work towards completing my own game, I’ve been thinking a lot about finishing projects in general. I’ve noticed that there are a lot of talented developers out there that have trouble finishing games. Truthfully, I’ve left a long trail of unfinished games in my wake… I think everyone has. Not every project is going to pan out, for whatever reason. But if you find yourself consistently backing out of game projects that have a lot of potential, it could be worth taking a step back and examining why this happens.

We’ve all had that feeling about at least one game, comic book, movie, etc., that comes out: “Gee, I could do better than this! This is overrated.” But it’s important to take a step back and realize that, hey, they put in the time to finish a project and I haven’t. That’s at least one thing they might be better than me at, and it’s probably why they have the recognition I don’t! If you treat finishing like a skill, rather than simply a step in the process, you can acknowledge not only that it’s something you can get better at, but also what habits and thought processes get in your way.

I don’t believe that there’s a right way to make games. It’s a creative endeavor, so there are no hard and fast rules that can’t be broken at some point. But as a game developer who has discussed this problem with other game developers, I feel like there are some mental traps that we all fall into at some point, especially when we’re starting out. Being aware of these traps is a great first step towards finishing something. (Between you and me, codifying these ideas is partly my way of staying on top of them, too!)

So without further ado, here is a list of 15 tips for finishing a game:

Read More





As promised, here’s my scanlation of the SMT1 OST liner notes that eirikrjs generously scanned that has Kazuma Kaneko talking shop about his pixel art philosophies. :D!

There’s a decent amount of ground covered here considering how short it is. Some of his advice is a little dated, as indicated by his references to sprite color pallet limitations on consoles during SMT1’s heyday, but hopefully this is still a fun look into how some of Atlus’ most iconic demon designs were originally handled. Pretty unorthodox jumping immediately into sprite work for a lot of demons!

For best readability, make sure to right click each image and either save it or open it in a new tab so that they can be viewed at full size.

Thanks for reading!


Incredible stuff. We don’t deserve you!

This is the Lord’s work right here.


(via scrollboss)



Sometimes I feel bad for Technos. To this day many gamers don’t really know them as developers, despite their obvious contributions to the beat-em-up genre. I can’t blame those people, considering the company went out of business nearly 20 years ago in 1996. What’s even sadder, though, is that it seems to me that Technos spent the last decade of its life trying to recreate the glory of their biggest triumph, Double Dragon. Don’t get me wrong, Combatribes was a nice game and the Kunio-kun series (which includes River City Ransom and Super Dodge Ball) are fun experiences whose co-op works even today. But it was Double Dragon that invented the modern beat-em-up (by fixing the clumsy, archaic mechanics of their previous game Renegade)—a combination of good gameplay, interesting aesthetics, and being in the right place at the right time. (Totally unrelated side note: the original Double Dragon is also the only arcade game my brother and I have ever played together. That ending battle was intense.)

It was the groundbreaking success of 1987’s Double Dragon that Technos chased after with their final virtual breaths. Numerous sequels to the game were released, none as successful (although Double Dragon II makes a decent stab at it despite lacking quite the charm of the original.) There was an animated series, a small run in comics (whose best redeeming quality is the Art Adams cover for issue #2) and a truly horrible movie that makes Uwe Boll’s works appear majestic by comparison, if you can believe that.

The Neo Geo release of Double Dragon, listed as Double Dragon 95 in its credits, is another failed effort to recapture the glory of years gone by. Double Dragon 95’s problem isn’t that it’s bad, because it’s not. The problem is that it just is. Despite being roughly based on the awful movie, it’s actually an okay fighting game, with acceptable graphics, average controls, mediocre music and almost nothing else to recommend it. In 1992, this might have been a contender in the first wave of Street Fighter II wannabes. In the super-competitive arena of waning arcades, however, “average” just couldn’t cut it. By 1995, on the Neo Geo—which had Samurai Shodown, Fatal Fury, King of Fighters and many other, better, fighting titles—this game was wholly inadequate.

It was also nonsensical, forcing you to fight every other character in order to win, which lead to strange scenarios such as Billy beating Marian unconscious in order to get to the final boss. It does provide the ability to play as notable enemies from the game series like Abobo (Double Dragon), Burnov (Double Dragon II) and Amon (Double Dragon III), but that just isn’t enough. This release of Double Dragon was the last official game in the series that Technos released before closing shop. If they had succeeded with it, there’s no telling where they and the series might be today.


Barbarian: The Ultimate Warrior (Palace Software - C64 - 1987)


Barbarian: The Ultimate Warrior (Palace Software - C64 - 1987)

(Source: games-in-bits)



Thank you guys for hanging around with me, means alot to me ;u;.

Therefore. it might be not much…

But feel free to download the Photoshop-file and learn an study and do whatever you want. Use it in your pictures or whatnot :)

(via wiseson)



"Dot" Creation - Creating Graphics with Soul

Game: King of Fighters XII

Developer: SNK Playmore

Released: 2009

System: Arcade, PS3, Xbox 360

Genre: Fighting

Wikipedia Entry

Animated Gallery of KOFXII Characters (100%, 200%, 400%)

About “DOT” Art - New Frontiers in Pixel Art

Source of above Images:



Contra III: The Alien Wars

Developer: Konami
Released: 1992
System: Super Nintendo
Genre: Run and Gun
Wikipedia Entry

Contra III Longplay (28 min): //

Screenshots were captured from the Contra III Longplay (played by Valis77)


Castlevania III: Dracula’s Curse, NES.


Castlevania III: Dracula’s Curse, NES.



The best song on the NES.

(Source: mowsmith)