>Finally decide to replace the placeholder player sprite in my game with an original creation
>Use a simple, CC0 base character spritesheet from OpenGameArt (link below)
>Realize that I can't draw hair on a 16x16 sprite
>Also realize that I can't pull a Miyamoto and draw hats

opengameart.org/content/base-c

None of this shit would've happened if I didn't had this anti-art attitude during my elementary school years.

My mind correlated art (regardless of it's form) with painting and "no fun allowed" old ladies who took the thing seriously and worshiped a time period that even predates them. Of course, I blame the mandatory art classes that also had professional painters teaching them. I also had shitty hand-writing and nobody could help me because I'm left-handed and have other dexterity issues, but if it weren't for those, I probably would have never gotten into computers in the first place because I had an AlphaSmart because of it.

I can appreciate art now and I realized that it was stupid of me to correlate all art with classical Renaissance paintings. I can draw somewhat, but I can only do full frontal or behind shots. I can't draw from angles. I can also do some pixel art, but working within those constraints is difficult. Case in point 16x16 character sprites.

@xianc78 the other art classes were basically "here's class do whatever l0l" and if you wanted to get good, you couldn't because either you weren't taught that or your parents didn't sign you up for the course if it existed.

@Pawlicker They never taught any technique. They just give you some example picture, sculpture, etc and tell you to make your own version of it.

@Pawlicker I wondered why they couldn't just do what Bob Ross did and give a step by step tutorial while encouraging people to give their own spin, but then I realized that he could only do landscapes and his painting style required the use of knives which obviously can't happen at school.

I don't know why they couldn't at least have one project that just involved drawing simple cartoons. That's what kids love.

@xianc78 I mean, if teachers weren't boomers pushing a pencil or pretending to care they would also be teaching kids to program with games instead of "write this database or something".

@Pawlicker I took a programming class in high school and at the very tail end of it we were programming games, but it was in Visual Basic using Windows Forms, and moving images across said forms. Obviously, they couldn't teach us XNA due to timing, but those games looked like Hong Kong '97 in terms of quality.

@xianc78 Yeah XNA came out later, and so did other stuff. VB was not good for gaming.
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@Pawlicker I should've said that it was VB.Net, so basically C# without the curly braces. XNA was supported on it, but only briefly as Microsoft would discontinue XNA entirely shortly after.

They probably went with VB.NET only because of the drag-and-drop interface for GUI programs (our class skipped CLI programs entirely). This was high school so they didn't expect that many students to actually enter said field.

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