First pixel art portrait of the year
Three Goblin Art
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izzy's playlists!
tumblr dot com

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Cosimo Galluzzi
Cosmic Funnies
styofa doing anything
KIROKAZE

oozey mess

pixel skylines
Monterey Bay Aquarium
2025 on Tumblr: Trends That Defined the Year
NASA
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Kaledo Art
trying on a metaphor

Love Begins

seen from Mexico
seen from Malaysia

seen from Russia

seen from Malaysia
seen from Ecuador

seen from Greece
seen from India
seen from Qatar

seen from Pakistan

seen from Malaysia
seen from United States
seen from United States
seen from Türkiye
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@diegocambreart
First pixel art portrait of the year
Beyond the clouds
Designing more fighter jets and their respective attacks
Shot test
Mockup
Recap 2024
Recap 2025. This year I can't show you some of the things I've done, as I've been busier than usual for a few months. So I've filled in some gaps with “I Want to Believe”
of how my idea of mixing spaceships and swords began
I like swords and shoot'em ups and I thought why not mix both concepts
here I show some mock ups, the main idea is based on grazing the enemies to fill a bar that activates the special attack
under that same color palette I thought that instead of a ship we could be a swordswoman with magical powers
the swordswoman I have modified it several times, I even thought of stripping her of everything except the cape, giving her a more angelic or divine appearance
did not convince me
I have designed a spacecraft based on a Spanish rapier sword with a loop guard
Pixel art tribute to Adalia de Volador from the video game En Garde! If you're not familiar with it and you like swashbuckling themes, humor, and parries, I highly recommend it
Pixel art tribute to my personal GOTY 2025: Absolum. This game has been my escape these past few months, and I think it's the best beat 'em up ever created. It does so many things right... from its gameplay to its art style and soundtrack—it does everything well. Congratulations to the studio for creating such a work of art.
There is a brain process in which by coordinating several neural networks one can generate images or simulate an internal representation of a situation. This process is known as imagination.
I, like you, have been doing this for as long as I can remember and for some time I have been projecting my imagination through a set of pixels in succession called frames in order that such an idea in my brain can be processed by yours through your corneas and pupils.
It is a somewhat technical, convoluted way and perhaps with too many words and flourishes to say that this is an idea of something that I would love to make a reality someday: a cooperative video game in which two seahorses join forces to face other sea creatures, as if it were a arcade game of aircrafts but under a cartoon and casual aspect that stands out from the rest.
Here I show some of the basic enemies that I have designed:
Jellyfish. Where there's one there's sure to be another, they always flock together. They are weak but don't neglect their kamikaze trajectory!
Squid. Very slippery, it disappears when in danger, leaving a smoke-ink bomb to position itself behind your back and can also shoot ink projectiles!
Pufferfish. They always appear in groups, beware of their spikes and remember that their only weak point is their head!
Sunfish. It can shoot and dodge your shots!
Clownfish. It's not very friendly as you can see from its expression and it shoots projectiles out of its mouth!
Crab. Very resistant, on or under floating objects, always in the way. Stay away from their claws!
I have also thought about power-ups that I have called POWER BLURPS:
Krill Barrier: Defensive and offensive rotating shield (all in one!)
Sea Fury: Powerful and concentrated attack
Bubble Shield: Protects you from up to three hits.
It's a project that I've been thinking about over the last few years, recovering it from time to time, giving it another touch.
I've even designed it with one bit art in mind.
This is only part of the story, but I could tell you a lot more. Anyway, thanks for watching!
I've been watching the blue sea dragon for a few days and I thought it might be a final boss for my seahorse shoot 'em up idea, so I made this recreation of an arcade game.
Gradius is 40 years old and I wanted to dedicate this humble tribute to this great Konami saga.
The original was an arcade game that was released in Japan on February 2, 1985. It arrived in Europe in September and in the USA in December. The console versions arrived the following year, in 1986.
Two curious facts:
· the original name under which it was marketed outside Japan was Nemesis but the original title, Gradius, was retained for the console versions
· the famous Konami code, (up, up, down, down, left, right, left, right, B, A) was first used in the NES version of Gradius. This code was created by Kazuhisa Hashimoto, one of the four developers of the arcade version. During the tests he found the game very difficult and so he created the code that gave the player all the improvements. In addition, the code typed backwards gave the player 30 lives. For some reason, he didn't delete the code when the tests were finished