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Rule

rules://73-props-and-items

Props and items: weapons, potions, chests, keys, shields

Props expose every error in a scene because their geometry is exact: a chest whose lid and body use two different cameras, a sword in white, a potion with no glass. Items are also read at a glance and at 1×, so silhouette and one clear material cue matter more than detail. Forms underneath: rules://72-3d-forms. Materials: rules://22-materials-hard.

On this page

Rules

#
  1. Silhouette first. Fill the item with one flat colour; it must still name itself at 1×. Reduce to an iconic outline and about six colours before any detail.
  2. Size is dictated by the world. A 16 px tile means 16×16 items; a big prop (large chest) may half-fill 32×32. Break tall things into tile-sized pieces. Colour budget: 8×8 item 3–4 colours, 16×16 ≤ 6 (simple item 3–4), 32×32 5–9.
  3. One projection and one light across the whole set. Side view or tilted 3/4, not both; a cabbage drawn straight-on among tilted vegetables is the classic break (rules://70-perspective).
  4. Fit the icon square. Long objects (swords, keys, tools) are tilted 30–45° to fill it, or kept upright when the set is upright. Keep a 1 px margin at 16 px (art 14×14), 8–10% on larger icons. No text.
  5. Chibify. Fat hilt, big bulb, oversized key bow, short neck: proportions that survive scaling beat real ones.
  6. Ramp length: 3 tones per material at 16 px, 5 by default, 7+ only on big surfaces. Share swatches between materials so a small palette feels bigger (rules://20-color-for-pixel-art).
  7. Metal is grey or blue-grey, never white. A small specular pixel, two faces on a blade (lit and dark), lights cooler and less saturated, darks warmer. Selective outline: brighter where the light hits. Shine sits anywhere along the blade, small relative to it.
  8. Sword anatomy: pommel, grip, cross-guard, blade (edge, centre ridge or fuller, point). Hilt has three colour zones (pommel, grip, guard). Shade the grip as a cylinder (columns, rules://72-3d-forms). A 1 px shadow between grip and guard separates them and makes the guard read thicker. The same template gives an axe (thicker blade), dagger (short), staff (recolour). Claymore quatrefoil ends vanish below ~48 px.
  9. Potion: four things (liquid, glass, plug, reflection). Show glass first as a border only, then a few short curved highlights on bulb and neck; shade away from the highlight. A half-empty bottle has a lighter circular liquid surface with a wavy edge. Bubbles last. Translucency by blending glass and liquid colour, only in bright areas, and not below 16 px (use a lighter ring plus a 2 px curved highlight).
  10. Chest, barrel, crate, pot: outline → single flat base → split into volumes (lid vs body, rim, bevel) → 2–3 shading steps → details (bands, lock, bolts). Round tops are ellipses; metal bands are contrasting lines that follow the form. Sit them on a ground patch with a short cast shadow; bake the shadow in only when it stays inside the frame.
  11. Shield: a field, a rim and one big simple emblem (cross, chevron, boss). The shape is symmetric, so break symmetry with light: rim light on the top and lit side, a shade value on the far half. Heater, round, kite shapes carry different personalities.
  12. Key: bow (ring), shaft, bit (teeth). The bow is the readable part: a D=7 circle with a small hole. Leave a gap between teeth so the outline shows a notch.
  13. Firearms: learn the pistol (rear and front sight, slide, trigger, grip, magazine); a rifle is a big pistol plus extras. Invent by exaggerating one part (huge slide, many screws, scope) or by function: muzzle, magazine, grip placed on a random silhouette. Bows: grip, arrow rest, limbs, string; arrows: nock, fletching, shaft, point.
  14. Gems are flat facets: table, crown, girdle, pavilion. 16 px: outline, 3 facet value bands, 1 white point, 1 dark facet opposite; 8 px: 2 bands + 1 point. A cabochon (dome) uses a ramp instead. Shine lights each facet as a whole, the middle frames covering the largest area.
  15. Food and organic props: dark outline keeps them cartoony; limit colours and reuse them across the set; unlimited colour without outline looks like a shrunken photo.
  16. Tech props: panel divisions with screws, repeating patterns, hazard stripes, antennas as connected verticals, cables organic and segmented; right angles only in chip texture.
  17. Idle conventions, one system per game: ground items bounce, floating items bob, currency shines, shine is wrong on food, complex items never rotate (a coin may). A shine on a flat disc travels along its edge, not across the face. Pickup feedback: currency plays in place, stat items play on the character, one radial flash style for all.
  18. Props echo their owner: a faction emblem repeats the faction's shapes. Show damage as states of the same silhouette. Light-emitting props get concentric glow rings (rules://80-vfx-fire-smoke-magic).
  19. Held items: dark line between hand and grip, the item crosses the hand in front, its mass leaves the silhouette on a different axis than the arm (rules://34-hands-and-feet).

By size

#
Size Sword Potion Chest Shield Key
8 1 px blade, 2 px guard, 3 colours 5 px bulb + 1 px cork box + 1 band, 3 colours 6×7 field + 1 emblem px 3 px bow + shaft
16 the 8×16 below (blade 2 px + outline) 12×13 below 16×13 below 14×15 below 8×16 below
32 blade 4 px, fuller, bevel highlight, wrapped grip + liquid wave, bubbles + planks, rivets, keyhole + rivets, bevelled rim + engraved bow, 3 teeth
64 + engraving, scratches, material story + cork grain, label + wood grain, lock plate + quartered heraldry + filigree

The 16 px column is the shipped templates; the 8, 32 and 64 px cells are derived.

Templates

#

props-sword-8x16 — upright sword: tapered tip, two-tone blade, gold guard with shade, wrapped grip, pommel. Retint for axe/dagger/staff by changing the blade rows.

props-sword-8x16 · 8×16
  • K outline
  • W blade-light
  • S blade-shade
  • G guard-light
  • g guard-shade
  • B grip-light
  • b grip-shade
Grid source
K = outline        #2b2433
W = blade-light    #e4eaf2
S = blade-shade    #8d9db5
G = guard-light    #f2c14e
g = guard-shade    #b8862e
B = grip-light     #9a5c3e
b = grip-shade     #5e3526
---
...KK...
..KWSK..
..KWSK..
..KWSK..
..KWSK..
..KWSK..
..KWSK..
..KWSK..
KKKKKKKK
KGGGGggK
.KKKKKK.
...KBK..
...KbK..
...KBK..
..KGgK..
...KK...

props-potion-12x13 — round flask: cork, glass border, curved glint, liquid surface line, shade on the far side. Swap liquid roles for mana, poison, antidote.

props-potion-12x13 · 12×13
  • K outline
  • C cork-light
  • c cork-shade
  • G glass
  • W glint
  • l liquid-surface
  • L liquid
  • D liquid-shade
Grid source
K = outline        #2a1f3a
C = cork-light     #c28a55
c = cork-shade     #8f5d3a
G = glass          #bfe3ee
W = glint          #ffffff
l = liquid-surface #ff7b8a
L = liquid         #e0384f
D = liquid-shade   #9a2349
---
....KKKK....
....KCCK....
....KCcK....
....KGGK....
...KGWGGK...
..KGWlllGK..
.KGWLLLLLGK.
.KGLLLLLLDK.
.KGLLLLLLDK.
.KGLLLLLDDK.
.KGGLLLDDDK.
..KGDDDDDK..
...KKKKKK...

props-chest-16x13 — lid/body split, vertical gold bands, rim strip, lock plate with keyhole, dark underside row.

props-chest-16x13 · 16×13
  • K outline
  • L wood-light
  • M wood-mid
  • D wood-shade
  • G band-light
  • g band-shade
  • Y lock
Grid source
K = outline        #2b1d2e
L = wood-light     #c0884f
M = wood-mid       #96623a
D = wood-shade     #6a4030
G = band-light     #f2c14e
g = band-shade     #b8862e
Y = lock           #ffe58a
---
..KKKKKKKKKKKK..
.KLLLLLLLLLLLLK.
KLLLLLLLLLLLLLLK
KLLGgLLLLLLGgLLK
KMMGgMMMMMMGgMMK
KMMGgMMMMMMGgMMK
KGGGGGGYYGGGGGGK
KMMGgMMYYMMGgMMK
KMMGgMMYKMMGgMMK
KMMGgMMMMMMGgMMK
KDDGgDDDDDDGgDDK
KDDDDDDDDDDDDDDK
.KKKKKKKKKKKKKK.

props-shield-14 — heater shield: metal rim lit on the left, red field split light/shade, gold cross emblem split the same way.

props-shield-14 · 14×15
  • K outline
  • W rim-light
  • w rim-shade
  • R field-light
  • r field-shade
  • Y emblem-light
  • y emblem-shade
Grid source
K = outline        #2b1d2e
W = rim-light      #e2e8f0
w = rim-shade      #8c9bb5
R = field-light    #c8372d
r = field-shade    #8f2540
Y = emblem-light   #f5c84a
y = emblem-shade   #c08a2e
---
.KKKKKKKKKKKK.
KWWWWWWwwwwwwK
KWRRRRYyrrrrwK
KWRRRRYyrrrrwK
KWRYYYYyyyyrwK
KWRYYYYyyyyrwK
KWRRRRYyrrrrwK
KWRRRRYyrrrrwK
.KWRRRYyrrrwK.
.KWRRRYyrrrwK.
..KWRRYyrrwK..
...KWRYyrwK...
....KWRrwK....
.....KWwK.....
......KK......

props-key-8x16 — bow with plus-shaped hole, 1 px shaft, two teeth with a notch between.

props-key-8x16 · 8×16
  • K outline
  • Y gold-light
  • y gold-shade
Grid source
K = outline        #2b1d2e
Y = gold-light     #f5c84a
y = gold-shade     #b9822c
---
..KKK...
.KYYyK..
KYY.yyK.
KY...yK.
KYY.yyK.
.KYYyK..
..KYK...
..KYK...
..KYK...
..KYyKKK
..KYyyyK
..KYyKKK
..KYK...
..KYyKKK
..KYyyyK
..KKKKKK

props-sword-diag-19x20 — the same sword at 45°, tip up-right, drawn on 1:1 bands: every row shifts one pixel, so the blade (3 interior px: two light, one shade), both outline edges and the 5-step guard are perfect 1:1 diagonals with no doubled pixels. Light blade face on the upper-left, shade on the lower-right; guard is a 1:1 line crossing the blade at right angles. Rule: pick the band direction first, then fill each row as outline, light, light, shade, outline moved one column per row.

props-sword-diag-19x20 · 20×20
  • K outline
  • W blade-light
  • S blade-shade
  • G guard-light
  • g guard-shade
  • B grip-light
  • b grip-shade
Grid source
K = outline        #2b2433
W = blade-light    #e4eaf2
S = blade-shade    #8d9db5
G = guard-light    #f2c14e
g = guard-shade    #b8862e
B = grip-light     #9a5c3e
b = grip-shade     #5e3526
---
..................K.
................KKSK
..............KKWSK.
.............KWWSK..
............KWWSK...
...........KWWSK....
..........KWWSK.....
...K.....KWWSK......
..KGK...KWWSK.......
..KgGK.KWWSK........
...KgGKWWSK.........
....KgGWSK..........
.....KgGK...........
....KKKgGK..........
...KBbKKgGK.........
..KBbK..KgGK........
.KBbK....KgGK.......
KGGK......KK........
KggK................
.KK.................

props-barrel-16 — side-on barrel: bulged outline (rows 10, 12, 14 wide), light rim on top, stave seams every 4 px, two metal hoops (light row over dark row) at the widest rows, light on the left and core shade on the right. Same layout gives a keg, a pot or a water butt.

props-barrel-16 · 16×16
  • K outline
  • R rim-light
  • L wood-light
  • M wood-mid
  • s stave-seam
  • N wood-dim
  • D wood-shade
  • H hoop-light
  • h hoop-shade
Grid source
K = outline        #2b1d2e
R = rim-light      #d8a066
L = wood-light     #c58a50
M = wood-mid       #a96e3d
s = stave-seam     #7d4c2e
N = wood-dim       #8e5733
D = wood-shade     #5c3624
H = hoop-light     #c4cddb
h = hoop-shade     #6f7a91
---
...KKKKKKKKKK...
..KRRRRRRRRRRK..
.KLMMsMMMsNNNDK.
.KLMMsMMMsNNNDK.
KHHHHHHHHHHHHHHK
KhhhhhhhhhhhhhhK
KLLMMsMMMsNNNDDK
KLLMMsMMMsNNNDDK
KLLMMsMMMsNNNDDK
KLLMMsMMMsNNNDDK
KHHHHHHHHHHHHHHK
KhhhhhhhhhhhhhhK
.KLMMsMMMsNNNDK.
.KLMMsMMMsNNNDK.
..KMMsMMMsNNNK..
...KKKKKKKKKK...

Procedure

#
  1. Pick size from the world's tile; choose projection and light; write the colour budget.
  2. draw op grid the silhouette in one colour; look op preview at 1×. Fix shape now.
  3. Split into volumes/materials (blade vs hilt, lid vs body, glass vs liquid) with flat roles.
  4. Build one ramp per material with palette op ramp; add 2–3 steps per material in light order; add the one specular/glint pixel last.
  5. Add details only where they name a part (band, rivet, keyhole); one cast shadow layer.
  6. Outline selectively (rules://04-outlines-and-edges); look op ascii for orphans; validate.

Mistakes

#
Symptom Cause Fix
Sword looks like a white stick Blade drawn in white Blue-grey two-tone blade, 1 px spec
Guard fuses with grip No separation 1 px shadow under the guard, darker grip
Potion reads as a red ball Glass missing Border and curved glint, cork on top
Chest looks flat One value for lid and body Split volumes, shade the underside
Item clipped by the icon edge No margin Art 14×14 inside 16×16
Set looks mismatched Mixed projection, outline or light One style sheet, one light
Gem is a coloured blob Gradient facets Flat facets, one white point

Review

#
  • Single-colour silhouette identifies the item at 1×.
  • Anatomy named: guard/grip/pommel; liquid/glass/cork; lid/body/bands; field/rim/emblem.
  • Metal not white; two faces shown; one specular at most.
  • One projection and one light shared with the rest of the set.
  • Colour count within budget; margin kept; no orphan pixels.
  • Idle/pickup conventions consistent with sibling items.

Sources

#
  • Slynyrd, Pixelblog 16, 21, 24, 30, 34 (weapons, top-down objects, items, food, farm).
  • Imonk itch.io tutorials (swords, health potion); Pixnote sword guide.
  • Saint11, Swords, FirearmDesign, Bows, Gems, Metal, Tech tutorials.
  • Pixel Logic (props, barrel fix); Solarski (props echo their owners).