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(1 edit)

Bummer. Without going into too much detail, the chunks do indeed explode off the the enemies. And the limbs are persistent and will become a separate instance within the game world, so I will need the sprites to be separated. I was going to suggest a crawling animation, but I do see that you sorta have one already. But he looks like he's walking on his hands vs crawling, but that's kinda cool. Gives me an idea, maybe a lower level zombie will drag its torso, while a higher level will walk on its hands a move faster!!! Maybe an animation where: they are grabbing/biting, fall to their knees, fall from their knees to their stomach, and one from standing to falling backwards on their back, one where they're getting up from the ground. If you had those, I'd have no choice but to buy the asset and bite the bullet separating it, lol.  My philosophy for this project is to have a relatively small number of enemies, but have a large variety in emergent interactions depending on the player's input. Anyway, you're really talented and keep up the good worK! I'm really curious about your Aseprite competitor. I hope you'd have a 'Select By Colour' and 'Replace Colour' option that can work across all frames of an animation. I'd also have no choice but to buy that too, lol.

(+1)

Hey again- Thanks for your interest! I agree all the extra animations would be really neat, but considering this particular asset pack is six years old and difficult to edit, I'd honestly rather make a new zombie asset pack. I can't promise that I would release a future zombie pack's Aseprite file to everyone, but since you have a unique use case I'd be willing to do an export of all the individual limbs for that future pack. Check back this October, maybe!

Agreed- Replacing colors is a big one for me since I do palette swaps of almost every asset I make. I do actually have that working already in the editor, and it does work across all frames. Looking forward to continuing to develop it further, but this summer my main project is a game!