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Hello - I'm using a heavily modified version of the character sprites.  Infact none of the spritework in Tiny Playform Quest appears or is technically used in the project - though it is derivative (different design, new animations, etc.) 

Are any other licenses besides CC-BY-SA 4.0 available for the spritesheets? I don't mind purchasing a license or giving credit, but I don't want to release my used assets under CC-BY-SA 4.0 (I usually just go MIT/opensource after a period of a year.)

Hey there! Sounds really interesting! I’d be interested to see what you have done! The art work was been uploaded to Open Game Art under CC-BY (SA removed) - does that help? Link here: https://opengameart.org/content/tiny-platform-quest-sprites

Ah - yes - CC-BY (no SA) is perfect.

Apologies for the slow reply - don't visit this website much.  I also can't find a way to send you a private message - but would like to open up some dialog with you if possible (Discord, e-mail, FB, etc.) I am an engineer by profession and a long time musician, but definitely weak in the sprite art department.

I've attached a small section of the "test sprite" character with dash, air dash, and an unused 'attack' (or... something...) sprite, in that order. Certainly looks familiar, eh? Have also added these to (and recolored/edited) the knight, princess, and old man/sage sprites, though those characters likely won't be used in the final product due to aesthetic domain. (For testing purposes, multiple characters are required.) Eventually only the character in the attached photo might appear in game - or not - as the first character available, whom is meant to be fairly visually uninspired (but whose physics and abilities can be "leveled up" by the end-user.)

Project is currently sitting around 35-40% complete and is written in C# exclusively - and perhaps 85% code complete. Aiming for a Q1 or Q2 2026 commercial release. Running in Godot 4 but trying to leave the code base as portable and clean as possible (so no GD script, minimal reliance on GD specific architecture where possible.) In fact, the physics are sort of born in 2023 from the Godot 3 tutorial/example for Tiny Platform Quest. Very clean, succinct physics for 130 lines. Though that "player.gd" script is long gone, I think there are some homage remnants with the state names IDLE,JUMP,WALK,FALL. The main player physics class is over 1,000 lines at the moment, and might balloon to another 500 or so as we're moving toward friction requirements and character-specific abilities. (Which sounds like unnecessary bloat - surely a bit of that - but the player physics class will be fully encompassing, relying on bitmask/variable manipulation, and sprite swapping to differentiate characters.)

I won't delve too deep into the core aspects of the game in public, but there are various game modes including multiplayer co-op and battle modes. Multiple characters (currently 35 fleshed out conceptually, but that might actually blow up to a ridiculously high number just 'cause.) The player physics engine has around 40 declared stat values, structuralized, and allows for a wide range of feel and approach to gameplay. 

Testing feedback has been ridiculously positive so far and I even catch myself occasionally having a ton of fun testing it (it's a small team, and I'm the programmer... so most of the work isn't exactly fun hahaha.)

That's a long rant but... we are looking for an artist. I'll leave it at that for the public forum... if you have a Discord handle let me know!