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(1 edit)

Hello I mad just a tiny bit of an adjustment to your sprite sheet a while ago but I still have to look at your files so I might need to change some things.

I tried to do a character with the cat head asset but the head was too big for a 32px square to make sense with the proportions but I made this character instead.

I haven’t animated and colored it yet but will try to do it soon. And no worries if you don’t have time to add stuff if I’m sending stuff too late.

That cat looks pretty good and right on point with the Q E Z C diagonals.  The only reason I used a cat is that it was a previous asset on the jam page from previous winning theme images.  Sounds good, no worries either way, you'll find that even if you do sprite sheets later on, you'll still be able to jump load them for use in the existing game with the Use additional sprite sheet form.  No worries.

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Thanks! Yes I know it was from the previous year and also thought it was cute. So I tried to do the walk cycle. Because I’m not as experienced with pixel animation as normal 2d animation, I used this walk cycle to help me: https://jesse-m.itch.io/jungle-pack

It’s a bit scuffed, maybe I’ll be able to make it a bit better afterwards. Not sure if it works good with the isometric view.

Edit: Okay I guess gifs don’t move on itch

Coloring idea:

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Front right

Front left

Back right

Back left

I've added these animated running cat characters into the game, however, for now I only have them being used in the Odd Numbered game levels.  This way you can see the difference between the original character ( game level 0, 2, 4 ...), and the running cat you provided ( game level 1, 3, 5 ... ).  You'll see that since this isometric maze moves a single cell at a time, the running animation isn't well suited.  Also since the things the player holds changes, and the orientation of the isometric running character changes, I'd have to adjust where those held items are drawn.  I'll see about doing some of that, but changing to movement to pixel by pixel (which would be best) would probably entail too much code, so I will likely just keep it as is.  The latest version is now running so you can give it a try.