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Hello, thanks for your message!

- Doors: They are meant to be in the background, if you look at the graphics, the door opens to be behind a player (from sideview, to open front view). The graphics are visually not made to be "in front" of any object, since perspective does not work that way. If a door opens from frame 0 - 5 it has opened to "lay" on the backwall. So the sprite should also placed behind a player object.

- New torch animations: everything thats listed on the tileset page is included. The tileset is considered as complete, there will be no new feature requests or graphics for now. If you like some commission work for a bunch of additional graphics you can let me know.

- Player animations are all written down in: animations-frames.txt, you can download it on the tileset page, this is phaserjs syntax. You can also use the animations in every other framework or engine, simply by applying the frames (numbers) the same way. You can see for every animation (key: "playerRun",  frames: [] <array>), just take the frame numbers and you get the different animations. For example: run => frames: 4,4,7,6,5,5,6,7 and so on. Everything is listed in the animations-frames.txt  (under download demo headline)

I hope that answers your questions :)
regards