๐Ÿค‘ Indie game store๐Ÿ™Œ Free games๐Ÿ˜‚ Fun games๐Ÿ˜จ Horror games
๐Ÿ‘ท Game development๐ŸŽจ Assets๐Ÿ“š Comics
๐ŸŽ‰ Sales๐ŸŽ Bundles

0x72

55
Posts
2
Topics
189
Followers
14
Following
A member registered May 24, 2015 · View creator page โ†’

Recent community posts

(Edited 1 time)

Thanks! I'll be happy to try out your game when it's available. If you have some idea for a tile or two, let know

Nice! I had a bit of trouble to figure out but nothing I couldn't manage. Quite challenging!

I know what you mean exactly. We're even! :)

(Edited 1 time)

Hi! Nice little game! 

My Lisp is almost as rusty as my Portugese (don't worry, the comments were still useful to me thanks to the powers of automatic translation! :D), but I wonder if you could consider doing something similar to:

; somewhere at the top
(define direction 0)
; then in the timer
(set! char-pos (pos (+ (pos-x char-pos) (* direction 10)) (pos-y char-pos)))
; then in the frame code (instead of using move-esq and move-dir)
[(eq? (send key-event get-key-code) 'left) (set! direction -1)]
[(eq? (send key-event get-key-code) 'right) (set! direction 1)]
[(eq? (send key-event get-key-code) 'release) (set! direction 0)]

This way the character movement is a bit nicer, don't you think? Lisp is weird, but in a good way I guess. Thanks for introducing me to Racket, looks interesting.

I hope you'll get a good mark as well as you'll add more content to the game (I've seen you're planning on adding fire and ice enemies) :)

Hi there!

I don't have those but there are some things you can do (assuming those particular engines because you mentioned them somewhere else): 

- In Unity you can use "Grid by Cell Size" (https://docs.unity3d.com/Manual/SpriteEditor.html). That would require some manual adjustment for big enemies, weapons and knights.

- No much experience with GameMaker but seams like "Load a strip image" option might be what you need.

- If really needed you can extract elements yourself using something like https://imagesplitter.net/ (upload -> split image -> 16x16, png -> split image).  You can automatically extract knights and most of the weapons by splitting 16x8, but you will still have to deal with bigger enemies manually (there are only 3 of them though).

Good luck :)

(Edited 1 time)

Hi Steve! Thanks. I did.

You are welcome and good luck!

thanks!

(Edited 1 time)

This is amazing, I love it!

As for music and sounds I cannot offer anything concrete but you can take a look at https://freesound.org - you should find something decent there.

Good luck! You still have a couple of days :)

They looks great! Keep up the good work :)

Hi there! I see you've already find out about https://0x72.itch.io/itch-private-messages :) I've sent you my email there.

Can't wait to see it :)

Also: fun game, keep up the good work!

You are welcome.

(Edited 3 times)

Hi there! Thank you for kind words.

The flame is just a particle effect produced with Lร–VE (love2d.org) framework. The graphics used by the particle is actually already there in the tileset. It only uses one, 16x16 tile from the tileset. In v1 it's {x:160,y:304} in v2 I moved it to {x:208,y:256}.

Anyway, I'm sure it's as easy to setup with any particle system your engine of choice is using :)

Moreover if one would try to use the a frame-based animation for this effect the results wouldn't look as good so there is no point of producing one, hence I'm going to produce one.

I had this questions a couple of times already. I've create an example .love file so you can take a look inside.

(Edited 1 time)

Thanks. Quite the opposite! I'd be happy if you make a game out of it (this is kinda the point :D). Feel free to expand and/or modify the tileset itself. Don't forget to share a link when you finish :) 

Good luck!

Thanks! And keep up the good, I'd be excited to see your game in action :)

I sent you an email.

Thanks, and it's great it works for you! I'd be more than happy to see it when you feel like sharing :)

Game is so much fun, thanks :D

(btw: works perfectly fine with wine)

Hi there! Amazing :D Looks great!

(Edited 1 time)

Thank you.

I don't use any specific palette. I either stick with a palette for a project or just add colors as I go and try to not add too much.

This particular tileset uses 4 colors so it should be easy to map to anything you like. Pico8 version might e.g.  look like so:


Why not? This is one of the strengths of pixel art after all :) You can even change it mid game with a simple shader (and people do so since forever)

And yes, most people should be able to add something to it and it would still look coherent (which is imo much more important than looking good).

As for Lร–VE: well, there is a lot of stuff out there to learn from but unfortunately I'm not aware of any comprehensive from 0 to a finished game course. This is a great idea for a side project :D (no promises).

Thanks, and sent.

"0x72.itch.io" would be the best but "0x72" is also ok, thanks.

I there is no such a gif. If you don't like particles that much than maybe just draw the dot with random offset and size multiple times?

I can also send you the game prototype if you give me your email. You'll be able to extract whatever you need from there, although I don't recommend to treat this as a learning material as the code quality is rather bad.

320x180

I've used a particle system. Most engines provide some Particles class/component/object/whatever. What is does it spawns the same multiple instances of the same image (particles) and moves them independently - useful for smoke, fire (fireballs), fur etc[*].

You can learn more about the topic here: https://en.wikipedia.org/wiki/Particle_system. You mentioned  C2 (I assume it's Construct2) before so here's probably better explanation for your needs: https://www.scirra.com/manual/135/particles

I understand you want to achieve similar effect to the one in the gif. I doubt if it's possible with frame-based animation. If tried it'd look worse and programming part would definitely be more complex (considering changing animation on collisions, and handling angles); therefore I'm not going to include it into the tileset. If one need a simpler projectile one can use just a single image.

That being said here you have a gif:   taken directly from the game of mine (that I'll never finish). In any case I encourage you to learn about the particles in your game engine of choice anyway. As a rule of thumb - the more particles the better game :D.

[*] probably not entirely valid definition :)

Hi and thanks!

I've used Lร–VE (https://love2d.org). The laser/projectile is a simple ParticleSystem (https://love2d.org/wiki/love.graphics.newParticleSystem) instance that uses a single quad from the tileset (x:208, y:256, w:16, h:16 - pink-white dot).

I find Lร–VE (https://love2d.org/) the most pleasant and easy to use.

Depending on your goals and experience you might find otherwise but definitely worth a try.

I use https://dacap.itch.io/aseprite.

I'm not 100% sure what you mean by that but in case you've prepared a collection of images, one for each item in the tileset: no, thanks, I'm good without those. 

You are free to change the file whatever you like though.

Sorry to hear that but I'm unable to provide support for gdevelop (I've just learnt that there is such a game engine). I guess you'll have better luck if you try to ask on their forum: http://forum.compilgames.net/ . I'm sure people there will be more helpful them I am. I wish you good luck with your game :)

Hi! I had to wrap the png into a zip file to make it work. Give it a try now.

Thanks! and good luck with your game :)

Wow! That's awesome, I love it! :)

Yes I have, but it's blocked and I have trouble to contact them and restore it. I don't have good experiences with Twitter tbh :/.

I believe that itch.io team is working on private messaging system but not sure when it'll be ready.

Alternatively you could donate e.g. 1ยข I'll get your email and I'll be able to contact with you if you wish.

Sorry, I kinda don't like to post my email address publicly.

Hi Andrija!

Thanks for kind words. I'm really glad you like it.

The url to itch.io profile page will be good.

Is there any place I can follow development of your game?

(Edited 1 time)

Here you go - a couple of chests. As for animations: I don't plan to work on them any time soon, but hopefully the tileset is still useful to you.

(Edited 1 time)

Chests make's sense! I don't know how I missed adding a chest to a dungeon tileset! What is a dungeon tileset without a chest?! I'll try to fix that this weekend. :)

As for animations - I though they'd just move 1 pixel up and down, like in the old times. If I ever update the tileset with animations it'll be for all of the characters too, not just one (because consistency). Animation it's very time consuming (even for such a small scale) so it's unlikely I'll find time for that anytime soon.

(Edited 3 times)

Yeah, sure.

(assuming you're asking about v2)

I'll start with the enemies because there is not much into it (most of them have only one animation)

The 1st enemy have the same animation twice differs only with his "brain" color - this could be a different type of enemy or state of the same one.

The 3rd enemy is the turret. 1st-3rd frame is shooting than is unused blank than shining animation. The idea was to use 1st frame for idle and let it shine every once and then because it does not move at all during its idle.

The 4th enemy is a robot that has idle and moving animations separated by 

Than there is the player - reading from left to right, than from top to bottom frames are like so:


Idle and squash are in the same row (1st), run, shoot and action are in their own rows.

All of those are used in the gif screenshot (fist pic in the description) except the "shoot" animation.

idle - run when no input (this one is run a 2x slower than others 200ms instead of 100ms for a fream):


squash - this animation is supposed to run when your character hit the ground after falling:


run - in addition you can use e.g. 2nd and 3rd frame of this animation for rising and falling during a jump:


shoot - it's kinda magic like shooting something, you'd have to add a projectile on top of that:


action/attack - moving a lever or a sword attack if you add some swoosh effect:


in addition after the shoot action (starting at 64x288)  there is double with (32x16) animation of a simple swoosh to be used with action/attack:



(also: your English is great, don't be sorry about it :))

If you have anything particular in mind just speak it out, I'll see what I can do :)