Yes, i am, been pixelling for about 11 years now. Thanks! Not available for commissions right now though, as im already busy with a longterm freelance job.
aamatniekss
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Well, you can just put the origin/center point a couple pixels to the left(about 4px as im seeing it).
Or take the whole sheet and move the character across all frames 4px to the right.
The thing is, i made this so long ago, i dont remember why i put it like that, but i think it was because the attack animation was too large for the canvas, so i moved the character a bit to the side. But it should be a really easy fix to just move the origin point a couple px to the left around which the sprite flips/rotates etc.
Ill take the time some day and redo the centering on the sprites just so its easier.
Hey, thanks, glad to hear you like it!
The village buildings pack was actually the next one to come along with a cave one after that. However life happens and i got a kid as well as a longterm freelance job, so i dont have enough time for asset packs right now. I also planned to release a roguelike pack series between that.
So I can't promise anything and any timeframes right now, but there are definitely more packs in the plan. Sorry, that's about all I can give you now, not that it clears anything up much 😅
Hey! Thanks for buying it, glad you like it!
I do plan to make extra environment packs in this series eventually, including buildgins, but very busy right now and have bassically no extra time, as well as have another pack series that im gonna finish up that will get released first. Im not sure ill do characters for this though.
As for commissions not available now, due to the no time thing :)
Hmm look into a 16tile auto-tiling, as this is based on that kind of thing. You got your edges, the corners, inner corners, and then double corners. It's hard to explain it in text. But if you've used game maker studio, it has an option for 16 tile auto-tiling inbuilt. So maybe you can look at some tutorials for that, it should give you the right ideas or help you understand it maybe.
For the cliffs however you will have to do some custom stuff, as there is no good standartization for that kinda thing.
Oh if you mean from the transitions then yeah, you should best not use the ones where he's just standing up straight in a single frame beforehand and after, i only put them there so it's easier to see the animation in context. To be honest I think i might've forgotten to remove it from the frame sheet.
The icons are in a 16x16px grid, but since they are different sizes - some are large objects, some are small, the larger objects take up multiple grid spaces. If they are too large to fit into 16x16px they are centered on the next smallest tiles they can fit in. If you need it in some other configuration you will have to do it yourself, as I can't make different layouts for everyone, as I don't know what everyone needs. 
The canvas size for each frame is 80x120(which means the whole sheet is on a 80x120px grid) as written in the asset pack description. It was kept larger, with padding on sides, to be kept consistent across all frames, so that you easily can separate it. The reason for making the canvas 80x120 is because the animations have varying sizes, as you can see the idle frames could fit in some much smaller canvas, because there is not much vertical or horizontal movement. But since the attack animation ends up taking up a very wide horizontal space as well as some other animations, I picked a canvas size that is large enough to fit every frame, as well as keep the character still in center so that it's easy to implement.
So essentially you just need to divide it up into 80x120px grid, and keep the origin centered then, the character will be perfectly centered and everything will fit.
Hey, lol sorry, i posted a wrong invite previously, somehow they always get deleted here's the correct one to the correct server - discord.gg/tcENQdFrSw
Yeah, i was making this pack as a more of a high-range offering, since there is a distinct lack of higher resolution stuff on here. But yeah it comes with the caveat that it takes super long, so the market is not so full of characters and enemies and environments. Unfortunately i can't think of any concrete examples, but ive noticed some characters over time who would fit decently well, but the names escape me




























