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Barely_Games
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Hi, it was a pleasure having this conversation and I think it was very constructive. In the future, I plan to use the launch period specifically to benefit long-time supporters who want to continue backing my work.
As for new packs, I am currently considering a request for siege weapons like catapults, trebuchets, and ballistas. Down the road, I would also love to expand the world further by working on swamps and caves.
If you have any specific needs, please don't hesitate to ask; I always prefer working on something the community actually wants.
Thanks again and soon!
Hi, thank you so much for writing to me. Your message is a great opportunity to clarify how my packs transition from the launch offer to the subsequent discount, and finally into the bundle.
My initial idea was this:
- Launch offer (30% off): Designed mainly for those who don't know Pixel Quest yet and want to try out the assets with a small incentive.
- Subsequent discount (50% off): Dedicated to long-time users who have supported the project from the beginning (in fact, it usually only applies to those who already own a previous pack).
- Inclusion in the Bundle: After an initial standalone period, the packs automatically become part of the Pixel Quest Bundle, so that everyone who already owns the bundle can get them for free.
I completely understand your point of view and I am truly sorry for what happened. I realize this approach might have left a bitter taste in your mouth and for other early supporters. To fix this right away, I have decided to immediately change the discount for previous pack owners, raising it to 90% off.
For those who already own the complete Bundle, I suggest waiting just a few days: the new content will be integrated shortly and will be available for free.
Thank you again for sharing your thoughts. Feedback like yours is essential to help me improve and rethink my discount strategy for the future.
Yes, I can confirm that they would have been included in the bundle anyway. Just to let you know, I will be releasing a new pack soon: if you don't need it right away, it will be integrated directly into the bundle after a little while. Also, the next update will bring spritesheets for all characters. I hope you find them useful! Thank you so much for the valuable support you are giving to this project.
Hi! Thank you very much for purchasing the asset pack and for your kind words — they really mean a lot to me!
Actually, I’ve been thinking for some time about expanding the asset pack by adding more directions for the characters. Most likely, the first update will include northeast (NE) movement, providing greater visual variety right away.
As you may have noticed, in this series the weapons are separate from the characters. Introducing full 8-directional movement also means having to handle the rotation of the weapons and their correct position on the Z-axis. I first need to study the best technical solution for this before starting the actual production. The update with the NE view, on the other hand, does not present this issue, which is why it will almost certainly be the first one to be released.
Thanks again for your valuable feedback, and good luck with your game!
Hi! Thank you so much, I'm really glad you like my work and that you're considering using it in your game.
As for the package development, I already have future expansions planned that will focus on new robots and alien creatures. I must admit I hadn't considered adding sci-fi fantasy elements until now, but your suggestion is a great idea and I'd love to develop something in that direction!
I can confirm that the license terms are exactly as stated: commercial use is permitted, and no attribution or credit is required. However, if you do decide to include me in the game's credits, I would be absolutely thrilled!
Thanks again for your support, and talk soon!
Thank you so much for looking into my request! Of course, please feel free to proceed however works best for you and your schedule. I was just curious, as my work computer's corporate policies prevent me from installing external .exe files. As soon as I have access to a personal computer, I will definitely try out the game. Thanks again for sharing your work here, and best of luck with the project!
Hi! Thank you so much for purchasing my pack and for sharing your project with me and the community.
It’s a pleasure to see the boss in your game world—it looks absolutely massive!
Out of curiosity, would it be possible for you to export a HTML5/WebGL version of the game? I’d love to try it out directly in the browser without having to install it.
Thanks again for including me in the credits.
See you soon, and best of luck with the development!
Look, unfortunately I can't add the anchor points manually.
It would be a very long and inefficient process, especially since any engine allows you to adjust pivots in a heartbeat.
Usually, you don't need to move the point on every single frame: you just set it once on the root of the sprite and all associated animations will detect it automatically.
Calibrating and recentering assets depending on the game engine is a completely normal procedure.
Here is a quick test: same sprites, but with the pivot manually repositioned across the entire set. It takes just four seconds in total.
https://gd.games/barelyapes/the-ogre
If you tell me which engine you are using, I’d be happy to help you figure out how to move the pivot quickly in just a few clicks!
Hi there, and thank you so much for your purchase!
To fix the alignment issue when flipping the character, you just need to adjust the pivot point directly inside your game engine.
I recommend placing the pivot at the bottom-center (at the character's feet).
This will not only ensure a perfect flip, but it also guarantees that the spawn point aligns correctly with the base of the character.
I usually crop my sprites tightly (without centering them in the frame) to avoid unnecessary empty pixels and keep the PNG files as lightweight and optimized as possible.
If you need any help adjusting the pivot, just let me know!
By the way, which engine are you using?
I have updated all the atlases, incorporating your feedback regarding overlaps and missing elements.
Additionally, for the human outpost, I created a new atlas dedicated exclusively to doors to ensure better organization and clarity.
I believe this could be the final version, but please let me know if you spot any imperfections so I can address them right away.
Thank you again for your valuable feedback!
Hi! Just wanted to confirm that I’ve updated the pack to include tilemaps for all environments and props. I’ve also optimized the positioning of a few elements to make sure they align perfectly with the grid. Let me know what you think as soon as you get a chance to test them out! Thanks a lot for your valuable feedback.
Hi! Thanks for reaching out.
Yes, you can absolutely use AI tools (like ChatGPT or Copilot) to help you code and build your game.
However, please note that according to the license, you cannot feed my pixel art assets into any AI system. This means you cannot use them to train AI models, create machine learning datasets, or generate new AI images based on my work.
As long as my assets are just used normally inside your game engine and not processed by AI tools, you are perfectly good to go! Let me know if you have any other questions.
Hi! Thanks for reaching out.
Yes, you can absolutely use AI tools (like ChatGPT or Copilot) to help you code and build your game.
However, please note that according to the license, you cannot feed my pixel art assets into any AI system. This means you cannot use them to train AI models, create machine learning datasets, or generate new AI images based on my work.
As long as my assets are just used normally inside your game engine and not processed by AI tools, you are perfectly good to go! Let me know if you have any other questions.
Currently, not all characters in the NPC pack can walk. For now, I've focused on idle and talk animations, along with one specific action for each character. For instance, the water-carrying peasant and the barmaid can walk, while the blacksmith strikes iron and the tavern patrons are drinking.
The future goal is to expand the pack by adding both new NPCs and more animations. To complete your collection, you can buy the individual pack directly from the bundle page at a 10% discount. Alternatively, you can grab it on GameDev Market, where it's currently 30% off!
Got any specific characters in mind? Share your ideas and I'll bump them to the top of the list for the next update!
I have fixed the props atlas. Regarding the PCs, the original positioning was intentional, but following your feedback, I centered them better within the tile. Just a heads-up: to make some props fit the grid better, I had to resize them slightly, so you might notice some minor differences compared to the original standalone assets.
Since the rest of the atlases seem to be working fine, I will proceed with creating the atlases for the other backgrounds and props over the next few hours.
Let me know if they work well for your project so I can permanently include them in the .zip files. Talk soon and thanks!
Hi! I have uploaded the atlases for the human outpost backgrounds and props.
Just a technical note regarding the props atlas: even though the assets are based on a 16x16 grid, the individual elements are not perfectly snapped to it. This is an intentional design choice to break up the monotony of the walls and floors, making the environment look more dynamic. I'm concerned that the atlas might not be very useful to you with this layout, so I'd prefer to wait for your feedback before preparing the next ones.
Out of curiosity, which game engine are you using for the project?
Hi! Thanks so much for the support, I'm really glad to hear that and I'm super curious to see your game! I have some good news for you: there's already a pack for the NPCs, and if you bought the bundle, it's already included. As for the bandits, they are already in the planning phase (one idea for the name is 'The Freeblades'). The siege weapons idea is awesome, though—I hadn't thought of that, but I'll definitely make it happen! See you soon ;)








































