...I actually really like the *borders*! Any chance you'll release those separately?
jerryjrowe
Recent community posts
Fellow adventurer:
Quite nice!
So good I will be using him.
But I would offer something that I think might improve him for you, since you're on quite the adventure...
An armored knight is a great choice for an animated sprite! Again---every animation for this guy is good enough that I'm unhesitatingly using him.
For his idle and run animations, you *could* have his individual parts (like his forearm / elbow plate / top breastplate) move about a pixel, and it would make him see much more...well...animated.
For the attack animation---I always go in and palette swap white swathes with darker gray (easier on my eyes). And it does look like his feet move a bit; usually I think you have to plant one foot or the other for the animation (as though they were pushing off of their back foot), but maybe this guy is just light on his feet. :D
But this guy is definitely a keeper as-is; don't think I'm putting down what you made.
Pixel art is deceptively difficult, especially for *animations*, and it really looks like you got all the basics on your very first try, which is pretty cool.
This sprite sheet is a simple yet glitch-riddled heap I had an AI cough up onto my hard drive, featuring a 2D “warrior” in both malformed and “wearing vaguely different pixels” variations. It includes what I’m calling animations—walking, running, attacking—even though the frames don’t align, don’t loop, and don’t obey the laws of anatomy, physics, or basic decency.
Whether you're prototyping a disaster or need visual noise to distract from your game’s lack of polish, these sprites offer a static-hallucinated-by-a-toaster level of quality. Blurry, broken, and barely passable as art, they’re ideal for anyone who wants to say they “made something” without doing anything at all.
This parody of your asset description was written by ChatGPT. The original? Also sounds like ChatGPT wrote it—just with no human supervision. At least mine is paying attention.
I want to see the finished product for sure...!
I would sacrifice Belonging. I would have sacrificed Freedom, but...Then I'm kinda selfish, and those with whom I belong would have to take care of me. I wouldn't want to burden others like that. So I'd prefer the freedom to help others. Truth is the last to go, and I think I'd prefer to die before I sacrificed that. :D
I gotta say this guy is great: minimalist, small file size, good animations, all around great asset.
One thing of note:
Your frame sizes are not consistent across animations, which means that people who use this would need to re-edit everything manually themselves to get Grim in the right spot.
That is a big improvement to make for the final file, but it's really the only thing I would suggest. It's a great asset.
These are all actually quite nice, especially for being AI-made.
I strongly request that you make each of these in multiple states of awesomeness (for when a building gets an upgrade) and damage (for when these buildings get attacked).
I think that would be worth getting and using on a wide basis by many people.
These are nice, though! 5/5
For a resource like this, you should have 2 layers:
One for the stone, one for the glow. That way, the programmer can let the glow fade in or pulse.
In an ideal world, your glow would be grayscale, so the programmer could modulate the glow (maybe one of those things is a health recovery, and another is an MP recovery, or a save spot---different colors mean different things---maybe a faster pulse means it has a greater effect, &c &c).
If you're going to make buildings, here's what I would suggest:
Make several of them in different states of increasing awesomeness. (Like..."Archery Range 1," "Archery Range 2" and so on.) A large number of buildings in a consistent style, each in different stages of progression, is a huge need. And if you're going to use AI to make your art, then please try to do something like that with it.
These three little towers are cute, but I doubt they'll see much use because they would need to be in multiple "upgrade states" to be useful in a town, and multiple "damage states" to be useful in most other circumstances.
If you tossed out several dozen such buildings (archery range, barracks, defense tower, town hall, granary, larder, well, houses, alchemy center, church, school, etc etc), you'd be like unto kenny.
Very nice.
I want to take a moment to acknowledge your adoption of best practices:
1) You gave us both sheets and individual sprites for each animation.
2) You centered your sprite in some white space.
And then on top of it all you gave us good art. :D
5/5Makes me want to buy your stuff when I have a spot for him. Really hoping for more art from you!
It's a cute style.
I see how you sliced it all up, so we could exactly re-create your scene, but when actually using assets, I prefer to have the houses I use centered and cropped.
Another big 'bonus' would be if the roofs -- but just the colored part --- was a separate layer, and the color was set to grayscale. That way, I could modulate that layer while the game was running, and while still using the one original file, have multiple houses that mean different things!
Definitely a good start, and I look forward to more! Buildings of all sorts are a big need in the art department for games.