I'll be on the lookout for your stuff in my feed. Keep up the good work.
joseloc300
Recent community posts
Hello again and thank you for addressng the various points. It appears I was under the wrong impression of the scale of the "pro" version. Taking into account the what you listed I can understand it being sold as separate product. It's not just more features and content but an entirely different workflow and possibly targetting a completely different set of users. With that said I'm glad the "legacy" versions will still be supported and possibly received QoL updates that you learn from doing the "pro" version. I know you had a lot of work with the last tilesets but I'm really eager to see what your next character pack will be since those are the hardeste to come by with good quality and hunting assets. Now I don't know if we'll get a regular character pack next or the new creators but I guess I'll have to wait to find out. Keep up the good work. If I remember some extra feedback I'll reply to this (or your reply) to avoid filling up the comment section with this.
Speaking of which, not sure if you still have it but I think when I 1st got the packs I suggested keeping export spritesheet direction order consistent (for easier import workflow) and also, in case you do projectiles again give a version without movement built-in the animation (sprite always centered so people can move it as they wish inside their engines). Not sure if it's still relevant but better safe than sorry.
Thanks for listening and replying and have a good day.
EDIT: As I kept thinking about it, the "pro" version sounds like a massive undertaking if you're going to allow things like creating animations. Maybe you're already aware of this but that sounds not only hard to implement but also hard to expose to the user in a way that is easy to use. If I may make another suggestion, depending on your asset creation workflow and compatibility between the systems, you could maybe sell character packs as "presets" usable out of the box like they are now and the pro-version could include those assets (already build-in or included with the character package, an "extension" file for the creator to support these assests as well). For people that want stuff that just works they have the traditional packs, and the users that want maximum customization can use the pro-version and still benefit from packs coming out by getting extra content for their "pro" creator. Of course this would probably only work characters with the same "shape" so maybe monster or animal characters would only be able to be sold as a standalone packs and not integrated in the creator but hey, if you somehow worked out too the better (but realisitically it might provide some challenges that might not be worth it, at least for the first iterations)
Part of me saying this is because I feel that if the "pro" creator is your next project I don't think we'll see anything for several months, and if you could find a way to make pro creator and packs compatible (maybe only future packs because retrofitting this is probably a lot of work) you could make some character packs from time to time as you work on the creator and you would also give yourself an easier time to drop packs/extensions to the creators content in future without leaving creator buyers out because content only came out on a char pack, or leaving pack buyers out because the new content is only for the creator. With a sort of extension system, packs could be sold and double as stand-alone and pro creator extensions. Priced correctly I think it could be a viable business model. It's extra work for sure, but if you're going to do all these advanced features anyway, maybe consider this.
For starters, I need to preface this by saying that this is indeed an amazing product.
I used this again recently and i have a couple questions/feedback. Some could be applied to the fantasy creator as well
Some QoL:
1 - Some animations are bound to number keys. Having some way to list them so it's more visible would be nice.
2 - Being able to name export folder so it's more organized
3 - Choosing HD or 8 bit changes export resolution but there's no change in the preview
4 - Sometimes walking and shooting freezes the walk animation in the preview
5 - Can we have a different firing animation for heavy weapons? Lifting a minigun to eyesight level and firing doesn't make much sense. The pose in idle animation is basically what we would need since it's more at hip level. If we could get a firing animation at that level as well would be cool
6 - Are the gun/weapon icons in these creators available for use and if so where can we get them?
7 - I saw that you're planning on doing a Pro version of the creators. Are these just with more features or would they also have more content? I don't think it has been disclosed what the selling strategy would be but if I may throw my 2 cents in, I think releasing an upgrade pack with more content (customization and/or animations) for a price would be totally justified. On the other hand I think releasing a separate pack just for features for a price wouldn't feel as good. I'm all for supporting extra content but I think it would be better to support 1 version of each creator with feature improvements and if needed released asset addons for a price
EDIT:
8 - instead of just allowing clicking on buttons to change options, maybe adding a dropdown so it's faster to go a specific option. Perhaps where the output is displayed it could double as dropdown to do it.
9 - This is more UX than anything but it's a bit weird that i have the buttons to change on the right side and label of what changed on the left. If they could grouped closer together would be nice as well. Maybe under the label "Shoes" that sits between the arrows you could add the "shoes2" under it. The previous dropdown could even be here as well doubling its purpose as that new label. It would also free up UI space for other features that might be added
EDIT2:
10 - Since the exported characters can look in 8 directions it would be nice to export movement in 8 directions as well. Right now if you're facing a diagonal but try to move in an orthogonal way there's no animation that matches 100% and the leg movement looks weird. Example, looking to upper-right and trying to move left. The good news is that depending on your setup you already have all the components needed. For the example i gave, the fix would be to maintain the upper body with that direction (upper-right), but then have the lower body use strafe-left animation as if facing upwards. It might be more work under the hood to make this work, but the animations are so good that little details like this mismatch in leg movement easily catch a player attention because everything else looks so good and smooth.
You can try this. Export your characters layer by layer with only 1 layer visible (only 1 piece of clothing, only the gun, etc) and then in godot instead of just importing 1 spritesheets, you import the various spritesheets, stack them and then you can change them at runtime to equip different clothes, guns, etc
I'm officially giving up on the 24hr claim. Not having any defined schedule means I can go several days in a row checking for nothing and the one day I forget or miss it due to other things keeping me busy in life I lose the pack. It's just frustrating. If for some reason I really want them in future I suppose I can just buy the bundle again or individuals packs but for now I'm just giving up on this daily routine that often just wastes time.
EDIT: this one in particular wasn't edited today but I reached after seeing others that were through the means described below. "Hero's Journey" packs seem to have the same problem
this and other "adventure" asset packs can't be found through your main store page. I only came across them through the feed when they were updated recently today. Maybe consider adding them to improve visibility. Sure you can open your profile and scroll through "Creator Of" but that's far from user friendly and I doubt anyone does that at all since most are used to just browse the main store page. Maybe add another group as "Adventure" or "Legacy" or whatever suits these packs best
I'll be honest, I completely forgot about the trigger. I'd say, if it's not too much work I'd be nice as well. It opens up options for the one who want to animate it as well and that's always good from a customer point of view. Just for clarity, when you say "detached" you mean as a separate object inside the same model or a separate model all together? The magazine is both from looking at your comment and screenshots which means we can animate just the magazine in glock but also spawn a magazine model. Does this mean that not only we can animate the suppressor in glock model but also spawn the suppressor as a standalone model? This would be nice for maybe an attachments shop to display the suppressor. I'm asking this question because for the trigger it would be cool to be able to animate it inside the glock model but I don't think it makes much sense to have a separate model just for the trigger. I'm not 100% acquainted with modelling terminology so I might be mixing up some terms. If the suppressor is also available as a separate model maybe consider updating the screenshot and showcase it next to the magazines for clarity for future users.
very cool to see new weapons being added. the attention to add variations is commendable as well. are the suppressor, magazine and barrel separate meshes so we can do our own animations? this would allow for cool firing animations with the barrel moving, reloading by swapping mags and custom attach/detach silencer system. having a suppressor mesh on the side like the magazines would also be cool. if these are not the case it would be cool if they were added in a later update or maybe considered for future weapons. it shouldn't add that much extra work but gives developers a lot of versatility. the variations and attachments already make it a very good addition. these few pointers would just solidify it as a 5/5 basically
Hello. I'm trying to develop a tool that allows "auto" importing of your characters into Godot with animations and all setup. This includes characters from the creators as well. Unfortunately I noticed that when exporting animations the order of directions is not the same for all animations. This happens in the modern creator as well. It's not an urgent issue or anything but would it be possible to update the creators to always follow the same order of directions when exporting spritesheets? This would make it easier to use the sheets as is but also would help in making this tool since the directions would be known beforehand.
I noticed that the strafe left has 15 frames as usual but strafe right only has 12 frames. this is both in sprites and spritesheets. is this intentional? I also noticed that the death animations for several characters (checked archer, wizard and mage but could affect others as well) can start in the wrong direction and midway through the animation change direction again. sometimes both happen at the same time. this happens both in sprites and spritesheets. is this an export error? the paladin seems to work as intended facing the correct direction and dying towards that direction.
EDIT: perhaps instead of checking each error 1 by 1, export everything again and check if there are any issues with the exporter itself. this is assuming you have an automated export process. could prevent future issues in other packs if they use a similar system
EDIT2: Decide to test the fantasy character creator with the frost mage preset and these 2 issues were not present. Strafe had all frames. For the death animation it's a bit tricky since the creator uses a different animation for death so even though it exported correctly it is not an apples to apples comparison
I agree the main focus of the pack are the characters but having these vfx in the same style gives an extra flare to the game while keeping aesthetic cohesion. I was already happy to see these come out as fast they did since your last comment on them. For now I'll probably use a script or the AnimationPlayer to realign the collision with the VFX. If you develop a new export method in the future for a new projectile pack/update that lessens this problem (what i suggested or exporting the projectile and trails separately or something else you come with) consider retrofitting it to older packs. i think even in that case the current way should stay for compatibility for people that will use right now but if there's a new better solution having that as separate option would be great. With that said, I understand that is probably not high in the priority list but would be cool it could be somewhere in the backlog for a future improvement. Thanks for the effects and the reception of feedback.
saw the email a couple mins ago. They look great. A question regarding usability. I expected the tip of projectile to stay in the same relative place in the sprite and for the "tail" to appear/disappear as it travels but right now the projectile itself also moves forward in the sprite. This is for the sprites in "spells" and "arrows". Won't this make collisions harder to make correctly in engine since I'll have to displace the collision or the sprite itself each frame of movement to make them match? Is it possible to have a version in which these are exported with the projectile all the way to the right (since all sprites already have the same size in pixels anyway) and only trail updates to the left? Am I missing something obvious? I don't recall if the non hd projectiles have the same issue (i glanced over them a while ago but haven't used them yet).
EDIT: I just remembered that the issue is worse if you make a spell that follows a target or somehow turns around since if you 180 the spell right now, since it is off-center (because "center" which is the projectile itself keeps moving) the projectile would "jump" position because it would apply the off-center displacement in the other direction, basically rotating around the center. It can be corrected in engine like I said before but seems so much work that can be avoided by a small tweak in the sprites themselves. At least I don't know the advantage of having them like this. Maybe someone can teach me (not sarcasm)
these animations already cover almost every scenario. if i may make a suggestion for this and other character packs (and/or future ones) would be to include animations for:
- taking damage (zombie has it but from what I've seen most characters do not)
- a jumping attack (if applicable)
- most characters have slashes but a stab can also add variety to movesets and provide extra depth in gameplay by adding a long range poke
- in terms of slashes it probably depends on the character but having different angles (vertical, horizontal, diagonal???) also gives ways for people to not only make different moves but also mix and match to create new moves out of "hybrids" of several animations
your stuff is awesome btw. these are just some suggestions that I came up with while trying to use this pack
nvm. apparently i got them mixed up. the NON hd character pack is the one that has projectiles, the folder names were similar so I thought those files belonged to this pack. I think this packs still has none. Then I guess my original question is still valid. Are the HD VFX still in the works or in the backlog or are they not gonna happen anymore?
nice. as a last note perhaps keep one gif of the old so people can see it if they're interested or maybe a returning customer can recognize it if he's looking for it. i'd leave as last to give spotlight to the new version and clearly label it "OLD" or something. the new stuff looks good. maybe this means we'll see more remasters in the future
If I may leave a bit of constructive criticism, I think the face looks too female. If I didn't read the title I would assume it was another female character. I'm not an artist so I can't tell you if its the eyes/eyebrows shape/position if it's the overall face/head shape but it does look much more female than male to me at least. This is something that I also found in the other male character but with the beard it's easier to see it as male but since this one covers almost the entire face, for some reason the features that are visible feel more female.
You make awesome female characters but maybe consider focusing more on the male face features for the existing or future male characters.
Once again, your stuff is awesome so please don't take this the wrong way.
Thank you for taking the time to reply.
I'll keep an eye on your work. I've got a couple assets in the last couple days but I can definitely see myself getting your stuff in the near future. The guns themselves look good already but I think the characters really stand out as stylized with the PSX look but with a touch of modern polish if that makes sense which makes them look quite good.
Regarding how the bundles work I'm quite new to platform as well and I'm only on customer side for the time being. Maybe ask itch.io for more info or other creators if you have any contacts. I do know that a trick that might work is creating a separate "mega-asset" that can't be bought but is also included in the bundles you have now like you include any other asset and then whenever you release a new asset you make an update to that mega-asset with the new files. Since it is in the bundle buyer's inventory they can just go the mega-asset page and download the new content added.
I bought stuff from ELV Games recently and I think they use a strategy like this. Keep in the mind, this might not be the best way to do it but it's just something I've seen that could work if you decide to go that route. I'd still advise checking with itch.io on the best way to do it.
If you do decide to make the bundles include future updates I'll grab'em for sure :)
Keep up the good work. With this level of quality I'm sure you'll get recognition bit by bit.
EDIT: Added paragraphs for better readability
It's a shame. I saw in some icons apck that there is something similar in the Unity store (https://assetstore.unity.com/packages/2d/gui/icons/5800-fantasy-rpg-icons-pack-2... ) so although it seems it isn't available now in itch.io it would be great if it could become available somewhere in the future :)
I noticed that this pack and some other older packs do not follow the new format. The new packs have one spritesheet per animation with all directions and all spritesheets in the same folder. This pack has each animation in its own folder, then each direction in its own folder and inside instead of a spritesheet we have individual frames. This is probably a lot of work but is there any chance to convert or add a separate download for the older packs to use the new format. The new packs are super easy to use but packs like this one are a headache to navigate and add everything into a game engine to setup animations
Awesome. Thanks for the quick reply and quick fix. Got your asset bundle today and I can't wait to put it use. Great stuff all around. Is there any way to request or give feedback on what to do next? Some extra enemies in the enemy pack would be awesome but then again I'm sure you get a lot of requests for extra animations and stuff. Keep up the good work.
not sure if this is the correct place but i just got the pack and noticed that water splash under "Assets/Items, FX and Props/Water Splash" only has a .ase file. i double checked and in the legacy collection the water splash has the spritesheet and individual frames. was this an oversight? seems weird to have it present on the free collection but not on the paid collection