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joseloc300

37
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112
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A member registered Apr 06, 2019

Recent community posts

"That's why he's the MVP, that's why he's the GOAT"
Great update. Thanks for making these improvements based on feedback

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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

Nice. That's exactly what I was trying to convey. This means it can also be reused with future weapon releases. Great stuff.

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

iirc content made with AI needs to be tagged as such. this is not and like others mentioned this is basically unusable

the sittingchair animation for the BarbArcher uses the incorrect model for the last frame. this happens in spritesheet (with and without shadow) and regular sprites

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.

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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

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EDIT: fixed

I think I had this issue earlier this month but by having the all access pass shouldn't I be able to claim this asset pack?

Nice. For a moment I feared the pass I bought just 30 days ago had just gone up in smoke. Thankfully that is not the case

does this change also affect the all-access pass or do the people that bought it still get everything released (except music)? does the music bundle also remain unaffected?

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.

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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

Many thanks

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?

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Removed my previous comment because I just realized there already are files for the projectiles VFX. Regarding walking I find it interesting there's only backwards animation for running. why not also walking? Can walking just be reversed from the original?

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

the gif on the feed update card doesn't match the new gifs. did you redo this asset pack? if so is the old one still available in the files? I think the new one looks better but since it's already made anyway it wouldn't hurt to leave the old ones for people who might want it

Wow, it's a night and day difference. For a male look I think the new ones look much better but since the other ones are already made anyway, having the option to choose between the old and new ones is also nice

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.

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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

Your characters look great. A couple questions. Are you thinking of making more characters? Do your character and gun bundles include future assets or as new assets come out do you have to buy them separately after the bundle purchase?

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 :)

Hello. I recently got the July 2025 Mega Bundle. Is there any way to get all assets packaged in one file? or at least less files than getting each asset in the pack 1 by 1? 26 pages with 30 items per page will be an eternity to get everything (even in this page it says the bundle has 775 items)

I can't believe I missed it. Thanks, that was what I was looking for.

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.

the new layout is much better but the white sheet seems to still have the old style. could this be fixed to have the new layout as well?

is it possible to make interiors with this tileset or do we require the newly released interiors tileset?

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

Started following your work a couple days ago and now you drop this set. Amazing stuff. Are you thinking of expanding the character creators/character packs? An expanded character creator +  this set sounds amazing

agree with the other comment. your stuff looks amazing. any chance of providing these assets in a godot compatible way

Thank you for clarifying

is there a way to get all assets released so far? from your website it points to patreon for most assets and gumroad for some older assets. does subscribing to patreon as a dragon unlock all previous assets as well? I'm not sure if patreon is a all-in-1 deal that you then keep subscribed to keep getting updated or if you still need to acquire older releases separately. also is there any bundle for the gumroad assets or do you have to acquire all of them separately?