它是一个精灵表,您只需将其作为精灵表正确应用到您喜欢的游戏引擎中,它就会像第一个 GIF 一样播放
Netherzapdos
Creator of
Recent community posts
Thanks for the support 💖 My inspiration for the pack mostly came from a game called 'Tiny Tower', it's a simulation game similar to the sims where you build up your tower, manage and keep your residents happy, decorate rooms, build your city etc.
The scenes I made from the various devlogs were set up in a way that it showcases the initial use case of the pack - which is making buildings, decorating rooms, managing residents, managing neighborhoods etc. That's generally how I envision it but you can absolutely go any way - platformers, adventure, narrative stories etc.
In other words, it's generally designed for a Sims-like (or Tiny Bit) kind of game/project but your imagination is your limit :)
Thanks!! Honestly been a bit busy so haven't been able to work on the pack as much as I used to - currently finishing up the Gamer Room expansion, but after that, I could do a Hospital expansion 🤔Could be beneficial for me so I think there's a good chance I'll work on it after the release of the Gamer Room expansion 💪Have fun with your project and let me know how it goes!
Glad to have helped! And a late happy new year as well 😂 A couple of comments on this page didn't appear in my notifs for some reason so bummed out I replied late to some.
As for the sheets that aren't available in the individual assets folder - there are some that I didnt include like you said which are the floors and walls, my main reasoning for that is because these kinds of assets are mostly applied via tilemaps as it would be more tedious to line up individual wallpaper tiles by hand. Though if there is a demand for it I'll definitely look into exporting them individually!
May I ask how you are implementing your tilesets into Godot? Here is a sample scene I've made:
All tilesets use 16x16px and the settings for the tilesets in Godot use a Texture Resolution of 16x16px with no adjustments to the Margins & Separation settings as seen here:
I see that you mention that "individual items not aligning with either the bottom/floor or the top/ceiling ", could it be that you do not have walls setup from the Infrastructure Tileset? The walls in my sample scene above are the pink borders. All tileset assets take into account the walls from the Infrastructure Tileset so without it, objects may look out of place like this:
Also, our timezone gaps are quite far so I apologize for the late reply 😅 If you'd like, we can continue our conversation at either my discord (username is netherzapdos) or DM me at Twitter. I think your proposal is possible for the space station, I can design a couple of new modular infrastructure tiles with a couple of exteriors and that should give a good amount of unique combinations so each space station looks different 🤔
Hi there and thanks for reaching out! Happy to help with anything.
I'm not sure which animations you're referring to that isn't being implemented correctly to the other assets - but based on your description it may be the NPC spritesheets? If so, the configuration for all NPC-related spritresheets (Pre-made NPC spritesheets, clothing spritesheets, body spritesheets, etc) all use a 32x32px frame. I think the issue you're facing now is that the character sprite is smaller than all the other assets - so what you need to do now is to increase the sprite size by x2.
The intended size of the character sprites are 16x16, but in order to add customizable features to the characters I increased it to 32x32 and is the reason why the characters would appear small in the editor - it's a small trade off and requires a little bit of adjustment . Hope this helps and let me know if you're referring to a different issue! I'll work on adding a readme to the respective folders to help future devs 👍
Also, very cool to hear you're making games for your kids! That'd be a great core memory for them when you finish making it :) The idea with this asset pack was to always make it easily expandable so I can always come back to it when I've got fresh ideas! I definitely have intentions of making a Space-themed Expansion but it's fairly far in the plans. I can see making a small package update though to help you out 🤔 Maybe introduce it as an Expansion where some guy jury-rigged a small spaceship in his backyard and actually managed to reach space 😂
Update is now live. You should be able to see the labels when you implement the animations in your game engine :)
https://netherzapdos.itch.io/pixel-spaces/devlog/652167/pixel-spaces-updated-npc...
Hi and thanks! No worries, I'll explain it below:
The animation spritesheets are setup as is, with each animation being laid out horizontally, and each row being a new animation. I will make this my priority today and will push out an update to label the body & pre-made NPC spritesheets from both the base pack and the expansions. I will notify you as soon as it's live 😄
I agree with that, AI isn't a 1:1 copy of someone else's work, it's definitely an 'inspiration' of a reference, much like how majority of artists always get inspiration either from references or other people's work. Sometime down the road an artist will always be inspired by something and they make a version of it, and AI generation is the very definition of that, just at a very extreme level.
I don't see any issues with someone using AI as the backbone of their assets, if it's what's helpful to them then the better. From what I've observed what makes AI-assisted development hard to implement is the potential backlash coming your way. You'll get so many people bashing you for using "stolen" content and not so naturally-looking details.
I'll always prefer human-made art over AI-generated because human art has stories behind them. Behind a human-made art piece is someone who gave their effort to it, whether it be a long time veteran or someone who's still learning the ropes. As someone myself who just became a pixel artist last year, I know very well the journey it took to get me here. So when it comes to games, I'll always appreciate devs who either make their own art or procure an artist - especially in this time when AI-generated art is becoming prevalent, human-made art feels much more special compared to when AI generation was non-existent.
However, you do have a valid point in that AI allows you to produce highly detailed art pieces, and the convenience it offers with just a few word prompts. I've used AI myself to produce references when I'm having a hard time visualizing scenes. Though another issue with AI currently is the 'ethical' aspects of it which most people don't agree with, but that's another topic.
I would check the Creator/Community guidelines. I think youtube channels are fine since I've seen a handful of creators sharing their social media on their projects. A paid course though is a different case, I scanned through the guidelines and didn't see much so probably best to contact support if you don't find a sufficient answer
I think the game's theme could still be better implemented on the page. Adding the coins, balls, bricks and powerups to make your page look more lively - unless you're going for a super plain look which is fine, but even then I think a plain background could still be designed better. Also noticed the background image seems blurry, so might need to upscale a bit.
The content page itself could also be better designed I think, you can add dividers and split it up into categories with PNG pictures of "About" "Controls" in the style of your game's font style. I also think GIFs inside Projects whether in the banner, cover page, or content is always a +1 to a project's design.
What exactly are you trying to "correct"? The angle of the sprite? The movement of the body? I'm working on my first isometric pack so I might be able to give some insight.
Straight away I would say it's okay, could be improved body-animation wise but I'd say it's not terrible. You did say you wanted to correct things but didn't specift what so I'll give my two cents. I think all the diagonal directions can be angled much steeper - to me they still look like they're in a 2D plane, perhaps that is what you are trying to correct? Art looks good, the animation of the body can be more realistic but like I said it's acceptable.
Common? In the itch.io space or any indie game dev space not really from what I observed, if anything most creators here (both game devs and artists) appreciate honest feedback. Fair? Not really imo. I think most people would always appreciate honest feedback and if they're mature enough they'll see it as a way to improve, not something to be insulted of.
Unless the creator explicitly asked not to send feedback, I can't see any logical reason to block you for providing feedback. Don't think about it too much, get a bit annoyed, move on and enjoy the rest of your day :)
Hello everyone! I just released my 2nd Asset Pack series called Paws & Whiskers! It's an isometric character asset pack that features cute cats in 8 Directions, it can be used for both top-down and isometric games! It features idle, walking & working animation and comes with a dust cloud animation to simulate your cat working. I plan on adding more breeds to the pack but for now 3 will be the initial amount - and of course I need to update my other projects too 🤣
This is my first isometric project so any feedback is welcome 😊 Thank you for reading!