I haven't heard of libresprite, I'll definitely look into that. Thanks for accommodating my poor workflow!!! I really appreciate it
StarrJacked
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Walking se/sw is graphically the same, because nobody wants to see the 90-degree angle of a person. In most games with 'left' and 'right,' you end up having diagonals that just move on the horizontal axis anyway. This way conserves the artist's time, pleases the viewer's taste, and gets you your assets for cheaper.
I tried running the demo with it, but it just says, "? UNDEF'D STATEMENT /n ERROR /n READY"
Tutorials said I could drop the file (currently using the demo one) into the emulator window and it would run it, but that's not happening. Suggestions?
EDIT: I was using the wrong .exe of many. Now though I've mapped my keyboard to the joysticks, I can't get past the "press fire to play" screen...
Just bought this set!!! This is amazing! I love the detail and how all the tiles integrate together---I don't know that I've ever seen pixel art with as much atmosphere as yours.
Quick question: Do you have a version of the tileset that contains transparency? I understand that that can betray a true 2-bit palette, but I ask because I'm trying to do some image masking and creating custom masks pixel by pixel sounds exhausting... Maybe I'm overlooking something basic here, I'm pretty amateur at game dev. Please assist!
Thank you for sharing you work!
I feel like a dive would be really cool to see, but idk how hard that would be to animate. (really love this, bought both the male and female without even a project to use them in)
edit:
Far more importantly, aiming while standing would be really useful. As far as I can tell, you currently have to start moving before you can raise your gun?






