Great use of colors!
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It's just not particularly smooth and looks a bit choppy to my eyes. Perhaps it's because the character doesn't really "curl up" much.
For example, this asset has a fairly sublime looking roll animation: https://aamatniekss.itch.io/fantasy-knight-free-pixelart-animated-character
This tutorial here kind of points to what I'm getting at: https://www.patreon.com/posts/slide-roll-dash-16562907
This is quite nice given that it covers a lot of the bases...
However, I'm not the biggest fan of the idle animation (the weird leaning back or whatever looks odd).
An alternative idle animation where they're standing up straight would be nice.
I still come back to this tutorial from time to time.
However, the game speed is busted with modern versions of GameMaker.
Not really a proper fix but you can place the line:
in the "god" object create event to make it work again...
Thanks for making it "free" after all of these years. It's completely worth a donation if you're willing and able. We appreciate your contributions to the GameMaker community.
This is still an excellent way to structure a FSM in 2023 (and beyond).
Appreciate the quick reply.
While I think everything looks pretty good overall (in Momodora too), it falls a bit short if the character has a sense of momentum (i.e. sprinting or running) and the illusion breaks to some degree when jumping. I could probably create a few frames myself I guess but I'm not a good pixel artist, lol.
No worries. I'm just picky regarding jump animations because they're such a crucial gameplay element in most side-scrolling games.
This is an example of what I'm talking about visually:
This is pretty awesome...
1. Are Aesprite files included?
2. Is there only a "neutral" jump animation? I played around with your asset tester and this seems to be the case. I only ask because if your character is running or sprinting and jumps it looks odd if it isn't more of a parabolic jump motion (like the character should be leaning forward basically). I only ask because I've seen this issue with a few other asset packs that seem to use a neutral or "straight upward" jump for every type of "jump".
3. How modifiable is it, assuming there's an Aesprite file provided? For example, being able to equip a "helm" or a different weapon via modifiying layers in Aesprite.
I'm interested in purchasing this, but I'm a little pickier these days given how many abandoned asset packs I've gotten over the years.
If I had one request, more flexibility in the jump animation(s) would be absolutely amazing.
This pack looks absolutely amazing.
However, are there any plans to include a top-down character for it?
Either as a add-on pack or whatever. Or are you intending to create additional environment (paid) packs?
Edit: After seeing some comments it seems as if you're expanding on it.
This might sound like an odd request but in the game I'm using it for the character can change equipment (i.e. equip helmets). It would be really useful to be able to have the hair on a separate layer in Aseprite to make modifications a bit easier. It would also just allow for more variations in the base art, which is a huge plus for any asset pack.
Also, a jump animation for the top-down version would amazing. Thanks!
This might be a bit of an ask but does this system play nicely with "height" in top-down games? I've been trying to come up with a solid solution for allowing the character to jump or move across areas of different heights (I've seen solutions using a pseudo z-axis or they might call it z-height).
I know you've made a lot of these types of games (e.g. Secret of Mana) and was wondering if you had any suggestions.
I get what you're saying but what I'm asking for is very close to standard practice for most engines that use pixel art and is just generally the easiest way to work with this kind of art while maintaining proper alignment when switching between different animations and maintaining the artist's original intent. Almost every single "pixel art" asset on this website does it in the way I'm asking for. So it's not really out of the ordinary.
You surely know what an "animated flip book" is correct? That's what I want in digital form basically. It's by far the easiest way use pixel art in GameMaker Studio or Godot.
Yes, you can sort of accomplish this by using Photoshop but it's a giant pain in the ass and your animations could still be off slightly (I'm not the original artist!).
Asking for the animations in a form that maintains alignment (i.e. has a proper anchor point, in other words, the corner of the image!) is not a big ask given that it's been 3 years since this thing was released.
Moot point given that I've moved on but if you ever do fix my issue I'll update my review accordingly...
Yeah, that's not really going to solve the issue I'm talking about.
I would like for the creator to release each animation as animated GIFs that have the same image size or as a strip or even individual frames, as long as they're the same "image size". Making it 100x easier to import to your game engine of choice.
This would literally take ~20 minutes for him to do it.
Yes, I can do this to some degree but I want them perfectly lined up and I really shouldn't have to for a purchased product when most people on Itch do this with their assets.
Take Celeste for example, the vast majority of the animations have a 32 x 32 image size.
He probably won't do it given there has been very little movement here outside of a palette swap within the 2 years since I made this purchase.
What canvas size do you recommend? All of the animations seem to be in different image sizes and so it's a little difficult to line them up without a specific anchor point (most packs will use the same canvas size so it's easy to keep them lined up / easier to import into a game engine). Of course I can "eye ball it" but it would be very nice to have a variant where they're the same image size / anchored properly.
I like this pack, however, I really wish there was an alternative "jump" animation. This one is great looking if the character is shooting directly upward, but looks odd when moving horizontally (like it has no forward momentum).
Perhaps there's a way to combine / modify what's here to get what I'm looking for.
Pretty awesome overall.
The jump "launch" leaves a little to be desired.
Any chance of a paid "expansion" pack with additional weapons or edge case animations? Or maybe even a walk animation.
Very cool. I'll be picking up some of your other packs.
Thanks for the reply.
It's not a big deal really I guess as I don't need the rotational effects when using sprites anyway. I was just kind of curious if you knew what the cause was cause I found the behavior to be a little odd.
I guess from personal experience I'm not the biggest fan of combining so much into a single script. However, it seems to somewhat common in platformers.
So, I wanted to change how input worked as I felt that passing input to the motion function was too difficult to manage if needed to make changes (e.g. add new inputs).
Basically, I wanted to use instance variables. However, the rotation effects seem to break when utilizing ladders. Do you have any idea on why this is happening?
I had a few other questions I wanted to ask but didn't want to flood your community thread. Is it possible to e-mail you?
Thanks for your time!
I'm just a big fan of documentation. It's particularly helpful if I don't work on the project for a while and come back wondering what the heck I was doing. Even a class diagram or something of the sort would be nice. It's okay, I'll just make some documentation of my own.
I'll definitely have some questions when I get knee deep into my project in the coming weeks as I did notice a few little bugs here and there.