What version of Aseprite you’re using?
Recent community posts
I finally played the demo and here are my notes:
- Graphics + Music = Great Mood, sprites (player, enemies, items, anything that players can interact with) could be a bit more saturated or brighter to distinguish them better from the background (perhaps It’s an issue only on my display?).
- Nice idea with how the boss at the end blocks the path.
- I was able to finish the demo without picking up the sword! But I think I had to deal the exact same number of hits to the boss?
- Fighting human enemies is fairly unsatisfying because I couldn’t clearly see when they’re about to attack. Perhaps a little visual effect (flash, sparks) could help.
- Animation for picking up items felt too slow and I had to stand right over them which made It a bit tricky.
- I can leave an area by walking through the edge of the screen at any time but I can’t enter an area through a door when I’m fighting? Seemed odd to me.
Thanks for reporting this. I'm facing difficulties in fixing NxPA Studio - I was able to fix issues that arose from Aseprite changing scripting API (like the problem with scaling) but found a different bug. I'm not 100% sure is It an issue with the script or Aseprite Itself. I reported It on GitHub, waiting for a response.
Yes, Monster (singular) deals three damage, I wrote this to be played as a horror/exploration game with a lot of storytelling (if that makes any sense) so rules for combat are very few and probably a bit unfair.
You have only 3 attributes Body, Mind, and Senses. Your hit points are equal to your Body attribute and you can reroll dice as many times per game as your Mind attribute.
I never found a good way to describe this but I wanted the Guide to have a bigger role in the game, they could get some backstory or maps before the game If you want to play It as exploration/mystery or they could fill in descriptions for Narrator during the game If you want to go for more storytelling.
Thank you, I can't believe my work inspired someone to create! Using three chained colors was very useful but also added extra work to manage all sprites.
Also, I just played Vermilion Fall and I loved It. You composed your own great music, your dialogs were so much better than mine and I was amazed by the genius idea with partially visible corridors/labyrinth. Respect for the use of colors and the story. :)
This script works best when you split your animation into multiple layers. If this would be a character animation the best approach would be to have every limb on a different layer.
I'm glad you found the script helpful. :)
All frames are in the ZIP file, I admit that this package is not organized perfectly.
Idle is the first frame (only one), for walk animation you have to use frames 1,2,1,3 in this order, punch animation is the only straightforward here and again the dead animation is the last frame (only one, also).