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Trouble Cat Studios

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A member registered Jan 10, 2016 · View creator page →

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Thanks! Reanimator's Aseprite importer has a "layer to sprite" import mode that will import each layer separately, so if you have the layers Head, Body, Arms and Legs in your aseprite file, and had 2 animations: Idle and Walk in the file, you would end up with Head_Idle, Body_Idle, Arms_Idle, Legs_Idle, Head_Walk, Body_Walk, Arms_Walk and Legs_Walk as animations. The sprites for each animation would be named similarly: Head_Idle_0, Head_Idle_1, etc.

As for turning layers on/off, you can hide layers within your aseprite file and they won't be imported, if that's what you mean. If you're looking to disable/enable game objects during an animation then ReanimatorEvents would be what you are looking for, they are C# events that you can code to do any sort of action you can think of.

Hey Everyone,

I've been working on this game, Electric Noir, part-time for about 6 months now and it's finally in a spot where I can get some constructive feedback on a few of the core systems. This version here contains a single area of the game built to show off some of the games narrative and combat systems.

I've made a few small games before, but nothing quite like this before and would love some feedback or suggestions on how to improve on it.

You can find the alpha over on its project page here: https://literally-a-cat.itch.io/electric-noir

Thanks for playing and I hope you enjoy this first alpha of Electric Noir.