Bro, please you need to launch more characters, archer, spearman, wizard, knight, assassin, I will buy them all for the development of a game, simply incredible.
I just bought your characters pack that i found amazing, and i'm glad to notice that you follow other people i follow like Anokolisa i support too.
Anyway, i really love your pack but i'm stuck on a problem, and i require your knowledge as a sprite creator as well as a game developer - as i can see you have a playable demo of your sprites using Unity.
My problem is the following : all of your spritesheets have different sprite sizes : first one use 98x66px images, while second use 144x80. Spritesheet#5 even goes to 326x114.
When i import your assets in my game engine (Godot), i can't figure out how to center everything, so the ground is at the exact same spot for every animation. I tried to resize everything myself, adding blank space with aseprite on each sprite and moving stuff so the character appears at the exact same spot, but it's tedious and it would require hours of work...
Would it be possible to have every spritesheet using the same size, basically the biggest one, so everything fits together perfectly when we import them on a Game Engine ? Or do you see another solution ?
Thanks in advance for your consideration, and your awesome assets =) !
Hi, when I was making the asset I didn't think about the size proportions so if I would try to resize it it would take too much time and at the moment I can't because I'm working on another project, sorry. But I can say what I do so my sprites fit the character independent of the size, the problem is that I do that in Unity so I don't know if it would work in Godot, but what I do is: I use the Idle sprite as base and set it to the same pos as my character in the scene, and then select the first sprite of the current animation sprite that I'm adding, then I open the unity sprite editor and set the pivot mode to custom and pixels (so it will snap to grid), then I change the value for that sprite until it fits the same pos of the Idle sprite, then I select all the others sprites of that animation and copy past the x and y pivot values (Unity allows multiselection), so it's faster and all sprites fits perfectly for the new animation, I think this could work for the sprite sheet as well. Sorry if my answer it's hard to comprehend.
No it was very clear, i understood everything =) !
I think Godot doesn't have the same features, because what you explain can be done, but it's tedious. I never worked with Unity so maybe it's easier to setup.
Anyway, the fact that you included .aseprite files saved me, i paid the software, learn to use it, and edited the frames myself. I centered the character on every animations if necessary, and converted all frames to 128px*128x and re-exported every spritesheet.
Was a lot of work but now, things are so much easier on the Game Engine. You simply import them, and... done. Nothing else to do :) !
I finished Johanna but i'll do the same for the two other characters.
So far it looks amazing, you have a gift indeed. I'll also consider taking all your other assets to support you. By the way, any chance to have nw Bundle to includes other stuff ? Maybe a giant Bundle with all of your work ?
i love all your asset, is there a plan on adding different outfit for all of the characters i mean like those eleonore and other goblins and the centaur lady, i mean like a different customization for the characters.
Muito incrível, gostaria muito de um dia ter esses assets para iniciar meu principal projeto para jogo mobile. Triste o dolar está em um valor tão alto em relação a moeda do meu país.
Sorry to bother you, i'm new at game developpement and i don't understand why on unity your sprite look better than mine when i import it, can someone explain me why can't i have the same quality ? or can someone explain me how to have the same quality ? Thanks you!
Right mine import, left a screen of your testing game
Hi, that's a normal map effect that I was testing on unity, but is usually done on the editor, the sprite is basically the same I just applied an effect while on game
seems like you’re planning on adding to this over time, I haven’t seen Bow animations requested so would mine to suggest those. Selfishly that’s one barrier to swapping this in for my my main character :)
Would pay an additional cost for left-facing animations. I was wanting to leverage this for a prototype but can’t use it fully because left-facing animations are missing.
It’s an immense amount of work I know. I’m open to commissioning this work to make it worth your trouble.
Hi, I'm not sure what exactly you're trying to achieve but you can simply take the png file -> flip them using any photo editor -> and you have left facing animations ;)
Doing a simple flip changes the right handed sword wielder to a left handed sword wielder. Granted that it’s a common technique and not too noticeable.
Sorry, I haven't played Hollow Knight yet, so I'm not sure if the action in this game is what I imagined. But the following action fits my idea perfectly:
It mainly jumps from bottom to top and strikes upward, which is more powerful, and can be followed by a second stage of aerial strike on the enemy that was knocked into the air, so that the whole action can be connected smoothly.
This is great work! but when I import it into Unity with the aseprite file. the animation are with Dummy and the movement animations all have frames. How we we remove the "ground" / "frames" ?
If you are using the aseprite package you need to hide those layers and then save, it will auto update, if you are using other type of import tool, just hide or remove those layers and import the file again I think
I bought your bag the other day, these characters are so interesting! But I am a novice, character animation adjustment is very challenging, I do not know if you can provide unity animation demo, let me learn it, thank you!!
I'm integrating this with my game and find myself missing two basic animations: quaffing a potion, and throwing an item. Otherwise it's quite complete! Thanks again for your amazing work!
Beautiful work. Really pleased with my purchase, looking forward to the next set of animations! I've implemented almost everything in my platformer except the magic and it plays beautifully.
I think the animations most useful to me at this point would be wall sliding and more attacks! Mostly down aerials and up ground attacks. I hope you keep working on this set, your style is beautiful.
Thanks! Also the game looks very smooth, well done! But about the animations I usually follow the list I put on the project page, so the next animations are back dash, air heavy atk and probably air block or knockback.
Unfortunally not every animation fit on the canvas perfectly, so some of them need the pivot to be adjusted. If you use unity I reccomend to use the aseprite package, this will import the animations with the pivot fixed.
Great work! Probably the best pixel character I could found on this website, no joking.
May I ask if you have noFX or noGlow version of holyslash? This is my favorate anim in your set, however, I would like to adjust its FX a little bit cuz I'm using is in UE.
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.
I could add new jump animations but only on the future, this asset follow the same patern of movement on the game "Momodora". Aseprite files are included.
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:
Yes, I understand, it's something I also thought about before. I'll probably do a more forward leaning jump animation when I start the Air Block animation.
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Bro, please you need to launch more characters, archer, spearman, wizard, knight, assassin, I will buy them all for the development of a game, simply incredible.
I have plans for that but at the moment I'm pretty busy and to keep the same quality for the assets it can take a while
Any plan for more updates (like swimming, drowning, underwater attack, floating, etc.)?
At the moment only floating
Hello Otsogo,
I just bought your characters pack that i found amazing, and i'm glad to notice that you follow other people i follow like Anokolisa i support too.
Anyway, i really love your pack but i'm stuck on a problem, and i require your knowledge as a sprite creator as well as a game developer - as i can see you have a playable demo of your sprites using Unity.
My problem is the following : all of your spritesheets have different sprite sizes : first one use 98x66px images, while second use 144x80. Spritesheet#5 even goes to 326x114.
When i import your assets in my game engine (Godot), i can't figure out how to center everything, so the ground is at the exact same spot for every animation.
I tried to resize everything myself, adding blank space with aseprite on each sprite and moving stuff so the character appears at the exact same spot, but it's tedious and it would require hours of work...
Would it be possible to have every spritesheet using the same size, basically the biggest one, so everything fits together perfectly when we import them on a Game Engine ?
Or do you see another solution ?
Thanks in advance for your consideration, and your awesome assets =) !
Hi, when I was making the asset I didn't think about the size proportions so if I would try to resize it it would take too much time and at the moment I can't because I'm working on another project, sorry. But I can say what I do so my sprites fit the character independent of the size, the problem is that I do that in Unity so I don't know if it would work in Godot, but what I do is: I use the Idle sprite as base and set it to the same pos as my character in the scene, and then select the first sprite of the current animation sprite that I'm adding, then I open the unity sprite editor and set the pivot mode to custom and pixels (so it will snap to grid), then I change the value for that sprite until it fits the same pos of the Idle sprite, then I select all the others sprites of that animation and copy past the x and y pivot values (Unity allows multiselection), so it's faster and all sprites fits perfectly for the new animation, I think this could work for the sprite sheet as well. Sorry if my answer it's hard to comprehend.
Hello again,
No it was very clear, i understood everything =) !
I think Godot doesn't have the same features, because what you explain can be done, but it's tedious. I never worked with Unity so maybe it's easier to setup.
Anyway, the fact that you included .aseprite files saved me, i paid the software, learn to use it, and edited the frames myself. I centered the character on every animations if necessary, and converted all frames to 128px*128x and re-exported every spritesheet.
Was a lot of work but now, things are so much easier on the Game Engine. You simply import them, and... done. Nothing else to do :) !
I finished Johanna but i'll do the same for the two other characters.
So far it looks amazing, you have a gift indeed. I'll also consider taking all your other assets to support you. By the way, any chance to have nw Bundle to includes other stuff ? Maybe a giant Bundle with all of your work ?
Hi, nice to know you could solve it! Also bundles with all characters are usually available during itch promotion events.
Really good...
I will use this in my project and I also start a new enemy series.
I plan to use it on the upcoming videos. Check it if you are intereseted!!!
Is there an animation from getting up from a knockback? How does joan transition back to standing up?
I didn't make a specific animation for that yet but I use the frames from the out Rest animation as transition frames.
So do you have sword man for this assets?
Not at the moment, I'm more focused on creatures right now
Looking forward to your new assets
Hey just came across your work and instantly had to buy this character + the addon pack!
Are you currently open for commissions?
Hi! Sorry but I'm too busy for comms at the moment.
No problem and all the best. I'll ping you again in a few weeks =p
i love all your asset, is there a plan on adding different outfit for all of the characters i mean like those eleonore and other goblins and the centaur lady, i mean like a different customization for the characters.
Hi, probably not since I'm focusing on new characters and assets at the moment.
Great work. I'm going to make an online game with this. I'm looking forward to a lot of work in the future as well.
Thanks! Hope you enjoy the assets!
Esse pacote pode ser usado comercialmente?
Pode ser usado em um game comercial, mas não pode ser revendido.
Thank you! I recently got this package, and was wondering if you are planning on adding crouch attack :)
Thank you so much for the wonderful characters Joanna and Eleonore! They were a wonderful fit for our tactical game:
https://rionix.itch.io/eternal-mist
We look forward to more animations and characters! We buy all your assets and have never regretted it: everything is done at the highest level!
Thanks for the support! The game is looking cool!
goooood,hope can add amove whit host shield animation
Miss a crouch attack... I hope you will put it into development soon... thanks thanks .... awesome awesome sprites!
It will be added in the next update
我是Unity的新手,很好奇你的技能,我想问一下你的一些技能动画的内容,以及它在动画中间是如何移动的?谢谢。
Hi, I'm not sure I got the question right, but if you want to how I implement the animations on unity I follow something similar to this
Thank you,you are my God!
Muito incrível, gostaria muito de um dia ter esses assets para iniciar meu principal projeto para jogo mobile. Triste o dolar está em um valor tão alto em relação a moeda do meu país.
Opa, vlws! Dolar aqui é osso msm
Sorry to bother you, i'm new at game developpement and i don't understand why on unity your sprite look better than mine when i import it, can someone explain me why can't i have the same quality ? or can someone explain me how to have the same quality ? Thanks you!
Hi, that's a normal map effect that I was testing on unity, but is usually done on the editor, the sprite is basically the same I just applied an effect while on game
Also, you need to set the Filter Mode to point and the compression to None so the sprite don't loss quality when scaling
Okay Thanks you very much !
do you take comissions?
Not at the moment
good assets, can you update new animation for her? I saw your twitter new animation
Hi, I update the animations in packs, so I will update after I finish the next two
seems like you’re planning on adding to this over time, I haven’t seen Bow animations requested so would mine to suggest those. Selfishly that’s one barrier to swapping this in for my my main character :)
Hi, unfortunately I don't have any predictions of adding bow animations for her, only a whip for a ranged atk
All 4 movement directions would be appreciated
I have bought this asset 314 days ago and still haven't seen any asset better than this 💀 💀
Thanks for the support :bD
Would pay an additional cost for left-facing animations. I was wanting to leverage this for a prototype but can’t use it fully because left-facing animations are missing.
It’s an immense amount of work I know. I’m open to commissioning this work to make it worth your trouble.
Hello, unfortunately I am not available to receive commissions at the moment
No prob. Lemme know if that changes.
Hi, I'm not sure what exactly you're trying to achieve but you can simply take the png file -> flip them using any photo editor -> and you have left facing animations ;)
Doing a simple flip changes the right handed sword wielder to a left handed sword wielder. Granted that it’s a common technique and not too noticeable.
The new action is really great~~ It would be perfect if we add a lift-off strike action! (Just use the UpLightAtk action, but release it in mid-air)
Like the hollow knight up atk?
Sorry, I haven't played Hollow Knight yet, so I'm not sure if the action in this game is what I imagined. But the following action fits my idea perfectly:
It mainly jumps from bottom to top and strikes upward, which is more powerful, and can be followed by a second stage of aerial strike on the enemy that was knocked into the air, so that the whole action can be connected smoothly.
Oh, got it! That's a type of animation that I will do in a extra attacks update pack, but for now I will give atention to some other assets
Haha, you just understand what I mean. Looking forward to your other works~
This is great work! but when I import it into Unity with the aseprite file. the animation are with Dummy and the movement animations all have frames. How we we remove the "ground" / "frames" ?
If you are using the aseprite package you need to hide those layers and then save, it will auto update, if you are using other type of import tool, just hide or remove those layers and import the file again I think
miniiino que trem bonito
(:
Obrigado! :D
Impressive
Thanks : )
I bought your bag the other day, these characters are so interesting! But I am a novice, character animation adjustment is very challenging, I do not know if you can provide unity animation demo, let me learn it, thank you!!
Hello, I don't have too much time to prepare a demo for the characters but I think using the aseprite package of this video could help.
Ok, thank you ^_^
we need wall slide, please
Hi! After the next asset I pretend to do that animation
This is tremendous work! Any chance we could get sideview ladder animations added in an update at some point?
Hi, thanks! Yes, this animation is on my list for next updates
I'm integrating this with my game and find myself missing two basic animations: quaffing a potion, and throwing an item. Otherwise it's quite complete! Thanks again for your amazing work!
Hi! These are animation that are on the upcoming list but for the next update
Beautiful work. Really pleased with my purchase, looking forward to the next set of animations! I've implemented almost everything in my platformer except the magic and it plays beautifully.
I think the animations most useful to me at this point would be wall sliding and more attacks! Mostly down aerials and up ground attacks. I hope you keep working on this set, your style is beautiful.
Now I'm off to implement a goblin fighter :)
Thanks! Also the game looks very smooth, well done! But about the animations I usually follow the list I put on the project page, so the next animations are back dash, air heavy atk and probably air block or knockback.
emm can I know when the gir turn left,whats her attack?wher is her shield?take in right or left?
Hi Otsoga, will back dash animation be released?
Love your art btw, totally killed it :D Thanks.
Yeap, but the new animations for her will come after the next goblin character, I'm thinking about crouch, back dash and Air Block
Thanks!! That would be awesome. Thanks again~
It would be nice to have a crouching animation and a crouching attack
Hi, the new animations for this asset will come after the next goblin character
Looking forward to your new animation, it's awesome!
The hurt animation needs to be offset by about 8 pixels to line up with the idle animation. Is this intentional?
Unfortunally not every animation fit on the canvas perfectly, so some of them need the pivot to be adjusted. If you use unity I reccomend to use the aseprite package, this will import the animations with the pivot fixed.
What are the fps used for the animations in the videos?
Hi, usually 10 to 12 frames per second
Awsome, thanks!
BTW if you are still Working on this charcter thise animations would be nice to have:
Hi, the new animations for this asset will come after the next goblin character, there's some similar animations like those on develop too
Great work! Probably the best pixel character I could found on this website, no joking.
May I ask if you have noFX or noGlow version of holyslash? This is my favorate anim in your set, however, I would like to adjust its FX a little bit cuz I'm using is in UE.
Any feedback is appreciated XD
Thank you! I did a small update including the noFX version of the holyslash
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.
I could add new jump animations but only on the future, this asset follow the same patern of movement on the game "Momodora". Aseprite files are included.
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:
https://blog.studiominiboss.com/post/184427468315/pedros-pixel-art-tutorial-abou...
Yes, I understand, it's something I also thought about before. I'll probably do a more forward leaning jump animation when I start the Air Block animation.
Very cool. Looking forward to seeing what you come up with.