Goal = the amount of "currency" you need to unlock the next work
Base = total "currency" in each given world
N = World/Goal number
World = each game map
Adjustment = penalties and/or bonuses (can be linear, geometric, random, or unlocked via game play)
For each World(N)
Goal(N) = Base(N) + Goal(N-1) + Adjustment
Set your menu/login screen to World(0) and hardcode Goal(0) = 0. That means you automatically "unlock" the first world. Subsequent worlds are "unlocked" as follows
Love the concept, but would agree with @Spring about the "post-apocalyptic" description, as that makes me think of "Road Warrior" or something right after the fall of human civilization.
You might be able to get enough from those links so that your game doesn't look quite so "patched" and then fill in the gaps with either simple re-colors or through resource requests.
It's not "cheating"...it's "learning"
Silly goose!
But seriously - this is looking great.....well done.
I can't speak for everybody, but there are several reasons to purchase assets (no particular order):
Quality - paid assets are typically better quality than free
Quantity - you can usually get more variety in individual pieces on paid assets
Consistency - it can be difficult to find "matching" free assets
Specificity - it can be difficult to find specific/unique pieces among free assets
Exclusivity - if you want assets that nobody else can use....
Convenience - scrolling through thousands of free assets takes a LOT of time
Patronage - some people buy assets to support artists and/or encourage them to release more (sometimes free) work
disclosure: I've purchased on GameMaker market, Unity Asset Store, GameDev Market, and Graphics River
Here's another set of Zombies - more pixelated than your screens but may be easier to match up with soldier sprites.
https://mobilegamegraphics.com/product/aliens-zombies-free-game-assets/
Here you go:
https://www.assetstore.unity3d.com/en/#!/list/39530-complete-mobile-proj...
Aren't you the guys who threatened a lawsuit because he was blocked? Why not just have somebody else upload his work?
BTW - the thread on this said "don't bring this up again"
https://opengameart.org/forumtopic/why-are-all-mikeeusa-asset-page-now-b...
Goal = the amount of "currency" you need to unlock the next work
Base = total "currency" in each given world
N = World/Goal number
World = each game map
Adjustment = penalties and/or bonuses (can be linear, geometric, random, or unlocked via game play)
Set your menu/login screen to World(0) and hardcode Goal(0) = 0. That means you automatically "unlock" the first world. Subsequent worlds are "unlocked" as follows
And so on
Hope that helps!
Great sound fx by the way (got them from your site).
Hope you get this upload issue sorted out because I'm sure a lot of people will be able to use them.
Love the concept, but would agree with @Spring about the "post-apocalyptic" description, as that makes me think of "Road Warrior" or something right after the fall of human civilization.
Since you're essentially starting anew, maybe a "savage land" or "pangaea ultima" theme? https://science.nasa.gov/science-news/science-at-nasa/2000/ast06oct_1
@furk - The wizard sprite is from Warlock's Gauntlet - they have more art from the game here on OGA: https://opengameart.org/content/warlocks-gauntlet
You can also get the source here: https://bitbucket.org/toxic/wg/src/5cd19bf30462/data/?at=default
You might be able to get enough from those links so that your game doesn't look quite so "patched" and then fill in the gaps with either simple re-colors or through resource requests.
Good luck!
You might be able to build this (or something very similar) in the LPC Sprite Generator: http://gaurav.munjal.us/Universal-LPC-Spritesheet-Character-Generator/#
(btw: Gimp is free and used a lot by indie artists - I'd recommend taking some time to get familiar with it)
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