No, all I have is that big .png image. Which I agree makes them somewhat clumsy to use; you have to cut them out individually to get your game sprites.
Currently this is the case with almost all of my graphics sets: no proper spritesheets or tilemaps, just big png images that contain everything...and many people have mentioned this to me. And I have been considering fixing this issue, but there are so many sets to fix that laziness has taken over. :)
But I think I might soon go through my most important gfx sets at least and make proper spritesheets for them, so that they would be easier to use. So I think this bullet collection too will be fixed in the future, although it's hard to say when exactly. :)
I liked the beginning of the level, but the spike sections were a little bit too hard...After a few tries I made it through the moving platform section, but then in the next room I fell down and hit the spikes that waited below, although after a few re-tries I completed this part too.
The placement of the spikes reminded me of some classic NES Megaman levels, but because the main sprite here is about two or three times as big as Megaman it is much harder to avoid those spikes.
All NES Megaman games have a lot of spikes, but that sort of level design won't work so well with a bigger player sprite. For example think about the level design in Megaman X in the Super Nintendo and compare that to level design of the older NES Megaman games...In Megaman X the player sprite was bigger than in the NES version, and so the levels in Megaman X had far less spike avoiding: mostly the spikes in Megaman X were located in pits or walls; it didn't have almost any "jump between these two spike balls"-style traps, because those kind of traps are too hard to avoid with a bigger player sprite.
But overall I think the demo level was quite well designed, I just died in the spikes so many times. :)
And also I noticed some small bugs, such as when you got a "game over", and after that try to start a new game, it just showed another "game over" right away.
And in one of the cave screens (in the place where you find the laser gun) the right side ladders seemed to act a little bit strangely: on top of them I pressed "up" and the sprite started "climbing" even though there were no ladders in that direction; and after that I could climb through the air and walls.
And also when I played with my gamepad, the running animation got "stuck" in the first frame every time when I pressed either "down" + "right" or "down" + "left" at the same time.
But those small things aside, everything looked quite good, I think it's a promising prototype demo game. And the end of the level boss was very entertaining, I loved the changing music, very Megaman style. :)
And the re-coloring of the Open Gunner sprites looks OK too; it's interesting to see these NES palette versions of them, and it all seems to work quite nicely with surt's tilesets.
Ok I have now uploaded an improved version of the skeleton boss: I made the upper body and arms longer, legs shorter, corrected head position and shape a little bit, and added some anti-aliasing. :)
Yes, I might indeed expand this pack...but it's hard to say when that will happen. At first I actually planned to include all sorts background graphics and other stuff for this knight pack too, just as I did with Open Gunner, but then ran out of motivation. But as I said, maybe I'll add those things sometimes in the future. :)
Right now I'm making an expansion pack to this set, which will include more animations for the hero, such a contra style "air roll" and 8 way shooting from ladders, so make sure to check out that pack too once I upload it here...I would estimate it'll take a week or two until it's ready. :)
@salah004
Yes of course these graphics are free to use. That is the purpose of this website. :)
When using these gfx, you only need to mention my artist name "Master484" somewhere, but other than that they're 100% free to use.
No, all I have is that big .png image. Which I agree makes them somewhat clumsy to use; you have to cut them out individually to get your game sprites.
Currently this is the case with almost all of my graphics sets: no proper spritesheets or tilemaps, just big png images that contain everything...and many people have mentioned this to me. And I have been considering fixing this issue, but there are so many sets to fix that laziness has taken over. :)
But I think I might soon go through my most important gfx sets at least and make proper spritesheets for them, so that they would be easier to use. So I think this bullet collection too will be fixed in the future, although it's hard to say when exactly. :)
I just added a new file which has all the tiles arranged in a better way, check it out. :)
I played the game a little bit, nice work. :)
Here are some thoughts:
I liked the beginning of the level, but the spike sections were a little bit too hard...After a few tries I made it through the moving platform section, but then in the next room I fell down and hit the spikes that waited below, although after a few re-tries I completed this part too.
The placement of the spikes reminded me of some classic NES Megaman levels, but because the main sprite here is about two or three times as big as Megaman it is much harder to avoid those spikes.
All NES Megaman games have a lot of spikes, but that sort of level design won't work so well with a bigger player sprite. For example think about the level design in Megaman X in the Super Nintendo and compare that to level design of the older NES Megaman games...In Megaman X the player sprite was bigger than in the NES version, and so the levels in Megaman X had far less spike avoiding: mostly the spikes in Megaman X were located in pits or walls; it didn't have almost any "jump between these two spike balls"-style traps, because those kind of traps are too hard to avoid with a bigger player sprite.
But overall I think the demo level was quite well designed, I just died in the spikes so many times. :)
And also I noticed some small bugs, such as when you got a "game over", and after that try to start a new game, it just showed another "game over" right away.
And in one of the cave screens (in the place where you find the laser gun) the right side ladders seemed to act a little bit strangely: on top of them I pressed "up" and the sprite started "climbing" even though there were no ladders in that direction; and after that I could climb through the air and walls.
And also when I played with my gamepad, the running animation got "stuck" in the first frame every time when I pressed either "down" + "right" or "down" + "left" at the same time.
But those small things aside, everything looked quite good, I think it's a promising prototype demo game. And the end of the level boss was very entertaining, I loved the changing music, very Megaman style. :)
And the re-coloring of the Open Gunner sprites looks OK too; it's interesting to see these NES palette versions of them, and it all seems to work quite nicely with surt's tilesets.
These look great, I'll probably use some of them in my own future tilesets. :)
Ok I have now uploaded an improved version of the skeleton boss: I made the upper body and arms longer, legs shorter, corrected head position and shape a little bit, and added some anti-aliasing. :)
Yeah, the skeleton could be better in a few areas, I guess I rushed it a little bit. I'll probably make a better version of it in the future. :)
Yes, I might indeed expand this pack...but it's hard to say when that will happen. At first I actually planned to include all sorts background graphics and other stuff for this knight pack too, just as I did with Open Gunner, but then ran out of motivation. But as I said, maybe I'll add those things sometimes in the future. :)
That sounds cool. :)
Right now I'm making an expansion pack to this set, which will include more animations for the hero, such a contra style "air roll" and 8 way shooting from ladders, so make sure to check out that pack too once I upload it here...I would estimate it'll take a week or two until it's ready. :)
Yes, I was thinking about the same thing while making these. Maybe one day I'll actually make a RTS asset set using this style, if I have time. :)
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