FYI A little problem with the sprite set is that the character is not centered propely between different animations. Also since it's off the center of the image simple things such as flpping horizontally to have left facing character is now broken without more work and post processing.
1. The toher way to think about this is that the authoring tool that was used here is able to export the meta data in some simple to parse format such as JSON and the engines then provide ways to read that data and import that into the engine. And also not all tiles are 32x32px, for example the wind mill's blades are 64x46, the sets of trees are even larger.
1. the precision of the sampling coordinates when sampling from the texture 2. texture filtering combining adjacent pixels together to create "non-existent" pixels.
These are not unsolveable issues but personally I find that simplest solution is to have some transparent marging pixels in the sprite sheets. But OTOH maybe I'm just doing something wrong ;-)
1. There's no meta-data for putting the assets such as sprite animation frames together.
2. Some of the tiles/frames are packed too tightly. For example the water mill frames are so close to the brick wall tiles (on the left side) that you either clip the water mill or end up with artifacts from the brick wall.
Looks good but the background isn't in layers, so it's not possible to make a scrolling background out of it.
This is a very nice tune!
I've used it in a UI demo for my game engine.
https://ensisoft.com/demos/ui/game.html
Just be warned that the .mp3 version contains some bugs and causes at least mpg123 to encounter some errors.
https://github.com/ensisoft/detonator
I've used some assets (and ideas) from this kit in my engine's UI demo. Thanks for publishing it.
https://ensisoft.com/demos/ui/game.html
https://github.com/ensisoft/detonator
FYI A little problem with the sprite set is that the character is not centered propely between different animations. Also since it's off the center of the image simple things such as flpping horizontally to have left facing character is now broken without more work and post processing.
@MedicineStorm
Thanks for the comment!
1. The toher way to think about this is that the authoring tool that was used here is able to export the meta data in some simple to parse format such as JSON and the engines then provide ways to read that data and import that into the engine. And also not all tiles are 32x32px, for example the wind mill's blades are 64x46, the sets of trees are even larger.
2. The engine I'm using is my own (its open source you can have a look at https://github.com/ensisoft/gamestudio).
There are multiple issues here.
1. the precision of the sampling coordinates when sampling from the texture
2. texture filtering combining adjacent pixels together to create "non-existent" pixels.
These are not unsolveable issues but personally I find that simplest solution is to have some transparent marging pixels in the sprite sheets. But OTOH maybe I'm just doing something wrong ;-)
Helo,
this set looks great !
But I have two issues.
1. There's no meta-data for putting the assets such as sprite animation frames together.
2. Some of the tiles/frames are packed too tightly. For example the water mill frames are so close to the brick wall tiles (on the left side) that you either clip the water mill or end up with artifacts from the brick wall.
Has anyone solved these issues?
Thanks!
Totally rocking chip tunes. Well done.
I'm using this in my game engine project and the demo project that is therein. You're credited. Thank you work your fantastic work again.
http://github.com/ensisoft/gamestudio
Your work is really great,
just wondering I'm a programmer so I'm really clueless how to animate these things. Any chance of sprite based animations?
Also I second that comment about having the baked in lights removed. Diffuse + normal maps would be nice.
Anyway a big thanks for your work. It's really among some of the best here on opengameart!
Dude, your art is absolutely fantastic. Do you take donations or something?
Hi
I used this set in an educational game pinyin-shooters (The game is for learning traditional chinese characters)
Game available here.
https://github.com/ensisoft/pinyin-invaders
Your graphics are credited in the game.
Thanks!