Hello, I would like to clarify something. I see different variants of pickaxes, axes, and shovels in one of the screenshots. And I would like to know if there are usage animations for them along with the character. And if there are, how are they implemented? I mean, are they directly attached to the character's sprite, or are they implemented like clothing in different games (simply overlayed on top of the character's sprite)? I am asking this because I want to be able to replace the stone pickaxe with a golden one, for example, without changing the character's sprite.
Hello. They are provided as you see in the image. They have no frame-by-frame animations, it's just an item/icon that can also be used in-game if you animate them in your game engine(e.g. animation player in Godot)
There are many ways to do that. An overlay color is the simplest and fastest way to do it but it's not super good looking like the graveyard keeper method. You can also only use shaders instead of a color overlay and get some more control over the effect. Also, you don't need to follow every step of this article, you could just use ambient light/spotlight/normals to get a pretty decent night effect. This software creates the normal texture for you https://azagaya.itch.io/laigter
First of all, thank you for providing such clean and beautiful pixel art sprites. I would like to develop and release a game using Rafael Matos's sprites. I will keep an eye on the continuously updated materials and new uploads. I look forward to more great resources in the future!
This text is translated using a translation tool, so please understand if there are any inaccuracies.
Do you have the orcs animations front and back (not only sides) ? I look for in the files but did not find. Other sprite that I did not find is the chest open.
Hello! Thanks. All characters are provided in sideways direction only. However, I'll make these other directions in the character's pack in the future.
The chest animations is under props/animated props/..
Hhello how are you a month ago I bought all your itch.io packs and I have found this problem in one of them and it is that water tiles are darker than the ones on the shores of beach. Could you please help me? thanks
I see. I believe you are using the wrong tile. There are 2 water tiles in the files, one for the river and the other for the ocean. You are using the water tile that is designed to be used for the river, which has a lower opacity (alpha) to blend with the ground bellow it. For the ocean, there's no alpha change so it will fit the coast. If you open the Sample scene you'll see it ^^
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Hello, is the animated waterfall included in this pack? I saw it in a post on reddit.
Hello! This waterfall you mention is from the Ancient Ruins pack
Hello, I would like to clarify something. I see different variants of pickaxes, axes, and shovels in one of the screenshots. And I would like to know if there are usage animations for them along with the character. And if there are, how are they implemented? I mean, are they directly attached to the character's sprite, or are they implemented like clothing in different games (simply overlayed on top of the character's sprite)? I am asking this because I want to be able to replace the stone pickaxe with a golden one, for example, without changing the character's sprite.
Hello. They are provided as you see in the image. They have no frame-by-frame animations, it's just an item/icon that can also be used in-game if you animate them in your game engine(e.g. animation player in Godot)
Hi, quick question: does this include a night version?
Hello. It doesn't but it's easy to achieve using game engine tools
Are you referring to a fullscreen overlay color? Or some way to automatically generate LUT textures? Like the ones in https://www.gamedeveloper.com/programming/graveyard-keeper-how-the-graphics-effe...
There are many ways to do that. An overlay color is the simplest and fastest way to do it but it's not super good looking like the graveyard keeper method. You can also only use shaders instead of a color overlay and get some more control over the effect. Also, you don't need to follow every step of this article, you could just use ambient light/spotlight/normals to get a pretty decent night effect. This software creates the normal texture for you https://azagaya.itch.io/laigter
@RafaelMatos could you make another bundle that includes all of the released assets so far? 👀
First of all, thank you for providing such clean and beautiful pixel art sprites. I would like to develop and release a game using Rafael Matos's sprites. I will keep an eye on the continuously updated materials and new uploads. I look forward to more great resources in the future!
This text is translated using a translation tool, so please understand if there are any inaccuracies.
Thank you buddy! Good Luck with your projects!
Do I have repurchase the product after an udpate?
You don't. Updates are free for life ^^
That is absolutly amazing! I think I bought every pack and I will look up here for future Updates!
Thank you!
Hi. Very nice work. Congrats.
Do you have the orcs animations front and back (not only sides) ? I look for in the files but did not find. Other sprite that I did not find is the chest open.
Hello! Thanks.
All characters are provided in sideways direction only. However, I'll make these other directions in the character's pack in the future.
The chest animations is under props/animated props/..
Hhello how are you a month ago I bought all your itch.io packs and I have found this problem in one of them and it is that water tiles are darker than the ones on the shores of beach. Could you please help me? thanks
Hello mate! Could you show me a print? Because I checked the files and I didn't find the issue you mentioned
I sent you a photo on Twitter (X) although if you want I can send it to you on discord if you prefer
I see. I believe you are using the wrong tile. There are 2 water tiles in the files, one for the river and the other for the ocean. You are using the water tile that is designed to be used for the river, which has a lower opacity (alpha) to blend with the ground bellow it. For the ocean, there's no alpha change so it will fit the coast. If you open the Sample scene you'll see it ^^
You are absolutely right, thank you very much for the help.