You can do the same thing with Aseprite. If you’re in the mock-up phase, I think you’ve made the right choice. It doesn’t look bad at all, especially since the difference is really minimal. Even if you kept everything like this in the final version, there’d be nothing wrong with it! It’s the same mistake I made with my first pixel art game, but I learned my lesson: keep all assets at a 1:1 ratio and consider 9-slice scaling. I’m glad you’ve found a solution in some way—I’m looking forward to seeing the finished game! :)
Barely_Games
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Certainly, you’re welcome! Explaining the process in words isn’t the easiest, but here’s how I would approach it: First, I would adjust the UI to match the original pixel ratio, setting it to 1:1. Next, I would scale up the UI while maintaining the same proportions as the game.By the way, in the original UI file, how many pixels does each square correspond to? (This is important to know how to resize the image.)If you have Photoshop, we can connect on Discord, and I’ll show you how to do it. This way, if you have other elements in the UI, you can manage them on your own!
I understand perfectly what you're describing, including the unpleasant visual effect you mentioned. To solve the issue, some minor editing work in Photoshop would be necessary. However, explaining the process here is complicated, especially since I would need to ask you additional questions to better understand the situation. I saw the image you sent me, but it's too small, and I can't properly assess the pixel-perfect details. Could you send me a close-up of the UI detail compared to the background?
Hi! Reducing the image might partially damage it. Larger objects, like the cards, could handle scaling better, but I honestly wouldn’t recommend shrinking it. Keep in mind that the image is built with a pixel-per-pixel (1:1) ratio: if you reduce it, some pixels would physically disappear, distorting the design and making it lose its meaning. I hope I’ve explained this clearly!
Hi! I believe I understand what you want to achieve. Besides the platform, you would also like to use these assets to create other projects. I should let you know that these packs are primarily designed for top-down games (specifically the backgrounds), but the characters can also work for platform games since they are depicted front-facing. The dash animation you are referring to is the one for the blue character you tested in the demo, correct? I'm not sure if it's included in pack 1, but since it's just one frame, I can send it to you separately.
Regarding the purchase of the packs, if you buy 1, 2, and 3, you can get them at a discounted price, and once you have them, you can access 4 and 5 with a 40% discount. Normally, I wait for the Itch sales to create a 1-5 bundle, which, if I'm not mistaken, should be around October/November. I hope I've explained everything clearly, but if not, feel free to reach out for more details! Thanks :)
Hi. Yes, the weapons are separate from the character and you can rotate them to shoot 360, try it here. https://barely-games.itch.io/rise-of-droids I</a> don't remember if the dash animation of this prototype is included in the pack, I can send it to you separately. If you want, try taking a look at this pack of heroes which is more complete in terms of animation. https://barely-games.itch.io/2d-pixel-art-scifi-heroes-toolkit-vol5 Is your game a platformer or a topdown?
Se ho capito bene credo tu abbia ridimensionato gli sprites con un valore con virgola, che nella pixel art distrugge completamente il pixel. A parte l'ingrandimento dello sprite contá anche lo zoom della telecamera, che se ha un valore con virgola distrugge tutto. Se ti capita di provare Antarctica NWYD noterai che nella primissima schermata il player sfarfalla quando cammima, é per un ingrandimento con virgola. Ragiono un attimo su come spiegarti due cose su ph e poi ti dico!
Ciao Sidgain, riguardo alle misure degli sprites in principio le facevo solo a 4 pixel per quadrato (quindi grandi) poi ho cominciato a rilasciare i pack in due versioni, 1 pixel vale 1 pixel e un pixel che vale 4 pixel. Ho pensato che fosse comodo inserire anche la versione 1 a 1 per permettere di ingrandire a piacimento direttamente nell'engine. Sviluppando mi sono accorto che é meglio avere gli 1 a 1 che altre misure ( per evitare ingrandimenti con la virgola che fanno sfarfallare le animazioni). Il pack della Ui, per esempio, ho preferito rilasciarlo con una proporzione di 1 a 1 cosí lo puoi ingrandire come preferisci( suggerisco un 3x). Se hai bisogno di cambiaré qualche formato avvisami che lo faccio senza problemi. Riguardo ad espansioni ho in cantiere dell'altro, tra cui pensavo ad un ambiente esterno. Per quanto riguarda le carte randomizzate ho intenzione di realizzarle, ho solo bisogno di un po di tempo per ragionarle con calma. Grazie per il feedback !!!!
Se posso ti scrivo in italiano anche io! In effetti Rise of Droids è un esperimento per testare gli assets del volume 1 ed alcune dinamiche di gioco ma non ho intenzione di svilupparlo ulteriormente,è stata una follia d'estate:) Se vuoi dirmi esattamente cosa ti serve posso provare a creare qualcosa di diverso dall'interfaccia di Rise.Grazie a te
Hello Sidgain, and thank you for purchasing my assets :) I've been thinking about expanding the kit to include UI and a shop for some time now, so I'm glad to welcome your request. On my profile, you can find a small prototype called "Rise of droids." If you'd like to take a look, could you please let me know if you like that UI and the shop, so I can integrate them into the pack? Thanks again
It is truly an honor to receive your feedback!
Thank you for taking the time to share your opinions and suggestions.
I have been pondering many questions about how to balance a retro experience with the needs of modern gameplay, and I will likely need to reflect more deeply on some aspects. Many of the dynamics present in the game are not deliberate choices, but rather the result of a compromise between what I would have liked to achieve and what I am actually able to program.
Regarding running, sliding, highlighting interactive objects, and implementing more complex enemies, these are elements I was already considering for the next release, and I believe I can implement them without significant issues. However, the issue of the gun is more complex, given the hybrid nature of the game offering two types of gameplay: platformer and top-down.
Initially, the idea of having melee attacks stemmed from potentially lacking projectiles, but lacking a clear idea of how to handle shooting with the gun, melee attacks remained the primary type of attack. In the current version, I included the gun at the end of chapter 2 to hint to the player that in a hypothetical definitive version, there will also be firearms.
Your suggestion of controlling the gun with the mouse opens up interesting perspectives on a question that has been troubling me for some time: should the game be designed solely for keyboard or for keyboard and mouse? In your opinion, would it be strange to play with the keyboard and use the mouse only for shooting? Perhaps I should reconsider the entire game, integrating mouse usage.
In conclusion, I am unsure if and when I will have the time and energy to continue the development of this experiment, but I will definitely take your suggestions into consideration.
Should I perhaps abandon my current job to dedicate myself 100% to this project? I look forward to hearing your opinion XD
I would greatly appreciate it if other users also expressed their opinions on the topics you raised!
It's not every day to receive feedback from Alpha Beta Gamer ;)
Thanks again!
Hi all!! Actually this build is the old version. We are testing 0.3 release https://gd.games/BarelyApes .
thank you too. I understand your point. Repeat, Antarctica it's an evolving creature that I hope, a day, can have wings to fly. This release moved something and we started to understand that we have support from many people. Now, with this support, we can start to imagine a definitive version of the game.
You call me "developer" but I'm not yet. Let me finish this game and then I'll be a developer :)
Ok for app data, now I understand your point. I really don't know how solve it at this moment but thank you to show me the problem.
Keep in touch untill the final version and thanx again for your comments!
Thank you for your comment, seems that communication failed in this project :). Consider this: Antarctica it's a proposal, a taste of, a perspective,a experiment. Some great friends help me in this titanic mission and that's all. This release it's a step of a evolving creature. Be sure in the future you will have "The Full Game", barely apes promise ;)
would you try to enjoy this release in this way? Like a perspective?
About the monster,a question and a explanation for you.
Instructions are not clear?
Red bar don't need to be filled or the monster " see you" and catch you.
To low the bar need to hold x near a bed, near a column but not everywhere.
If you hold x and the player do not crouch it mean that in that place you can't hide, need to change place.
If you enter in the red circle the monster "see you" and catch you.
If you exit the room the monster will be reset.
Better?
I'm not sure to understand your question about app data.
Something like a "privacy policy"? Ihis case you're right. I'll try to export a version with it in.
Gdevelop games includes data about "how many session and how many players".Nothing more.Be confident.
This game it's my first time programming and was a vietnam for me ;) this game it's a miracle , not a spy, be confident please. :))))
Waiting for you!!!
Last thing if I can, I'm not your your "Bro" try to speak with respect please ;)