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Dead Revolver

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A member registered Jul 28, 2021 · View creator page →

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Cool. Ok, I am assuming you are referring to the buttons in the first preview (the “Main Menu” one), right?

For this, you can use the following two files:

  • Buttons/Blue/ButtonDigital_Highlighted.png
  • Buttons/Blue/ButtonDigital_Press.png

The second one is an animation and you can slice it into 4 multiple sprites and create three animations for your single button:

  1. Unpressed - In this case, it is just an empty animation with no sprite.
  2. Press - This animation will be all 4 frames, at a relatively fast frame rate that plays once and doesn’t loop
  3. Pressed - This is the state that it goes to after you play the “Press” animation, and it is basically the 4th frame or the Highlighted.png file mentioned in the previous step.

You can then create a button component that uses the sprites as the background and the text over it. Note that in the example, by default the text is blue, but during the Press animation, because the button background changes to blue, the text changes to black. This can also be done in the animator as a separate keyframe.

Then, in Unity, you play the animation based on whether a mouse is over or pressed and play the Press animation into the Pressed animation.

I hope this is detailed enough to be useful. Let me know if this makes sense or if I can help in any other way.

Wow, thanks so much! This really does mean a lot to me, so thank you.

Thank you! Of course, I’m happy to help. Just let me know what part you are struggling with or that doesn’t look correct and which engine you are using. It should work out of the box pretty much and can be nine-sliced.

Hey. I would recommend either 16x16 or 32x32.

Ah, I got the message now, thanks.

I don’t seem to see any messages on Instagram. Just to make sure, did you send it to dead_revolver?

Thanks!

Of course, anytime :)

I’m happy to answer any questions.

So for the dash, there are three main things I added to achieve this:

  1. The afterimage trail. Essentially it is just a repeating timer that spawns a sprite that is a copy of the current players sprite at the current location and fades out. Once it is finished fading out, it destroys itself. It also has a tint color added to it.

  2. The second is a post processing shockwave/ripple effect with chromatic aberration. It plays the shockwave/ripple at the characters center point and goes outwards to the end of the screen.

  3. A small camera shake and a little bit of hitstop.

Combining those three effects together should get a result like in the video. I hope this is helpful.

Ah, I get what you mean. Great idea, I’ll add that to the list - thanks for the suggestion :)

Hello. I saw your post on the main thread and responded there. I hope that helps.

Hi. The specifics depends on which engine or framework you’re using, but generally you can create a component with a variable for the key it is assigned to, and then play the animation when that key is pressed. The pack contains the controller separated from the keys so that you can compose it in-engine with the components you create for each key. I hope this helps.

Hey, thanks :) There are 2 hit impact sprites included already. Or am I maybe misunderstanding what type of hit impact you wanted?

Yeah of course. My email is deadrevolvermusic@gmail.com.

Thanks! I’ll definitely be happy to add that to the request list. Can I ask what kind of character you had in mind?

Thank YOU!

Thanks! I’ve been trying to push myself. I love your pixel art by the way.

Wow, thank you!

Hell yeah, happy to hear that! Thanks.

Thanks! 🤍

That is also a great idea, and I’ve added that. Thank you so much for your kind words :)

Wasn’t expecting a comment so soon after releasing it, thank you!

Your game prototype looks great! Swimming is on the animation request list so I will be adding that as soon as the other requests are done. Thank you very much for the suggestion.

Thanks so much, this really means a ton to me! I appreciate it and will definitely add the continuous roll to the request list.

Hey :) Thanks for the suggestions. Some of them (like healing, planting/cutting and new enemy types) are already planned, but the lying down/relaxing and getting up animations have now been added to the request list. Thanks.

Hi. Thanks! :) I do plan on adding as many new animations as I can, but it might take a while to get all 100 animations. So it is definitely something I am planning to do, but might take a bit of time.

That means so much to me. Thanks!

Hi, yeah that’s perfectly fine and sounds like a cool idea!

Thank you! Already working on more :)

This is insanely cool and well done, I love it!!

Thanks, that’s a great point. I’ve added this to the request list and will create this as soon as possible. Thank you for the suggestion.

This literally means the world to me, thank you so much!

Hey. This is currently only platformer sprites, but I do plan on creating top-down sprites in the near future.

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Makes me happy to hear that, thanks!

Awesome, I hope you like it.

Added to the list. Thanks for the suggestion.

Thank, that means a lot!

You’re welcome :)

Thanks so much. For the animation lengths and frames per second, you can view that in the Aseprite file for each animation by right-clicking on the cel and clicking on Frame Properties. I hope this helps.

Awesome :)