Oh wow, that is so cool! Love me some pinball :)
Electric Lemon
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Hmmm... interesting. Okay, I want to figure this out. I downloaded the files myself from the website and opened up the same heavy _ knight _ non-combat _ animations.png using just Paint as well as GIMP 2.0, and Asesprite. It still doesn't look blurry on my end. The only time it looks blurry is when any of the pixel art assets are opened in a image viewer program such as "Photos" (that comes installed with Windows) and you zoom in. Those software are unfortunately not designed to display pixel art assets well.
Have you opened up the .png file in Paint or some other image editing program to see if it is still blurry there too?
From how the image looks blurred on your software it looks like it has somehow been scaled up with interpolation enabled, which is obviously not what you want. The pixel scale of the full heavy _ knight _ non-combat _ animations.png sprite-sheet should be 96x744. If it is higher in your software, then is has been scaled somehow. May I ask the name of the software you are using?
Just Some Notes on dealing with Pixel Art Assets (ignore if you know all this already)
There are no high-definition versions of pixel-art unfortunately. Pixel-Art Graphics are generally used at the resolution they are created it. So 1 pixel, is actually 1 pixel. If you do wish to scale it up and have if look good though, it's totally doable, you just need to disable interpolation when doing so (I recommend GIMP, it's free), and ideally scale in powers of 2 (so x2, x4, x8), that way you don't get any wonky pixel shapes. (Sorry if you know all this already, or if this is not related somehow, just want to be as detailed in my response as I can).
Please let me know if the PNG files looks blurry for you in other image editing software's.
Also here is an example of the blurry effect in PHOTOS software when zoomed in. It really doesn't display pixel-art assets correctly. he
Hi, just wondering, by vague, do you mean the png file is blurry? Also could you post the name of the png file? There are many png files included and after re-downloading them myself I couldn't find any blurry ones yet. I'll be happy to re-update the file for you (and everyone), just not sure which one you mean.
Ah yes, I agree. Having the pixels be actually pixels, not doubled or tripled, (if that's what you mean) is crucial. Also palette consistancy helps too :)
As for large pixel-art Bosses, I do plan on making more variety of them, I'm just not as good at animation yet so it takes a lot of time for me to make one. That's why I mostly stick to Tilesets.
But I do have a large Devil/Demon like creature currently in the pipeline :)
I have a few more monsters in the pipeline (a Demon and Vampire).
But the next three in the release schedule is a Natural Caverns Tileset, World Map (overworld) Tileset, Deep Forest Tileset.
As for other assets from other creators, I'm not sure. I use the Pico-8 color palette, so searching for that might be the best way to go if you are looking for assets that match my style.
Hey, apologies, it sometimes takes a while to get to my messages. There aren't any projectiles sprites in the packs (except for the magic projectiles in the Old Town: Citizens Expanded Pack. The projectiles for slings and arrows will need to be really quite small to match the scale of the sprites, less than 8 pixels in total, but I can add some. I'll create some and update the pack.
Hmm, the floating creature (fire skull and wraith) would work no problem, but the walking ones would need their stances slightly altered to appear to stand properly on a platform. I drew these with a isometric perspective in mind, so you'll notice in any Left and Right facing humanoid sprite that the leg furthest from view appears slightly higher to suggest that kind of perspective. I think just dropping that leg down to match the closer leg, and then erasing any ground shadows, would be all it takes for the humanoid sprites to work properly for a Platformer game.
Hi! So not counting the player/npc layer, I used 7 layers to create the Town in the images above. Below I explain how I used each layer and how to perhaps reduce this layer count:
7) Overlap Layer - Roofs, Tree Tops, Boulder Tops, Town Wall Top(just the upwards facing end piece of the Town Wall) (This layer allows the player/NPC's to appear to move behind the buildings, trees and town wall end-piece. It also allows things like fences to reach be behind the buildings, as well as the Town Wall end-peice to over lap building walls and cliffs. If you don't need this, then you can place these on the Big Solids Layer and skip this layer.
<--- (Player, NPC layer would go here)
6) Details - Rocks, Boulder Bottoms, Fallen Log, Berry Bush, Crates, Barrels, Fences, Fences, Water Lillies, Floating Ice, Signs, Wheel Barrow, Stair Entrances, Wells, Chest.
5) Big Solids - All Building Walls, Town Wall, Stone Deck, Stone Stairs, Tree Bottoms.
4) Cliff Walls (Cliffs can also live on the buildings layer if you are okay with some placement limitations)
3) Shadows (Alternatively, you can create ground tiles with the shadows baked into them. But to create the porches you see in the images above you would have to add the shadows to the wooden deck tiles as well. This will increase your total tile count by quite a bit, but allow you to remove this layer and still have porches with shadows).
2) Floor/Ground - Ground, Grasses, Flowers, Snow, Melted Snow Patches, Wooden Deck, Wooden Stairs, Paths, River Banks.
1) Water - All Water Tiles
I hope I got all that right, but if something doesn't make sense, let me know and I'll try to figure it out! :)
I suppose my thinking on this is to release smaller packs for free, and then expand those packs into Supporter Versions that include additional content and variations. Kind of like what I did with the Citizens packs. It gives some people a chance to test out the assets and then choose whether or not they wish to support me by buying the expanded version pack :)
The Creatures will get an exanded Supporter Pack version too, with differently armed/geared Orcs, Goblins, and Skellies. (ie, Skelly Archers, Goblin Slingers, Heavy Armored Orcs, etc...)
Hi, glad you like the tile sets! And yes, I have another 4 tilesets planned to expand this series and they include the biomes you mentioned plus a Dark Forest biome :)
It will take some time to get them out, as there are a few other things in the pipeline ahead of those, but its definitely on the horizon!