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Ismartal

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A member registered Mar 02, 2019 · View creator page →

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Thank you, I am not currently available.

They have the same resolution and are configured in the same way, however there are differences in style, those in the fantasy pack have a larger head and a smaller body, as for equipment and weapons it would be totally compatible.

There is no problem in modifying or adding animations, as long as you keep them in your project and not to sell them on your own.

As detailed in the asset description, characters are divided into body parts, the hands and the tool or weapon are separated from the body, the feet and the head, each part is animated independently, keep this in mind because there are no fully assembled characters included in the package.

Hi, send me an email with more details of what you want to do, or contact me on discord, we'll see if I can help you.

There is actually no difference from what you will find in the others, it would just save you the time of importing the sprites into the engine.

I will consider it, for now can be purchased on their respective websites.

Free stuff is always great :P

No, only side directions.

Contact me by email or discord so we can talk better

I'm afraid not,scaling the sprites to that resolution would warp the pixels, the scaling should be done in percentages of 100% to preserve the aspect ratio, so the next size would be 64x64px.

For requests of this type you should hire a commission. On the other hand, you can take a look at my other package https://ismartal.itch.io/fantasy-medieval-characters, in which you will find some weapons and outfits inspired by Japanese folklore, both packages are compatible due to the format and size.

Yes, it is called modular, and the ideal would be to create a character customization system using the game engine. I imagine that you have seen similar things in many games, such as when you are creating your character before playing and you choose its appearance.

It's also useful for creating a variety of different characters to populate your game, not necessarily heroes but also enemies, npcs, etc.

no top down directions, just right and left

Both include the same thing, the difference is that here are just the sprites the unity project is not included, while in the unity store they are inside a unity project with prefabs and animations already created and ready to use in the engine.

You will find the hats in the Wardrobe folder and the weapons in the Weapons folder

Hi, thanks for playing and for your comments.

I am aware of the bug you speak of, it seems that sometimes not counting all the deaths of the enemies which causes the doors to not open, probably due to not all the enemies being created or because some were trapped in the wall colliders.

I have taken into account the opinions and I agree that the water area is quite difficult and tedious, I would like to make some changes here and also fix some of these bugs, I will upload the update as soon as the whole Jam process is finished, so I hope you can replay it and enjoy the other areas of the game.

Thanks for your feedback, they are really useful.

Hi, thank you very much for playing.

Undoubtedly many things can be improved, we appreciate your feedback and we will take them into account.

Hi, thank you very much for the feedback.

Yes, it is true that the traps can be a nuisance at times, however the water enemies, although they multiply like rats, are very easy to avoid, when combined with the traps it prevents the player from advancing ignoring the enemies, or at least that was the idea, (sorry speedrunners). This changes the moment you get the first spell and gets easier with each new one.

I don't know why you find the turning of the character odd, it is something comon in games where you aim using the mouse as you look, the strange thing would be to be walking and shoot from behind, it makes more sense to shoot where you are looking while you can move backwards, yes it would give a more realistic feeling slowing down when walking backwards, or maybe using different animation, but I think it's more important that the movement is equally fluid in all directions, although I appreciate the suggestion

Thanks again for playing and for taking the time to comment.

Thank you, please contact me by mail.

Hi, this is because some objects are bigger than others, for example there are 32x32px and 32x64px weapons, so when swaping between these two types what you describe happens. You could divide these objects into different groups to better reference their position, to have a clearer idea of the difference in size check the sprite sheets since it is better specified there.

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Hi, as you will see in the sample images, the package includes a wide variety of helmets, hats and also shields.

However it does not contain attack animations, I answered this question previously, you can consult the previous comments if you need more details about it. On the other hand if you are using unity as the engine, you have the option to purchase the package in the unity asset store where the characters are already assembled and have some sample attack animations.

Here is link 

https://assetstore.unity.com/packages/2d/characters/pixel-fantasy-characters-206...

Hey thanks and good luck with the game

It's now online at the unity asset store, https://assetstore.unity.com/packages/2d/pixel-medieval-kingdom-231319

Hey Thanks, I don't plan to make any modifications for this pack, unfortunately the process is not something as simple as just deleting the line, it could be done by erasing the line color of all the sprites, but it would be sloppy with very bad results.

It is still under review, this can sometimes take a while, unfortunately it is not something that depends on me, so I cannot specify exactly how long it will take

Many thanks, good luck with that game

The package works well in unity, and the advantage is that the characters and animations are already assembled in the project. There was a problem but it is now resolved and it is being reuploaded to the unity store, however it has to go through the review period again which will take a few days.

That's right as you say can't resell, otherwise you can use the assets in any project including commercial without any limitation.

You can of course use them in commercial projects

Thank you

Yes, all the objects are separate which allows you to create a wide variety of combinations, the animated part is the body that has idle, walk, run and jump animations, so you would have to join the other parts such as the head and the other accessories/weapons to complete the animations, the package also includes a small guide on how to handle these animations and to create some new ones such as attack animations.

Thanks! I'm working on it, I can't give you a specific date, but I can assure you that the monsters vol.2 will arrive sometime this year and will include some big boss.

You can use it in any type of project, including commercials.

There is no death animation.

I have a set of dungeon tiles but I don't know if this is the enviroment or perspective you're looking for, however any set of tiles that are between 24x24px to 32x32px would work.

I have already added the sprite sheets, are ready to download in the last update.

As soon as I can I will update with that option and include sprite sheets.

Hi @ligulfzhou, thank you. I can scale the sprites, contact me by discord or by email to make the change, in my profile you will find my data.

It looks good! thanks to you for the support :)

The update is ready.