30 November - final edit. Gahhh, the deadline took me somewhat by surprise - I had though that it was running right up to the end of the month, rather than ending last night.
As a result, I have a few unfinished assets that I had been planning to get done and uploaded today, but you'll have to live without them now. I want to stick to the rules, so I'm not going to try to sneak any more updates in, but after the competition is over I might finish the assets I had been planning to do, if anyone is still interested at that point.
In one way it's a bit of a relief - I've spent way more time on this than I expected to. Thanks everyone for your support and encouragement.
Steam-Powered Mecha-thingy and pilot. This one requires some self-assembly, as I've done the legs and bodies separately. This means that you can start the firing animation at any point in the walk cycle, and mix-and-match bodies and legs/tracks. At the moment I've got
three four different body types, one lot of legs, and some tracks. And I animated everything in all eight directions, because you asked, and I'm nice
Here are some examples of how it should work:
And here's the full spritesheet:
It's all on a 48px grid.
Falsion suggested custom, pimp-your-mech options, so I did this:
Two bodies, eight heads, eight shields.
And here's some extra mech-related bits: projectiles (3 types, 16 directions), shrapnel,smoke puffs, pilot sprite, and portraits. Oh and an armoured car and turret.
And explosions, of 24, 32, 48 & 64 pixel radius. They look a bit weird laid out like this, but they work when you animate them:
finally on the mech-related front, the "Iron Bastard" mobile megafortress, for all your awesome superboss needs. Combine the parts provided with the tracks and turrets on the other sheets:
Character Spritesheets, with 4-way walk and attack animations. I've also posted some demo animations:
Wizard:
Fighter:
Miner, with mine cart and tracks. These work well with the "Caves" tileset, below:
I wasn't going to do any music, but I came across Brog's
unpleasant growling and screaming and felt that they were crying out to be used in a piece of music.
So I made one.
It's about 1:30 long, loopable, ~750Kb MP3. I have no idea what kind of a game would use it, but it was fun to make.
TILESETS:Dungeon Tileset:
Demo:
Cave tileset:
As you might spot, there are a couple of places where they don't tile properly. I'll fix this before the deadline.
Here are the flickering torches and waterfalls:
If you'd rather have the animations laid out as frame-by-frame .pngs:
WaterfallsTorchesAnd here's all the static tiles:
The other new thing is this sheet of items for you to scatter around your caves:
]
I wasn't intending, when I first started work on all this stuff, that it be used for a roguelike, but I guess you could, now. You'd probablly be better off using the awesome 8x8 tiles by
Oryx and
Oddball for that.
Here's the main (overworld) tileset:
Here are the animated coastline tiles in .gif form:
If you'd rather have it as one big .png spritesheet, download it
here And here are the waterfalls. The two tiles in the middle don't do anything, but they do keep the tiles aligned to the main tileset, which might help with programming:
As above, you can get this as a .png spritesheet
here.
Here is some stuff to put in the landscape. I've designed these to fit with the main tileset, but do feel free to mix and match with other people's assets. I'm not fussy.
You've got domestic buidlings, towers, a church, trees and stuff, and some mysterious ruins of an ancient civilisation, all conforming to a 32x32px grid.
Anyway, if you've got some sprites that you think might fit, do post a link in this thread. If I spot any that I think might work, I'll do likewise. And if anyone happens to feel like taking the sprite ideas I've got here and using them as the basis for proper animations, that's cool too. Let me know and I'll give you what I've got on a magic pink background.
Oh , and here's a tileable space background:
p.s. Someone suggested changing subject header to show date of last update, so that's what I'm doing.