RobotMorfes Retro Assets 4
A downloadable asset pack
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Fourth asset pack for RobotMorfes Retro Assets Series, new tileset with new enemies to add to the other assets.
Components :
- 16x16 tilest Sewers, 2 background layers in 2 defferent colors
- New Player sprites: idle, walk, jump, transformation, shooting, shooting walk, shooting jump
- 8 enemies, 1 laser trap
LICENSE:
You may use these assets in personal or commercial projects.
You may modify these assets to suit your needs.
You can NOT re-distribute the file, no matter how much you modify it you can use it but not share or re-sell it.
Status | Released |
Category | Assets |
Rating | Rated 5.0 out of 5 stars (3 total ratings) |
Author | Alb_pixel Store |
Genre | Platformer |
Tags | 2D, Asset Pack, Pixel Art, Retro, Tileset |
Purchase
Buy Now$2.50 USD or more
In order to download this asset pack you must purchase it at or above the minimum price of $2.50 USD. You will get access to the following files:
Robotmorfes Assets Sewers.zip 177 kB
Development log
- RobotMorfes Retro Assets 430 days ago
Comments
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Keep up the good work! All your stuff has soul and feels nostalgic somehow.
Thank you very much
Hello,
You have some cool character designs here. Nice work!
I was wondering though if you could take a closer look at the walk animations for the player and enemies? For me the characters appear to hop on one leg instead of walk as I do not see the back leg coming fully down and forward at any point. The back foot appears to just wiggle back and forth in a raised back position.
Thanks
I don't know, the walk seems fine to me, also because I took the megaman sprites for NES as a basis. And it's quite similar.
Could be that I'm missing something, if you want you can send me some screenshots where you can see the defect.
I see what you are getting at.
I think for me there are a few factors on the new animation that make it less of a walk compared to the Megaman animation. I think a lot has to do with knee definition and angle.
Megaman has a defined knee bend on the front leg to suggest the character to running forward where the front leg on the new character just seems more straight. Megaman's back knee/boot top is lower than the rest of his back boot, but for the new character, the top of the back boot appears to be in line with the boot toe (where the toe is higher for Megaman suggesting more of a bent knee).
I think another difference is that Megaman's back leg, with its full knee/thigh area works better than the skinny thigh/knee to boot transition on the new character where to me the back leg almost looks warped/broken as opposed to bent at the knee.
It is possible that the size difference (Megaman being shorter) could play a role in the leg movement too.
Finally, the new character's arm covers up some of the back leg, but Megaman's animation does not. Perhaps this plays a role too?
I hope none of these comments come across as harsh. I am just trying to explain why perhaps the new animation feels less like a run to me.
I redrew one of the new characters with 8 frames which works much better for me anyways, allowing for a smoother transition as only having 4 makes it more challenging I think. Also, this Megaman sprite may be a classic, but I don't find the run cycle to be the best anyways (at least visually for me when I view it).
Perhaps this is different to when the sprite is actually in motion as I was only viewing the frames in a still position.
All the best!
Thank you very much for the comment, your indications will be useful for me to try to correct the animations.
4 characters, awesome
AAAAND I love it! (thanks as always!