sman118's Recent Forum Activity

  • Zombie 07 "Iron Worker" — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-graphics/zombie-07-iron-worker-1604

    <p>Animating zombies is hard, that's why I did it for you! This zombie comes with 12 animations.</p>

    • Dead Leg Walk (Frames 1-15 at 12Frames Per Second)
    • Normal Walk (Frames 16-35 at 12Frames Per Second)
    • Run (Frames 36-47 at 12Frames Per Second)
    • Idle (Frames 48-54 at 6Frames Per Second)
    • Scratch (Frames 55-62 at 12Frames Per Second)
    • Hit 01 (Frames 63-67 at 12Frames Per Second)
    • Hit 02 (Frames 68-73 at 12Frames Per Second)
    • Head Shot (Frames 74-80 at 12Frames Per Second)
    • Fall Forward (Frames 81-100 at 12Frames Per Second)
    • Fall Backward (Frames 101-113 at 12Frames Per Second)
    • Bite (Frames 1-15 at 12Frames Per Second PingPong Animation)
    • Kneel Bite (Frames 118-125 at 12Frames Per Second)
    • Dead Frame (Frames 126 at 12Frames Per Second)

    <p>I've included 2 separate color schemes. The first one is specific to that zombie. The second one is a color scheme identical to the second scheme of all other zombies I've created. This should make it easy for you to set up palette swaps that randomize and use it across all zombies that you purchase. I even included a color chart to help determine which colors to change.</p><p>I've also included 3 sprite sheets for both color schemes (total of 6 sprite sheets). Hopefully one of the included resolutions will fit your needs. And if it doesn't? Well, I've included all of the original images for you to resize in your favorite sprite sheet or image editing software. You'll see versions for both color schemes with and without line work. This is because I noticed that you can shrink your art to a point that its better to just work with the light and shadow and not the lines. Word of advice: If you are resizing the original art on your own, use "Nearest Neighbor" as your compression so as to avoid the colors blending together. That makes palette swaps easier. If you don't plan on using a palette swap in your project, than resize however you like.</p>

    Use this topic to leave comments, ask questions and talk about Zombie 07 "Iron Worker"

  • Zombie 02 "Grandfather" — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-graphics/zombie-02-grandfather-1599

    <p>Animating zombies is hard, that's why I did it for you! This zombie comes with 12 animations.</p>

    • Dead Leg Walk (Frames 1-15 at 12Frames Per Second)
    • Normal Walk (Frames 16-35 at 12Frames Per Second)
    • Run (Frames 36-47 at 12Frames Per Second)
    • Idle (Frames 48-54 at 6Frames Per Second)
    • Scratch (Frames 55-62 at 12Frames Per Second)
    • Hit 01 (Frames 63-67 at 12Frames Per Second)
    • Hit 02 (Frames 68-73 at 12Frames Per Second)
    • Head Shot (Frames 74-80 at 12Frames Per Second)
    • Fall Forward (Frames 81-100 at 12Frames Per Second)
    • Fall Backward (Frames 101-113 at 12Frames Per Second)
    • Bite (Frames 1-15 at 12Frames Per Second PingPong Animation)
    • Kneel Bite (Frames 118-125 at 12Frames Per Second)
    • Dead Frame (Frames 126 at 12Frames Per Second)

    <p>Want to see it in action? Go here: https://youtu.be/ebsIpt3XuIc</p><p>I've included 2 separate color schemes. The first one is specific to that zombie. The second one is a color scheme identical to the second scheme of all other zombies I've created. This should make it easy for you to set up palette swaps that randomize and use it across all zombies that you purchase. I even included a color chart to help determine which colors to change.</p><p>I've also included 3 sprite sheets for both color schemes (total of 6 sprite sheets). Hopefully one of the included resolutions will fit your needs. And if it doesn't? Well, I've included all of the original images for you to resize in your favorite sprite sheet or image editing software. You'll see versions for both color schemes with and without line work. This is because I noticed that you can shrink your art to a point that its better to just work with the light and shadow and not the lines. Word of advice: If you are resizing the original art on your own, use "Nearest Neighbor" as your compression so as to avoid the colors blending together. That makes palette swaps easier. If you don't plan on using a palette swap in your project, than resize however you like.</p>

    Use this topic to leave comments, ask questions and talk about Zombie 02 "Grandfather"

  • Zombie 01 "The Teacher" — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-graphics/zombie-01-the-teacher-1598

    <p>Animating zombies is hard, that's why I did it for you! This zombie comes with 12 animations.</p>

    • Dead Leg Walk (Frames 1-15 at 12Frames Per Second)
    • Normal Walk (Frames 16-35 at 12Frames Per Second)
    • Run (Frames 36-47 at 12Frames Per Second)
    • Idle (Frames 48-54 at 6Frames Per Second)
    • Scratch (Frames 55-62 at 12Frames Per Second)
    • Hit 01 (Frames 63-67 at 12Frames Per Second)
    • Hit 02 (Frames 68-73 at 12Frames Per Second)
    • Head Shot (Frames 74-80 at 12Frames Per Second)
    • Fall Forward (Frames 81-100 at 12Frames Per Second)
    • Fall Backward (Frames 101-113 at 12Frames Per Second)
    • Bite (Frames 1-15 at 12Frames Per Second PingPong Animation)
    • Kneel Bite (Frames 118-125 at 12Frames Per Second)
    • Dead Frame (Frames 126 at 12Frames Per Second)

    <p>Want to see it in action? Go here: https://youtu.be/1c8herEGUE8</p><p>I've included 2 separate color schemes. The first one is specific to that zombie. The second one is a color scheme identical to the second scheme of all other zombies I've created. This should make it easy for you to set up palette swaps that randomize and use it across all zombies that you purchase. I even included a color chart to help determine which colors to change.</p><p>I've also included 3 sprite sheets for both color schemes (total of 6 sprite sheets). Hopefully one of the included resolutions will fit your needs. And if it doesn't? Well, I've included all of the original images for you to resize in your favorite sprite sheet or image editing software. You'll see versions for both color schemes with and without line work. This is because I noticed that you can shrink your art to a point that its better to just work with the light and shadow and not the lines. Word of advice: If you are resizing the original art on your own, use "Nearest Neighbor" as your compression so as to avoid the colors blending together. That makes palette swaps easier. If you don't plan on using a palette swap in your project, than resize however you like.</p>

    Use this topic to leave comments, ask questions and talk about Zombie 01 "The Teacher"

  • I might not have done a great job of explaining what I'm going to offer up on the store, so I'm going to outline it a little more specifically here. Please let me know if there are any flaws in my logic. I appreciate all of the responses I've gotten so far.

    I am creating a zombie pack that will include somewhere between 12 and 20 different zombies with animations in it (final number undecided). All zombies will have the same animations (12 total plus a frame fore laying dead).

    Because I don't know what sizes people need for their project, I am including the different "sets" shown above. The original resolution I work in is 600 x 600. I realize that is way too big and never intended for the developer to use that big an asset. I'm including it only because, if they can't use the 3 other provided sizes, they might want to shrink the art on their own before importing into Construct 2.

    I have 2 versions of the full resolution art: 1 with Lines and 1 without. I've included both because omitting the lines helps once you hit a certain point in shrinking.

    I am also providing all of the art in 2 different color schemes. The top one is a color scheme that all of the zombies will have a set in. This way, you can randomize pallets and have it set across all zombies when they spawn. The second set is just a color scheme that I came up with if you just want to import the art and not have finer control over the colors.

    All of the art has a lot of transparency around it. I wasn't too worried about it because I figured people would just auto crop it out in Construct 2 after their origin points were set. If this is wrong and I should still be worried about power of 2 assets, please let me know.

    And if you want a preview of the animations that will be in the pack, I have some previews up on my instagram: http://www.instragram.com/needyourdisease

    Thanks again for your help.

    -Ben

    http://www.needyourdisease.com

    http://www.twitter.com/needyourdisease

    http://www.facebook.com/needyourdisease

  • Thanks for the responses everyone. I forgot I posted in the forums and just now saw the results.

    I've decided on doing a pack of character animation at about 100x100 and 50x50 and just including those together. At the same time I'm going to release an HD version that is a Spriter pack. I figure that should cover all of my bases.

    Thanks again for your help and -Silver- , I love the wolf animation.

    -Ben

  • I'm just worried about going too big because of all of the frames of animation. I work in 600 by 600. That's really big if I have a 12 frame walk cycle. And I'm planning on 6-10 animations for each variation.

  • Hi all. I've recently decided to start selling animated characters and effects on the Scirra Store and I have a quick question. What size do you like to get your art in?

    I'm working on my own project so I know the dimensions that I like, but I'm not sure if there is a universal size that works for other people.

    I'm already planning on including 2 or 3 variations of each item to accommodate HD and more retro graphics. But I want to get a ball park idea of what those sizes could be. I'm talking mostly about character art. What size box would you want it to fit in?

    Any help is greatly appreciated.

    -Ben

    http://www.NeedYourDisease.com

    http://www.twitter.com/needyourdisease

    http://www.facebook.com/needyourdisease

    http://www.instagram.com/needyourdisease

  • Slowly working on my entry for the Construct 2 "Underground" Game Jam.

    See more at:

    http://www.NeedYourDisease.com

    http://www.facebook.com/needyourdisease

    http://www.twitter.com/needyourdisease

    -Ben

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  • Thanks JAYSTILLA but what I need is a way to tell 4 out of 10 sprites in a container to change their effect parameters to match a 5th sprite in the same group of 10. I have it working now with everything being set when it is spawned, but I wouldn't mind a way to say say look at sprite: box in the same container as you.

    I appreciate you trying to help me out though.

    Ben

  • lucid I'm starting to work on randomized clothes for the NPC's in my game. I would like to be able to randomly pick colors or at the very least say pick a random number between 1 and 10, if 8, tint the sprite this color.

    So far, I can randomly tint each sprite in my Spriter Object by itself. Where I'm having trouble is when I want each sprite to reference a particular object in the same container for the information. In a previous post you showed me how to have a box in the Spriter object and assign the platformer behavior to it. Then I just move the Spriter Object to that box and pin it.

    What I want to have happen is the box has all of the variables for the different colors and are randomly picked on creation. Then Each Sprite in my Spriter Object will look to the box for its variables and change their tints accordingly. I'm having trouble with them referencing the box.

    Any help is appreciated. Thanks.

    -Ben

    http://www.NeedYourDisease.com

    http://www.facebook.com/NeedYourDisease

    http://www.twitter.com/NeedYourDisease

  • Hello. I'm trying to set an object's tint based on variables associated with another object in the same container. Specifically, I have a Spriter object and i need several parts of it to all look at the same object to figure out how to set their tint parameters. I can have the character parts randomly pick a color, and I have the object with the variables randomly picture numbers on creation, I just can't get the spriter sprites to look at the one object in the container for the values.

    Any help is appreciated.

    -Ben

    http://www.needyourdisease.com

  • Thank you to everyone that posted. Turns out Aphrodite was correct. The laptop I was working on had the screen refresh rate set to 40 Hz. I looked up how to change it up to 60 and my FPS went back up. Thanks again for everyone's help.

    Ben

    http://www.NeedYourDisease.com

    http://www.facebook.com/needyourdisease

    http://www.twitter.com/needyourdisease

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sman118

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