Upcoming Changes to the Solaria Sprite Pack


Hello!

Some significant changes are coming soon for the Sprite Pack:

  • Everything will be scaled back to a single base sprite that can be customised by layering spritesheets for hair, clothes, armour, etc. Expect every clothing part, hat, pointy ear, hairstyle and everything else from existing sprites to be present.
  • Frame counts of some animations will be reduced.
  • Some animations will be consolidated. For example, the hoe, hammer, axe and pickaxe can easily be combined.
  • New animations will be added, currently on the list are entering and exiting water, surfacing from underwater, spellcasting, bike riding, using a boat, eating, skateboarding, climbing a ladder, 3-hit combo, charged attack.
  • Effects will be separate from tools, for example the sparks and dirt from the hoe, or the bobber from the fishing rod.
  • All weapon types, shields and armour from the Blacksmith asset pack will be added.

As you can appreciate, this is a lot of work and will take a lot of time, as such there is currently no timeframe for completion, though I'd like to have a bulk of the work done by the end of April. The updates will be done in stages, with the conversion being done first and then new content (animations, clothing, weapon types) being added later.

A significant amount of work has already been done on updating the asset pack so far:

  • Remade the attack and fishing animations. Attacking is now 6 frames instead of 9, and fishing has a total of 16 frames as opposed to 40.
  • Animations for the axe, hoe, hammer and pickaxe have been combined into a single animation. I've also been able to use the same animation for a bug net. This animation is 6 frames.
  • Up facing animations for tools will now go fully into the square above them.
  • All clothing has been separated from the base sprite.
  • Separate left and right facing animations have been dropped. The same animation will now be used for both directions.
  • Begun work on adding different swords and weapons, and adding shields. The player will be able to hold a sword and shield in animations for idle, attack, walk, run, jump and maybe dodge, damage, death and yawn, if I can make it look good.
  • Reduced the overall frame count for all animations from 274 to 189. The frame count will go up again as new animations are added, but this work will go a huge way to making things quicker to produce.

These updates will make the sprite pack a little less beginner friendly, but overall will significantly improve things, becoming more flexible and versatile.

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Comments

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(1 edit)

Hey Jamie, is there a way you could share a beta version? Im working on a fishing game and the fishing animations will be great to have, this is for a game jam next month, maybe this could help you test the changes with a Godot user? Thanks! 
PS: we seriously need a beach tileset, of course you could sell it as a new asset I would love to have one.

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If you join my discord I can give you access to a channel for testing new assets. 

I've actually got a beach tileset in the works, hoping to get back to working on it once this sprite pack is out of the way.

I just found your Discord OMG I'll contact you there.

will this be like a character generator using a stand alone exe file that allows you to customise each element then creates all the relevant animation frames?

Sounds great regardless.

That's something I'm hoping to provide. I lack the knowledge to make it myself so it will depend if I can find someone reliable to work with on it.

This update will change everything, same as other comment I found some items in Godot to be hard to pair with the old style.

Yeah as I've become more experienced I've realised a lot of my older assets are quite difficult to use 😅

Still a unique and special art you can't find anywhere else.

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I'm very excited about this. I love your artwork, but I found all the different animations very hard to pair with items in Godot. I'm really looking forward to this!

Hopefully this will make things a lot simpler for you. Everything will be extensively tested before release to make sure it's as easy as possible to use.

Fantastic! For what it's worth, I really like larger spritesheets as long as they're logically laid out. Itch.io has a 1,000 file limit when uploading web games, so I've had game jam games I couldn't upload as web games when each frame is a separate file.

I was also able to use your Rural Tileset to make season changing code. It took a bit, but you can see it here: https://dragonforge-development.itch.io/aeolus-and-the-missing-wind Of course I spent 90% of the time on the season changing, so it's more of a tech demo than a game, but it was cool. And I love your art!

I love the idea of layering the accessories over a base sprite. That will be awesome for character creating.

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That's basically what I'm trying to do with this update. Things will be a little basic at first but I'll add more and more stuff as time goes.