I can counter-recommend Kenney's game assets, it's got sprites, buildings, terrain, backgrounds, top-down, side-on, isometric... Lots of variety for different genres and settings, too.
I always wondered why art is never licensed like software. There is a plethora of free software but I thought very little similarly licensed art. In fact, I think it's just that I wasn't looking. There's lots of it around.
A couple of years ago, I tried something in that direction[1] using Phaser[2], and it was quite fun. I used Tiled Editor[3] to create the map and some pixel art that I purchased from itch.io.
Tiled is really great. I'm using it in a project that I occasionally poke at as well, only with Love2D, and as a sidescroller sort of project. I was impressed by how easy it was to set it up to work with my game in spite of how generic it is.
The functionality to export directly to lua source files was a particular treat, though there are probably situations where you'd want to still just use json or one of the other formats supported by Tiled even when working in a lua project.
I'm not sure if it's the proper method, but I actually did implement parallax in my project, though I just did it by essentially creating a layer which I marked as parallax and then had my game draw it with a parallax offset from the rest of the map depending on the camera position.
> These were by far one of the most time intensive art assets to make for this project but I’m happy with the results.
> This was another time intensive task but I’m happy with how they turned out.
I kind of read past these comments (and a couple other similar ones) at first but looking back I realized how nice it is to read something like this. It's like, yep, I did something that was kind of hard and took a while, but it was worth it because I feel like I did a good job. I feel like this is something that's sadly getting replaced by "Well, this isn't the greatest because AI did it for me, but who cares, at least it was quick."
Awesome. I while ago I was playing around some JS graphic/game engine/frameworks and came across Kaboom (now Kaplay) and it stroke me as a really different approach to the whole thing. I am now again playing with it and it's really impressive and fun.
Also, thank you for you tutorials. I have stumbled on some of them too.
"Señora Benitez venga con nosotros... Que? A mi no me importa cuántas letras tiene nuestra agencia? Inhalar tanta pólvora a debido de afectarle el cerebro!"
I made a small Role playing game for a random game night. No code required, just a printer, a few friends, some beer or wine and the ability to not take things seriously. Highly recommended. [https://rodyne.com/?p=2855]
Anything along the lines of Dragon Quest would be greatly appreciated, Nintendo recently re-mastered Dragon Quest 1 and 2 as the formula is so impressive it still holds up
Interesting read, no doubt, but the whole thing seems to be building up to this cool mash-up of concepts from a myriad of RPGs only for it to end up being… Undertale redux.
Not a bad job in the slightest, but fairly underwhelming.
https://lpc.opengameart.org/
There's also a character generator with plenty of options to choose from:
https://liberatedpixelcup.github.io/Universal-LPC-Spriteshee...
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