A downloadable asset pack

Buy Now$20.00 USD or more

The ideal hero for platform games and metroidvania style.

This asset pack was hand-drawn and animated using the traditional frame-by-frame method.
The drawings were created with a high quality resolution.

19 Character animations:

Attack (3 directions: side, up and down), idle, walk, run, sprint, dash, slide, swim,
jump (3 variations), ledge grab, climb, wall slide, crouch, sneak, roll.

Animated Portrait:

Idle, blink, head turn, tired, drowning, anger.

 Effects:

Sword slash (3 directions: side, up and down), impact effect (2 variations).

Includes sequence of images and sprite sheets.


StatusReleased
CategoryAssets
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorIsmartal
GenreAction, Adventure, Platformer, Role Playing
Tags2D, Animals, Cute, Hand-drawn, Metroidvania, Side Scroller

Purchase

Buy Now$20.00 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $20 USD. You will get access to the following files:

squirrel character.zip 18 MB

Development log

Comments

Log in with itch.io to leave a comment.

Show post...

Imagine that. I followed your next step like dioshiba. But when hes there i will leave him a message.

in this package, would it have the death animation?

There is no death animation.

Hi, are the files inside the ZIP arranged as one sprite sheet, or as separate frames?
(I need the latter)

The pack includes both options.

(+1)

Thanks, I've bought them and they are great!

My only issue is that I can't compose my own sprite sheet out of the individual frames since:

1) They are not all in the same dimensions. (Most are 765X430 while others are 641X316 or 466X564.

2) The squirrel is not centered in the same way for all of the different actions. So he maybe in the right position when running, but then "glitch" to another position when hanging.

Now for sure I can adjust for it in the code, but usually when creating such frames for games it's ideal that the character is always in the center of the frame, So that no matter what animation it transitions from, it is still in the right location.

And that the "dead space" size around it is chosen according to the frames in which the character takes as much room as possible on both axis. (A texture packer than removes the dead space anyway, but still notes that the character is centered in all frames).

Is there anything that can be done for it?

Kind regards,
Halom

Thanks for the purchase. It is true that the images have different sizes because it was cropped eliminating the largest possible transparent space, but I understand that this can be an inconvenience when configuring the animations in the engine. Give me some time I'll review the sprites and try to redo it with the character centered, I'll let you know once it's updated.

(+1)

I really appreciate it, thank you. 

The update is ready.