Search the Community

Showing results for tags 'Sprites'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • News

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • Audio Jobs
  • Business Jobs
  • Game Design Jobs
  • Programming Jobs
  • Visual Arts Jobs

Categories

  • GameDev Unboxed

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Topical
    • Virtual and Augmented Reality
    • News
  • Community
    • GameDev Challenges
    • For Beginners
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams

Blogs

There are no results to display.

There are no results to display.

Marker Groups

  • Members

Group


About Me


Website


Industry Role


Twitter


Github


Twitch


Steam

Found 20 results

  1. Retro FPS Avatars is an system to create and control 8-direction sprites in First Person Shooter style games.It is my own implementation of systems that has been used in oldschool FPS games.I have been asked questions about the solution of the sprite system that I used in my Wolfenstein3D clone game: Wolf.3D - Oldschool Wolfenstein 3D clone in Unity 3D [WIP] I decided to prepare such a system for the Unity store. Soon I will try to write more about this system but for now here is a promotional video.
  2. Free art assets

    The older version of this topic is getting quite dated, with some broken links and notable omissions, so after 8 years it's high time for an update. This is a list of free graphics for games but aims to avoid sprites ripped from existing games in favour of ones that may be legally used in your work. Please feel free to submit your own suggestions, but note that any off-topic posts and all spam may be removed from this topic. Be sure to check the licensing terms before using any of the linked graphics. Free Airplane Sprite Pack A free .zip package right here on GameDev.net containing various aircraft from different (mostly side or top down) angles. Includes fighter jets, bombers and cargo planes. Provided by our very own (but recently inactive) @Prinz Eugn (Mark Simpson). Free for any use with attribution to the author. Kenney Assets A huge collection of freely available assets (both 2d and 3d) for many different styles of games, available under CC0 1.0 Universal licensing terms. In addition to the free assets, Kenney's work is supported by the sale of cheaply available asset packs which you'll find linked at the top of the page, and the fantastic Asset Forge which allows the easy creation of customised game assets. SpriteLib GPL A free .zip package of 2d games sprites by Ari Feldman, now available under a Common Public License Version 1.0. Unfortunately, the original website is no longer online, but the sprite package is attached to this post for you to download: spritelib_gpl.zip Contains sprites for a platform game, Pong/Breakout/Arkanoid style games, overhead shooter in the style of 1943, and a maze combat game in the style of Tank Force. Lost Garden Freely provided graphics from Daniel Cook of Lost Garden & Spry Fox, under licensing terms explained on this page. Danc's Miraculously Flexible Game Prototyping Tiles Danc's Miraculously Flexible Game Prototyping Graphics for Small Worlds 250 free hand-drawn textures Tyrian ships and tiles Tiles for Zelda-like RPG Complete set of 8-bit Sinistar clone graphics Unreleased RTS Postmortem: 'Hard Vacuum' (graphics near end of post) In addition to the above, Daniel also has a couple of 'Game Prototyping Challenges' where he provides the basic outline of a game design and challenges people to implement and iterate on the design to hopefully create a fun game. A couple of these challenges come with freely provided graphics, although in this case the assets are intended for use if undertaking the challenge (a fantastic learning exercise!) in question rather than for general use: Prototyping Challenge: Play With Your Peas Prototyping Challenge: Fishing Girl Glitch - Public Domain Art (and code) All assets from a defunct web-based MMO game, made freely available under CC0 1.0 Universal licensing terms. Get it HERE. Most of the graphics are available in .fla and .swf formats. Quaternius Quaternius offers a large range of basic low-poly models with CC0 licensing. You can also support his efforts by purchasing all of his sets in a single file for $1. OpenGameArt.org OpenGameArt have a huge collection of different art, constantly added to by new and existing contributors. Quality and style vary, but there is some really good material available if you're willing to spend some time looking. Note that licensing terms vary, so be sure to check each item's license before use. Game-Icons.net At the time of writing, Game-Icons.net offers 3044 free icons in SVG and PNG formats with CC BY 3.0 licensing (which requires attribution). The built in editor on the site will allow you to alter the icon size and apply some simple properties (such as background type and colour). AI War 2.0 graphics library Graphics from the space RTS game AI War: Fleet Command. Free for use by indie developers. Get it HERE. Reiner's Tilesets 2d and 3d graphics (use the menu at the top of the site to view categories) available under these licensing terms. GameDev.Market There are some free assets available via the GameDev Marketplace (our very own asset store!). Looking to hire an artist for custom work? Check out our Contractors section, or advertise your project in our Game Jobs board (for paid commercial projects) or Hobby Classifieds forum (for free hobbyist projects). Looking to purchase pre-made assets? Try the GameDev Marketplace, or other asset stores such as GameDev Market (not affiliated with us!), the Unity Asset Store, the Unreal Marketplace, or others.
  3. We are looking for people to help develop games with us. This is a job opportunity for people just starting out in the industry and we cannot pay for your assistance. This job is unpaid and voluntary. We want artists of any kind to send us samples of their work to our email account avidspacelovers@gmail.com so that we can determine whether or not your art style is the one we are looking for. Criteria - Must be willing to volunteer for an unpaid position - Must have a unique art style - Must provide us with samples of your work and; - Must provide us the reason to why you wish to work with us Important Notes: We will ask you if you wish to continue working for us after the game you helped developed is released. Those who wish to stay with us will retain all previous criteria and will continue to volunteer for unpaid work. We have these job opportunities open to anyone of any age or talent and we will try to provide further assistance with answering any further questions you may have. Our job opportunities are meant for you to get your name out there early because we believe that the more games you helped developed then the more things you can add onto your resume. Our job opportunities are NOT meant for those who have already got their names out there but we will consider all applicants. We will gladly refer you to other game developers if you ask and have had a prior job placement with us. We hope to see your work and if you get a job with us we can promise to give you a free game key that will allow you to get the game for free. After all, you need something for your hard work. Thank you for taking the time to read this job application post.
  4. I'm thinking of developing a 2d fighting fame for pc and I was curious as to how much animations would cost per character. I would also like to know the difference between hiring for traditional sprite sheet animation, where an artist would develop each frame of an animation, vs creating animations through something like spine. I read somewhere that artists can charge anywhere from 8-15 dollars per frame for sprite sheet animations, so for a 300 animation requirement at $10 per frame, that would be around $3,000. Does this sound like a reasonable estimate for 2d animators today? What about the cost of a single animation from the use of something like spine where animations are created through skeletons and keyframes? Any info on the subject would be appreciated.
  5. Hi All, As Hacktoberfest came, I created a GitHub repository for the sprites of an upcoming game. I never really expected that people would stumble upon it, but to my surprise we reached around 100 sprites in less than a week. The sprites are free for all kind of uses, grab them while they are hot! Requests are also welcome, but I cannot make any promises on them. You can contribute too by the way, during October you receive free loot from DigitalOcean if you do so. Show me dem sprites already Cheers!
  6. Lets say I have a character with a shooting animation that plays every time I hit the space key. I need to block input to assure that the animation finishes before another action is taken. What is a common approach to doing this? Right now, I'm using a variable that is a set to the total number of seconds the animation is. When the variable is zero player input is allowed again. Is there a better way? I'm using Python and Pygame for a 2D game.
  7. First in-game image

    YES! This is the first in-game image! Is a great honour to say that! We are a dev team from Venezuela and this is our first game! Visit our website and take a look on the feed! wallbangstudios.wordpress.com And visit our Facebook page! https://www.facebook.com/Wallbang-Studios-1841124092842244/ THANKS! Hope publish soon in this album again!
  8. 2D Artists needed

    Need an artist to make tiles, scenes and sprites for an RTS game that is far in development. Would also like to rebrand an app we released last year.
  9. Hi, I am looking for an good but simple pixel art editor(and stable) something like tiles for frames e.g. 128x128px *15 frames ( I need "higher" resolution, so 128px+ , not tiny 32px) pastable layer for the draft some tools, cut,copy,paste, pixel pen output should be .png,.jpg....one picture with all character movements + idle movement
  10. Hello there, I am new to the forum and in game development in general! I am currently building a simulator for some game, and I am having a few problems already, and I am using the libgdx framework. I have an isometric map drawn, where each tile is a spot that only one entity can be at. An entity can either move left, right or just forward in a straight line. Now this is what it looks at the moment: As you can see, my ship entity is located at 1,1. I want to start with adding a function that moves the ship in a straight line, so I need to move this ship to 1,2. So I have a Vector2 that represents the ship's position, I made a dummy one in the local class where it paints entities, and the map and it's set to isometric coordinates of 1,1: r = new TextureRegion(texture, location.getX(), location.getY(), location.getWidth(), location.getHeight()); local = new Vector2(getIsometricX(1,1, r), getIsometricY(1,1, r)); "r" is my texture region, which is my sprite image off the spritesheet. Now I have set a target position to 1,2: target = new Vector2(getIsometricX(1,2, r), getIsometricY(1,2, r)); So now my question is, how can I make that ship move to the target position? If i add 1 to x and y every tick, it will just move too much to the right. This is how I paint everything: @Override public void render() { batch.setProjectionMatrix(camera.combined); batch.begin(); // Render the map renderSeaBattle(); // Render ships renderEntities(); batch.end(); } And the map painting: private void renderSeaBattle() { // The map tiles GameTile[][] tiles = map.getTiles(); for (int i = 0; i < tiles.length; i++) { for(int j = 0; j < tiles[i].length; j++) { GameTile tile = tiles[i][j]; Texture texture = tile.getTexture(); int x = (i * GameTile.TILE_WIDTH / 2) - (j * GameTile.TILE_WIDTH / 2) -texture.getWidth() / 2; int y = (i * GameTile.TILE_HEIGHT / 2) + (j * GameTile.TILE_HEIGHT / 2) -texture.getHeight() / 2; batch.draw(texture, x, y); } } } And the entities: private void renderEntities() { batch.draw(r, local.x + location.getOffsetx(), local.y + location.getOffsety()); } location is an instance that contains the offset position for that specific sprite, because not all sprites are the same size, so to center it on the tile, each one has set offsetX and Y. And this is my coordinate conversion methods: public int getIsometricX(int x, int y, TextureRegion region) { return (x * GameTile.TILE_WIDTH / 2) - (y * GameTile.TILE_WIDTH / 2) - (region.getRegionWidth() / 2); } public int getIsometricY(int x, int y, TextureRegion region) { return (x * GameTile.TILE_HEIGHT / 2) + (y * GameTile.TILE_HEIGHT / 2) - (region.getRegionHeight() / 2); } After I do the straight line, how can I create left/right movements in curves? Thanks!
  11. Hi everybody ~ I'm new to this forum and I've come with a specific question in mind: what would be the most ergonomic way of creating an RPG in which the Overworld and dungeons were in a 2D sprite-based plane, but the battles were in 3D, or even 2.5D? Some examples: Fire Emblem Fates: https://www.youtube.com/watch?v=5JwgemJQS6k&t=29s Persona 3 Portable: https://www.youtube.com/watch?v=qAQ7zsKl2Jk&index=3&list=PLuKx9m0czvInrFiSp7660wyqTgGO0aLPK (Tile-set school and story progression with 3D dungeon crawling and battles around 19:00) Is there one engine I can use to accomplish this? I understand it's a complex ambition, I'm trying to wrap my head around the theory of it as I'm pretty much only familiar with RPGMaker and some Unity. Thanks for any and all replies.!
  12. Looking for a team to work on game development. About Me: I currently work in Web Development, primarily PHP, JS, and SQL, with some front-end work. Previously was into Game Dev but no paid jobs, just projects such as Renegade Medieval, and some community assets in Dota2. Developer Dabbled in Unity (low to medium experience with C#, it's similar to Java which I've used more of) Basic coding in GameMaker, similar to JavaScript, but didn't get much further than HeartBeast tutorials Some level design in Unreal Engine (also managed to get a character rigged and in, but that was years ago) Artist 3D modelling, primarily characters, high poly sculpting to low poly retopology, unwrapping, and baking 2D pixel art, and textures (not much in terms of 2D concept art though) You can see some of the stuff I do here. Requirements: Looking for a team with an established concept and development already underway. I'd like to see some examples and game engine progress before dedicating time to assets / characters. Communicative team Ideally a team working on just the one project Flexible working hours, I won't be able to give a great deal of time And that's it really. If you could include information in the comments below, or PMs that would be great.
  13. Hello all. I am looking for a healthy paced, solid team with a great idea to work with. My History: I am by profession a Full Stack Java Developer with four years of experience. I specialized in languages such as Java 8, ES5 JavaScript, SQL, etc. I have an AS Degree in Computer Information Science with Everest University. I am an Oracle Java 7 Certified Associate. I've also attended Full Sail Real World Education for Computer Animation. I wish to professionally migrate into asset development (artist) for both personal and professional reasons. I would like to focus development on UI asset creation. I am looking for opportunities to build onto a portfolio and need a serious team committed to their project. Any and all work done will be posted on http://cgsociety.org. Note to http://fullsail.edu students: If you are in your mid-terms or finals class and need UI assets, please do not hesitate to contact me. I know their internal store of assets suck. I ask that you add my name to the credits of your project and provide copy of your game after completion and grading. For Consideration: Please locate my samples of work attached. Work provided have been contributed to the following: Public projects using TypeScript with JS Phaser rendering engine. Full Sail projects using C++ with in-house built rendering engines including SDL. I am willing and eager to learn! For latest contributions, please see the GitHub site below (not affiliated with GameDev.net): https://github.com/LandOfTheRair/landoftherair/issues/87 How To Reach Me: Please forward interests or questions to the following email: cjepson.membership@gmail.com. Do not hesitate. Thank you kindly.
  14. Does anyone know of a tool that converts PNG's into an SDF (Signed Distance Field) usable texture? I've seen a few tools for fonts but nothing specifically for single sprite textures.
  15. I am trying to implement sprite clips, or rendering a portion of a sprite sheet onto the screen. For now, I am least trying to get one sprite to display on the screen. Controller support and adding the other sprites when changing the character direction will come later. Here is what I have so far. First, the class declaration: class World1 { public: //other stuff //screen resolution int window_width = 0; int window_height = 0; //handles player void renderPlayer(SDL_Renderer*&); //other stuff private: //player graphic and rectangle structs/variables/etc. SDL_Texture* pSpriteSheet = nullptr; SDL_Rect pSpriteClips[3]; SDL_Rect* pSprite; SDL_Rect pBase; SDL_RendererFlip sFlip = SDL_FLIP_NONE; //other stuff }; Then, the constructor: World1::World1(int SCREEN_WIDTH, int SCREEN_HEIGHT, SDL_Renderer*& renderer) { window_width = SCREEN_WIDTH; window_height = SCREEN_HEIGHT; *pSpriteSheet = IMG_LoadTexture(renderer, "male_base-test-anim.gif"); if (pSpriteSheet == nullptr) { cout << "Unable to load player Sprite sheet."; } //facing down sprite pSpriteClips[0].x = 14; pSpriteClips[0].y = 12; pSpriteClips[0].w = 145; pSpriteClips[0].h = 320; //more code... //player sprite pBase.x = 0; pBase.y = 0; pBase.w = pSpriteClips[0].w; pBase.h = pSpriteClips[0].h; } Then, the rendering void World1::renderPlayer(SDL_Renderer*& renderer) { //render SDL_RenderClear(renderer); //clears screen SDL_RenderCopyEx(renderer, pSpriteSheet, pSprite, &pBase, 0.0, NULL, sFlip); SDL_RenderPresent(renderer); //puts image on screen } So far, the program does not build and I obtain the following error: C:\Users\Kevin\Documents\Codeblocks\KnightQuest\worlds.cpp|12|error: invalid use of incomplete type 'SDL_Texture {aka struct SDL_Texture}'| Am I mistaken to assume that C++ will automatically assign a memory address to SDL_Rect* when I assign a value to it via the dereference operator? Or, perhaps there is another issue?
  16. I recently released a project called Francois DIY - my version of Mario Maker and I am in the process of making levels. Playing my own levels is fun but playing other people's levels is even more fun! Anyways, this is more of a want than a need but I'm starting to get addicted to Francois DIY and Mario Maker! Link: More Info Download Link: Click Here Installation Instructions: Copy francoisdiy to PC and click on francoisdiy.bat if you are on Windows. Linux users refer to website. Please feel free to download the software. There are no dependencies. Do not use versions of Windows older than Windows 7.
  17. Hello guys! Totally new here, as well as to graphics programming in general. I'm making a 2D fighting game engine using XNA/MonoGame, and oddly enough what's tripping me up is how I can have the user define their lifebars. Obviously the simplest (old-school) method would be to just use a bounding rect to cut off the display region of the current sprite/animation to only the "remaining life" region. Done. But what if they want to define some other non-rectangular shape for the end of the lifebar, such as a rhombus, or pill shape? So I figure, why not have them make a mask sprite to define what the end of the lifebar should look like? That way they can have whatever end shape they want at any point in the lifebar, whether it's a static sprite or animation. It will also provide another useful tool familiar to designers that they can also use anywhere else in the engine. Basically, I want the user to be able to insert a sprite like this: And a sprite like this: And end up with this at the end of the lifebar (after aligning the mask with the end of the lifebar): The algorithm itself is simple. I just need it to take the sprite and multiply it by the color (or color component, to simplify things) in the overlapping mask sprite. But the problem is this: the mask texture and the lifebar texture may be different dimensions. In what I've worked with in HLSL so far, the texture indices are represented from 0.0F to 1.0F in the X or Y direction. So in my head, that mask sprite is going to be treated the same size as the lifebar texture, which means it would create a totally different image as the life decreases! I'm using HLSL, but I'm unsure how to approach this problem. Is there any way to check image dimensions so I can tell it to use the mask texture as-is, and not clip anything outside of the mask texture?
  18. So I am using Unity, I have a large sprite and a small sprite that I am merging with SetPixel, in code c#. This was working fine while both sprites was the same size as I would just multiply the two pixels. Now when I try it I get an error because it doesn't fill the array, so I filled in with a blank vector, it works, except now the sprite is in the upper left corner. What is the math for merging any larger sprite with a smaller one at it's center?
  19. Esoteric Software has made Spine 3.6 available. Spine is an animation tool for 2D animation in games. In the 3.6 release, the team focused on bug fixes and improving existing features, but they did manage to add a few major features, including: Preview Clipping Tint Black Mesh Manipulation Tools Weight Painting Point Attachments And more...including runtime enhancements and optimizations. A free trial is available, but full versions are available for purchase. Learn more from their blog post.
  20. Esoteric Software has made Spine 3.6 available. Spine is an animation tool for 2D animation in games. In the 3.6 release, the team focused on bug fixes and improving existing features, but they did manage to add a few major features, including: Preview Clipping Tint Black Mesh Manipulation Tools Weight Painting Point Attachments And more...including runtime enhancements and optimizations. A free trial is available, but full versions are available for purchase. Learn more from their blog post. View full story