Just wondering, have you ever considered doing asset packs based on your icons? Your work is detailed enough that most of your icons can be rigged to function as in-game weapons and tools as well, but it would be cool to see some packs dedicated to spicing up your paperdoll asset for example.
Hey Zero Static, Thanks a lot. Right now I am extending the Icon series. Before that I have been working on the GUI series and before that extensively on the RPG series. Since I dedicate mostly hobby time towards creating assetpacks things are just building up slowly over time and usually I am focusing always on whatever requests came up. Regarding your comment it seems, that you are highly interested in the paperdolling assets, do I assume right? If so, if you want to share your thoughts, I will listen to you, however creating those assets and packing them takes a lot of time and it's not as simple as taking an icon and transforming it :)
You are kind of right, I think personally I would be more interested in side-view characters (platformer / action) and FX, but more expanded paper doll assets would be nice too. Itch kind of lacks high quality character / monster sprites & FX at the moment. That said, don't give my words too much value. I'm doing gamedev as a hobby sometimes next to my regular job, and every once in a while I buy assets that I like and experiment a bit, so I doubt I'm representing your average customer. :')
I did have one question regarding the license: It says that it's for 1 media project, but prototypes are allowed. How are public demos categorized? For example, is a gamejam game a prototype or a game? I guess I'm trying to figure out where the line between a prototype and a real (free) game ends for you.
Hey Zero Static, It's likely that I will loop back to existing series and also beef them up a bit more. For sure itch lacks a lot of high quality asset content, but it's also hard and time intensive to produce. Generally I agree that I also would like to offer a lot more assetpacks, it just needs more sales but the production speed over the years got faster anyways =)
And I also understand the difference between hobbygamedev and more professional gamedev, that's why I started the more NES inspired sidescrolling series, which was aimed at a lower price/quality ratio, but that also was only built up to 4 tilesets and 2 characterpacks and there is a lot of air/potential for enhancement and improvement. How is that series for you as a hobbydev?
Yes you can make as many prototypes from the assets as you like. If you are playing around and giving away the games to friends etc. to test it doesn't matter. As soon as you put a game on itch or another store using the assets or you make a kickstarter campaigns thelicence you bought for gets used up for it, because you have the possibility to earn money from the game (tips in case of free games or the buying price)
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We need this in 32x32!
hello Thomas,
Is there any plans on releasing a 32x32 version of this pack within the next year?
Hi cyangmou, this pack looks great, as always.
Just wondering, have you ever considered doing asset packs based on your icons? Your work is detailed enough that most of your icons can be rigged to function as in-game weapons and tools as well, but it would be cool to see some packs dedicated to spicing up your paperdoll asset for example.
Hey Zero Static,
Thanks a lot.
Right now I am extending the Icon series. Before that I have been working on the GUI series and before that extensively on the RPG series. Since I dedicate mostly hobby time towards creating assetpacks things are just building up slowly over time and usually I am focusing always on whatever requests came up.
Regarding your comment it seems, that you are highly interested in the paperdolling assets, do I assume right?
If so, if you want to share your thoughts, I will listen to you, however creating those assets and packing them takes a lot of time and it's not as simple as taking an icon and transforming it :)
Hi Cyangmou,
You are kind of right, I think personally I would be more interested in side-view characters (platformer / action) and FX, but more expanded paper doll assets would be nice too. Itch kind of lacks high quality character / monster sprites & FX at the moment. That said, don't give my words too much value. I'm doing gamedev as a hobby sometimes next to my regular job, and every once in a while I buy assets that I like and experiment a bit, so I doubt I'm representing your average customer. :')
I did have one question regarding the license: It says that it's for 1 media project, but prototypes are allowed. How are public demos categorized? For example, is a gamejam game a prototype or a game? I guess I'm trying to figure out where the line between a prototype and a real (free) game ends for you.
Hey Zero Static,
It's likely that I will loop back to existing series and also beef them up a bit more. For sure itch lacks a lot of high quality asset content, but it's also hard and time intensive to produce. Generally I agree that I also would like to offer a lot more assetpacks, it just needs more sales but the production speed over the years got faster anyways =)
And I also understand the difference between hobbygamedev and more professional gamedev, that's why I started the more NES inspired sidescrolling series, which was aimed at a lower price/quality ratio, but that also was only built up to 4 tilesets and 2 characterpacks and there is a lot of air/potential for enhancement and improvement. How is that series for you as a hobbydev?
Yes you can make as many prototypes from the assets as you like. If you are playing around and giving away the games to friends etc. to test it doesn't matter.
As soon as you put a game on itch or another store using the assets or you make a kickstarter campaigns thelicence you bought for gets used up for it, because you have the possibility to earn money from the game (tips in case of free games or the buying price)
I hope that answers all your questions.