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A downloadable Character Pack

Get this Character Pack and 5 more for $7.00 USD
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A  set of modular spritesheets for creating player characters or npcs in top-down perspective. Perfect for pixel art adventures or rpgs that use a 32x32 0r 48x48 tilemap.

It is part of my Basic Tileset 32x32 Series and stylistically compatible with all other assets Packs in the Series!

This project is still in development, I'm working on new animations and modular spritesheets to offer more variation, so any feedback is very much appreciated. 
Feel free to share you thoughts or suggest what could be added to the pack next!


Currently included:
  •     6 different hair styles 
  •     9 different sets of eyes
  •     2 different sets of pants with color variations
  •     3 different shirts with different color variations
  •     3 different hats
  •     7 different skin-tones
  •     10 different hair colors

  • 12 FREE premade npc characters with 4-directional idle and walking animations (not modular)



Each modular spritesheet contains 4-frame idle and 4-frame walking animations in four directions.


Examples:





(Click to rate)



License: 

You can use these assets in commercial and non-commercial projects.  

You can edit theses assets. 

You can't redistribute or resell theses assets, even if they have been modified. 

Credit is very much appreciated.


Other assets in this series:

Download

Get this Character Pack and 5 more for $7.00 USD
View bundle
Download NowName your own price

Click download now to get access to the following files:

demo-character-idle.zip 10 kB
premade-npc-spritesheets.zip 171 kB
modular-characters-32x32-v1.0.zip 682 kB
if you pay $1.30 USD or more

Development log

Comments

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(+1)

This looks really nice, especially how you’ve structured the modular parts with the animations

I was curious, when creating variations (like different outfits or gear), do you usually end up editing each frame manually or do you have a workflow for reusing the animations?

Thanks for the kind words! I usually draw every single frame by hand for each modular object or body part. There are some few instances where frames are just recolored or slightly altered versions of other animations, but that’s the exception. Fortunately some things like the hair or face they don’t change much between frames, so they only need to be moved slightly to adjust to the position in the character sprite. I also try to use existing animations as templates to determine where everything needs to go. But the main goal is for the final characters to look natural and for all the parts to work together. It’s a lot of work and takes a long time, but I wouldn’t want to cut corners

That makes a lot of sense, and I can really respect that and how you priorite how everything looks and feels in the final result

It’s interesting what you mentioned about some elements not changing much between frames, that’s kind of the area I’ve been thinking about more

Appreciate you sharing your process, it’s really helpful to understand how you approach it