FAQs for RPG Type Retro: Top Down Urban Characters


FAQs:

Why are the repeat frames included?

This pack is envisioned to include several basic animations for each character and is likely due for additional content if there is interest. For my prototyping workflow where I don't have to worry about frame or memory limits, having the repeat frames included makes it faster to prototype by referencing the frame by index and serves as an easy to share guide for everyone else. 

If you are using the assets without modification or if your game requires strict optimization, the repeat frames in yellow can be removed and just loop back to repeat frames through game engine logic.

Are these assets compatible with (XX) engine? The spritesheet was designed for general use in most engines but the format itself may require some modifications to fit specific engines such as GB Studio, RPG Maker, etc.

Does this asset come in other color palettes? This pack is intended for low-color palette games and can be easily self-customized accordingly to the color scheme of your game. Colored assets (>4 colors) are in the pipeline, maybe for a separate pack.

Why are there few black-haired characters? Retro sprites tend to use black as the character hair -- I intentionally did not color most of the hair styles (aside from a select few) to make it easier to edit for color swapping. You can change most of the hair styles to black or other colors.

How do I change the color?

Since these sprites were designed with 3-color palette restrictions in mind, you can simply mass replace the specific shades to fit your game/tile set. (e.g. in Aseprite or Photoshop IIRC you can use the paint bucket tool with contiguous mode checked OFF). Use this method to change the color of skin, clothes, hat, or even expand the color palette per sprite.

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