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Video Game Sprite Sheets

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Descargar winqsb 32 bits. In this video I will show you how to take a 3D object and convert it to a 2D sprite sheet in Blender 2.8 so that you can put into game engines. Leave A Reply Cancel Reply To add a profile picture to your message, register your email address with Gravatar.com. NES - The #1 source for video game sprites on the internet! Wiki Sprites Models Textures Sounds Login. Sheets: 4,839: Games: 1,113: Biggest Game: Wrecking Crew (118 sheets) Biggest Submitter: Superjustinbros (598 sheets) Most Popular Games. Super Mario Bros. Kenney.nl is based in the Netherlands and is producing some fantastic art for game.

  1. What Is A Sprite
  2. Sprites For Games
  3. Free Video Game Sprites
  4. Free Game Assets

Platformer With Sprite Sheets

Example code for this example can be downloaded here: spritesheet_example.zip

A quick video of our final program is below, and at the bottom of the page is a video explanation of the program.

This example shows a platformer game using sprite sheets. A good 2D game can involve a lot of graphics. Rather than create and manage a file for each image, games will use a large image made up of several smaller images. For example, this sprite sheet has multiple frames of a player character walking all in one image:

The sprite sheet was downloaded from the ``Platformer Art Deluxe' package at OpenGameArt.org and was created by author Kenney. Here is another sprite sheet that our game uses to build the world:

What Is A Sprite

In addition, I've created a couple backdrops for my game. You can't interact with the backdrops, but I think it is more interesting to have a backdrop than just have a solid color. The backdrop was created using the Tiled Map Editor and Kenney's Buildings sprite sheet.

Sprite sheets maker

Sprites For Games

This is the backdrop for Level 2.

Finally, the code! This code builds off the other platformer examples on this website. I've divided the code up into several files to make it easier to navigate.

The first file just has some variables that represent constant values. It makes the code easier to read by using variables like WHITE and allows me to change the screen size easily.

This class pulls smaller images out of the large sprite sheet. Create an instance of the class and pass in the file name as a parameter to the constructor. Then call getImage with the x, y location of the upper left corner of yorur sprite along with its height and width. You can use a drawing program to get the location of the sprite images you are intersted in.

This next file defines platforms we can jump on or run into. At the beginning of the file we create lists for each image we want to use. The lists contain the x, y location of the sprite, along with the width and height. Next is the Platform class that defines a non-moving platform. There isn't much to it. The class passes along the image x, y, width, and height and uses the SpriteSheet class to grab the image.

If you want moving sprites, the next class MovingPlatform adds functionality to its parent class Platform. The class keeps track of its boundaries that it stays in, along with the velocity. The update is complex because a moving platform can 'bump' the user and move him/her. It also needs to keep track of how far the world has scrolled to the left or right.

This file defines each level in the game. There is a parent Level class that all levels should inherit from. Things that all levels have (like a list of platforms) are defined in this parent Level class. After that there is a class for each level.

The player class. This class could be simple, but we will make this player have an animation as he/she moves left and right.

This is the main program to run:

Free Video Game Sprites

Copyright © 2017
English version by Paul Vincent Craven
Spanish version by Antonio Rodríguez Verdugo
Russian version by Vladimir Slav
Turkish version by Güray Yildirim
Portuguese version by Armando Marques Sobrinho and Tati Carvalho
Dutch version by Frank Waegeman
Hungarian version by Nagy Attila
Finnish version by Jouko Järvenpää
French version by Franco Rossi
Korean version by Kim Zeung-Il
Chinese version by Kai Lin

Free Game Assets





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