Open Gunner Expansion Pack 2
This is the second expansion pack for the Open Gunner graphics set.
This pack contains the following:
1.
A huge cyborg skeleton boss, which has animation frames for shooting, jumping, kicking and damage.
If you want to see the shooting cycle in action, then check out this gif animation I posted to my Pixeljoint gallery a while ago: LINK
NOTE: The original skeleton has now been updated to Version 2. :)
2.
Boss energy bars. These are similar to the player energy bars, except that the energy bars are red and they have "boss skulls" in them.
3.
A new "Mini Turret" enemy. This is a small "pop up" turret, that comes in both ceiling and floor versions.
As you can see, it has a huge number of animation frames, caused by the turning animations for each height...but when you use this, it's probably better to choose just one height and use it.
4.
A new "good woods" tileset. This is basically a better version of the earlier "forest" tileset; it adds "variation tiles", 20 degree slopes for both ground and ceilings, and comes in two color themes: brown and gray.
And of course the trees and all the other stuff from the earlier forest tileset can be used with this one.
Attribution Instructions:
If you use these graphics anywhere, then give credit to "Master484", and if possible also put a link to my OpenGameArt profile and maybe also to my website: http://m484games.ucoz.com/
Comments
That skeleton has a lot of glaring anatomy problems. Especially his head. Although legs and arms are wrong too. You can easily fix them by using some reference skeleton.
Unless they weren't made intentionally.
Yeah, the skeleton could be better in a few areas, I guess I rushed it a little bit. I'll probably make a better version of it in the future. :)
The Legs are too long because the top half of him is too short. Gun uses a blocky square shape, that makes it looks like the gun been pasted on top of him..
.
Ok I have now uploaded an improved version of the skeleton boss: I made the upper body and arms longer, legs shorter, corrected head position and shape a little bit, and added some anti-aliasing. :)
Why is there no walking animation for this or the mechs?