Don't expect your first few games to be fun, or even finished. You should learn something new from each failed attempt, so try and fail as much as possible to get better faster.
This. You're not a major corporation or an indy production house, you're a beginner. Don't try to take on an epic task that will leave you frustrated because it's way over your head...start with tutorials and go from there.
I prefer to outline my projects before I do anything else, but mine are probably a bit more detaile than others have suggested, as I summarize the concept and put together a rough player flow chart (i.e. game start --> selection/options --> complete mission --> fail mission -->game over). It's not a lot of specific details, just gives me an idea of what game rooms/maps/UI I'll need.
I also keep a spreadsheet of standard variables I use in all my projects -- gives me fewer things to think about
Only other ones I know of that you can use on any game engine are the Charas generators, but they're not as good as the LPC one imo, and I don't think either has a "jump" animation. There are three here:
recommend putting both in layers for mixing/matching or to use as distinct objects. that way you can give your players some basic customization options. It's a little more work on your end but really enhances the end-user experience (imho).
Billy Goats Gruff...love it.
Not to answer for Kenney, but have you checked these sets of his:
http://opengameart.org/content/topdown-shooter
--no trolls, but there are zombies. Or you could probably recolor one of the unarmed characters pretty easily
http://opengameart.org/content/racing-pack
--the race-track might make for a good bridge substitute.
This. You're not a major corporation or an indy production house, you're a beginner. Don't try to take on an epic task that will leave you frustrated because it's way over your head...start with tutorials and go from there.
I prefer to outline my projects before I do anything else, but mine are probably a bit more detaile than others have suggested, as I summarize the concept and put together a rough player flow chart (i.e. game start --> selection/options --> complete mission --> fail mission -->game over). It's not a lot of specific details, just gives me an idea of what game rooms/maps/UI I'll need.
I also keep a spreadsheet of standard variables I use in all my projects -- gives me fewer things to think about
Only other ones I know of that you can use on any game engine are the Charas generators, but they're not as good as the LPC one imo, and I don't think either has a "jump" animation. There are three here:
character set: http://charas-project.net/charas2/index.php
face set: http://www.charas-project.net/charas2/index.php?lang=en&generator=2
battlers: http://www.charas-project.net/charas2/index.php?lang=en&generator=3
There's also a re-boot of the LPC Generator that has a few more assets than the original: http://idrisdose.github.io/LPCGenerator/
Said it in the other thread but I'll say it again, LOVE the head variants and facial expressions! They really make the character come to life.
Outstanding work
Wait a sec....you need a reason to carry a great sausage on your back?
...what @capbros said. Doesn't need any more tweaking
pony tail looks great. so do the eye variants
recommend putting both in layers for mixing/matching or to use as distinct objects. that way you can give your players some basic customization options. It's a little more work on your end but really enhances the end-user experience (imho).
You might need to grab a 3d model and render it with Blender. Either that or use Gimp to remove the alpha channel and place them onto a single sheet.
well, yeah...but that takes WAY too much effort! ;-)
I like how they disable right click so you can't do an image search.
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