PlataGO! Modding - 05 - Planning enemies
Planning enemies
No heroes have no enemies.
After sometime spent to study PlataGO!'s entities atlas I realized that I would be much more restrained that I would have thought. As for the Main Character, there is no way to adapt the sprite sheets to my own needs and then designing the enemies.
It's the opposite really, and I have to conform to the existing sprites.
So let's start with an inventory of the default enemies.
As a sidenote, remember that if you change the "console" in PlataGO!, the graphics will change accordingly to the device you selected.
However, regardless the device you selected, all the sprites will follow the same spritesheet restrictions, and all the animations will use the exact same ammount of sprite from one theme to another.
As you can see, some monsters have more animation frames than others. This is a restriction we will have to follow.
For instance, there is a Gameboy mode, where all the graphics switch to greenish tones:
There's also a more modern theme called "Fantasy". You'll noticed that the enemies are radically different:
For simplicity, I will keep refering to the default "User" mode, which is the same as the "SuperNes" mode.
Enemy types
As I am writing those lines I still have to finalize the planning, and some changes may occur until the final version.
The player/designer can choose among 16 differents monsters t populate their levels. All of them can be classified into 4 categories:
- Flying enemies.
- Walking enemies
- Bouncing enemies
- Shooting enemies
Those types are pretty much self explanatory, so now let's detail them a little more. Most of them fit inside a 64 x 64 (32 upscaled) sprite frame, but some of them are bigger, like 128 x 256, either for animation space or maybe to have larger enemies like bosses. By the way, I am planning to use the larger ennemies as bosses :D
- 3x Flying enemies:
- 4 frames 64 x 64
-6 frames 64 x 64
- 5 frames 64 x 64
- 6x Walking enemies
- 4 frames 64 x 64
- 6 frames 64 x 64
- 6 frames 64 x 64
- Walk 6 frames 128 x 128 + attack on proximity: 10 frames 128 x 256 (small)
- Walk 6 frames 128 x 128 + attack on proximity: 10 frames 128 x 256 (bigger)
- 8 frames 64 x 64
- 3x Bouncing enemies
- 8 frames 64 x 64
- 9 frames 64 x 64
- 8 frames 128 x 128
- 4x Shooting enemies
- walk : 8 frames 128 x 128 + shoot : 7 frames 128 x 128
- walk 6 frames 128 x 128 + shot: 13 frames 128 x 128
- 8 frames 64 x 64
- walk: 4 frames 128 x 128 + shoot: 4 frames 128 x 128
As a general rule, when modding PlataGO!'s assets, try to respect the original sprites size and actions.
Hopefully we can see clearer now about the task ahead! It's now time for some pixel art practice ! ♥
Sir Blastalot - 2D Platformer Asset Pack
Arcade 2D Platformer asset pack for PlataGO!
Status | In development |
Category | Assets |
Author | Imogia Games |
Genre | Platformer |
Tags | 2D, Arcade, assetpack, blastalot, engine, free, knight, platago, Retro |
Languages | English |
More posts
- PlataGO! Modding - End of break!17 days ago
- PlataGO! Modding - SUMMER BREAK !Jul 21, 2024
- PlataGO! Modding - 10 - Walking enemies overviewJun 24, 2024
- PlataGO! Modding - 09 - Bouncing Monsters 03 - Zeodore of the Circling Aggressio...Jun 17, 2024
- PlataGO! Modding - 08 - Bouncing Monsters 02 - The Eye of SenderJun 10, 2024
- PlataGO! Modding - 07 - Bouncing Monsters 01 - FireSlimeJun 01, 2024
- PlataGO! Modding - 06 - Flying EnemiesMay 27, 2024
Leave a comment
Log in with itch.io to leave a comment.