This is the Iron PlagueÂ pack (original source) created by Daniel Cook, from lostgarden.com. Â The package was created to be used in a Sinistar clone; Â since it was a space game, the number of tile sets is rather limited. According to the author, below is a list of graphics in the package:
- ActGrid: Spawn point for player’s ship
- Barrel: Repulses the players ship if it gets near
- Base: Spawn enemy drones
- Beacon (Destroyed, Searching, Red Alert) Sensor that looks for any enemy
- Beacon2: Alternative sensor type
- Blood: Splots of animated blood if you kill a space man.
- Bomb1: Classic pulsating bomb. Exploded with great force, inevitably.
- Bship: Battleship with cool rotating turrets. This thing was 3 times as large as your ship!
- Bubble: What the hell?
- Bullets: 6 types of bullets, each with 3 levels of power.
- More bullets: Powerups and different color bullets for rock, paper, scissor attacking action.
- Canister: The crate lives! Holds powerup, naturally
- Cargo1: Ook? Alien nasty.
- Cargo1b: Alien nasty damaged
- Cargo2: Another cargo ship
- Check: Checkpoint. When the player reaches this checkpoint, they regen from this location.
- Crystal1: The cash of the game. The evil drones use this to make the Killer.
- Crystal2: You have to realize that we didn’t have the ability to rotate things easily. This was a radical attempt to create 16 rotational positions. 8-bit technology at it’s peak.
- Debris: The stuff that spews out when an asteroid is mined by drones
- Debris2,3: More of the same.
- Doomsday: Think of this as very nasty big bomb. If you hit it, the entire screen went ‘foomp’ and no more little player.
- Drone: These little fellows run about gathering crystals in order to build the Killer. They’ll orbit an asteroid, fire at it until a crystal appears and take it out.
- Drone2: A more efficient type of drone
- Exhaust1, 2, and 3: This flame comes out the back of a spaceship.
- Explode1, 2, 3, 4, and 5: Ah, the glory of highly animated explosions with 1-bit alpha.
- Face1: This fellow was the store keeper when you bought upgrades.
- Factory: An enemy installation that made drones
- Factory2: An enemy installation that made super drones
- Factory 3: This is where the Killer was built.
- Factory 4b: This is where the mini-Killer was built.
- Flame: Fireballs stolen from Mario, no doubt
- Flamer: Everything you need to make a flame thrower of death and burnination
- Font: I’m in awe. Font with *high light selection*
- Formref1: Reference on how formations worked. Galaga, move on over.
- Gamemenu: The basic menu for the game. Check out those gears.
- GravBcon: A gravitational beacon that sucked the player towards the deadly rocks.
- GravGrid: Bubbles in space that acted as a simple form of terrain. Very fun.
- Guard: These trigger happy campers guarded the drones. No one ever said plot was important to video games, dammit.
- Gun: It looks more like a blimp, but this fired out little round bullets in streams.
- Hiscore: Enter your name, record your score. If we had come out a few years later, we would have licenced some sweet Tony Hawk punk/death/metal sellout music for this screen.
- Hunter1, 2: Attackers that come straight at you.
- Items: All the great powerups you could get. I have no clue what they do, but I like shiny things. (Let’s see: Generators to improve energy recharge, shields, health, rubber duckies, various weaspons, and the Amiga Checkmark)
- Junkdrtst: Energy gates
- Joystick: Back in the day you needed to calibrate your joystick. These are the interface graphics.
- Junk: Destructable junk that acted as mazes for the level. You could blow holes in it…cause that’s fun.
- Keyboard: Keyboard configuration
- Killer: Ode to Sinistar, my ass. Talk about exact copy. This happy looking fellow was a pain in the arse once he came to life.
- Killer2: The mini-killer. Not quite a munchkin, but still damn sexy. His eyes would slowly come alight as he was built. He could also split apart when he was built.
- Knife: Um…seems rather morbid.
- Launcher: Another enemy ship. This one flew around spawning little ships
- Mage: A logo for our team
- Main: The intial interface. We went with a much more minimalist look in the end.
- Main2: The final minimalist UI
- MainMenu: Yet another menu template
- Mine: These fellows floating around caused mucho pain
- Missle: Hmm. Sloppy, sloppy. The high light is off in the lower left corner.
- Mouse: UI for selecting mouse control.
- Names: All the cool folks in our development team. I still talk to Leinad (music), and wReam (Hmm…what did he do?) and Zoombapup (programmer…he ended up working on Worms for ages)
- Nebula: Gotta have background graphics
- Options: The options screen. In the end, it is all about ‘Exit to DOS’
- Pointer: The mouse pointer. It changed when you clicked.
- PShip2: The player ship. I spent time on the 16 rotational animations so that it would be smooooothy. Like the fine inner thigh of a lovely amazonian princess right after a day of mudbaths and waxing. I was such a proud young artist.
- Rock: An asteroid that contains crystals and be blown to smithereens.
- Ship: One of my first attempts at 3D graphics. This took ages to render on a pirated copy of 3ds running in the old computer lab. I think we ran it on the fastest machine on campus, a 486.
- Ship2: Sweet!
- Ship3, 4, 5, and 6: Enemy! (Really, all the explanation that was needed)
- ShipGun: Imagine this…a ship with a rotating turret. Man, that would be so cool.
- Smasher: Ever have those days when the programmer laughs and laughs and laughs at you? This enemy had an animated energy ball on a chain. Add some primitive physics and you put that little cutie from Kill Bill to shame.
- Spaceman: When certain ships where destroyed, little guys fell out. They really only existed to be shot. I think I stole the idea from the joy of running over little people in the Amiga game “Firepower.”
- Spacestor: If you made it here, you could buy cool stuff
- Spike: Dangerous walls
- Store3: The interface for the store.
- Sun: The central sun that all this junk floated around. If you fell in, you got hurt. Flares flew out of it periodically.
- Teleport: A jump gate between sections of the map
- Test1: A mockup showing the store in action
- Test2: A mockup showing the game in action
- Warp: No clue
- Wave: A giant gun that fired huge waves of fire at the player.
- Worm: A squirmy worm creature.
This Â pack is licensed under the Creative Commons Attribution 3.0 License. The author also has a license page that explains its use a little bit further.
If you use this pack, please include the following attribution in a visible location along with any other credits:
"Iron Plague" art by Daniel Cook (Lostgarden.com)
When possible link to blog post that discusses the original art collection. For this asset pack, it would beÂ “Iron Plague” art by Daniel Cook (Lostgarden.com)
About the artist
I’ve been a game designer, pixel artist, toolmaker, physicist and MBA. My first job in college was on a game called Tyrian at a tiny company called Epic Megagames. These days, I’m the Chief Creative Officer atÂ Spry Fox.
New: Assets Pack #4 (Iron Plague) http://t.co/4ylYkspC #as3 #flash #gamedev #free #indie