2D Game Dev Journey — Day 16: New Player Sprite & Health Collectible

Welcome to 2D Game Dev Journey — Day 16: New Player Sprite & Health Collectable. Today I will touch on my process for coming up with our new player sprite as well as how I implemented a new health collectible.

Starting Point & Setup

Today we will be starting right where we left off in 2D Game Dev Journey — Day 15: Creating New Power-ups and Animations.

New Player Sprite


The first thing I did when coming up with a new player sprite was simply banging out a few concept sketches. In my mind, I knew the style I wanted to hit on was more of a cartoony look. Once I got some references from Pinterest for ideas, I went to work. Here are a few of the results:

While I think each of these designs came out pretty cool, I felt like the one at the bottom of the three was the best fit to represent our player. With me now settled on the general concept and line-art I want to expand on, I then proceeded to add in the values:

I was pretty happy with the values I set above, so I then made eight different designs with color based on these values. Here are some of my favorite results:

Final in Game

For now, I’ve decided to use the gold-ish and blue sprite. I also created an image for the thrusters between this step and the last to animate for the boost effect. This is how our new player sprite looks in-game:

Looks great! Now we just need to change that mismatched and uncared for user interface (we’ll do this tomorrow).

Health Collectable

If you read the Day 15 article, I set up my health collectible in the same way in terms of animations and placements. The only change I really had to make was to add a property called “HEALTH” to my list of PowerupType enums, and then implement the code I want to happen when collected — which in this case is to increase the player’s health by one, and to put out the fires on the engines.


Thanks for checking in and reading today’s article. Tomorrow I will be updating the user interface to match the style I am going for, as well as match the assets we already have, as well as adding in an ammo implementation. As always, comments and critiques are welcome. If I have made any mistakes, please let me know so I can correct them for future readers. If you would like a more in-depth tutorial about anything I went over today, let me know and I will take the time to write something up.




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Gabe Gomez

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