This is free art – it is under a Creative Commons Attribution License.
Type: iPhone retina
Download the art here, or read on for an explanation.
This is a huge game pack created for a tutorial on the Ray Wenderlich blog.
The tutorial shows how to create a game similar to the awesomely fun Jetpack Joyride, where the main character has a jet pack and can fly around to collect coins and avoid obstacles while a repeating, variable background flies by.
This art is especially suited for games where you need a repeatable background, a main character who can fly, objects to jump over and avoid, or coins to collect!
Of course, you can pick and choose which pieces of art you want and put them into another game.
Suggested Game Play
The main character, a mouse with a rocket or jet pack on his back, runs along the level, which is a house with unfortunate brightly flowered wallpaper. When the player taps, he begins to fly, and the more you tap, the higher he flies.
The user navigates him up and down this way, tapping to make him go higher or letting him fall to go lower.
He must avoid obstacles such as sleeping cats on the ground or lasers in the air, and collect coins. If he hits an obstacle, he dies.
You could also use the mouse character in a Mario-esque scroller game, or use the background and objects to create a level for a different gameplay. You can flip any of the character sprites horizontally if you want them to face another direction.
Game Pack Contents
The sprites are sized for the iPhone retina screens, so for regular iPhones just scale these sprites down 50%.
- Rocket Mouse: 135×130 pixels. 8 sprites. The main character, who can run, fly, and die.
- Run: 4 sprites
- Fly: 2 sprites – one for rising, one for falling
- Die: 2 sprites
- Rocket Flame: 47×64 pixels. 2 sprites. Place this behind and below the rocket so that when he flies higher, this animation makes the rocket’s engine look like it’s burning.
- Dust Bunny: an NPC. He can run and die. 4 sprites.
- Run: 2 sprites
- Die: 2 sprites
The background is set up to be repeatable, so that you can have a level however long you want. You layer the objects on top of the background to introduce variation so that it does not feel repetitive. A special background is included (bg_window) with the window frame on it and transparent window panes so that a parallax background can run behind it and introduce depth to the scene. If you need help with parallax backgrounds, go through this tutorial.
If you don’t want to bother with all that, don’t worry: there are plain window objects (with a few different outdoor scenes) that you can layer on top of the regular background.
- Regular background: 340×640 pixels, repeatable. Meant to repeat across a landscape-mode Retina screen.
- Background with window cutout: also 340×640 pixels and repeatable. Blends seamlessly with the regular background; you can alternate between the two.
- Window background: 688×298 pixels, repeatable. To be used behind the backgrounds; place it so that it shows up behind the window frame cutout.
- Window foreground: 688×298 pixels, repeatable. Place this behind the window cutout but in front of the window background. You can make this scroll at a different pace than the window background for even more depth of field.
Objects & Obstacles
- Tall Bookcase: 263×584 pixels. 2 variants.
- Short Bookcase: 263×405 pixels. 2 variants.
- Mousehole: 96×90 pixels.
- Sleeping Cat: 215×131 pixels. Can be used either as a background object placed along the baseboard, or in the middle of the hardwood floor as an obstacle.
- Sleeping Dog: 257×154 pixels. Also can be either object or obstacle.
- Window: 270×324 pixels. 3 variants.
- Coin: 49×48 pixels.
- Laser beam: place two laser ends (rotate or flip the sprite as needed) horizontally or vertically and repeat the laser beam sprite to connect them. The laser beam sprite is the same width as the laser end sprite so that it is easy to place them so that they line up.
- Laser end: 89×89 pixels
- Laser beam: 89×6 pixels, repeatable.
- Cheese! 208×130 pixels. Could be either a health power-up or the goal at the end of the level.
- Large versions of the Rocket Mouse to use in the larger 512×512 icons, title screens, game over scenes, etc.
- Flying, with the rocket flame.
- Mockups, as shown throughout this post.