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(6 edits)

Can you elaborate about the word "aligned", "chopping", and what you need? 

From your description, looks like it is a very engine-specific issue. Everything in my tilesets are already perfectly aligned in 16x16 px. The animals being sprites - not tileset, will always subject to so called "proportion". That means they may exceeds 16x16 px when considering body form and species.

This is the example of how my tilesets should be set up for 16x16px tilesize, the engine used is Godot for this one:

And as already written in the Contact Me, due to vast abundance of game engines available on planet Earth, I can't provide technical supports for each game engine. Please refer to the correspending tileset set up tutorial for each game engine you use.

Sorry, I meant sprites, not tilesets. For example, 

alpine_fauna_leopard_snow_.png is 72x96 ; each "img" is 72/3=24, 96/4 = 24

so each leopard_snow is 24x24 ; this forces some 16x16 only situations to manually pad this to 32x32

(1 edit)

Yes, while all tilesets are made with 16x16 px tile resolution in mind, there are 16x16, 24x24, and 32x32 sprite sizes to keep animals proportion as normal as possible. Larger animals such as moose and elephants of course have larger sprites (32x32) to comply with their natural size. Otherwise you will have strangely proportioned animals.

If you use RPG Maker, I don't think there are any issue on using those sprite sizes as long as you use always use 3x4 sprite layout (please see the animals screenshots, all of them are made with RPG Maker).

I don't use RPG maker. The issue is that individual sprites are NOT multiples of 16. My suggestion is not resizing them to make them multiples of 16, but PADDING to make the width/height multiples of 16.

(5 edits)

Ah, so it is not alignment issue, but rather because of cell size I see... If that's the issue I'll consider it for the next updates.

My suggestion for animated sprites is by not relying them to the certain tilesets size, but by height-weight division (row x height = 3 x 4), therefore you don't have to rely on fixed tilesizes (e.g must be multiplication of 16, 24, or 32, etc) when you get your assets from different people with different standards.