Hi again. I hope that's not too much already but I would also like to put some of your demo assets into 2 more repos - of course with proper attribution, as with the first one. I see that you explicitly put CC-BY license here, which actually permits such use, but I'm still asking to be sure, because other artists with similar asset pack models (limited free + full paid) I've contacted before were strictly against redistribution of their free assets - even just as part of non-commercial open-source projects, even with full attribution and direct links to their itch store.
Now a full disclosure of what I have in mind. About half year ago I came up with an idea of building pixel-art top-down game, with one of the focus points of being really accessible - in a sense not requiring installing apps (at least not for demo version) and playable even on cheap smartphones - after all, even the cheapest devices nowadays have way more computing power than SNES, for example. Looking through open tools I ended up with going for Phaser as a base engine, with Tiled as a level editing tool, plus some CLI utilities for converting asset pipelines - even though I'm for example aware that with Godot I could have much faster progress, without having to build so much stuff. IDK, maybe that's also my NIH syndrome, or just stupid perfectionism, but I went with what I went. Over past half year I did indeed progress with both the game itself and tooling for it, but as I was also always a fan of open-source, I wanted to make the tooling I make accessible as well. Maybe even get contribution, if I get really lucky. Now there is a problem - I can open-source tooling and libraries, but without some nice and catchy example uses, a lot of people would feel challenged. So here comes the question of assets.
So, my intent for the nearest time:
* update my already open-source project with CLI tools (https://skhoroshavin.itch.io/pixel-tools) with examples - to be precise - with a couple of small Tiled maps using your demo versions of your Tiny RPG Green Wilderness and Nearby Cave tilesets, to demonstrate capabilities of "repack" tool, and use your Font Pack II to demonstrate new tool "fontpack" for scanning through bitmap fonts, creating BMFont xmls consumable by Phaser BitmapFont renderer (much faster than ttf actually) and repackaging multiple font atlases into a single texture for faster loading on end device - this new tool I didn't yet open source, but draft is already there, and I actually used it to make your fonts to work with Phaser in that PixUI demo I've released on Monday
* extract code for building top down games in Phaser in a similar way I did with UI library, and publish it also under MIT License, together with an example map, very simple character animation, and an example of already set up asset pipeline that converts raw assets (fonts, tilemaps) into optimised for use in a game. So, there I'm also planning to put fonts, two aforementioned tilesets, plus a couple of prebuilt characters from your demo of Char Workshop I
After that - we'll see. I'm planning to continue improving tooling and libraries, as I need for the game I'm building (frankly speaking - using other asset packs, for a variety of reasons), but as it is a hobby, and I also have a family, I'm not even sure that I'll ever finish it, maybe I digress and at some point decide to release something simpler, and totally different from what I originally intended - but at least tools that I build in process will be open, maybe that would be of some help for someone.
Okay, that was already pretty long post, hope it doesn't look like a weird brain dump :) So, please let me know if you're okay with my intended use of demo versions of your assets.