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(2 edits) (+1)

I don't think it's your assets fault. In addition I think it need solid knowing possibilities of the game engines that we use to avoid this problem. You can't on your side solve the problem alone (games creators needs knowledge).

I just think all the creators you have seen with this kind of problem have not yet acquired sufficient knowledge to deal with it. Or they just don't have enough time/desire to engage this kind of time-consuming glitch hunt (very off-putting).

Ex.  In RMMV you can have "unlimited" layers if you try mapping with TileD and the dedicated plugin.  But that requires learning to use RMMV and in addition third-party software. It's sometimes discouraging !

Conclusion:

- RMMV + Only Assets = 3 layers = Some problems
- RMMV + TileD (& JS plugins) + Aseprite = Great Success !

Yeah I also think that it's a developer-side thing! I'll try to study a bit Tiled tho so I can provide more file options, that's anyways a good idea!

(+1)

If I had one idea to improve your work from this point of view, why not provide each element in a separate file. Every little item, object, plants, etc ... So it's more easy to manipulate each specific assets in Tiled or other software.

But it's a huge work if you don't work already in separate board for each of your assets. At worst it's up to the game dev to get rid of it via aseprite or photoshop !

😆

(+1)

Yea, it's clearly not assets fault. It looks nice and gives the opportunity for devs to create games without separate artists help.  And for example I'm using Unity and dealing with these kind of things takes some additional work. It surely can be done, but it lowers the performance a bit and adds aditional headache for devs :D