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I'm having some problems with this pack. I am using it in Unity as a tilemap. Let's take your kitchen example, it's impossible to recreate it because, for example, if I place the oven, the extractor hood cannot be placed in the middle above the oven because the oven is two squares and the hood is three squares. Another example are the shelves on the wall (above the dinner table), the shadow cannot be placed under them because the shelves are in the top of a 16x16 square, but the corresponding shadow piece is also in the top of it's own square instead of 4 pixels lower (to correctly line up with the shelves) The only way to fix this (without updated tilesets from your end) is to use a different tilemap with offsets on the axis for each object which would take a lot of figuring out. 

Another small thing, there is only one side view for the door frames, in your example image banner there are frames on both sides of the wall, yet only the one on the right is available in this tileset.

It's a great looking pack but I don't know how to solve these issues easily.

(+1)

Hi! Thank you very much for purchasing our packs. We look forward to answering your questions here:

Regarding the alignment of the objects you see in our banner, these were made with Tiled, which offers the offset option you comment. You need to use layers and offset the layer where the objects you want to align are located. 

It is also possible to design in a much freer way the background of the scenery with "Photoshop" type software, exporting the background as a single png, and leaving only the interactive objects (or those you want) as objects attached to the grid.

We don't know specifically if Unity offers options to compensate in a simple way. The organization of our tilesets is due to the fact that, in the case of the extractor, the tile in the middle can be repeated infinitely, which some users will find useful. If we arrange it differently, we would not be able to maintain the versatility of it.

Regarding the shadows, they are in a lower layer (behind) the shelves. That's why they are seen behind them.

Regarding the doors, we have flipped horizontally the asset of the door in order to get both sides. It is quite common when we create so many different assets, to offer only one side and get the other side by flipping the axis of the asset. This way our assets are not filled with duplications that can be achieved by this modification in the software.

We hope this has helped you in some way. If you still have any doubts, please, do not hesitate to contact us. We are here for whatever you need :) Cheers!