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Cainos

75
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4,932
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A member registered Mar 25, 2019 · View creator page →

Creator of

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(1 edit)

Try disable Auto Graphics API and change Graphics API to WebGPU in Project Settings>Player>Other Settings

I can make a WebGL build in Unity 6.2 with the water rendererd corretly  on this setting.

Much thanks for telling me about this problem. I will look into it right away.

Hello, i am not quite sure what "easy to import in Godot as a sprite" means. I have basically no knowledge on Godot. You can first  try my other free assets to test it.

Modification, use as inspiration/example are all ok.

Hello, are you expecting each plant to be on a separate layer, or do you need the tree’s trunk and leaves split into different layers so you can add a wavy effect to the leaves or something like that?

Hello, it is the original psd. I was just drawing into a single layer.

I am very sorry it does not meet your needs. Maybe request a refund?

yes

Not yet, but i definitly would like to make one.

32

hello, psd files added.

yes

I am not quite sure. Just try my free assets to test it.

For this asset, the sprites are generally OK but the water shader will not work in Godot.

i do not use palette.

not yet

2022.3.60f1

yes

29 pixel

Sorry, I am unable to do commission works.

The wrist: no, the character has hand bones, but it only affect weapon rotation.

The body segments: Pelvis, Spine1, Spine2

mainly add stairs of west and east direction, with some small issues fixed.

Much thanks!

My twitter: https://x.com/cainos_chen

Yes.

The water is made using shader.

yes

Not customizable, a single sprite per building

Hello, the tilemap of the shadow is slightly offset.

Normally the Tile Anchor should be (0.5, 0.5, 0)

Hello, it is just a warning not an error.

You can just simply ignore it, or find "ASE Sprite Shadow Mask - 2D Lit" in "Shader" folder and delete the follow line:

CustomEditor "ASEMaterialInspector"

I would later post an update to fix this.

Hello, the color you see in the demo and screenshots has gone through post processing.

I would like to keep the raw textures to appear greyish so there is more room for post  pocessing inside game engine.

If you want the color to be brighter inside Photoshop, just apply a Hue/Saturation to it and bring up the Lightness and Saturation.

Sorry, I used too many Unity features in this asset, making it very hard to be ported to other engine.

Hello, extracted textures as png are already included in the file.

Hello, licence info added. it is the same as my other assets.

If you mean can it be used in a commercial game, then YES.

Yes

Yes, just put a link to this page in the description or something.

Sorry, i am unable to do commission works.

yes

Hello, please check if your the sprite of your prefab's pivot is at its bottom.

And at the [Sprite Render] of that sprite, the [Sprite Sort Point] should be set to [Pivot].


Also in [Project Settings/Graphics] :

Set [Transparency Sort Mode] to [Custom Axis]

Set [Transparency Sort Axis] to [0,1,1]

yes, that is it.

hello, it is better to use the props as normal sprites rather than putting them on a tile grid.

Hello, it is OK.

oh.... that's gross.

thanks for telling me

hello,

sorry, i am unable to to commission works.