16x16 base tile grid. They can be used in any engine.
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The set is designed to be very flexible, so its hard to list off every possible setting, especially if you are creative with the tiles. Still, I'd say that the tilesets cover the basics for:
General nature tiles: park, forest, mountains, river, swamp, beach, etc
Town exterior: town, city, suburbs, farm, church, beach, docks
Interior areas: houses (living room, dining room, kitchen, bathroom, bedrooms, etc-- ), stores (grocery/general store, clothing store, vending machines), offices, fast-food place/diner, casino, cinema, school, church, tech labs, hospital/doctor
Dungeon: caves, mines, temples, sewers, science lab
I hope that helps.
Sorry for the delayed response, I'm not good at keeping up with the comments XD
Thanks!It's for the best that you broke it LOL-- the final section was rushed before the deadline and unbalanced-- way too difficult and not in the god way-- you can consider it beaten lol!
Thanks for playing!
I don't have anything set up for the passability now. Other people are using the sets though, so you can probably find somebody willing to share a screenshot of their settings on the rpgmaker forums or on discord.
As for the PDF, if you email me I can send it to you as an attachment. There's not much to it, but I'll be happy to send it to you.
1. it's not a one-for-one, so every individual thing might not be replicated exactly, but it does have all the same general locations, themes, etc-- but with more variety.
2. it's not available right now. if you're really interested you can email me and we can work something out directly.
Not exactly. These are made to be better than the original Old School modern, as an expanded remaster. The color palette is different and the characters are in a new style. Most of the material from the original Old School modern set is here, recreated in the new Omega style.
But they do use the same base tile size, so they can work together without any problems. It just might require a little bit of editing in order for the visuals to match, mostly by color scheme.
I hope that makes sense. Thanks!
Each character has the following animations:
- Idle (Empty-handed)
- Idle with Weapon
- Attack 1 (Regular)
- Attack 2 (Strong)
- Victory Cheer
- Magic Chant
- Shoot Arrow Bow
- Hit (Take Damage)
- Crouch (Eyes Closed)
- Use Item
1. They'd work best in a side view setup; for battle backgrounds I normally make them by making maps out of the tiles and usIng that as an image.
2. I imagined them as teenagers; you can use them however you want!
The license is very open. Edits are welcome, no engine restrictions, and OK for commercial use. In short: you can do pretty much anything other than redistribute the assets directly.
You can find the full legal text here: https://www.gamedevmarket.net/terms-conditions/#pro-licence
This is an entirely new style, so it's not designed to work with Time Fantasy. The only parts that would really work would be maybe the icons, or stuff like that.
But don't worry, Time Fantasy is getting its own modern-themed expansion soon too!
I'm not sure what the problem is. The current version should be the updated one and it's replaced the old version, and it is included in the bundle. The update isn't a separate purchase.
If you bought it by mistake in duplicate, send an email to support at itch.io and they can handle the refund since they deal with the purchasing end of things.
I hope that helps. Thanks
The hero battlers are for a Side View system. They have standard animations that would be expected for that type of rpg system- attack (with weapon), cast magic, take damage, crouch for bad status/low hp; victory dance; dead... there's also a variety of weapons that can be overlaid on the attack sprite animations.