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Marumugi4510

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A member registered Oct 06, 2022 · View creator page →

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I would appreciate it if you could wait patiently. Good luck with your project using 8-bit graphics—I’m rooting for you!

Yes—once “SV Actors” is finished, I’ll probably start working on tilesets around April.
At first, I plan to create exterior tilesets for towns, villages, castles, and similar locations.

Thank you very much! That really encourages me.

Hmm, I don’t have any plans at the moment. I’ll keep it in the back of my mind.

It becomes 16 × 16 px. I prepared the “x1” version because I thought it might be easier to use in other game engines, so it actually can’t be used in RPG Maker MV or MZ. (Although maybe some of the assets might work in MZ?)

Thank you so much for your warm words!

This month, I really feel that it's especially important for me to manage my own condition.

Thank you for the encouraging words!! By the way, I was able to wake up early today. Alright, let’s do this!

Thank you for your kindness.
Taking breaks really is important! I personally want to start working on the map as soon as possible, so I tend to get impatient — but in order to put even more heart into the asset pack I'm working on now, I plan to move forward while taking proper breaks.

Thank you for your purchase!

I’m sorry for causing confusion. The reason comes from the specifications of RPG Maker.
Monster images each exist as separate files, so each file name uses the name of the individual monster.
On the other hand, walking graphics and face images are sets of eight characters in a single file.

I also thought this could make it difficult to know which walking graphics correspond to which monsters, so as a workaround I decided to add the initial letter(s) of the corresponding monster names to the end of the file names.
For example, a file named “Ch_Monster06_CD” means:
“This file contains the monsters whose names start with C and D.”
A file like “Ch_Monster_d03_DG” means:
“This is a damage graphic that includes monsters from those starting with D through G.”

At the moment, this is the clue you can use when searching for the corresponding files.

You're welcome!

Clip Studio Paint also has all the tools you need to create pixel art, so I do think it would be nice to have an indexed color mode too.

That said, I doubt there are many situations in modern game engines where they only accept indexed colors.
Times sure have changed.

Thank you!

Thank you very much! It really encourages me.

Thank you! I can’t wait either — stay tuned!

Indeed, the term “9-bit colors” can be confusing.
It’s really just about the number of colors.
Anyway, it seems we understand each other now!
Well then, please look forward to it!

Thank you very much!

As for the MEGA FANTASY series, there are plans for it.
Once I finish releasing the SV character materials, I intend to start working on the tileset materials.

However, I’m sorry to say that there are currently no plans for 9-bit assets.
Or rather, could you tell me what exactly a “9-bit asset” is?

In my own personal definition, the “8-bit Retro Graphic Materials” I created can be described as “graphic materials that resemble those produced by game consoles equipped with 8-bit CPUs.”
In that sense, the MEGA FANTASY series could be considered “16-bit Retro Graphic Materials.”

I apologize if this has caused any confusion.

Of course!

Thank you for your comment.
I’m not sure if this answers your question, but…
The contents included in this material collection are as listed under “Contents.”
Is there anything specific you’d like to know?

Glad you think so!

Thank you! Please look forward to it.

Thank you very much. Please do give it a try!

Thank you for your understanding!

Thank you very much.

I’ll probably start working on the tilesets around the beginning of next year.
When I say “tilesets,” it will actually be multiple asset collections.
So far, the plan includes:

  • Exterior and interior tilesets

  • Dungeon tileset

  • Field tileset

  • Vehicle tileset

Depending on the volume, the “exterior” and “interior” might even be split into separate collections.
Please stay tuned!

Thank you very much.

Yes, regarding the issue of lines appearing at the edges of images—although it’s not perfect, I’ve managed to come up with some tricks to make them less noticeable, at least for a few of the more prominent animations!

Consistency really is a crucial point.
There’s still a long way to go, but I plan to keep creating map assets in this style as well.

Please look forward to it!

Thank you for your purchase! Once I finish creating all the materials for the MEGA Fantasy series, I might consider it, but I can't promise anything yet - thanks for the interest!

Thank you. Looking forward to it!

Thank you very much! Please wait patiently.

Thank you very much! Even though it's progressing at a turtle's pace, I'm making steady progress, so please look forward to it! Good luck with creating Sword Lords. I'm rooting for you.

Thank you very very much!

Thank you. It takes several months to complete each asset collection, so during that time I want to reassure people that I'm actually making progress on it.

I completely agree. FF summons have become increasingly over-the-top in their presentation to the point where it's tiresome to watch. Even RPG Maker MV and MZ's default magic effects feel a bit too flashy. Don't worry though - compared to those, mine are quite modest!

Thank you!

Thank you very much! I think we'll probably be able to release it in September, so please look forward to it!

Fire Emblem! I see, it's definitely a top-down view. In that case, the tileset materials I'm planning to create in the future might be useful! To be honest, I think it will still be a while before I start working on tileset production (probably around six months from now?), but I'd appreciate it if you could wait patiently.

Thank you very much. Tactical RPGs are the ones with that diagonal, top-down perspective, right? Hmm... I think I'll eventually get around to creating tilesets as well, but since they'll need to conform to RPG Maker specifications, they'll be top-down 2D tilesets...

Yes, it is possible with Aseprite!  

Select “Sprite” from the top menu, then select “Sprite Size.”  

Next, set the Width and Height values to 1/3 of the original values, as shown in the image. (We recommend turning on “Lock Ratio” for this step. When you enter either the Width or Height, the other will be automatically entered.)

Note that while you could set this using percentages (33.33%), we do not recommend this method as it may result in slight numerical errors.  

Additionally, set the method to “Nearest-neighbor.”  

Thank you!


The monster designs included in this asset pack are the same as those in the "MEGA FANTASY Pixel Monster Pack," though with slightly different color schemes. So if you're looking for walking sprites of these monsters, please consider purchasing "MEGA FANTASY Walking Monsters & Faces"!

This asset was created from the beginning with optimization for RPG Maker MV and MZ in mind, so I don't have the original resolution data stored. Of course, during the work process, I initially created it at the original resolution and then stretched it to the size optimized for MV and MZ. However, I searched for the data before stretching, but it wasn't found.

So, I apologize, but if you need the original resolution, I would appreciate it if you could handle the reduction process yourself.

My email is marumugi7@hotmail.co.jp.

All PNG files included in the asset come with TXT files of the same filename. These TXT files contain the names of each tile, and when using RPG Maker MV or MZ, this information will be displayed in the bottom left corner when you hover your cursor over tiles in the map creation screen. As for information, that's about all there is.