Thanks, hope they're useful!
MattWalkden
Creator of
Recent community posts
Hi,
The license grants you permission to distribute as a component part of an artistic or commercial work the assets in the purchased ZIP archive.
This includes any modification or adaptation of these assets for that purpose.
No attribution is required (but is always nice!). I realised that the license agreement was missing from the archive (!) so I've updated the archive to include it.
The full license text is:
- Permission is given to distribute as a component part of an artistic or commercial work the assets in the archive named “Explosion Pack Upload 18-12-23.zip”.
- You may not sell, rent, license, sublicense, distribute, redistribute, give-away or make available (in any other way) the assets alone or as part of any asset collection.
- You may modify or adapt the assets for personal and commercial use as detailed in section 1. You may not sell or distribute modified versions of the assets as detailed in section 2.
I have a free asset pack available with some unit graphics that you might find useful: https://mattwalkden.itch.io/fantasy-battle-pack
Thanks!
I've got a small update in the works to add ruins, new buildings and farm land. Once that's out of the way I've got plans to address some formatting and tile arrangement issues and I can look at the legacy tile set as part of that. In the meantime you can always overlay tiles and export them in any image editor that supports layers and produce your own merged tiles that way.
Thank you!
I am planning character sprites and other locations, the first of which will be a snowy village, as well as adding features to the current village interiors and exteriors. The first thing on the list is to add a few things to the interiors that I didn't manage to get done for the initial release like carpeted stairs and features for shops. I'll be posting devlogs about these new features and asset packs as I'm working on them.
Hey, thanks!
In the mockups I did the timing for the dust animation has the last few frames displayed for longer than the first few. The "Dust-duplicate..." sprite sheet repeats some of the frames in the sprite sheet so you can play back the animation with this original timing without having to adjust the timings in code or scripting.
(although the animation looks fine with all the frames displayed for the same time anyway...!)
Hi,
There's a folder in the zip file called "NoAlpha" which has versions of all the tileset layouts without alpha blending, just fully opaque or fully transparent pixels. You can use these to make a bitmask by filling in the transparent pixels with your 0 value colour and all the solid pixels with your 1 value colour (or the other way round, depending on how you're doing things).
The shadows that are designed to be drawn with transparency have the RGB value #664d8b (102,77,139), so if you're doing alpha blending through bitmasking you can fill all these pixels with whatever value of greyscale you want depending on how transparent you want the shadows to be (I used 0.37 in the tileset).
Hope this helps.
- Matt