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MattWalkden

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A member registered Dec 14, 2016 · View creator page →

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Hi, sorry for the late reply. The tiles are 16x16 pixels and the sprites are designed for a 16x16 grid but have a frame size of 32x32 pixels to allow for attack animations / movement / taller sprites etc.

Hi, as a rule I'm not doing commissions based on my asset packs to avoid overlaps or conflicts with plans for future updates or assets. I am working on a paid expansion to this free pack that will feature new units (literally working on them this afternoon!) and if you've got suggestions or requests for things you'd like to see in the future I'll take those in to account when planning future stuff.

Thanks Dustin, it's been a while! Are you still making games?

Hey, I’ve got a few updates and a new asset pack in the works but I haven’t had much time to work on my own stuff recently. I’ve not got a set timeline but here’s a quick rundown of what’s coming.

First there’ll be an update to the free Fantasy Battle Pack with mounted units which I’m aiming to get released in the next month or so, followed by a paid expansion to that pack with promoted unit types.

After that I’ve got the volcanic update for the Overworld to finish. The Snowy Village was going to be a new asset pack originally but that will come out as an update to the existing Village pack.

After that I’ll aim to get a new asset pack out but I haven’t decided on what that will be yet. Dungeon tiles would be cool but I’m also thinking about spell effects, RPG battle backgrounds, and a desert village tile set.

A fantasy themed pixel font family with 8x8 and 16x16 fonts. Monospaced variants. 8x12 / 16x24 versions with more room for descenders and accents, etc.

TTF, OTF and web font formats.

Everything you could want from a pixel font, please take a look!


If you go through the contact page on my website, that goes through to my e-mail: https://www.mattwalkden.com/contact :)

Thanks! I've got more things planned, new packs and updates to the current ones, so hopefully you'll see something sooner rather than later.

Nothing up at the moment, it's something I've thought about before but it's a case of finding the time!

Hi, I'm not sure the TMX would help you as a this point it's a mess of me pasting the new tiles over the top of every time I update the tile set! I also tend to do everything by hand instead of using the auto-tiling and probability features in Tiled, although the tileset is designed to let you use these features. In future updates I'll look at including some templates to make getting started easier. In the meantime I can give you a break down of how I go about building up maps though.

I pick a base biome depending on what the most common terrain type will be for the map - usually grass or wasteland. Other biomes are added on top in separate layers, they're designed so they can overlap each other in different ways. If I'm using the multilayer tiles then water is usually the top biome layer because the shore tiles can overlap all the other terrain types. Then I add layers as needed for smaller details like trees, roads and rivers, structures and mountains.

For the single layer version of the tiles, you can build this up on a single layer or use multiple layers for easier editing and flatten at the end.

If you want to use auto-tiling there's a reference image showing how the tiles map to Tiled's corner based auto-tiling algorithm. There's many different ways of doing this depending on what works best for you. For the multilayer tiles I usually make a terrain set where the edge of the biomes transition against a "null" or empty tile and fill the biome layer with this null tile so I can draw in the shape of the biome on top of this. Then for "sub-biomes" (e.g the lighter grass, trees on the single tile layers, cobble stone or paving) I have these transition against the base terrain type so I can draw these in on the same layer. Trees can autotile, but mountains are placed by hand and have a repeating pattern (this is another thing I'm looking at making easier to use in future updates).

The tile set isn't designed to allow for transitions between more than two terrain types in a terrain set as it would be unworkably large.

I hope this helps you get up and running!

- Matt

Just released today and on sale at 50% off for launch week!

A hefty set of modular components for building screen filling pixel-art shmup bosses, with a beam laser and animated bullets thrown in for good measure. All loving hand pixelled for maximum chunkiness.

Mix and match cockpits, wing components and fuselage sections with size and colour variants for all assets.

Here's a few examples of how everything fits together to spark your imagination:

If we're thinking of the same tiles the ones with shadows are cobbles and the ones without shadows are paving. Hope this helps!

Hi, I can't guarantee I'll get round to it but if you have anything you'd like to see let me know, I take requests and suggestions in to account when I'm thinking about future updates and asset packs. I am planning a small update to this free pack in the not too distant future to include mounted units and a couple of unarmed villagers.

Hi, I don't have a Tiled implementation for the current version of the tileset. I'm in the process of putting together an update to make it much easier to use the tileset with autotiling systems and specifically for use with Tiled and I'm aiming to have this finished by early January at the latest.

The third image on this post shows how terrain tiles in the update will map to Tiled's edge based auto-tiling:  https://mattwalkden.itch.io/rpg-overworld-tileset/devlog/800175/update-on-the-up...

The current version of the tileset is missing inside corner edges but is designed to allow you to substitute solid terrain tiles for these and it contains versions of all the other tiles needed to create an edge tile set.

I hope this helps out a little in the meantime.

The update is coming soon, I promise! All that's left is to animate some new water tile variants and do some checking to make sure everything tiles correctly. I'm aiming to get it finished by the end of the year / early January at the latest. Feedback and checking out the updates and new asset packs whenever they roll really helps out, and it's always nice to hear what people are up to with the assets.

Production buildings would make a nice addition, I'd have to think about how to implement them though... As for civilian / non-battle units in the style of the Fantasy Battle Pack, In the short term I was planning a small update to the free asset pack with mounted units but long term other asset packs with units / characters in the same style is one of the ideas I've been kicking around - but nothing concrete on that yet...

Hey, I don't have a Tiled set-up but I'm working on an update to make implementing your own much easier: https://mattwalkden.itch.io/rpg-overworld-tileset/devlog/800175/update-on-the-up... . The update has taken longer than I'd expected but it's almost done, I just have to animate some new water tile variants.

As well as fixing the existing tiles for auto-tiling and restructuring the tile set for easier general use I'm going to put together an alternate version of the tile-set for single layer editors.

So all this is coming soon (the next month or so) but in the meantime with the existing tiles the best way I've found to work in Tiled is to have a base layer for grass, a layer for biomes (wasteland, snow, desert, sea etc.), a layer for sub-biomes (long grass, deep snow, deep water etc), and a layer for other features (mountains, buildings, trees). You can use multiple extra layers to overlay different elements too for more variety and more organic looking maps.

They use a mix of edge and corner based connections at the moment. They're designed to work with multiple layers (I usually have a grass layer for the base, a water layer, a layer for other biome types and then a layer for trees + buildings and other features). I've got an update on the way which I'll aim to get finished before the end of the year which will re-work the ground tiles and trees to work with most corner based auto-tiling algorithms as well as composite tiles for single layer editors. I'd hoped to have it finished by now, but it's not long off!

Hi Daniel,

Thanks for letting me know! I've actually been following how your game's been coming along over the past year or so but I hadn't seen this latest update. I used to have an A1200, it's the machine I first really started learning pixel art on, so I'm always keeping an eye on the Amiga scene. I worked on a bunch of little AMOS games with friends back in the day but we never managed to release anything, so it's exciting to see some of my work in something this accomplished!

Best of luck with the game.

- Matt

There's an inside and an outside corner to the shoreline, so you can create a 2 tile thick diagonal line with those. I'm not sure what you mean by checkerboard, but the tileset doesn't allow for alternating land-sea-land-sea tiles. It would be land-shore-sea-shore-land-shore-sea-shore. Hopefully that makes sense!

I just did a quick count and I got 14, it might change from ship to ship but in all cases it's less than 16 and outside of the fuselage colour variants they all share a common palette.

I'm aiming for end of September / start of October.

Thanks! The big changes are the way the tile-set is formatted and organised which will hopefully make it much easier to use (and easier for me to update in future).

It's still on it's way, I've ended up adding alternate tiles for terrain edges which has led to me needing to animate extra variations of water tiles etc. I've reworked the trees for auto tiling as well. The end result is you'll have the option for much more organic looking landscapes but still in keeping with the current clean style.

It's a subtle change but it makes a big difference and I'm really happy with the results. I'll do a dev blog post previewing all this when I'm at the stage of polishing up and doing consistency checks. My current plan is to have the update out some time in September.

Thanks, there's always more packs planned, but I want to get this and some updates to the current packs finished off first!

They're pixel art assets, so if that's the style of your visuals they should fit in. There'll be big and small versions of most of the vehicle sections and you'll be able to arrange them in ways that cover a wide range of sizes of ship.

The game looks cool. I can see the robot insects from the robot pack knocking about in some of the screenshots...!

Thanks! There may be more explosions soon... I'm working on some stuff!

The tiles are in a .PNG image format and are 16x16 pixels in size so they should work with the vast majority of engines. RPGMZ supports 16x16 tiles in .PNG format so you should be fine.

Thanks, hope they're useful! 

I don't plan on doing this in the immediate future, I've been leaving implementation up to users. I am currently working on an update to make the tileset easier to use with auto tiling algorithms though.

Thanks Zane!

They're orthogonal. There are a few isometric versions of the base tiles which were made for the UI (see bottom left in first image) and these do tesselate but they have black borders.

Hi. Yes the assets can be used in commercial projects. The full license agreement is included in the zip file.

It's made from the tiles that come with the asset pack. It was put together using Tiled (map editor software) and it's designed so that the top and bottom and left and right sides match up so it can be repeated.

Hi. Yes, that's covered by the license, glad you like the fonts!

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:

  1. 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”.
  2. 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.
  3. 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.

Hey, attribution isn't necessary but it's always nice. Good luck with the game! 

Hey! My next planned update is going to be to tweaking and reformatting the tileset to make it easier to use with auto-tiling algorithms but after that I want to add more features and biome types and a lava biome would be cool...! 

Looking good! Cool to think about my sprites being pushed about on actual Amiga hardware.

Cool! I managed to fill the whole screen with little guys...

There isn't a Tiled setup included currently but the tiles will work with corner based auto tiling. I'm planning on optimising the tileset and including variant versions for edge and corner based auto-tiling methods in a future update to make creating your own setups easier.