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Mega Tiles

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A member registered Jan 04, 2021 · View creator page →

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Hey, no worries at all! We totally understand your position as a customer, and we'll work on ways to communicate better if something comes up. We have a fix for the preset color issues done as well, we just need to work on a problem on linux build, and we'll release a new version that finally addresses the major errors in 1.2!

Hi! The export feature is implemented, but there could be a few issues with your folder permissions. In that case, we suggest running the app as administrator (right-click on the executable and select "run as administrator" on Windows). From there, we recommend creating a character just to test things (you can hit random, for example, the dice button), then click the following icon in the top right bar:

Clicking that button should open the following window:


Click on "Export Single Character". Once the button is green, it means that the operation is a success. Next up, click on "Open Output Folder", right next to it. It'll default to the root folder where the software is located.

 

Inside the folder "Character Gen EX_Data", you'll find the following folders (highlighted in the picture):

"Output_Battler", "Output_FaceSet" and "Output_Sprite" are the export locations. You should find the exported sprites there. We hope this helps somehow! And please let us know if you find any other issues.

Thank you! I know it took us long enough, but we're here again!

Currently 23 (villagers, dresses, traveller's clothes,  rogue clothes and armor types) if we count the variations for the armors.  For example, some armors have only a single shoulder pauldron, either on left or right side. Others have no chainmail, etc. We're thinking of making mages robes next, then some straw hats and also some helmets as well.

Thank you so much for reporting the problem to us! We'll look into what's causing this and how to redeploy for Linux soon.

 We can attempt to set up a system where you can control part opacity. or toggle its visibility? Of course, we cannot make any promises yet, as we need to figure out if the new color method will work nicely as we intend it to first, but I don't believe it's outside the realm of possibility if we take it into account from the start.

And thank you!

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Apologies for the lateness in responses. We realize the communication has been extremely lacking on our end, and we're sorry for that.

We've just made an update for 1.2 (and this subsequent devlog!), and we're studying an overhaul for 1.3 that streamlines this process. The software still needs to improve before we're confident with it, but half the battle is finding ways to mitigate our communication issues. We'll see what we can do in that regard.

And we'll try to do our best going forward!

Apologies for the lack of swift responses, the crossgrade page had a duration of exactly one year, and it ended up expiring. We've renewed it just now.

Apologies for the lateness in responses! We've recently made this devlog addressing a new update!

Apologies for the radio silence, and thank you very much for the concern! Life did get in the way, but we've also been extremely remiss in our communication. We've madethis devlog detailing some important things as well, some explanations and of course, news about the update!

That's our goal, really, because as it is, the editor itself already works out of the box, but if the process is not accessible, then it feels a little moot (and also excessively difficult for us as well). Encouraging users to add their own spin on things or even just edit existing assets to their preferences will be a very welcome addition for everyone, I'm sure. 

Thank you for your genuine concern. We really appreciate that! Life did get in the way a bit (both professionally and personally), but on the bright side, we still want to keep this project alive. Tiny Tales has grown quite a lot and we have many packs in mind (some in production, some in paper). We'll see how things go first before making bold claims, of course!

Thank you for the kind words! We're considering how to approach communication in a way that works for everyone and keeps you guys posted!

Thank you for the kind words and the continued support! We hope to bring even better products in the future!

Thank you, and honestly, that's totally fair, and we apologize for the radio silence in that regard.

We're considering ways to fix this preset editor right as we speak, as well!

As for adding new things, one of the main challenges is legitimately how convoluted the export process for parts is in that regard...So if the recode for 1.3 works smoothly, then adding new art will be more accessible - not just for us, either, but for users as well, and that is going to be our main focus, before shifting back to adding more content.

Thank you!

Please send us an email to tinytales@mechwolfpro.com and we can continue the conversation there. Thank you!

Yes, unfortunately. We apologize for the inconvenience.

Hi! Yes, we've sent the email a few days ago. Maybe it went to spam folders?
If you cannot locate the email, you can try to acess this link: Tiny Tales: Pixel 2D RPG Character Generator EX by Mega Tiles
On the very top of the page, you should be eligible to claim a free copy as long as you own the old character gen. Please let us know if this doesn't work, and we'll figure something out. Thanks!

Hi! Could you kindly clarify the bundle that you may have participated in Humble Bundle? If it's the latest bundle (Tiny Tales Treasure Trove), then the HB library should already provide you with a link to claim this product here on itch.io

If  its  any older deals, then we're afraid the new product isn't available for those, as they didn't have the product key options. We apologize for the inconvenience in that case.

Hi! We delisted the old editor since the new one went live for the old customers, to prevent people from buying the discontinued one. That ended up delisting the topics as well. I created a new setting to display the pages again while preventing people from mistakenly buying the discontinued one. My apologies, you should be able to see the replies now!

Can you run another attempt? We've tried a second fix. Thank you!

Can you try again? We published the asset in a delisted form now. It should make you be able to claim it while preventing it from appearing on itch.io general search. if this does not work, we'll publish it entirely - we're refraining from doing so until we can finish the devlog detailing the update status, etc.

No as that would be a brand new asset that is 100% yours. Derivative is merely picking the source material (as in, the parts of the paperdoll) and making a small edit for a particular purpose.

Hello! We fixed the link, it appears we had a minor issue with the sale conditions. Should work as intended now.

Please, try again now! We apologize for the inconvenience. It might be fixed now. If not, we'll generate another email with a brand new link!

Thank you for providing an approximate response to the commenter above, we appreciate it!

Your response is perfectly accurate as well.  One addendum is the fact that part numbers corresponds to the color index rather than the zOrder. zOrder is fixed in Unity Editor, but we will later release a priority number to display to users what goes in front of what and why.

Thank you for kindly explaining this for us, we truly appreciate your help!

Yes, custom parts creation is possible from the get go! We're working on the manual, the process sounds a little convoluted but has an internal logic to guarantee the maximum color customization possible.

Sadly, they're pre-combined because of two tone color settings, such as colored bangs, etc. We decided against doing parts separation to avoid issues of the randomizer doing poor combinations on its own. The artist also tries to add a couple of anti-alias fixes where possible when pre-combining, so it's a matter of maintaining harmony. We apologize for the inconvenience.

Hi! We apologize for the long wait in responses! We've had a few setbacks we'll explain soon in a devlog, with properly detailed explanations. Most of it has to do with art exports than art proper, the process is tedious and needs to be done correctly or else, the art bugs out. Other than that, the artist also had a bit of issues with the art itself.

The app portion is done and fixed, thankfully. We'll display a new feature in the devlog!

We don't have a discord server but we can consider creating one if the demand is high. We're just spread too think for proper moderation, but we'll see what can be done.

Thank you so much for your understanding and patience, and we apologize for the poor communication.

Hi! We apologize for the long wait in the replying. We've been a little overwhelmed in the past weeks.

Main key differences is that we include battlers and portraits now, as well as better color selections. It makes customization much better and allows for better designed NPCs as well.

For those that don't own this software yet, we don't have a launch window just yet. We'll have to play by ear as we severely underestimated the work it takes to produce a massive quantity of assets.

Thank you so much for the interest, and we apologize for the long time it took to respond!

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Our apologies for the wait in the responses! We'll be sending an email with the free claim sales soon!

Huge apologies for the wait! We'll send the emails so you guys may test 1.1.

We'll discuss the status of the new launch of the software in a devlog soon as well!

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Huge apologies for the long time it took us to respond!

For the character animations, mostly walking for the map sprites.

For the battlers, just facing one direction for now because of the way the paperdoll parts are baked into the texture. We can try to think of a way to make flipping possible, but it's definitely not a feature that we can guarantee at this time.

On the release window: The artist got several personal setbacks in these last weeks.

1.2 has a new character preset feature, that is tested, finished and confirmed to work 100%. We'll display a new video as soon as the release is good to go!

I understand. If you own the old editor, you can have access to it. We're hesitant to launch the app as is without the 1.2 release because it could generate unnecessary confusion.

We'll try to keep the communication channels open as much as possible, even though we have been a little quiet this month. Huge apologies for the wait and lack of communication, and thank you for your kindness!

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Hi, developer here!

Our lead artist had a few issues with the art side of things in the past few weeks. We're working out some details. We're working on a devlog for the new gen detailing a couple of things to inform of the actual issues.

We decided to send out emails to everyone who owns the old generator anyways, regardless of the upcoming update, since there is no reason to make you wait any longer. We sincerely apologize for the lack of communication.

Hey! Sorry, we're finalizing the 1.2 update and decided that we'll be releasing the program here alongside the 1.2 update. Should be up in the next couple of days. The good news is that it'll come with even more features and graphical parts!

Thank you for the comment, all very fair questions!

  • This is a known display bug. Next update we will correct it properly, and we truly apologize for the inconvenience and confusion it has caused.
  • You can utilize the Itch.io App to keep your files updated to the latest versions! We also e-mail our users to let them know whenever a new version is out (for those that do not wish to utilize the app).
  • Currently, we don't have a proper editor settings menu. We'll study the best way to implement one. For the time being, if you hit Alt+Enter, it should make you enter windowed mode, and you can resize the window to whatever size you prefer that way.
  • Custom made assets are the property of their authors. They can create their own licenses (if distributing), or choose to keep their custom assets for their own use. The license pertains only to the base software and the official datapacks we provide. Making minor edits on the default datapack does not count as new custom-made assets under a different license, however.

We hope this response has been clarifying. If not, please let us know!

Our apologies for that! We will properly build a version for Linux in the next release (1.2), so for now we'll remove the Linux icon from the app download. We apologize for the confusion caused by this!

Hi! Yes, we do have plans to add more weapons for our SV battlers. We're currently trying to figure out the best way to go about it, likely including a base pack with this generator for a future datapack update.