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SakPix

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A member registered Nov 20, 2025 · View creator page →

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Hi Max,

Thank you so much, really glad you're enjoying the art, and welcome to game dev!

To answer your question: the assets are individual images with a transparent background, meant to be used and rescaled one by one rather than as a pre-made tileset/grid. That's why plugging them straight into a tile map editor causes issues, tile map editors usually expect a fixed grid where every piece is exactly the same size and perfectly aligned, and these pieces aren't built that way. They're meant to be placed and scaled manually, piece by piece, which is exactly how those floating island backgrounds and similar scenes were put together.

Here's a quick guide depending on what you're using:

**Unity**

1. Set "Texture Type" to "Sprite (2D and UI)".

2. Set "Sprite Mode" to "Single" (not "Multiple").

3. Use the same "Pixels Per Unit" across all pieces so they scale consistently.

4. Turn on Grid Snapping and place/arrange pieces manually in the scene, using Sorting Layer / Order in Layer to control what's on top.

**Godot**

1. Import each piece as its own texture (skip auto-slicing/AtlasTexture).

2. Place pieces manually as Sprite2D nodes rather than through a TileSet's autotile system.

3. Use the grid/snapping tools in the editor to help align them by eye.

**GameMaker Studio**

1. Import each piece as its own separate Sprite.

2. Place them manually in the Room Editor rather than through a tile layer built for uniform tiles.

**Construct 3**

1. Import each piece as an individual Sprite object.

2. Position them manually rather than through the Tilemap object's grid import.

On top of that, here's a tool that should make cutting/organizing pieces a lot easier: https://yeoji.github.io/spritesheet-cutter/

Feel free to reach out if you get stuck putting a scene together, happy to help!

Best

Sakpix

Hi! Thanks for your comment. These characters are made as a base library, designed exactly so they can be animated or adapted (idle, attack, walking, magic cast, etc.) and given that perfect touch for each project's needs.

If you're interested, feel free to reach out to the email on my profile and we'd be happy to animate them for you.

Cheers!

Hi MrAlex117,

Thanks for asking! The visual presentation elements of the pack are AI-generated, and the assets themselves are manually retouched and AI-assisted.

Thank you for asking respectfully!

Thanks so much for your comment, PIXEL_1992! Really glad you like the pack. If you have any ideas for future icons, please feel free to let me know — all suggestions are welcome! 🙌

Hi gose-dev, thanks for the question!

I use AI as support only for visual elements like the cover, banners, and background. The characters, however, do have manual intervention from me (design, adjustments, cleanup, etc.), so I have full control over them and the capability to animate them, in fact, I've done it before.

Hi! Thank you so much for your comment and for giving the bundle a chance 🙏

I completely understand your concern, and I'd like to explain the idea behind this pack: it's a very large character library at a very low price — currently over 250 characters. The goal is that, instead of offering generic animations that probably wouldn't fit the style of your project, you can pick the character(s) you like most, and from there we can work on animations that match your game's specific style. That way the result is much more useful and tailored than a "one-size-fits-all" animation set.

That said, I understand this may not have been clear from the description, and there's absolutely no problem if you'd prefer to request a refund — you can do so directly through itch.io without any issue.

Thanks again for trying the bundle and for your honest feedback. If there's a specific character you'd like to see animated, let me know and I'll be happy to keep it in mind 😊

Hey Nick, thanks for the feedback! This pack is meant as a library of base models rather than a fully animated character set — the idea is to give you a solid, ready-to-rig foundation. If you need running, kicking, or any other animation states, feel free to reach out to me directly and I can help you add custom animations tailored to your project, so you get a distinctive result instead of generic stock animations.

Hi! Thanks so much for reaching out 😊 To give you a fair quote, I'd need to understand the full scope of the project first (number of assets, style, level of detail, animations, etc.), so I'd prefer if you could email me the details at the address on my profile. Once I have that info, I'll be happy to send over a quote and we can start talking numbers. Looking forward to possibly working together on this!

Hi wbxien1234! Thanks for the extra context — let me expand on this a bit.

First, a quick reminder: all the assets in the pack are delivered with a transparent background and are designed to be flexible base resources, easy to rescale for different resolutions (16×16, 32×32, 64×64, etc.), so you're not locked into one specific tile size.

Now, about your sprite sheet: you don't need to scale the PNG down — that's exactly what's causing the blurriness. The 1254×1254 file is a sprite sheet already containing many individual tiles at full resolution; you just need to slice it, not shrink it. Here's a quick tutorial depending on which tool you're using:

🔹 Godot

  1. Import the PNG at its original resolution (no resizing).
  2. Set the Filter to Disabled/Nearest in the Import tab, then reimport.
  3. Create a TileSet resource → add the PNG as an Atlas Texture source.
  4. Set Texture Region Size to 32×32, and use Margin/Separation if there's spacing between tiles.
  5. Godot will auto-slice the sheet into individual tiles with no quality loss.

🔹 Unity

  1. Import the PNG, set Texture Type to "Sprite (2D and UI)".
  2. Set Filter Mode to Point (no filter) and Compression to "None" to keep pixels crisp.
  3. Set Sprite Mode to "Multiple", then open the Sprite Editor.
  4. Use the Slice tool with a Grid by Cell Size of 32×32 (add offset/padding if needed).
  5. Unity will generate all individual sprites automatically — no manual resizing needed.

🔹 GameMaker Studio

  1. Import the PNG as a Sprite.
  2. In the Sprite editor, use "Edit Image" → Grid settings to define a 32×32 grid overlay for reference.
  3. Alternatively, use the Sprite Sheet import option if splitting into a Sprite Strip, entering 32×32 as the sub-image size.
  4. Make sure Interpolation is turned OFF in the sprite's texture settings to avoid blur.

In all cases, the key idea is the same: keep the original resolution, slice using a grid matching your tile size, and disable texture filtering/interpolation so the pixel art stays sharp.

If you let me know how many tiles are in a row/column of the sheet (in case there's spacing between them), I'm happy to help you get the exact values! 🌱

Hi wbxien1234! Thanks for your purchase and for your question 😊

The assets in the pack are delivered as PNG images with a transparent background, organized by category (tiles, decorations, characters, etc.). They're meant to be flexible base resources that are easy to rescale, so you can use them in projects with 16×16, 32×32, or even larger tile resolutions, depending on your needs.

Here's a quick guide for importing them into Godot:

1. Import the PNGs into your project

  • Copy the assets folder into your res:// folder (for example res://assets/tileset/).
  • Godot will automatically detect them and generate the corresponding .import files.

2. Set the texture filter (important for pixel art)

  • Select the images in the file panel.
  • Go to the Import tab (next to Scene).
  • Change Filter to Disabled (or "Nearest" depending on your Godot version) to avoid blurriness when scaling.
  • Click Reimport.

3. Create a TileSet

  • If you're using a TileMap, create a new TileSet resource.
  • Add the images as an Atlas if they come as a single sheet, or as individual tiles if each piece is a separate PNG.
  • Set the cell size to match your actual tile size, which in your case is 32×32 px.

4. Scale without losing sharpness

  • Since your project uses 32×32 tiles, make sure your base Viewport/window resolution is a multiple of that size (e.g. 320×180, 640×360, etc.), and use the "viewport" stretch mode with "integer" scaling under Project Settings → Display → Window, so the pixel art stays crisp at any resolution.

If you have any specific questions about organizing layers or the atlas, feel free to ask — happy to help! 🌱

Hi! Thanks for your question 😊

The assets in this pack are individually categorized so you can work with them and rescale them flexibly to multiple resolutions, depending on what your project needs. They don't come with a fixed tile width, tile height, margin, or spacing specifically set up for Tiled, since the idea is to give you the freedom to adjust them to your own grid.

If you'd like a more detailed guide on integrating them into Tiled, feel free to reach out to me at the email listed on my profile. Happy to help!

Thanks for the feedback! These characters are meant as a base library — generic NPCs and assets you can pick from. If you want a specific character animated or customized, that's available as a separate commission, so I can give each one a unique touch based on their aesthetic and your ideas. Really appreciate you taking the time to comment!

Hi! The tiles are not 16x16 — they are transparent PNG images organized by categories, so they can be scaled to any resolution you need! 😊

Hi Chris! 😊 Of course! Here's the link to the bundle so you can check it out: https://itch.io/s/187071/-founders-bundle-legendary-animated-heroes-collection-

Hope you love it! Feel free to ask if you have any questions. 🙌

Hi Nick! I actually have a pack on my profile that includes a full map with this theme — it might be just what you need! Feel free to check it out! 😊

Hi! Thank you so much for taking the time to share your honest feedback — it truly helps me improve my work. I completely understand your concerns and I'll definitely take them into account for future updates and releases. I really appreciate your patience and I'm glad you're enjoying the aesthetics! 🙏

Hi Chris! Thank you so much for your interest! 😊 These are base characters with 8 directional angles, perfect for customizing and building upon. However, if you're looking for fully animated characters, I also have another pack that includes complete movement, attack, and injury animations! Feel free to check it out. Thanks again for your support, it means a lot! 🙌

Hi Roman! I also saw your email and I've already sent you a full guide on how to use this type of asset correctly in different game engines. 😊 Thank you so much for your purchase, it really means a lot! Please check your inbox and don't hesitate to reach out if you have any more questions. Happy developing! 🎮

Hey! The assets ARE individual — they come as JPG files with transparent backgrounds, each one ready to rescale and use separately in your project. They're not spritesheets, so no cutting or slicing needed!

If you need help setting them up in a specific engine, feel free to reach out to me directly by email and I'll be happy to work through it with you! 😊

Hey Lysterion! Glad to know it's useful for you too 😊 Since it's an external tool, I prefer not to share it publicly here out of respect for the platform. Feel free to reach out via email and I'll send you all the details!

Hi! Thanks for asking. Yes, this pack was made with AI assistance. Itch.io's guidelines require creators to disclose this in the tags, so I've made sure to keep that transparent. If you have any questions about the process or the tools used, feel free to ask — happy to share more details!

Hi! Thanks so much for picking up the whole bundle, I really appreciate it.

Just to clarify, these assets aren't a traditional fixed-size tileset, they're individual elements separated by category with a transparent background, made to be worked with and resized individually rather than matched to one single fixed cell size. That's why it's scalable for multiple resolutions, you can resize each piece to whatever grid size your project uses.

Here are some quick steps depending on your engine:

Unity: import the sprite, set the Sprite Mode to "Single" (or "Multiple" if you're slicing manually), then adjust the Pixels Per Unit value so the sprite matches your desired in-game cell size. Keep Filter Mode set to "Point (no filter)" if you want a crisp pixel-art look.

Godot: import the sprite, then in the Sprite2D or TextureRect node adjust the Scale property until it matches your tile/cell grid. Make sure Filter is set to "Nearest" in the texture import settings to avoid blurring.

GameMaker: import the sprite, then resize it directly in the Sprite Editor or adjust the Image Scale in the room/object settings to match your grid size. Disable smoothing/interpolation for crisp pixels.

Since every piece is separated by category, you can scale each one independently to fit perfectly with your own grid, there's no single fixed cell size you need to match.

If you run into any more trouble, feel free to reach out to the email on my profile and I'll be glad to help you out more specifically!

Hi! Thank you so much for being interested in my pack, I really appreciate it. Just to let you know, these particular characters don't include animations at the moment, but if you'd like any of them to have specific animations, I'd be more than happy to work on that for you.

I also have another pack with 128px characters that are fully animated, in case you'd like to take a look at that one too. Thanks again, and let me know if you have any questions!

Hi TGrimace,

Sorry for not making this clear on all the packs! All my packs are free for commercial use, you're welcome to use them in both personal and commercial projects. I'll work on adding this info to the listings to avoid confusion in the future.

Thanks for pointing it out!

Cheers, Sakpix

Hi ced30, thanks so much for asking!

Yes, this is AI-assisted. When uploading packs to Itch.io, they require us to tag it as such, and this pack is tagged accordingly. We really appreciate you taking the time to ask!

Cheers, Sakpix

Hey voidulim, thanks so much for your message and I'm really glad you're happy with the design!

Regarding KAEL-09 (Operation Neon Blade) and Belkar (Des Monarch), these are separately released characters, so they're not automatically included in the Founder Bundle and I don't have a way to add them to your existing purchase.

However, since you're a recent buyer, shoot me an email at the address on my profile and I'll gladly send you the most recent characters at no extra cost.

As for the action animations (pause, death, attack) for the Archer and Thief series, they're on the way, thanks for your patience!

Cheers, Sakpix

Hey Ace1960, thanks for picking up the pack!

This pack isn't on a fixed grid — the assets are designed to be used individually rather than sliced from a sheet. Each piece comes as its own image with a transparent background, organized by category, so you can place, scale, and arrange them one by one however your scene needs.

So instead of trying to split the sheet into a grid, you'd want to grab each individual asset file directly and import them as separate sprites in your engine/editor. This actually gives you more freedom since you're not locked into a fixed tile size!

Let me know if you run into any issues setting them up, happy to help!

Thank you so much for this, it really means a lot! Comments like this make all the work worth it 🙏

Good luck with your prototype! And if you ever need help with characters, icons, or anything else, don't hesitate to reach out — happy to help!

Hey Loart! Thanks for sharing the screenshot, that really helps clarify things.

I think the confusion might be in how the pack is intended to be used — these assets are designed to be used individually, not as a traditional tilesheet. Each sprite comes with a transparent background and is organized by category, so the workflow is to place each asset one by one rather than slicing a grid.

Because of that, trying to grid-slice the sheet in Aseprite will cause exactly what you're seeing, since the spacing isn't uniform — it was never meant to be sliced that way.

The correct workflow would be:

• Open each individual asset (or category folder) directly

• Import them as separate sprites in your engine or editor

• Place and arrange them manually in Tiled or Unity

This gives you a lot more flexibility since you're not locked into a fixed grid!

That said, if this workflow doesn't fit your project's needs, I'm totally happy to help you with a refund. Just let me know!

Hey! The automatic slicing in Unity can be tricky when tiles aren't perfectly uniform in size. Here's how to fix it:

1️⃣ Use Manual or Grid By Cell Size instead of Automatic

In the Sprite Editor, go to Slice → Type and select "Grid By Cell Size", then enter the tile size manually (e.g. 16x16, 32x32, 48x48 — depending on the pack). Automatic slicing reads pixel content and can end up with those off-by-one results you're seeing.

2️⃣ Make sure Compression is set to None

Go to the texture import settings and set:

• Compression: None

• Filter Mode: Point (no filter)

• Format: RGBA 32 bit

This prevents Unity from slightly altering the pixel dimensions internally.

3️⃣ Check the Pixels Per Unit value

Set it to match your tile size (e.g. if tiles are 32x32, set PPU to 32). This keeps everything aligned on the grid in-engine.

If after trying this it's still not working as expected, don't worry — I'm happy to help you get a refund, no questions asked. Just let me know!

Hey! Good to know you're using Tiled — that actually makes things easier once it's set up correctly.

The repositioning issue you're experiencing is most likely happening because of how the scaling is being applied before importing. Here's the cleanest workflow to avoid that:

1️⃣ Scale first, import after

Before bringing anything into Tiled, resize your tilesheet to 32x32 per tile using Nearest Neighbor interpolation (in Photoshop, Aseprite, GIMP, etc.). Do NOT let Tiled or any external tool scale on the fly — it causes misalignment.

2️⃣ Make sure the tilesheet dimensions are exact multiples

If your tiles are 32x32, your full tilesheet should be something like 256x256, 512x512, 512x256, etc. If the dimensions aren't exact multiples, Tiled will misalign the grid and you'll get that manual repositioning issue.

3️⃣ Tiled import settings

When adding the tileset in Tiled:

• Tile width: 32 / Tile height: 32

• Margin: 0 (unless the sheet has a border)

• Spacing: 0 (unless there's padding between tiles)

If the original pack has spacing or margin baked in, let me know and I can tell you the exact values to enter.

4️⃣ Recommended scaling tool

Aseprite handles pixel art scaling perfectly and exports clean tilesheets. If you don't have it, GIMP with "Interpolation: None" also works great and it's free.

Hey Loart! Thanks for reaching out.

These packs are resolution-independent, meaning they're designed to scale to multiple resolutions without losing quality. Here's a quick guide depending on your engine:

🟦 Unity

• Import the sprites and set the Pixels Per Unit (PPU) value to match your project's base resolution.

• Use the Sprite Editor to slice if needed.

• Set Filter Mode to "Point (no filter)" for pixel art to keep sharp edges.

• For multiple resolutions, use Sprite Atlas and let Unity handle the scaling.

🟥 Godot

• Import textures and set Filter to "Nearest" to preserve pixel crispness.

• In Project Settings → Display → Window, set your base resolution and enable stretch mode ("canvas_items" recommended).

• Scale up using integer scaling (2x, 3x, 4x) to avoid blurry results.

🟧 RPG Maker / GMS2 / Other engines

• Always scale using integer multipliers (2x, 3x, 4x) — never odd percentages like 1.5x or 2.3x, as this causes blurriness.

• Keep your base canvas resolution consistent with the tile/sprite size from the pack.

⚠️ General tips to avoid quality loss:

• Avoid bilinear or bicubic interpolation; always use "Nearest Neighbor" when resizing.

• If exporting, save as PNG (lossless), never JPEG.

If you let me know which engine you're using and your target resolution, I can give you more specific guidance. Happy to help!

Hey! I always organize the tiles by category so you can get a good idea of how they'd look in a full map. However, I currently don't have complete map examples featuring all of them, since there are quite a lot of assets! Also, keep in mind that all images come as PNGs with transparent backgrounds, making them easy to use and properly scalable to multiple resolutions. Thank you so much for your interest in the pack, Flavio — I really appreciate it! 😊

Let's continue by email! It'll be easier to keep everything organized there. Thank you so much for your patience, I really appreciate it! Talk soon! 😊

Of course, happy to help! I'll reach out to you shortly! 😊

Hey flaviobji! What a coincidence seeing you here! 😊 I already received your commission and actually replied to one of your emails a while ago — I've been waiting to hear back from you! Make sure to check your inbox (and spam folder, just in case). Talk soon!

Hello! Yes, of course! All my projects are available for commercial use! Thank you so much for your interest in my character! 😊

No worries at all! I completely understand, and I think it's really admirable that you support handmade art that way. Best of luck with all your projects! 😊🎨

Hi byronbulb! Thank you so much for your question and for caring about this — it's completely understandable! 😊

Just so you know, when uploading anything to this platform, all creators are required to tag their content indicating whether it is AI-generated or not. So you can actually check that information not only on this product but on every single asset available here — just look at the tags section on the product page!

And to answer your question directly: yes, this asset is AI-generated. I want to be fully transparent with you so you can make the best decision for your project! 🙏

You're absolutely right! I'm so sorry about that, and thank you for letting me know! A file must have gotten corrupted when uploading. They're back up now — everything should be there! 😊