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


















































































































































