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skhoroshavin

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A member registered May 21, 2025 · View creator page →

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> But yeah, add the credit anywhere you find it plausible/feasible - no nitpicking there - and we are gold, redistribute it with your tool to your heart’s content!

Thank you, will of course do!

> I am more than happy to be able to contribute to it in such a small manner

Thank you again, but it is no way small manner - as I'm a software engineer, and totally not an artist, having an ability to redistribute nice looking content as part of examples is a really big deal for me. Also, I guess you putting link back to my project gave me quite some traffic yesterday - and I hope one day that will become two-way :)

>  If you need more complex proof of concepts I will gladly hand you a key for each full tileset

No need - I stumbled upon your assets by buying that ICE out of Minnesota bundle, so I do have keys for majority of your assets, and a couple that were not included in that bundle I've bought in addition - both because I wanted to experiment with your portrait assets, and as a way to support you more

> for these, I would ask to not redistribute the full version, of course.

Again - for small examples accompanying software tools and libraries full version is not needed in any way - main thing is to demonstrate in a beginner-friendly way how to work with software, not throw some complex scenes. So, for repack tool I imagine most probably just an wilderness tileset would suffice, just to demonstrate (and also double-serve as an automated "smoke test") how that tool processes human-friendly data into tightly packed engine-friendly. Or for that other library I'm planning to open - just two tilesets, demonstrating how to build two interconnected maps, between which player can move. Something in this vein. And demo versions of your tilesets are more than enough for that purpose.

I might come up at some point with an idea of a small game, using full version of your assets, but that would be closed source definitely, so no worries there as well. And at this point I wouldn't look into future that far - even though so far things go more or less smooth, I did have some very surprising shit in last few years, including suddenly moving to another country with my family, learning new language and building life from scratch, while already being in 40.. yeah, I prefer not to make any too far-stretched plans anymore :D

> let me know if you find any weirdness on the fonts. I am still a newbie when talking about fonts

As I said - I'm not an artist, I earn for my living by being a backend engineer, so I'm even more newbie with that. But I did indeed modify roots font a bit (https://github.com/skhoroshavin/phaser-pixui/blob/main/example/public/assets/mana_roots.png), namely in the following ways:
* I've vertically elongated umlauts (these dots above ä, ö, ü) a bit, making them two pixel high each instead of one pixel, to make them more visible - and I decided to do that in "vertical" way instead of horizontal because it is how these are actually handwritten in Germany
* I've reduced height of all other accents and moved them a bit lower, so that total height of this font would go down and become comparable with normal latin letters - because I wanted to have one font that allows small line distance and hence more dense text

If you like it - feel free to copy back to your open font assets - it is CC0 anyways :) I also wish these fonts had Cyrillic symbols, but that's a stretch, I understand.

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Hi again. I hope that's not too much already but I would also like to put some of your demo assets into 2 more repos - of course with proper attribution, as with the first one. I see that you explicitly put CC-BY license here, which actually permits such use, but I'm still asking to be sure, because other artists with similar asset pack models (limited free + full paid) I've contacted before were strictly against redistribution of their free assets - even just as part of non-commercial open-source projects, even with full attribution and direct links to their itch store.

Now a full disclosure of what I have in mind. About half year ago I came up with an idea of building pixel-art top-down game, with one of the focus points of being really accessible - in a sense not requiring installing apps (at least not for demo version) and playable even on cheap smartphones - after all, even the cheapest devices nowadays have way more computing power than SNES, for example. Looking through open tools I ended up with going for Phaser as a base engine, with Tiled as a level editing tool, plus some CLI utilities for converting asset pipelines - even though I'm for example aware that with Godot I could have much faster progress, without having to build so much stuff. IDK, maybe that's also my NIH syndrome, or just stupid perfectionism, but I went with what I went. Over past half year  I did indeed progress with both the game itself and tooling for it, but as I was also always a fan of open-source, I wanted to make the tooling I make accessible as well. Maybe even get contribution, if I get really lucky. Now there is a problem - I can open-source tooling and libraries, but without some nice and catchy example uses, a lot of people would feel challenged. So here comes the question of assets.

So, my intent for the nearest time:

* update my already open-source project with CLI tools (https://skhoroshavin.itch.io/pixel-tools) with examples - to be precise - with a couple of small Tiled maps using your demo versions of your Tiny RPG Green Wilderness and Nearby Cave tilesets, to demonstrate capabilities of "repack" tool, and use your Font Pack II to demonstrate new tool "fontpack" for scanning through bitmap fonts, creating BMFont xmls consumable by Phaser BitmapFont renderer (much faster than ttf actually) and repackaging multiple font atlases into a single texture for faster loading on end device - this new tool I didn't yet open source, but draft is already there, and I actually used it to make your fonts to work with Phaser in that PixUI demo I've released on Monday

* extract code for building top down games in Phaser in a similar way I did with UI library, and publish it also under MIT License, together with an example map, very simple character animation, and an example of already set up asset pipeline that converts raw assets (fonts, tilemaps) into optimised for use in a game. So, there I'm also planning to put fonts, two aforementioned tilesets, plus a couple of prebuilt characters from your demo of Char Workshop I

After that - we'll see. I'm planning to continue improving tooling and libraries, as I need for the game I'm building (frankly speaking - using other asset packs, for a variety of reasons), but as it is a hobby, and I also have a family, I'm not even sure that I'll ever finish it, maybe I digress and at some point decide to release something simpler, and totally different from what I originally intended - but at least tools that I build in process will be open, maybe that would be of some help for someone.

Okay, that was already pretty long post, hope it doesn't look like a weird brain dump :) So, please let me know if you're okay with my intended use of demo versions of your assets.

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Thank you! Also got a notification about that in my feed :D

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Thank you for the kind words! Now, after publishing to npm, and checking that importing from npm and building is working as expected (frankly speaking that was my first time ever publishing JS package, so I wasn't sure until the last moment, haha), I've opened the project page: https://skhoroshavin.itch.io/phaser-pixui 

Hey, please check this: https://skhoroshavin.itch.io/phaser-pixui?secret=5JEv0woD3ysGDW1enj338lF3y2o I did not yet officially "publish" it on itch.io, hence the secret link, but I'm going to do that tomorrow evening (Central European time), after I make sure all is good for this small launch, and publish it to npm repository as well (now installation instructions will fail, unfortunately). Github page with source code is already open, btw: https://github.com/skhoroshavin/phaser-pixui

Discovered you through No ICE in Minnesota bundle - man, you not just draw awesome pixel art - you also release part of it under CC0 license - perfect for my current need, as I'm developing an UI component library for phaser.io, specially tailored for pixel-art games, and was in a desperate search for good looking assets for a demo, that I'm allowed to put into open-source repo. When I finish 0.1 version and finally open the repo with the code I'll drop message there as well, and will surely put a back link to your page!

First of all - thank you for a great UI asset pack! I'm currently developing a fully themeable open-source pixel art UI library for Phaser.io - may I put into an open repo (so far it is private, will open after first release) a very limited amount of assets from this lib (button, health bar and a thin frame) for demo purposes, and provide a link to your page for anyone wishing to get the whole set? Of course, I've bought your assets.

Thank you for this game, I can feel your pain. No - I cannot - it is unimaginable. My heart is with you and your country - even if my home country caused all that.

Thank you for patience!

*sigh* okay, I’ll put a placeholder art then, and link to your page to download nice replacement. Thank you anyways.

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Sorry for coming back with same topic - but one more question - would it be acceptable to put into open-source repo engine-optimised atlas of tiles used in a demo scene (see example in the attachment)? This could be a "middle-ground" - it would still be possible to run nice demo scene without requiring any extra downloads, but it would be a bit problematic to use this atlas to build new maps, as tiles are layed out without any logical order or guides. Of course, all these tiles originate from free parts of your assets, and of course there will be link to you as a source. Also I plan to do similar thing for free parts of farmer paper doll sprites - pack them into atlas, also trimming empty space, so it is optimised for game engine, but is problematic to reuse.

 EDIT Deleted example atlas after receiving response 

Yep, I've already checked the license, it makes a lot of sense, and a lot of parts I like especially (like being especially hostile towards micro-transactions in games - thanks a lot for making effort to reduce amount of that stuff in our world), but unfortunately stance towards redistributing free assets as part of open-source projects wasn't 100% clear. Although it is a bit sad for me, because it makes their usage in open-source a bit clumsier, I do get that you probably want to have a tighter control over distribution, and I respect your right for this. Maybe it makes sense to update license to make it a bit more explicit, in particular the phrase "You may NOT resell or redistribute (either commercially or freely) my assets (including free ones) for other people to make their own products".

Thanks again for swift response, and of course for tons of great assets you made, recently spent about 200 euro on them, don't have a slightest regret!

Hey, first of all - thanks a lot for awesome assets! I'm currently developing a game as a hobby project, and actually want to make some parts of it open-source (engine code and some tutorial scenes), and have a question - would it be okay to redistribute some free parts of your assets with the engine as part of open-source repo, with the backlinks to your itch account of course?

Got it, thank you!

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German and russian test phrases are hilarious :)

Now a serious question though - is this (free) font also forbidden to be redistributed as part of open-source projects, or it is just a copy paste from commercial fonts license?

Thank you!

Sorry for delay with response - was mostly offline during weekend. For more detailed instructions on recolor tool you can check comment from Estraban. I'm also planning soon to record short videos to show example usage, hope that will help as well.

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Hey, thank you for chiming in! I'll try to improve documentation soon by recording short videos on its usage, hope that will help better.

Thank you for feedback, and hope to see some updates on Patreon! I can also share source draft pngs/aseprite files I was experimenting on, if needed - just let me know.

Regarding incompatibility with RPGMaker - that's really strange, because as far as I've checked their documentation its autotiling is using pretty simple "corner sets", and first option that I posted should be perfectly compatible with it - just need to rearrange tiles into pattern it expects. Second option is a more tricky, yes - in Tiled terms (which I'm using to build map for custom engine) it is an "edge set", and probably is not compatible with RPGMaker.

Or an alternative option (also with a "higher" grass):


For this case tileset has a bit different layout:


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Hi, thanks again for a great art you're making. I have a question - are there any plans to make it possible for diagonal roads and rivers, or hard square layout was intentional? I've experimented a bit myself, so far these are my best results, but I'm not an artist, and that was my actually first attempt ever at pixel art, probably someone more experience could make it much better:

This map is built using this repainted tileset:

First of all - thank you for an awesome tool. And second - I actually wanted to let you know, that I've built a small CLI tool for converting TMX files to JSONs - same as ones generated by JSON export from Tiled itself (and perfectly understandable by phaser.io), but with two features on top of it:

- it analyses used tiles and exports a single embedded optimised tileset with a single corresponding png file, containing only tiles used in a map

- in source TMX it correctly handles both embedded and external tilesets

These features allow creating a set of TSX files shared between different maps, while still making it possible to easily import them into phaser.io game engine. Also, this tool is deliberately made CLI for ease of use in CI/CD, but if you wish to have this implemented in JSON export in Tiled itself please let me know - maybe I'll be able to implement similar changes on your codebase as well, especially when given a little bit of guidance on where best to start.

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Took a bit time to tidy up the code and write a bit of documentation, but here is the result: https://github.com/skhoroshavin/pixel-tools Please let me know whether this looks clean enough for average user, or whether you have any concerns/wishes regarding root readme. Also, if you have a Windows PC I would be very grateful if you could test windows build (I have only Mac M1 at home)

UPD Also created an itch.io page: https://skhoroshavin.itch.io/pixel-tools

Hey, I've tried using that guide, it gave me quite mixed results, especially with classic TF tilesets like Houses and Outside - while on its own they looked great, when pasting to map based on new Hometown Elements tileset they looked quite out of place. However, I remembered, that I'm a software developer after all, and built this evening a small tool, that creates a LUT based on set of pairs TF and Elements tilesets (I used Hometown, Castles and Caves Elements tilesets with their corresponding TF recolours), and then applies this LUT to any other TF tileset. And results are pretty good, IMHO - below are a couple of screenshots of a couple prototypes. On first screenshot converted objects are oak, inn and wooden log, on second - oak, birch, wooden cross and gravestone with yellow flowers. So, now the question - do you mind, if I put this tool (including generated LUT, but of course not including source tilesets) on GitHub as an open-source repo? If for some reason you're against this idea - I'd be happy to hear some counter-proposal that would still allow for people, who bought your tilesets, to do easy conversion from TF to Elements style. And a disclaimer "just in case" - this tool doesn't use any neural networks or anything like that -it is just a good old simple look-up table with linear interpolation between nearest neighbours.


Thank you, actually after finding out how much more you put on your Patreon page I decided to also get subscription (10-euro one). You are making totally awesome stuff!

Hey, first of all - thank you for awesome tile sets and character animations! Bought almost all of them :) However I have a question - I like much more style of Time Elements, with more saturated blacks, however there are a lot of unique content in Time Fantasy style, which is not compatible. Do you by any chance have/mind sharing a LUT for recoloring from Time Fantasy to Time Elements style?

This is perfect for a dark fantasy game I'm now developing! Especially liked The Summoning!