Thank you for patience!
skhoroshavin
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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?
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.
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.
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.


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?

