Yes "East" in these tiles is down and to the right, south is down to the left etc. Any reason why you would prefer the naming to be rotated to "East" = up-left and so on?
SmallScaleInt
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Thank you for your question! The main difference is that the Unity version includes an example scene demonstrating how the tiles can be used, along with a variety of prefabs that are ready to drop directly into your project. It also comes with the water shader shown in the video, plus some simple UI elements and icons used in the demo. But I would say the main reason to go with the Unity version is the bonus example scene.
If you’re working in another engine, or you don’t need the example scene, the Itch.io version is likely the best choice. It’s more affordable and contains all the core graphics as PNG files, giving you full flexibility to use them however you like.
Hi. Yes and yes. The example scene for all my assets can only be acquired through the unity asset store. Itch is a great place to get my assets if you are using other engines or just want the graphics, and are usually a better deal if you don't need the example scenes. For the road tiles there was a small improvement made and should be released on itch as well very soon.
Thanks! There is a section called Technical Info in the asset description, but in short:
Pixel per unit: 128
Tile pivot point: X 0.5 Y 0.18
The only exception from this pivot is for cliffs and some ramps where a pivot of x 0.5 y 0.43 looks best in my view. But feel free to play around with the values .
Yes, my plan is definitely to expand the fantasy series with new biomes and dungeons in future packs. As for compatibility with the Zombie packs: the tiles share the same size, but the art style and color palette are different. Whether they fit together really depends on the look you’re going for in your project.
thank you! Yeah 2-handed weapons is something I'm looking into, but it's not an easy implementation as most animations are oriented against 1-handed.
Block animation is also on the wishlist, it's a great suggestion. Regarding resolution, I'm afraid the max resolution is locked and making it higher res would require a major rework of the entire asset so it's not something I have planned. Thanks again for the feedback!
It does look quite odd in that image. Orthographic viewpoints often cause issues with visual scale, since objects farther away don’t appear smaller as they would in a perspective view. Have you tried adjusting the character’s scale slightly? in the video you can pause when a character moves thorugh a door to see the difference.
As I've not heard about this issue before I suspect there is some issue with your settings. Please send me an email detailing your export settings and exactly what issue you are experiencing and I'll try and troubleshoot. Just keep in mind that HD is the default setting (what you see in the preview) and 16-bit is a lower, more pixelated resolution and toggling this 16-bit setting does not affect the preview, it's only visible in the exported Spritesheet.
If you're using the stand-alone version (not the Unity version), all generated sprite sheets are saved in a folder called "Created Spritesheets" located in the root directory of the application.
To hide a weapon, simply click on it again in the UI—this will toggle its visibility off.
There are several idle animations available. Some are designed to look natural when the character is unarmed, while others are intended for use with weapons. For unarmed NPCs, Idle 3 is a good choice.
Post-processing is applied after the sprite sheets are generated, so unfortunately there's no way to preview the results beforehand, this includes the resolution.














