Personally I'm using unity game engine, but it works in any game engine. If you are using unity, 128 pixels per unit, pivot point 0.5, 0.19. Isometric tilemap of course.
SmallScaleInt
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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.
This package only includes graphics—no movement code or enemy AI. If you're looking for the example scene, it's available on the Unity Asset Store. The code there is meant to showcase the visuals, not serve as a full game framework. You're free to use it however you like, but keep in mind there's no formal documentation since I'm mainly focused on art, not code. Hope that helps!
Characters made with the creators don’t follow the same setup as my custom packs, since the packs are tailored for specific characters while the creators are more general-purpose. I don’t currently plan to update the direction order, but if you’re using Unity, you might be able to adjust it in the code. Not 100% sure, though!
The flickering effect you're seeing is due to the thinness of the blade in certain angles—at specific frames, the pixels can momentarily disappear, creating a blinking illusion. This is a common visual quirk in pixel art when dealing with very narrow elements.
If the effect doesn’t suit your style or feels distracting, you have a couple of options:
- Swap the off-hand item for something with a thicker silhouette
- Manually adjust the sprites by adding a few pixels to the blade in an image editing program to ensure it stays visible across all frames
You're absolutely right about your feedback — the projectile animations aren't fixed in place. This design choice allows for built-in visual effects llikemagic trails directly within the sprite, so you don’t need to rely on line or trail renderers. It works well for straightforward, linear projectiles, but I agree it’s not ideal for homing or path-following projectiles that require dynamic movement.
For those types of projectiles, I’d recommend using a particle system or a more modular setup instead. But if your projectiles travel in a straight line, these animations can work nicely — just make sure to destroy the game object on impact and avoid looping the animation.
That said, these projectiles are really more of a bonus — the main focus of the pack is definitely the characters. Thanks again for the thoughtful feedback! If I create new VFX in the future I'll be sure to keep your feedback in mind.
Thank you for your questions.
1. Its no possible to adjust the "camera angle" of the generated sprites. its completly 2d based so the viewing angle is pre-set.
2. Its not possible to add your own components to the creator, you can only combine what is already there.
3. Its not possible to change the animations.
Regarding the resolution, you could try and maximize the window. Windows key + Up Arrow and see if that works.
I agree with you it would be easier to implement a roll/jump/dash than a true 2 handed system. I´ll look into it! could be a good addition to the creator and very fitting for certain games. Regarding the Sit, Sleep etc. these perhaps could just be single sprites, menaning no animation. This would keep the file size down.