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SmallScaleInt

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A member registered Jun 18, 2024 · View creator page →

Creator of

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Yes try downloading the latest version called V 1.1 (I hid the old version so its the only one visable now). the ZombieMale7 now has a correct Die animation.

Thanks for testing it out on macOS! Yes that is correct all mounts use the shadow from the ram. This is something im working on fixing but its not an easy thing to do. Hopefully there will  be unique shadows in the next major update so stay tuned. 

You can add an outline with a glow to make the character look glowing, but they wont have the classic zombie animations like the zombie pack has. If you are making a zombie game I would instead go with the zombie pack. 

Thanks!

I just added them, see "Projectiles - Barbarian pack HD.zip"

I thought it looked cool. It's subjective of course.

If you mean the one in the video, it's just an AI generated picture, not tiles. Its just for demonstration purposes.

You can use it commercially in your projects, you just can't redistribute it as a game assets on marketplaces such as this one.

Its not something I had planned, but I can add it to the list and if I drop another major update for this pack I'd include strafing. Cant give you a timeline or a promise but I think its a good suggestion. 

I'm afraid not, there are tonnes of packs out there of course but it's up to you what you think looks best with your project!

I'll look into this and see if I can include smaller door frames in the next update! Thanks for the heads up. 

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. 

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. 

Sprite dimensions: 128 x128 for characters

Sprite dimensions: 128 x256 for Tiles

nr of sprites per animations: 15

Pixel per unit: 128

Tile pivot point: X 0.5 Y 0.18

Thats not a bad suggestion. I'll add it to the wishlist!

You mean the one in the video? Unfortunately not, it's just to demo the characters.

I dont know why the option of paying with card doesn't appear. I'll look into it!

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.

Sure, please check if it's working on your end. I haven't encountered the issues you mentioned before. And yes, email is smallscaleinteractive@gmail.com

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. 

Thank you!

Unfortunately not, a few of the tiles have hard-coded shadows. 

Thanks for the feedback. Can you clarify what you mean by “not cutting the strings” and which Windows functions aren’t working? I’d like to understand so I can look into it.

(1 edit)

UPDATE: Its fixed now, please download the latest version. Thanks for the feedback!

Original: Thats strange, I'll look into it straight away!

Thank you for the bug report! I'll add it to the list for next update.

Almost all packages only include spritesheets and tiles (PNG format) that works with any game engine. The creators (modern and fantasy) comes with a Unity version package and a stand-alone version that can run outside of unity. See product description for more details.

Hi.

The save preset function is only active/available  in the unity package version, not in the standalone.

Not in this Itch edition. There are a few simple prefabs on the unity asset store edition, but I cant say if they will speed up your development or not.

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 missing strafe frames is only affecting the casters currently and a fix for this is coming in the near future. For the death animations, this is intentional. Most animations in the creator are not the same as the ones found in this pack. 

Yes the sprites and spritehseets found in the pack would work in a mobile game aswell. 

The unity package is not included when bought from Itch, only when bought from the unity asset store.

The stand-alone version is designed for windows (never tried it on a mac so not sure if it works or not). As far as I know Unity game engine works on mac so you can run the unity package version atleast. 

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

no blender files included, just aloot of spritesheets. 

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. 

The VFX files are added now, please see the "projectiles" downloadable file. 

If you are using unity for your projects and you want the unity example scene and animation files, go buy it on the unity asset store instead. If you are using any other game engine you are free to get this version. it contains alot of PNG spritesheets for each character and animation.

They'be been in the backlog for some time now,  I've been prioritising other things. But I'll make sure to add them asap!