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SmallScaleInt

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

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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?

Yeah, But its a very small animal so not so many pixels to work with

Its not out of scrope, I might work on some Sci-fi stuff after I'm done with the Fantasy series!

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.

I got back to you by email. Thanks for reaching out.

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. 

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Yes! You are free to use it in your games and interactive projects commercially. But, redistribution, resale, or inclusion in other asset packs—whether modified or original—is not allowed.

Good idea! I'll see if I can add some clear screenshots of some tiles. In general the visuals are consistent across all tiles, with a semi stylized look. Larger objects have more detail but none are blurry.

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.

Thanks!

Hope it was worth the wait!

Thanks. Yes I will be hosting a black friday sale starting tomorrow with a great discount!

Hi. I wish I could help you with that, but I've never used Godot so not sure how it works to be honest. I use  Unity and the settings are:

128x256 px in size and the pixel per unit is set to 128.

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!

Hi. How you setup weapon swap in your project is really up to you and how you decide to code it. In the character creator it's simply a unique game object for each weapon that gets shown and hidden when you swap. I have no experience with gadot so I don't know if there is a better way of doing it. 

Yes absolutely. The characters exported are visually compatible with all the zombie tilesets, they are designed to look good together.  

Run-backward, strafe-left and strafe-right are uninque animations, not just reused and modified. Some magic effects are the same for a few animations, just different colors.

Yes its created to be used in 2D games. I dont know about compatability with Aesprite, but the spritesheets generated with this creator works with Gadot. 

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!