Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

TeaNTeaGame

26
Posts
3
Topics
9
Followers
2
Following
A member registered Apr 02, 2019 · View creator page →

Creator of

Recent community posts

Project link: https://teanteagame.itch.io/death-souls

Quick summary: Death Souls is a 2D souls-like action game focused on fast, skill-based combat. It features stamina management, dodge/roll mechanics, and combo-based attacks that reward timing and positioning. The current demo is an early prototype with a boss-focused gameplay direction, and it’s actively being improved.

Current features: 

 • Light and heavy attacks 

 • Stamina-based combat system

 • Dodge and roll mechanics 

 • Follow-up attacks after movement 

 • Early boss encounter design

Demo showcase:

This is an early build, so feedback is very welcome and will directly influence future updates.

(3 edits)

So I just realised that this asset doesn't have the feature of bulk creating multiple Bloxel textures at once, so I made this script: 

using UnityEngine;

using UnityEditor;

using System.IO;

using RatKing.Bloxels;

using System.Collections.Generic;

public class TextureCreation : EditorWindow

{

    public string textureFolder = "Assets/Textures";

    public string outputFolder = "Assets/Resources/BloxelTextures";

    public int atlasIndex = 2;

    [MenuItem("Tools/Bloxel/Create BloxelTextures")]

    public static void OpenWindow()

    {

        GetWindow<TextureCreation>("Bloxel Texture Generator");

    }

    private SerializedObject window;

    private void OnEnable()

    {

        window = new SerializedObject(this);

    }

    private void OnGUI()

    {

        GUILayout.Label("Bloxel Texture Generator", EditorStyles.boldLabel);

        GUILayout.Label("Make sure you have a inspector tab enable on screen", EditorStyles.miniLabel);

        textureFolder = EditorGUILayout.TextField("Input Folder", textureFolder);

        outputFolder = EditorGUILayout.TextField("Output Folder", outputFolder);

        atlasIndex = EditorGUILayout.IntField("Atlas Index", atlasIndex);

        if (GUILayout.Button("Generate BloxelTextures"))

        {

            CreateBloxelTextureData();

        }

        window.ApplyModifiedProperties();

    }

    public void CreateBloxelTextureData()

    {

        if (!Directory.Exists(textureFolder))

        {

            Debug.LogError($"Input folder not found: {textureFolder}");

            return;

        }

        string[] subFolders = Directory.GetDirectories(textureFolder);

        int index = 1;

        List<Object> createdAssets = new List<Object>();

        foreach (string folder in subFolders)

        {

            string folderName = Path.GetFileName(folder);

            string[] textureFiles = Directory.GetFiles(folder, "*.png");

            string savePath = Path.Combine(outputFolder, $"{index:D2}_{folderName}");

            if (!Directory.Exists(savePath))

            {

                Directory.CreateDirectory(savePath);

            }

            foreach (string texPath in textureFiles)

            {

                string assetPath = texPath.Replace("\\", "/");

                Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);

                if (texture == null)

                {

                    Debug.LogWarning($"Skipping non-texture file: {assetPath}");

                    continue;

                }

                string texName = "blx_" + Path.GetFileNameWithoutExtension(assetPath);

                BloxelTexture bloxelTex = ScriptableObject.CreateInstance<BloxelTexture>();

                bloxelTex.ID = Path.GetFileNameWithoutExtension(assetPath);

                bloxelTex.texture = texture;

                bloxelTex.texAtlasIdx = atlasIndex;

                string finalPath = Path.Combine(savePath, texName + ".asset").Replace("\\", "/");

                if (File.Exists(finalPath))

                {

                    Debug.Log($"Skipped existing BloxelTexture: {finalPath}");

                    continue;

                }

                AssetDatabase.CreateAsset(bloxelTex, finalPath);

                createdAssets.Add(bloxelTex);

                Debug.Log($"Created BloxelTexture: {finalPath}");

            }

            index++;

        }

        AssetDatabase.SaveAssets();

        AssetDatabase.Refresh();

        if (createdAssets.Count > 0)

        {

            ShowAssetsSequentially(createdAssets, 0);

        }

        Debug.Log("Checking textures, please wait...");

    }

    private void ShowAssetsSequentially(List<Object> assets, int index)

    {

        if (index >= assets.Count)

        {

            Debug.Log("BloxelTexture generation complete.");

            return;

        }

        Selection.activeObject = assets[index];

        EditorGUIUtility.PingObject(assets[index]);

        EditorApplication.delayCall += () =>

        {

            ShowAssetsSequentially(assets, index + 1);

        };

    }

}

Hope one day you can make this a feature in the next update

will my account progress be kept or will it be reset when transitioning the game to Steam

https://voltdon.itch.io/zombie-retro-shooter-project

Just for fun

This pack is really good. I might use it for my project.

A little suggestion: The cocking lever of MP5 is on the left side, not the right.

this doesn't work

another scam from those Indian kompuder master

this is just like shit (game như cứt, ĐMM)

I wish that I know this sooner. This pack is amazing!

Sorry, I know you stop working on this asset but do you have a lite version of this ? Like just only basic movement (walking, running, crouching, ladder climbing, swimming).

The problem is the editor does not have a full-screen function. When I try to maximize the editor window, it expands but the map keeps the same resolution.

I still don't know how he can capture full maps like these showcases.

How can I export the map to png?

it's just an asset flip 

no one would buy this

i
i think i broke it

I think I broke it :|

Ni
Nice game, but I feel it is a bit challenging.
Looking for the easy mode and save point

https://sketchfab.com/3d-models/scary-creature-b996bf84da3d49edb52202cb4fab457c