UPDATE: There you go!
VectoRaith
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Yes, exactly like that! The high cliff needs to be put manually anyway.
And I see you're using Godot, perhaps? The tileset you screenshotted is quite limited, and meant for RPG Maker. If you are not using RPG Maker, you better use the free placeholders available here now, because the v1.5 update with full modular autotile support is coming very near and will have the exact same layout and autotile setting as below.
The wall is autotile for RPG Maker, hence not suitable for common engine use (see description). Hence I am planning to release infrastructures as future update (see the latest devlog in my Medieval Chinese Buildings set for example).
But if you're in rush, for now please use this tool instead to convert the wall and roof section into more common engine format https://wareya.github.io/webtyler/
I have cave tileset pack! https://vectoraith.itch.io/biome-tileset-pack-d
For dungeons, I still need time to fill the tileset pack so it won't look very monotonous
Ah, so it is not alignment issue, but rather because of cell size I see... If that's the issue I'll consider it for the next updates.
My suggestion for animated sprites is by not relying them to the certain tilesets size, but by height-weight division (row x height = 3 x 4), therefore you don't have to rely on fixed tilesizes (e.g must be multiplication of 16, 24, or 32, etc) when you get your assets from different people with different standards.
Yes, while all tilesets are made with 16x16 px tile resolution in mind, there are 16x16, 24x24, and 32x32 sprite sizes to keep animals proportion as normal as possible. Larger animals such as moose and elephants of course have larger sprites (32x32) to comply with their natural size. Otherwise you will have strangely proportioned animals.
If you use RPG Maker, I don't think there are any issue on using those sprite sizes as long as you use always use 3x4 sprite layout (please see the animals screenshots, all of them are made with RPG Maker).
Can you elaborate about the word "aligned", "chopping", and what you need?
From your description, looks like it is a very engine-specific issue. Everything in my tilesets are already perfectly aligned in 16x16 px. The animals being sprites - not tileset, will always subject to so called "proportion". That means they may exceeds 16x16 px when considering body form and species.
This is the example of how my tilesets should be set up for 16x16px tilesize, the engine used is Godot for this one:
And as already written in the Contact Me, due to vast abundance of game engines available on planet Earth, I can't provide technical supports for each game engine. Please refer to the correspending tileset set up tutorial for each game engine you use.
Oh, for the wall autotile, it will be weird and looks incorrect! This because unlike fences, RPG Maker technically treat a wall as vertical object and only span the full wall pattern horizontally. The upper part should comply with the 47-tile format though, but I don't think you will ever need that.
I will address this for the next update. Thanks for the feedback!
Please check this, this one is for gable roof style: https://vectoraith.itch.io/modular-buildings-tileset-pack/devlog/831219/diy-tuto...
It covers the basic of how you should build the roof, wall, etc. The same technique should apply to the other roof styles.