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VectoRaith

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A member registered Apr 02, 2019 · View creator page →

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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/

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Yes, the next big update after fauna sprites in the Biome Pack is about tile and autotile. This tileset pack will soon has its own share.

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

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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.

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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).

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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.

It is already available in each pack - you can make cliffs and mountains using the terrain tileset. The mountain tiles grassy area however, are adjusted based on each biome available.

Available pose: idle/breathing/walk, eating, sleeping, happy, angry, sick/depressed, and attack. There are always two frames for each pose. You can review the suggested frame in the Download & Install Instructions.

Yes, I already did some actually. but I'm still not sure how to layout each of them. This because the building interior differences between socio-eco-ethno-culture is too amazing - it means looks like there will be no support for swappable tiles for a while.

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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!

Yes, judging from the pattern, it is that 47tile format. Because it is marked as free, you don't have to delete it as long as you don't share it in other places.

Yes, it is an asset standard responsible to all RPG Maker autotiles. You will have headache when using it on other engines other than RPG Makers. I will have it updated on the next release.

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.

Understood, please wait for the next devlog! 

I'll let you know if it has been done!

Very sorry I just noticed this, I'm really interested but with my current state, looks like my assets still won't qualify your required standard on the deadline time :(

Well, this pack series is focused on the building exterior. I actually have interior tileset by the way, but it is still chaotic: in 24x24 px tile size, unpaletted, almost untested (at least for swappability), high-contrast, and very brown. Perhaps I'll upload it when I have time.

Awesome! That's what I just looking for!

Excuse me, is this plugin support region tile checking? I know a lot of pixel movement plugins prior to MZ but as far as I can remember, there is only one that don't mess with region tile checking.