username: zaebucca

I have been expanding and working on the asset pack(s) as precedently stated. It's a lot of work, intertwined with lots of regular work from my daily freelance life. What I mainly provide is graphics. Rpgmaker firstly began as a request from a few people that I am happy to work for and I do not want to abandon at all. Please keep ij mind I am not a Rpgmaker based developer, if I were I would have done all the work in a radically different way as I have basically been redoing all my tilesets entirely to make them work within the software. This is ab immense amount of work for a promise I definitely want to keep.
Yoooo thank you so much Timun!
Here's the full view of the streets if you are interested! This specific portion of the city was made with the east-west and nort-south loop in mind, so it virtually feels like a lot bigger than it actually is. Sometimes, a few year ago in Rome, I felt like some streets and neighbourhoods had almost a "Möbius strip" feeling to them. You could walk, and walk, and walk - and some places seemed to return - slightly different each time. Then you just take a turn and end up discovering a whole new environment - ancient ruins, countryside.
Truly a magical place I wanted to tribute with this little experiment!
Hi Misfit; I am sorry to hear that, and I sincerely apologize for the long wait and not meeting the standard.
In order to make these assets work within Rpgmaker limitations, I had to extensively edit all of them, rethinking all the modularity and remake all the tileable parts in order to keep both function and aesthetics - especially regarding autotiles and animation - within the limits of Rpgmaker.
Most of the single tiles, object and decorations are basically ready to use and import, but I understand you would prefer to have a ready-to-import sheet.
This is not meant as an excuse, but to offer a perspective on my work and occupation: these tiles are born as base assets, then converted into Rpgmaker which has a lot more limitation on placement, tileset size and autotiling.
This year, I had to learn Rpgmaker MZ and MV. The last rpgmaker I ever used was XP, more than twelve years ago. The one I used the most was rm2k3. I am mainly an artist, not an Rpgmaker specific developer, so I basically had to rethink and learn my way here.
As I have been working extensively outside of assets and work, the hundreds of hours that this kind of process requires were unexpectedly hard to come by, as you may imagine. I have been trying my best.
The only other option, which I would not like to take into account, is to release further tilesets with a disclaimer saying I will not be able to provide Rpgmaker formats.
As a last consideration: all these hundreds hours I am using to adapt my work to Rpgmaker, also prevented me from investing time into new, planned asset packs. As you may understand, I am putting a lot of effort into keeping my word, even a year later, within the time all my daily work allows, in order to secure you the quality I want to provide.
Ultimately it was my mistake to underestimate the process, especially since I am doing everything alone for less than basic income (and with all the difficulties that the current payment process situation on itch demands) at this point - from double or triple jobs to social media management, accounting and all - and it definitely befalls on my poor planning on work time.
That being said, I will provide these tilesets soon at this point, even if people reasonably lost interest in them. I hope you will still find use of them in the near future. Again, my sincerest apology.
I apologize, it has been a rather complex year and I prioritized releasing new expansions (interiors, city and characters) and packs (the new dungeons).
I also had some difficulties with godot and rpgmaker as I had no experience with the first and very little experience with the latter (and the tiling system of MZ is quite nice, but calls for an overall rethinking of tiling and formatting, which required lots of time.
The overall result is that I spent quite some hours on both to try and get everything done, but maintime work, relocating and a lot of different things went all together and got me a bit stuck in a loop and I often had to decide how to tackle the next objective.
That being said, as you deserved an explanation, Godot and Rpgmaker formatting for all the tilesets are the next update this month, which I've been working on for quite a while.
Please excuse me again for the lack of communication, but I am alone in this and quite new at lots of this job aspects, other than pixel art itself which has always been my main (and arguably only) skillset.
Hehehe! Sorry, my bad! I accidentally opened a tab within the page and blocked the download yesterday!
And yes indeed! Characters are planned, as well as new animation and effects for both these and Adventure Begins - I need some more time on those extra creatures and bosses and at the moment I'm focusing on finishing the first batch (4 dungeon themes!)
Hello there! That's an interesting question. These tiles may work with as few as two layers (a terrain / structure layer, and an "overlay" layer for elements such as treetops and decorations with transparency). By following this strict limitation, you may be able to obtain a real retro-styled GBC aesthetic. Of course, on top of these two layers, a third one is dedicated to characters and animation.
I usually work with two or three layers as well + character/event layer, as this allows me slightly more freedom with overlaying tiles and transparent ones without making too many specific junction tiles!
Hi David! I'm almost done with RMaker MZ (which is the easiest to set mainly because their 16x16 option and layering, allowing a more "custom" use of tilesets A, B, C, D). Character packs are already Rmaker-ready (with options for Rmaker XP, VX, Ace and MV as well)
The main issue with Rmaker tilesets (taking me forever) is the stark limitation on width and length, which requires me to constantly make more tileset groups and constantly sacrifice tiles (dramatically so with terrains) and decoration to make everything fit in 256x256 groups.
The final result will probably still need quite some tinkering from the users, as it won't allow all the possible required combinations for each map anyways :'(
Thank you Brandon! I am really happy to see all the lovely feedback. I underestimated these tilesets a bit and it has been indeed some hard work, possibly harder than I originally imagined... but I'm finally quite satisfied with the variety and ideas and I really hope they'll bring ideas and fun! :'>
And of course if you happen to make anything out of this, I'd love for you to share it! <3
Hey Lucas!! Sure thing! I originally planned Adventure Below as a short follow-up free expansion to Adventure Begins instead of characters, but the popular demand for sprites and interior tiles made me think again about the release plan! Adventure Below will have the same pattern (general tiles -> character expansion -> more expansions made by following feedback).
In short: Adventure Below, being its own thing, will be a separate itch.io project (of course bundles with Begins will be there) and a patreon monthly reward. :'>
Hello! Sorry for the extremely late reply, but I didn't see this comment until today!
Sadly, due to the bundled nature of the pack resources it would be very difficult to me to make price estimates and on-demand deliveries and exports for each part of it!
I chose an affordable price policy (14,99 for more than 80 characters, thousands of tiles and animation frames) on a wide selection of tiles rather than very specific packs for this very reason!
Thank you! Regarding sprite colors, I tried to follow the old school gbc games! Some of them (bosses and bigger sprites) have one more color hue to make them look richer (so they're actually black, highlight and two hues). I wanted to keep the characters quite simple and contrasted in order to make them pop a lot more withing the environment, but I also have a few more options in store... :'P
Heyyyy Fafnor! I noticed the error a few days ago, and I've launched a few other hotfixes during the early release days - but I noticed this specific mistake way later (as well as the old witch not displaying the movement on some sprites)!
I will update this pack with all these fixes and overall improvements; Adventure Inside will also bring a major overhaul of tilesets, disposition and animations, mainly because Rpgmaker and Godot but also to improve readability and usage (for example the water cliff animation was a bit too compressed in a few tile space, sacrificing too much clarity in usage)
Hey! Yes, at the present date these tilesets included are not rpgmaker-ready! I'm still working a bit on tilesets and autotiles, which are not available yet as an rpgmaker format (I would like to provide an actual rgss file with connections and interactions working, but I'm a bit unfamiliar with rmvx, vx ace and mz and it's taking a bit of time) Characters instead are already rpgmaker-ready!
I am planning a big release with godot and possibly gb studio formats all together!