A downloadable asset pack
Designed specifically to suit SRPGs, but would also suit RPGs, action RPGs, rogue-likes, etc.
Package includes:
Single tileset, .PNG format. Individual tiles are 16x16 pixels. Tileset includes:
V1.1
Also included is a detailed guide & .TMX examples.
A small preview of upcoming character packs. Fully animated basic adventurer and enemy slime. Includes the following for both characters:
Licence:GameDev Market pro licence
About WONDERDOT:
Hello!
This is the first package in this series. With these assets I want to recreate the magical feeling I had while playing the classic SRPGs of old. If you're interested in hearing about updates/additions to these and other game assets, check out mytwitter ortumblr.
Thank you for your support!
-Pita
In order to download this asset pack you must purchase it at or above the minimum price of $10 USD. You will get access to the following files:
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Hi!, the assets look great and I like to buy this for my dream game prototype and I have some questions!
1: how many frames each animation have?
2: the character & slime have 4 direction idle frame?, if not can I add the missing frames?
3: can I share the game on social media freely or I need to give credit? (of course I will recommended your assets for everyone when I share it but credit its must in the game or something?)
4: the tileset support autotiles?
I like to buy that tomorrow so I be glad if you answer me soon as possible! :)
Hello,
I was wondering if you were for hire. I am an experienced game developer who is looking for a pixel artist to make a couple tilesets for a game I am working on. I have some experience working with pixelart, and I would be working alongside you. If you're interested, we can negotiate your payment; I am thinking I could pay you a portion in advance, and the rest after- a mutually beneficial deal I think.
Cheers,
TheAlchemist
P.S. I really enjoy your art style so far. Great work, regardless of what you decide!
Hello there I have a question (Btw I've bought this package).
My question is about the idle animation.
In the doc you wrote: "NOTE: There are still idle frames for up and side directions. I squeezed them into the sheet in rows 9,10,11, 4th column."
I can't get what frames I have to use in addition to those you noted for making the idle for up and side.I mean for the normal idle I have 3 frames that I "ping-pong" and it works well but for up and side I have no clue.
Thanks in advance
dude this is way to awesome to be real 0_0
one day i will buy it, it's only a matter of time :D
Really, dude, this SOOOO awesome.
I've literally never seen better dungeon tileset in my life.
I'm gonna do a roguelike game soon, after i finish my current game.
And of course, i'll buy your rpg monster pack too.
I can't even describe how great this is.
I'll also check all your assets, and mb buy some of them too :D
Good bye, bro,
be healthy :)
I was able to get the walls going in Unity rule tiles. I'm working through the rest of it. It's useful that you provided a reference document.
https://gyazo.com/59e4a439f7765a291b8f9f31f34e8f65
I'm not an expert with Unity by any means, and haven't used Unity for a long time. I'd recommend asking the Unity community about this.
There shouldn't be any offsets you need to make (the tiles are all aligned correctly), however there are issues with the 2D tile system in Unity and tearing, which might be what you're encountering. Again, I'm not an expert in Unity, so I'd recommend asking there about these problems.
I've had this asset pack for a while and just logged in for the first time in ages on itch. I think it's fair I take the time to say that this asset pack has been one of the best I've ever used (along with the Village Tileset).
If you're thinking of getting this, I don't think you'll regret it. Really great work Pita.
I don't intend to make a unity package for this (or the Dungeon set). I don't know much about Unity so don't feel particularly comfortable giving specific advice about it. From memory, when I setting up the Overworld tileset for Unity I followed the instructions in the manual (here) and a blog post on the Unity blog (here). Things may have changed in Unity since that blog post and since I made that package. A quick search of 'unity tilemap' on youtube brings up more than a few more recent tutorials, so I'd probably start there.
Sorry I can't help more!
Thanks for the reply. I know a lot about Unity, but I come from the 3D world and I'm new to tilemaps and such. I did notice that there are some importers for unity that will take maps from Tiled and bring them in. Perhaps I'll give that a go.
This is the asset that looks like it could do it. I just want to have auto tiling setup without having to spend too much time on it. I guess I'll roll up my sleeves and see how it goes. :D
https://assetstore.unity.com/packages/tools/sprite-management/tiled-tmx-importer-102928
There are three main issues from memory (I'm not well-versed in RPG Maker):
Hi! Sorry for the noob question here. I see the tilemap is 16x16. When I put a 16x16 tilemap into Construct, everything looks so tiny and I can't even see it. Also your demo gifs don't look 16x16. Should I just scale tilemaps from 16x16 to 32 x 32 in an editor before importing to Construct?
I'm new to gamedev so please excuse of there's some accepted process around this already that I missed.
With modern screen resolutions and pixel art, you're going to need to do some sort of scaling to get the big pixels.
I haven't used Construct before, so I can't give specific advice about that, but in general I would rather scale the pixel art in-engine rather than resizing the actual resources. I would be surprised if Construct doesn't have some way to do this, so you may want to ask in their forums about how other developers go about making pixel art games in that engine.
It may be that they actually do scale the resources themselves, in which case you're right: just scale up the resources to the desired size in any image editor. Just make sure you scale in integers and without anti-aliasing so you don't get blurry or wonky pixels!
Strictly speaking, the license requires that end users aren't able to extract and use the assets outside of your project.
However, if it's communicated clearly that the assets aren't free and that users need to purchase a license for themselves if they wish to use them in another/their own project I'm ok with it. But your project will never be purely open source using these assets, sorry!