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Thank you! I edited some of your assets and used it for my game:

https://ekremja23.itch.io/pixeld

I love the cape!


thanks!

Loving the tileset! QQ - how do you setup the TileSet's in GD4 to match your screenshots where the floor tiles go up to the wall?

I get floor tiles where the tile is 100% floor, but there its part wall I get the grey from the tilemap.

I've got my floor tile set to z=0 and my walls set to z=1 along with +8 y offset on the 16x32's.  As you can see with the corridor, the upper part of the wall is overlapping the floor nicely... 

I'm almost certainly doing something wrong :) 

FYI, I'm using the 3x3 minimal settings on https://github.com/godotengine/godot-docs/issues/3316#issuecomment-614923124

It seems to be auto tiling cell 10,0, maybe it should be using 9,3? But that doesn't solve the vertical walls.

For example - in your screenshots, the walls perfectly line up with the "grid".

But in the tilesheet, the vertical walls go down the middle of the tile?

(my tileset is setup exactly like your screenshot on https://itch.io/post/9553476)

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Hi Nick!

Two things: the horizontal walls - there's something off, you should see the bricks of the northen walls. If I understand correctly* than a horizontal wall that has no other wall to the top nor to the bottom should use tile (x:2, y:3). The tiles you mention are for like thicker blocks of walls (rendered as empty holes... idk, maybe I should had celing/floor there?

Second: Vertical ones. The autotiles pngs were created later than the picture you're refering to was made by hand (in Tiled iirc) using the tiles from the full tileset (0x72_DungeonTilesetII_v1.*.png).

I've just checked the Godot setup (couldn't remember, didn't look at it for a while :/) and now I recall that I had the same trouble and I gave up and just put the walls in the middle as you noticed. To fill the gaps I've provided the half-floors tiles in atlas_floor-16x16.png.

I believe what we want here is not possible with regular autotiles. I might be wrong but in any case the current setup is not sufficent. Meybe the "draw the floor" not "draw the wall" approach? IDK. (If you figure this out please let me know!)

[*] I'm always confused with autotiles. They are difficult to read to me and the setup is tedious, and yet they fail to do what I want and are super lmited otherwise. I'd rather go with a rule-base approach like ldtk or similar.

Interesting...

My northern top walls are using this tile:


By 2,3 are you referring to the ones near the bottom left?

According to the automap mask in the github issue, it is using the "correct" tile in my screenshot; "this" cell + it's East, West, South, SW and SE are all "dungeon" tiles and there is no dungeon tile  to the NW, N or NE. 

The "line" one in the bottom left should only be picked if the current cell + potentially the E or W are "dungeon" and were surrounded by non-dungeon.

So it sounds like I might need to render the floor as one sheet and walls as another?

I wonder if it almost like we need another "walls" variant where instead of flat-grey under the walls, it uses a standard floor tile aligned to the grid?

So.. yeah... it's much better if I replace the gray background with a cell... certainly to a point where I can crack on with other parts.

But you're right that the top wall looks wrong. It's almost like it needs to reuse the south walls again?

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I have trouble understanding how actually you draw your map. i.e. which cells are on and which are off.


 My understanding is that the middle of each cell represents the wall itself, and 8 minisquares around it are the presence or not of the neighbours.  So yeah, northen and southen horizontal walls would be the same because both, the void and the floor are marked as empty on above and below the wall. Like A (blue) in pic above: you have wall to the left, and right, nothing up, down and corners.

B (green) is in the other hand void/floor is to the top, but there are wall to the bottom.

Do you have any attack and death animations? would be willing to pay for these as i love the tileset. Is there any way i can contact you ?

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Hi Matt!

No attack animation, in my mind I expect one to swing the weapon around the character. Like... they don't have hands, it's all very symbolic.

Death animation... this one would be needed I guess; but I do not expect myself to find time anytime soon.

You can contact me through email (see itch.io profile page for my low effort website), or find me on Discord (0x72) but I won't be able to take any commissions any time soon. Sorry :(

Thank you for the reply i appreciate you getting back to me. its time to teach my self some animation then haha fml.
Best of luck on your future projects, you are very talented. 

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broo, I was about to create my dungeon scenes after I nearly finished my lobby map and whole scene with your first dungeon tileset (which is GREAT!)and you posted this ? you are life saver and I genuinely love you

(5 edits) (+1)

Hi @0x72 and @Everyone! I've created a Sprite Mixer  that includes your characters with customization! Plus animations to easily export as sprite sheets.

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Wow, above and beyond! Amazing!

<3

This is the ultimate pixel character generator!!!!

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Thank you! Hope it inspires others to keep creating! Can help with your expansions!

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I'm having problems with the tileset to do my autotiling, does anyone know how can I solve it? (the problem is that I cant undertand how to organize the tiles on autotiling). 

Amazing sprites!!

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