I would recommend adding the doors I see in every mockup to the sprite atlas somewhere. If they're included in the pack I cannot find them
Viewing post in Retro Cybercity Apartments Tileset (REVAMPED) comments
Sorry for any inconvenience! I can confirm that the door sprites should be in the pack.
They aren’t on the core spritesheets for space and redundancy reasons, at least originally. Because I am revamping a lot of props, especially things like doors, to include animation, I have organized the file architecture of packs a little differently than before.
For yourself and anyone reading this, the place to find the doors (and other animated props/tiles) is “animated prop spritesheet” which is a folder in the pack structure.
If you still can’t find it, I would love screenshots to get a look at the folder contents for the pack you’ve downloaded. Maybe there is an issue I don’t know about.
All that said, I should also ask you if you would personally prefer non-animated instances of doors or similar included in the tilesets. This is of course possible, especially with the revamps where I am doing a lot of “alt” versions of tilesets to include variants of props and tiles. If there’s a need, even for convenience, to have these on the core tileset sheets, I can include them in future updates and in new packs with similar elements.
Ah, yeah I didn't even think to look there. I can confirm I do have them in my pack. It's my personal opinion that for ease of use I'd include at least two frames (fully open and fully shut), since there are situations where using the animated prop doesn't make sense, so you don't want to import and spend time filling metadata for a whole other sprite sheet to only use one or two things.
But I would consider it fine as is, my bad for not seeing those. It's worth saying I'm not an RPG maker guy, so my perspective is that of Unity + Godot users.
You’re probably right about including those frames and I have done exactly that in previous versions of this pack and existing versions of other packs. I try things slightly different some of the time so that I can see what works for people but I’m small so it’s slow going w/o much feedback. What you’re saying is very helpful and based on this alone, I’ll likely start to make sure even animated elements are represented somehow in the base tileset sheets.
Also totally understand about engine differences. I started out packaging this stuff in a loosely defined, generic sorta way (engine agnostic) but RPGmaker requires strict formatting and most of my early feedback was from RPGmaker users. As more of an RPGmaker user myself, it seemed to me that I could adhere to those formatting standards without causing any inconvenience to users who operate on less restrictive engines like Godot or Unity. Anything that lets you slice a spritesheet internally, basically. But that doesn’t mean I should neglect simple stuff that makes users like you have an easier time with my assets.
Please come back with any additional feedback or questions or issues in the future!