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Humn, i had a look at it, i like it ^^
first, sorry about the wall of text D=

some small recomendations, this is 13long, 24 wide sheet, wich means theres gona be alot of deadspace in it, on the first row you have 20 empty frames. when you make a full sprite sheet you dont want anmy empty spaces, so make every row have the same set of animations, when you hit the number you set, like 24 in this one, you break, if your animation set like the attack one hits 16, you start on the next set so sprite 17 gets filled. a constant flow and no dead spaces. and id say have the attack effects seperatly, when you put this in godot those last ones brake of and dont fit with the rest. and err, theres a 311 sprite fields in that spread sheet and 206 of them are empty =P

and im sorry about the wall of text ;_;

Don't worty about wot, I'm here to understand how can I make a better asset for you and everyone else interested! :D
So, right now I'm a bit swamped, but for the 16/17 I'm confident that I will get back to draw as freely as I can, so I will make another updated with your instructions. I guess the same goes for the slime, right?

your awesome man ^^

for the slime, you could just make one long sheet, like with the npc villagers =P

humn, i could give you some tips on your tilesheets too, as they are now theres no  real posibility to properly auto-tile with them in Godot. the rpg-maker one you did is a good start! but its lacking some corner and mid tiles =Pi could give you links to two free asset sets with auto-tiling tilesets if you wanna have a look?
https://docs.godotengine.org/en/stable/tutorials/2d/using_tilesets.html#creating...
however has the documents for autotiling, "Creating Terrain Sets (Autotiling)" (quick link in the left bar) has some visuals but eehh, they are boring xD bbut if you do them like that, and someone sets up auto tiling with them, they can do some pretty awesome work in their game :3

but yeah, dont overwork yourself man! burning yourself out isnt good for your health and its detrimental to your work, take your time and have fun =D

Ok, the slime will receive the same treatment ahahah
For the tilesheet, I'm planning to do as follow:
I can use one of these two tools to get the basic for the terrain:
https://wareya.github.io/webtyler/
https://www.tilesetter.org/
and then I can edit them following the instruction of the document that you have linked and this video:

and it should be good.
In the following days I should be able to recover completely from this stressful period and get back to Aseprite!
If you have other suggestions or request feel always free to ask, it's a pleasure to work on feedback received from you game creators :D

why in the name of F cant i like this message xD

Seriously man! thats genious!

so next question about tilemaps for you then =P have you thought about combination tiles? they are tiles with two diffrent sets on them. for example, water tile and dirt tile, that way when you autotile, and you drag dirt thrue water, it automaticaly adds tiles made to be like a sandbank or however you set it up =P youve kinda done it in therpgmaker tileset for grass and dirt and water and dirt but id love to see you expand on it :3

oh and have you thought about adding "random" tiles? its just adding something like a few grass tiles with a diffrent look to them, like grass in diffrent types or small flowers.

like this image. everything thats not dirt, bright/dark-grass is "random" tiles. belonging to said sets. it gives a completely diffrent feeling of life to the tiles :3


Hello, now I should be back to draw and work more freely!
I added the character sheet and the slime sheet, let me know what do you think about those!
For the autotile I tried my best but I'm not quite sure if it's the right way, if you would give me an asset to check for future reference that'd be great C:
For the dirt/water tile I think that should be difficult but doable, can you give me an example to folllow?
For the different tiles I've provided some props to give them more personality, but if you prefrer a handmade tile I can make it in no time.
Let me know if there is something else that you'd like to see C :

Ill have a look on monday =3

im working this weekend and usualy arive around 10pm at home so im kinda fatigued xD i bike to and from work and it takes its time =P

but to be quick on it.

Ninja Adventures has a really good tilemap you can have a look at, This is the Asset pack its called "Tileset Floor".  This Video goes thrue how to use it for auto-tiling. probably the best video on auto-tiling ive see

For the water//dirt tile i would recomend something like a sandwall barier making it look like tha dirt is just above the water with some small rocks or something seperating them, could be done the same way you did in your rpg-maker file called "A2_terrains_RPGMaker" on the dirt//grass tiles.
for now, just have a look att the links i sent you and ill have a look att what youve made on monday =D
im looking forward to it ^^'

No worries, I'm grateful that you take your time to give me some feedback C:
I think that I have discovered the way to do it, probably I have to change some things but I'm getting the hang of this autotile thing C:
For the water/dirt tile maybe I've did something similar in the other free pack Crystal Ground, but probably I will expand more in the future! I've noted every piece of information so I can work on it in the updates I'm planning to do C:

you have alot of potential my man :) so im only glad to help ^^ after all it helps me too =P that and ive had a couple of artist friends over the years and ive gotten kinda used to giving appraisals, tips and help xD i cant do this stuff myself but ive got a pretty good eye for it it seems =P

so im having a look att your new stuff while waiting for a meeting to start =P I like what you did with the sprite cheets! its really good! the black squares are kindof unnecesary, but i also like them because it marks of where each "set" ends. wich is good cause it can get confusing. Most however, dont do anything like that.

on the autotiling its pretty good! ima gona try using them for a test project and see how they fare.

*Some Time Later*

So! the one called godot 1 is no good. its lacking some features needed to be good. 

now, if you look at the 2 to the right you can see that they have "things" in the middle, these mark of certain areas that are conected, in your case it would be another "dirt" collor spot. its for the edges, so say you can connect even more areas with "empty" space between them. not sure how to explain it but err... on the one with the empty spot, black in your case, grass in the other, there should be next to it 2 tiles with 2 "dirt" sports,  left one should be one spot on top left and one spot on bottom left. while the one below the spot should have one on the top right and one on the bottom left. ehmn...  To be honest, i cant see the diffrence between godot 1 and 3, they look identical to me =P and you really only need the Godot 2 one. all the tiles that are in the nr 1 are also in the nr 2 and nr 2 has tiles that nr 1 does not. 

TLDR tileset 2 is a expanded version of tileset 1

ill be deleting this vid after youve seen it since its... well, just to show you =P

Hi! I think that I got it right this time, try the new version and let me know if it still doesn't work as intended C:

Thank you so, so much for the compliments! I'd love to work in the game dev industry both as an artist and as a musician, that's why it's necessary for me to improve and get feedback : D