Unfortunately, I can't say for sure. I think it should be possible since we have managed to create an autotile in Godot and Tiled.
DithArt
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Thank you for your kind words.
Ok I will give you permission for that with few conditions:
- First of all when you convert all of the assets to blured ones, I would like you to send me converted assets for the final review and final approval at info@dithart.com
- I would like you to make a statement in your readme file that blurred assets are derivated works of my work, and that they are blured on purpose because of license clause. Please include link to each of my asset that is included in your work.
- Not mandatory but it would be nice to have, that you incorporate blured files in such way, that if someone wants to play your game with non-blurred graphics, when they buy those assets it is easy for them to replace the graphic by simply overwriting existing files.
Yes, I am still updating it, although I have been busy with other tasks lately.
You can find my current bundles here:
DithArt's Big Sci-Fi Bundle: https://itch.io/s/89909/ditharts-big-sci-fi-bundle
DithArt's Fantasy Bundle: https://itch.io/s/89910/ditharts-fantasy-bundle
DithArt's Big Bundle: https://itch.io/s/89911/ditharts-big-bundle
Yes, you can use it in commercial projects. There is attached license in every asset.
LICENSE
Licensor grants to the ASSET-BUYER a non-exclusive, royality free, worldwide license to the Asset to integrate Assets only as incorporated and embedded components of electronic games and interactive media and distribute such electronic game and interactive media. ASSET-BUYER may otherwise not reproduce, distribute, sublicense, rent, lease or lend the Assets. ASSET-BUYER is granted right to integrate asset in any closed source project ASSET-BUYER owns. ASSET-BUYER can make derivate works, but derivate work must be clearly defined as such.
Beside assets in my shop ( https://dithart.itch.io/ ) and one currently in progress there are no other assets available currently.
Hi. Thank you for your purchase.
In the Tiled directory is example of how one example level looks with (I hope all) possible wall connections. I though that it would be straightforward from the example file how one tile system should be built, but it seems that I was wrong (unfortunately Tiled is unable to handle properly the complex tiling types so there is no auto tile setup for Tiled) . I have somewhere Unity project with auto-tiling setup, I will look at it and create a documentation on how should be properly set up for the auto-tiling.
All other tilesets I created use exact same position for the tile chunks.
I will update usage description as soon as I can.