No plan for that right now unfortunately, there's too many characters to go back and edit. That's why the shadows are on a separate layer ibn my newer style-- we've learned a lot!
thanks for the suggestion.
Right now this pack isn't available anymore for newer patrons. Big core packs like this only have temporary download keys for patrons that come down a few months after the release. The FAQ thread on my patreon explains in more detail, and has download links to the packs available for patrons.
As for the Action RPG Monsters set, that one does have a patron download because a lot of the content was released on Patreon first and then compiled for the release. These kinds of packs will always be available for patrons and the store page is more of a convenience for non-patrons; and there will be a note on the store page for any packs like this which are free for patrons, so people don't buy them by mistake. Hope that clarifies everything.
Thanks!
Thanks for reminding me (this reply if also for anybody else who has the same issue):
We did update the generator to support mac OS, but it doesn't on every machine. From what I understand, it's possible that it has to do with some hardware compatibility layer, but we'd need more information. Please email or dm me with the details about your specific problem and it could be helpful.
Hopefully we can solve it, and when we do I'll edit this post.
For now we might have to say that the primary platform is windows and not all macs are guaranteed to be supported.
Thanks
Hi
For the base rectangle rooftops, there's a set on tileA3. For regular houses like the one in your image, it's easy to use the autotile.
The other tiles that you have are used for extending that roof into different shapes. Holding the shift button while placing those tiles will prevent them from warping the autotiles around them.
Hope that helps.
thanks!
Thanks! Running animation wasn't included because sometimes depending on the game engine, it can be made by speeding up the walk animation. I agree that it doesn't look anywhere near as good as full running animations, but it allowed me to prioritize other animations instead. It's not impossible that I make more animations in the future, but in all honesty-- any new animations are a low priority because there are so many existing pieces that'd need to be re-animated, and it'd require the whole generator and sheet to be restructured.
For the time being, future character expansions will be more pieces, accessories and weapons that will build on the existing animations.
Run animations for full custom characters would be more likely because it could be done without reworking the existing system.
Sorry if that's not the answer you want to hear from me, but I like to be open. If you have other suggestions for how to handle it, I'm open to hearing more. Thanks!
Holiday bundle ends tonight, so I'll set up the regular one now.
https://itch.io/s/129459/time-elements-bundle
Also-- Thanks, I appreciate it! That means a lot.
This pack is a special download for Patrons. You'll get a download key if you subscribe to my Patreon page.
I have released a collection of church-themed assets on patreon. You can find them here:
As for how you got them-- 🤷 Since most of this stuff is pretty old, don't worry about it. It will likely be released to non-patrons in some form of ultimate compilation in the future anyway.
I hope it's useful for your game project ☺️ Thanks!
Yeah, there's something that I don't understand about currency conversion-- this one is set to require a pledge of $7 because it's intended for the $10-tier, so I hoped that would work to give some extra padding for other currencies. It's most likely that I messed something up :P I'll send you a download key to your patron account. Thanks!
Welcome :) The dust effects are edits I made, based on this asset pack (really good stuff!) Hopefully that's what you're looking for.
Thanks!
They're based on a 16x16 tilegrid base size. That means that some monster sprites may be larger than a single tile but scale with characters and environments based on that size.
Most of the monsters are not four directional. They're designed for use in full movement-based action-combat systems (like Zelda instead of a turn-based RPG).
Some of the monsters, like the marauders in that gif, have two diagonal directions (up and down) which can be flipped to make four directions for most real-time action combat systems.
If your game is something that specifically requires four cardinal directions for every enemy design (like a tactics system where it matters which grid direction to target), then these monsters might not be the best solution for that project. The human characters in my Elements sets have animations in 4 directions, that might work better for your needs.
Thanks!
You might be looking for this expansion pack. It matches directly with the characters from this pack and gives them side-view style animations like the ones used in SNES turn-based combat game, so it might have what you need. https://finalbossblues.itch.io/side-view-animated-rpg-battlers