Hey thanks for putting this together!
hunterloftis
Recent community posts
Thanks, I should have said "will be if they continue" - basically my vote is for you to continue with consistent palettes & tile sizes so your Rogue Noir 2.0 will also be compatible with the work you've already published.
16x16 seems to be a popular vote here, but I'd point out that 8x8 sets can include 16x16 groups (which can be directly used in 16x16 tilemaps), but if the smallest tile is 16x16, then the tileset now requires 16px tilemaps to be effective. The way you've used 8x8 with 16x16 block groups so far is ideal.
Edited: Your tilesets are currently useful for full games since they tend to align in terms of resolution & palette. I vote 8x8 base with 16x16 groups, like https://samvieten.itch.io/metroidvania-pixelart-tileset-biomes, so your various tilesets will continue to be compatible with one another.
I would love an alien (rather than human skull) feeling pack that mixes bio & mechanical elements. Whatever size fits a 48x48px character best - depending on the scale of the elements, that could be 16x16px or 32x32px. Ideally it could "match" https://samvieten.itch.io/metroidvania-pixelart-tileset-biomes in terms of palette, scale, lighting, and style.
Nice, congrats!
Godot does have an asset library, but I haven't found it to be as useful as Unity's: https://godotengine.org/asset-library/asset
I tend to use itch instead.
PS here's one of these voxel ladies in action:
Thanks! This was helpful to me to learn that since sometimes I'll be rebuilding the whole pipeline from a vox file, it's probably best to figure out how to do that from the start.
You may also want to check out the textures in https://maxparata.itch.io/cyberpunkcity-monogon for the same pathing issue btw - I plan on purchasing them, and downloaded the free set for a test, and none of the textures came in.
I just bought the package, and the skinned models aren't textured. You can see why if you inspect the FBX files (and why they work for the author but nobody else): the textures all point to absolute paths. For example, here's the redhead texture file in the fbx:
D:\VoxelAssets\FlyingBike\BikerWoman\CharacterExports\BikerWoman_Redhead02\Redhead02-0.png
...so these textures always fail to load, since they were saved with absolute paths instead of relative ones.
(edited to correct accuracy)