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MattWalkden

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A member registered Dec 14, 2016 · View creator page →

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Hi Daniel,

Thanks for letting me know! I've actually been following how your game's been coming along over the past year or so but I hadn't seen this latest update. I used to have an A1200, it's the machine I first really started learning pixel art on, so I'm always keeping an eye on the Amiga scene. I worked on a bunch of little AMOS games with friends back in the day but we never managed to release anything, so it's exciting to see some of my work in something this accomplished!

Best of luck with the game.

- Matt

There's an inside and an outside corner to the shoreline, so you can create a 2 tile thick diagonal line with those. I'm not sure what you mean by checkerboard, but the tileset doesn't allow for alternating land-sea-land-sea tiles. It would be land-shore-sea-shore-land-shore-sea-shore. Hopefully that makes sense!

I just did a quick count and I got 14, it might change from ship to ship but in all cases it's less than 16 and outside of the fuselage colour variants they all share a common palette.

I'm aiming for end of September / start of October.

Thanks! The big changes are the way the tile-set is formatted and organised which will hopefully make it much easier to use (and easier for me to update in future).

It's still on it's way, I've ended up adding alternate tiles for terrain edges which has led to me needing to animate extra variations of water tiles etc. I've reworked the trees for auto tiling as well. The end result is you'll have the option for much more organic looking landscapes but still in keeping with the current clean style.

It's a subtle change but it makes a big difference and I'm really happy with the results. I'll do a dev blog post previewing all this when I'm at the stage of polishing up and doing consistency checks. My current plan is to have the update out some time in September.

Thanks, there's always more packs planned, but I want to get this and some updates to the current packs finished off first!

They're pixel art assets, so if that's the style of your visuals they should fit in. There'll be big and small versions of most of the vehicle sections and you'll be able to arrange them in ways that cover a wide range of sizes of ship.

The game looks cool. I can see the robot insects from the robot pack knocking about in some of the screenshots...!

Thanks! There may be more explosions soon... I'm working on some stuff!

The tiles are in a .PNG image format and are 16x16 pixels in size so they should work with the vast majority of engines. RPGMZ supports 16x16 tiles in .PNG format so you should be fine.

Thanks, hope they're useful! 

I don't plan on doing this in the immediate future, I've been leaving implementation up to users. I am currently working on an update to make the tileset easier to use with auto tiling algorithms though.

Thanks Zane!

They're orthogonal. There are a few isometric versions of the base tiles which were made for the UI (see bottom left in first image) and these do tesselate but they have black borders.

Hi. Yes the assets can be used in commercial projects. The full license agreement is included in the zip file.

It's made from the tiles that come with the asset pack. It was put together using Tiled (map editor software) and it's designed so that the top and bottom and left and right sides match up so it can be repeated.

Hi. Yes, that's covered by the license, glad you like the fonts!

Hi,

The license grants you permission to distribute as a component part of an artistic or commercial work the assets in the purchased ZIP archive.

This includes any modification or adaptation of these assets for that purpose.

No attribution is required (but is always nice!). I realised that the license agreement was missing from the archive (!) so I've updated the archive to include it.

The full license text is:

  1. Permission is given to distribute as a component part of an artistic or commercial work the assets in the archive named “Explosion Pack Upload 18-12-23.zip”.
  2. You may not sell, rent, license, sublicense, distribute, redistribute, give-away or make available (in any other way) the assets alone or as part of any asset collection.
  3. You may modify or adapt the assets for personal and commercial use as detailed in section 1. You may not sell or distribute modified versions of the assets as detailed in section 2.

Hey, attribution isn't necessary but it's always nice. Good luck with the game! 

Hey! My next planned update is going to be to tweaking and reformatting the tileset to make it easier to use with auto-tiling algorithms but after that I want to add more features and biome types and a lava biome would be cool...! 

Looking good! Cool to think about my sprites being pushed about on actual Amiga hardware.

Cool! I managed to fill the whole screen with little guys...

There isn't a Tiled setup included currently but the tiles will work with corner based auto tiling. I'm planning on optimising the tileset and including variant versions for edge and corner based auto-tiling methods in a future update to make creating your own setups easier.

Thanks! The Ruins and Settlements update is still on its way. If you buy now you get access to all future updates (there's other stuff planned for the future but I really need to get Ruins and Settlements finished before I start talking about any of that!).

I have a free asset pack available with some unit graphics that you might find useful: https://mattwalkden.itch.io/fantasy-battle-pack

Thanks!

I've got a small update in the works to add ruins, new buildings and farm land. Once that's out of the way I've got plans to address some formatting and tile arrangement issues and I can look at the legacy tile set as part of that. In the meantime you can always overlay tiles and export them in any image editor that supports layers and produce your own merged tiles that way.

Thanks for the heads up, I'll add this in now :)

Hey, you're welcome! Thanks for sharing the link, it's always good to see the assets being used.

Hi, the update isn't cancelled, I've been busy with other work but it's still on the way (along with the other asset packs I've got in the works).

- Matt

Thanks!

I didn't use a set palette, just picked colours for what I needed as I went along. I tried to keep the colour count down but there's probably some very close colour choices that could be optimised here and there.

They're hidden away in the UI folder, the file is called "terrain-icons.png"

Very cool. I like how you have the difficulty increasing tied to the level ups and chosen by the player!

I've not got plans for a separate bundle just for the village packs but they'll be discounted individually in all the usual itch.io seasonal sales when they roll around.

Thank you!

I am planning character sprites and other locations, the first of which will be a snowy village, as well as adding features to the current village interiors and exteriors. The first thing on the list is to add a few things to the interiors that I didn't manage to get done for the initial release like carpeted stairs and features for shops. I'll be posting devlogs about these new features and asset packs as I'm working on them.

Hey, I'm not currently taking on commissions but celebration animations is something I'll look in to adding at some point.

Hey, thanks!

In the mockups I did the timing for the dust animation has the last few frames displayed for longer than the first few. The "Dust-duplicate..." sprite sheet repeats some of the frames in the sprite sheet so you can play back the animation with this original timing without having to adjust the timings in code or scripting.

(although the animation looks fine with all the frames displayed for the same time anyway...!)

Hey, cool game and not something I would've ever imagined when I was working on the tiles!

Hey, cool game, you've got the enemy drop dopamine hit down perfectly. Good luck with the RPG!

Hey, this is amazing! Vampire Survivors meets Mad Max. It's wild seeing people come up with concepts I would never have imagined using the assets.