Hey! How is it going?
This pack it’s done. We are just waiting to release a new bundle with 3 new tileset packs. And the mine one will be right after 😊
Hi! The .pyxel file is the source file created with Pyxel Edit, the pixel art editor we use to design our animation packs. To open and edit this file, you'll need Pyxel Edit from https://pyxeledit.com/. We hope this helps! :)
Hi! 🙂 Yes, you can absolutely use the package for your game on Steam. While it's not necessary, we would always be grateful if you could credit us, as it helps other developers discover our assets. We also love seeing games made with our assets, so please don't hesitate to share your game with us—we'll do our best to help promote it as well. Thank you for purchasing our packs!
Hi! We’re glad you like this latest addition to our collection :)
All the windows are transparent, so anything you place behind them will be visible. The diagonal shines you see on the windows in the example scenes are created using separate shine tiles we included. This allows you to customize the shine effect to your liking, making it as long or as wide as you need. This way, you can achieve a glass effect on any window formation you design.
Take a look at the screenshot below. I’ve colored the background black so you can see the shine tiles I’m talking about. You’ll find them next to the windows.
I hope this clears things up :) Cheers!
Thanks for reaching out about the wall slide animation! 👌
We’re in the process of creating new tilesets for additional environments, all compatible with our existing ones. We love hearing your ideas and have definitely noted yours for the wall slide animation. We'll keep it in mind as we plan our next updates and expansions 🙂
Stay tuned!
Hi! Thank you for your kind words about our asset pack :)
Let's try to help you out :) As our Tilesets are prepared, you should be able to use them without any issue. Godot has tools for using Tilesets and creating Tilemaps: https://docs.godotengine.org/en/stable/tutorials/2d/using_tilesets.html#doc-usin...
Our Tilesets come in png format, adapted to a 16x16px grid. We're not sure what could be preventing you from implementing it, as it's really a standardized system. If you continue to have problems with implementation and believe it's due to our Tilesets, please don't hesitate to explain the issue in detail here or at our email: contact [at] muchopixels.com
Cheers!
Hello again!
The fact that the wall block resolution is 48x48px is correct. That's because that piece of wall is designed using 16x16px tiles (the tile dimension we use in all the asset packs of our brand). The wall block you're copying and pasting is designed in such a way that you can use its 16x16px tiles to compose walls of the size you want. By repeating its tiles, you can create walls as tall as you want, and as wide as you need too. Look at this picture, the transparent tiles are those I repeated to get a larger wall.
In our demos, we have created the walls using 5 tiles in height. That's why they are taller.
(Open images in a new tab for closer viewing)
All our tilesets are designed in such a way that their 16x16px tiles can be "divided" to compose objects of different sizes, and even make them look different. It all depends on how you arrange the tiles that make up each object, like a puzzle in which all its pieces connect with each other. They are very dynamic and versatile packs :)
We hope this explanation has helped you. If you have more questions, don't hesitate to contact us!
Cheers!
PS. At the moment we are not taking commissions but as soon as we enable it again we will get in touch. We will announce it on our social networks too.
Hello!
The issue we see in your image is that the outer contour of the wall is thinner than it should be. As you see in this attached image, all the assets of the tileset are designed under the same pixel resolution, so what you see in your image should not happen.
Is it possible that you have increased the size of both objects (sofa and wall) to double the size in Aseprite? By increasing them in size, then you could erase 1px of the outer contour of the wall, resulting in the image you have shared. This is the only way we can see to obtain the result you share.
Please, let us know after checking if that is the cause of the problem :) Cheers!
Hi! We're thrilled to hear that you enjoyed our pack :)
Your suggestion of adding specific animations such as using and throwing items is indeed a great idea, and it aligns with our goals for future updates.
Currently, we're deeply involved with the release of another asset pack and a tileset pack. Once we have successfully launched these, we're eager to concentrate on updating existing assets, including introducing the animations you've suggested.
Stay tuned for future updates and thank you for your support!
XD Hi! Although it's not a tileset, we've released an animation asset pack that you might be interested in. It's 100% free! :) https://muchopixels.itch.io/character-animation-asset-pack
Also, we just launched a Bundle with all the Tilesets at 25% off. https://itch.io/s/92988/mucho-pixels-mega-bundle
Cheers!
Hi! Thank you very much for purchasing our packs. We look forward to answering your questions here:
Regarding the alignment of the objects you see in our banner, these were made with Tiled, which offers the offset option you comment. You need to use layers and offset the layer where the objects you want to align are located.
It is also possible to design in a much freer way the background of the scenery with "Photoshop" type software, exporting the background as a single png, and leaving only the interactive objects (or those you want) as objects attached to the grid.
We don't know specifically if Unity offers options to compensate in a simple way. The organization of our tilesets is due to the fact that, in the case of the extractor, the tile in the middle can be repeated infinitely, which some users will find useful. If we arrange it differently, we would not be able to maintain the versatility of it.
Regarding the shadows, they are in a lower layer (behind) the shelves. That's why they are seen behind them.
Regarding the doors, we have flipped horizontally the asset of the door in order to get both sides. It is quite common when we create so many different assets, to offer only one side and get the other side by flipping the axis of the asset. This way our assets are not filled with duplications that can be achieved by this modification in the software.
We hope this has helped you in some way. If you still have any doubts, please, do not hesitate to contact us. We are here for whatever you need :) Cheers!
Hi! We will soon release a free character animation pack, but we have no plans for a free tileset pack yet, sorry. Just for your information, among others tileset packs, we're currently working on 'City Street Tileset Pack II', a tileset that connects perfectly with this one. We will also be creating bundles and discounts throughout the year. Hopefully this will help you in creating your games! :)