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Screaming Brain Studios

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A member registered Jun 16, 2017 · View creator page →

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Sorry for the incredibly late response! I do have the textures for these still available, and it wouldn't be too much trouble to zip them up into an additional pack! 

Sadly, none of these are officially spherically mapped or set up as skyboxes, but you can use them as static backgrounds, or modify them in whatever way you need! I'm working on a pack of environment maps/skybox type backgrounds that would work, but it's not quite done yet! 

This is excellent!!

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The collection on OGA might not even be complete either, now that I'm looking at it.. Here is a link to a repository containing all of the Golgotha textures!

The main problem is really that the source images are already incredibly small, so the modified versions I have are all 128x128 and there are no larger texture sizes.. Some of the original images were a bit larger, but you can use all of them however you like since the Golgotha textures are all CC0 as well!

They are actually modified/resized from an old public domain texture collection (Golgotha) so I'll have to go through and zip everything up into pack, but it is still possible to find the Golgotha textures in their unmodified form on Google or OpenGameArt!

If I can do it with the free version, that would be awesome!! 

I am not particularly familiar with Clip Studio, but I am definitely in support of adding the SBS assets to anywhere that would make them available to more people! I am just uncertain about this process, so any information you could give me to point me in the direction of this would be awesome! Thankfully, everything is CC0, so they ARE freely distributable in any form!

Created with the help of abandoned software! Everything has been created using the features of the software (edge blending, texture synthesis, or patch-based synthesis) to convert and modify various public domain photographs or images into seamless, usable textures! 

Oh gosh, I haven't done any tree rings or tops for stumps or anything like that yet, though that would make a good addition to my texture collection! I'll see what I can pull off! 

These were made using a program that does not have the ability to export transparency! This is one of my older asset packs and I've been meaning to revisit it to fix this very issue

Oh wow, this is just beautiful!!

Please do! I'd love to see what you make!

Perfect!!

Absolutely gorgeous!!

I did, yes! All of them were made using abandoned texture software, custom procedural surface textures, and a series of filtering steps to spherize and shade the final planets! Looking forward to seeing what you make!

Thank you so much, I'm very glad you find them useful!!

This is awesome, thank you for sharing!!

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I might be able to fix this issue, with some effort.. My guess is since not all the textures were made using the same tools, I may have had some alternate settings for a few of the renders. Good catch!

Yes, you absolutely can!

Very glad you find it helpful!!

It's appreciated, but you don't have to credit me unless you want to! These are all CC0/Public Domain!

Thank you so much for catching the various issues for me, by the way!

Always on Top is a nice idea I can probably implement! 

I almost went with Shift+Shortcut keys originally, but decided it was a bit annoying dealing with key combinations, so I picked the F-keys for simplicity heh. I had only briefly considered that the user might run into the issue of pressing those keys when Pixel Picker was not the current focused window. I'll look into fixing things so the F1-F3 are global instead of dependent on PP having the focus!

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Ahh! I may have never caught the Restore button not working with the drag-n-drop if you hadn't said something! I'll go ahead and fix that up tonight! 

Truly not sure why it would suddenly make Windows Defender act up, all I even did was add the drag-n-drop function, which shouldn't have made much of a difference. I'll have to do some digging

That's actually not a bad idea for an addition! Wall tiles can already be un-iso'd by using the opposite Iso-Left or Iso-Right rotation/skew buttons.

As it is not quite implemented yet, you can currently (not 100% perfectly) un-iso an isometric floor tile by applying the opposite iso-rotations to it, though there is a little editing required. For example, one way to un-iso a floor is to first load an isometric floor tile:

  1. Tile *2
  2. Iso-Left rotate
  3. 90 Degree Rotate Right
  4. Iso-Left rotate x 2

This produces the original square version of the isometric floor tile in the center of the render, and just needs to be cropped out! I'll see if I can narrow down a reasonable approach to automating this process with a button

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I've gone ahead and updated the tool with Drag-and-Drop loading functionality, and fixed the button panel so it is now on the left and the image display is on the right side. This should alleviate the issue of the buttons moving around when resizing the images. I also managed to catch an issue when using the Iso-Left Rotate on certain image sizes, and went ahead and fixed that as well. Please let me know if you run into anything else or have any other suggestions!

I'll have to spend some more time working out how I want to add a file-naming system, but for now, the other fixes have been applied and the new version is up!

Thank you so much for all the suggestions!! 

I should be able to get drag-n-drop working pretty easily, and swapping the layout so the buttons are on the left instead should be even easier than that. I'll have to see if I can work out a way to fit auto-naming for the image files into the program, that would be quite convenient. Though, it should probably have an option to be toggled on or off, just in case the user doesn't want to use the auto naming.

I truly had trouble finding any testers before releasing, so this really helps a lot! Thank you!

Thank you so much for the kind words! I'm glad my work has been helpful!!

Aye, there are some I could split into layers! I've actually tried to come up with a reasonable way to approach this, and it would take a bit of time; the backgrounds have been made using multiple tools, and one of them would allow for me to split and export layers, while the other tool would not.. So I'll have to see what I can pull off!

In a few cases, some of these backgrounds can be layered really nicely using Additive Blending (The black areas will be transparent, and the nebulas will blend 'brighter' with one another) Though this is only useful if you are using an engine that allows for blend modes 

That's so awesome!! I'm glad they are helping!

Very glad you find them useful, thank you for the kind words!!

I'm actually attempting to recreate an old tool that should assist with things like this, as well as a whole bunch of other specialized functions (For making isometric tiles, 2D height maps, contoured textures, and more!)

I use an abandonware tool called the "World Creator v3," by a now-defunct company called Inet!

This is awesome!!

I'm so glad you found them useful!!

Very glad you like them! I hope you find them useful!

Thank you kindly! I hope you find them useful!

Thank you so much!!