Slates [32x32px orthogonal tileset by Ivan Voirol]
- !CO Assets
- 16x16 Gfx
- 2D Art Free (Mostly Pixel Art)
- 2D assets
- 2D tiles
- 2d Top-down Surface Map
- 2D::Tile::Orthogonal
- A Pool: Unsorted (GDN)
- Amazing Stuff
- Bogumil's Journey
- CF Inspiration
- Collected
- Dungeon Slayer Art
- Game Art Inspiration
- HALLOWEEN 2024
- HQ 2D & Isometric
- Infinimon - Procedurally-Generated Pokemon- or Digimon-style Game Assets
- LOZ Type Stuff
- LPC GFX
- map sprite
- MedievalThings
- My Gather.Town stuff
- OGA SUMMER JAM 2019 considered art
- OpenGameArt Jam resources
- Pixel Art - JRPG
- pixelart-game-by
- Ragnar's CC-BY 4.0 / OGA-BY 3/4 Bag of Holding
- React RPG
- Rockwood village
- Roguezeldalike
- RPG
- RPG Game
- RPG-t.d
- Sprites
- Stendhal Potential
- Theme - Fantasy Sprites
- Tilesets
- Tilesets
- Tilesets and Backgrounds (PixelArt)
- Zelda style tilesets
I'm proud to finally present you my latest big project!
Two years ago, I looked back to my old uploads, and found that some of them could be improved with what I had learned. And so I started to remake my old Basic Map. I used the same patterns, but re-arranged them, re-colored them, and added a significative quantity of new assets to add more life to them. Here's a little peak at the evolution:
It really took me a long time. I tried to improve the palettes, and hope that all the tiles and textures are now better matched :
I also spent a lot of my time on animations :
This tileset is orthogonal, and is as much as I could manage, modular. These tiles are meant to be put on top of each other, and combined to create detailled environments. You'll find trees, fences, stairs and pontoons, columns, signs, and much more.
Finally, considering the fact that this tileset doesn't come with characters, I would recommend you to use 16 x 24 px characters, like those drawn by PixElthen, or those, or the one in Zelda-like tilesets and sprites. Fun fact, 16 x 16 px characters can be used to create kids!
If you have comments, please give me your opinion!
Comments
@MedicineStorm
Thanks for the comment!
1. The toher way to think about this is that the authoring tool that was used here is able to export the meta data in some simple to parse format such as JSON and the engines then provide ways to read that data and import that into the engine. And also not all tiles are 32x32px, for example the wind mill's blades are 64x46, the sets of trees are even larger.
2. The engine I'm using is my own (its open source you can have a look at https://github.com/ensisoft/gamestudio).
There are multiple issues here.
1. the precision of the sampling coordinates when sampling from the texture
2. texture filtering combining adjacent pixels together to create "non-existent" pixels.
These are not unsolveable issues but personally I find that simplest solution is to have some transparent marging pixels in the sprite sheets. But OTOH maybe I'm just doing something wrong ;-)
Where is the door
@Boss Master_606: Assuming you're working with the "Slates v.2" file, it's in the lower-right corner, near pixel (1680, 624)
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