When I create a new Tileset, I simply enter the pixel dimension of each tile (hexes in this example, and they are all the same), and set the margin = 1 (around the edge of the sheet) and spacing = 1 (which you can see in this image). Works like a charm.

Note also: To my knowledge, once you create a New Tileset, if those settings in the image above are not correctly matching your sheet, you cannot change them inside Tiled. Instead, trash the New Tileset, adjust those settings to properly match your image sheet, and try again until the Tileset grid lands where you want it.


Pixel Art Tileset Download


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As I said, the tileset image has a margin on the top and right, so if the margin is set to 0 the Y grid alignment is incorrect and I lose the bottom row of every tile and if it is set to 1 then the X grid alignment is incorrect and I lose the left column of every tile.

You can notice how the middle tile in the rectangle has a double border on its left and right sides. What we want instead is to give the rectangle a single 1-pixel border. We need to introduce 3 more tiles for that:

This tile forms the base on which all other tiles will be built. Designing this tile is not as simple as it looks. We need to make sure that the tile fits with itself in all 8 directions:

I've been doing digital artwork for Roll20 and other digital tabletop systems for over a year now, and it's been a fun experience. Although I do a variety of artwork, I'm known mostly for my pixel art. As I started looking to other avenues to showcase and sell my fantasy artwork and tokens, I ran into itch.io. I'd heard some great stuff about the community and started work on some different ideas.

Around the same time, Cecil Howe from Cone of Negative Energy, a fellow artist and an all around awesome person, suggested I try making hex tiles. Being burned out at the time from making thousands of different character tokens (seriously!) I jumped on the idea. A month or so later, here we are!

My pixel hex tileset, at 1100 tiles, offers a lot of Dungeon Masters (DM's) the flexibility of making some pretty comprehensive maps. The use of transition tiles, where there's multiple biomes on a hex, will help to create more believable and immersive maps. I look forward to hearing what people think as they start to use the set.

Welcome to the Super Pixel Cave, the first tileset in my Super Pixel series! This SNES-inspired tileset would be a perfect fit in any platformer, metroidvania, or roguelike. Modular terrain pieces give you the freedom to create many different level layouts, including slopes for both ceiling and floor. Floating platforms can be created by attaching terrain pieces to midground rock formations, making your levels look realistic while adding a new dimension to gameplay. Triple-layered backgrounds are designed especially with parallax in mind, and loop both horizontally and vertically. This tileset also comes with three additional color themes! Check out the screenshots on the side for some extra previews!

I think I got this in a humble bundle a while ago. Is this version updated compared to the one available to download via humble? The link shows it here, but a paid version for $5. Curious if these were updated at all.


 -pixel-cave-9858/


Hi there! That's correct, this version is updated (v1.1, 2018) and the GDM version is old (v1.0, 2017). It was once a paid asset but I decided to make it free on here a while back. Sorry about the confusion! Please feel free to download this version, it has an additional color theme and an updated zip file structure compared to the initial release. It was one of my earlier tilesets though, so the spritesheet format is not consistent with the easier-to-use format of my later tilesets. However, it's still perfectly usable with some work.

Thanks. It's more how regarding Humble does their assets when you buy them. Some you redeem and some they host the asset directly. It would be nice if Humble would allow updating of assets, but it seems like its stuck at the version that was provided at the time you bought the bundle. Shame since the asset bundles on Humble are $25-30 usually. 


Your asset in the Humble bundle was hosted directly by humble and not redeemed on GDM. So I guess whatever version was uploaded to Humble at the time of the bundle is what people who purchased have access to download.

Oh, I see! So even if/when I update the asset, the version downloadable from Humble wouldn't update- That makes some sense, I guess. I wasn't sure how they had it set up. If you spot any others that may have been updated since you picked up the bundle and I'd be happy to generate download keys so you can get in on the updates!

For my next brief, I created a Pixel Tileset that can be used in a platform or top-down game using a specific colour palette. For this piece I went with a dungeon theme and used a Nintendo Gameboy(Arne) Palette.

Before starting to design my dungeon, I browsed online for different styles of dungeons and their type of assets for inspiration. From that I picked out all the ones that inspired me the most and made a moodboard to reference from.

After creating the moodboard I then moved over to Aseprite and started the draft of my dungeon. In this process I searched up and referenced multiple tutorials to figure out the best way for me to design the tiles so it would tile correctly when being made into a level map.

As you can see above, the tiles and simple grass assets all work together well palette colour wise, but when taking the tiles and testing it as a simple map it didnt all line up correctly. From me testing out my tiles early in the design stage it made it much easier for me as I only had the basic tiles designed, whereas if I decided to test them after making all the assets I would have to go back and change all of them.

From there I changed the sizes of the floor tiles and wall lengths to make them evenly match up. My next task was creating different style floor tiles such as traps, broken ground, and ladders that leads to underground.

Once all the floor, walls, and wall edge tiles were complete, I moved onto designing the assets that would be in the dungeon. For this I again referenced my mood board and searched online for typical dungeon assets that would work well with my tilemap. From this I decided on the assets, a door, rocks, chest, pillars, grass/weeds, a pile of gold, and a statue which I decided to make half broken to fit the theme of the destroyed floor and wall tile.

Once all of my tiles were completed and worked as a rectangle dungeon room, I then moved onto actually mapping out all of the tiles as if it were to be made into a level in a game. Within that time, I also created the top edge wall corners that were re-tileable to be used for any corners of the map. Once all that was complete, I added in the assets to suitable places on the map and fixed any final pixel misplacements there were.

Once I finished the brief, I decided to try turning the 2D sprites into 3D in Blender, using a tool called Sprytile. Shown below are screenshots of the 3D level testing. I had the most fun with this brief as I really enjoy creating pixel-art and always wanted to be able to make a pixel piece that I am proud of and could transfer over into Blender and make into a 3D scene.

Gentle Forest is now free for everyone! But you can choose to pay $5 or $10 to get some more custom color palettes. The free version of this tileset includes 3 color palettes inspired by different levels from Seiken Densetsu 3 (or Trials of Mana). If you pay at least $4.99, you'll get 3 more original color palettes created by yours truly. If you pay the maximum of $9.99, you'll get 4 more palettes, adapted from my seasonal forest tileset series.

This colorful forest tileset is part of the Mana Seed collection, emulating the look and feel of 16-bit SNES RPGs like Secret of Mana, Final Fantasy 6, and Chrono Trigger. This asset in particular is heavily inspired by the forests in Seiken Densetsu 3. In this 16x16 pixel tile asset pack, you'll find the following elements:

What's the difference between the 4 seasons in this pack and the actual 4 seasonal forest packs? The rockwork looks like they're different. Do the others have more content than this one or are they essentially interchangeable?


They are completely different, as you can see by looking at the grass, dirt, cliffs, trees, and water. The $10 version of this pack just borrows the color palettes from those sets. The 4 seasonal packs have maybe 5-6 times more content, as should be clear in the product descriptions.

I don't know enough about RPG Maker to help, but if you come to the Mana Seed Discord server (link at the bottom of the page), I'm sure you can find other devs using MV who can help you figure it out.

This looks really great! I'm new to this and I'm having a hard time trying to recolor the tree wall to match the other palettes I'm using. Is there like a program or setting I need to use to color match them?

Copy the tree and ground tile from the color you want, and paste it into an empty space on the tree wall. Use the eye dropper to grab one new color, then switch to the fill bucket and tap on that equivalent pixel in the tree wall (make sure your full bucket is filling non-contiguous pixels, or use the magic wand then fill the selection). Repeat for every color (there are maybe 16-24 unique colors).


This looks fantastic! 

Complete newbie here, but which programs is this compatible for as is? Maker MV, PixelMaker, something else? I'm in the early planning stages of a fantasy rpg but I know...very little so far. 

Thank you!

As with all my tilesets, it's compatible with any engine that uses 16x16 tiles. Or 32x32 or 48x48 if you resize it. Some engines my have layout or tileset resolution restrictions, in which case you may need to move stuff around. I recommend doing more research of the limitations on your game engine as well as how to use image editors (GraphicsGale is a good free pixel art tool). 152ee80cbc

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