12x12 Top Down Tileset: Forest Camp
A downloadable asset pack
Download NowName your own price
12x12 Forest Camp Tileset (Top Down)
A top-down tileset containing basic tiles for a prototype forest camp:
- Grass & ground (floor tiles) (simple shapes, untextured)
- Tree (1)
- Stump (1)
- Hut (1)
- Tent (1)
- Fence (2)
- Bush (1)
- Flowers (3)
- Foliage (4)
- Rocks (2)
- Pot (1)
- Barrel / Pail (2)
SPECIFICATIONS:
Style: Retro/RPG
Grid Size: 12x12
Shadows are semi-transparent (#2a3b4a with alpha 120)
Downloadable files: .png spritesheet
LICENSING: Creative Commons Zero, CC0
This content is free to use and modify for all projects, including commercial projects.
No attribution is necessary but if you would like to support, consider a voluntary donation.
Download
Download NowName your own price
Click download now to get access to the following files:
12x12-tileset-forest-camp-mini-pack.png 4.4 kB


Comments
Log in with itch.io to leave a comment.
Greetings, I have been lurking your creative assets for a long while and am super fond of your 12 x 12px works. I have my own very own tilesheet coming about which share similar specifications and wanna ask what is your creative workflow for these 2D assets of yours (aiming for a orthogonal oblique / straight-down perspective)?
Thanks for following my works :) I've actually made some more 12x12 tiles which I haven't shared yet since I feel they are still half-baked. But for my workflow, I'd feel best to generalize it as aiming for a 3/4 top down rpg perspective (since this is what usually comes up as a common term) where you show the top and front plane, and sometimes a portion of the side (which takes space on the top/front plane) depending on the shape of the object.
I don't think I can explain the projection style technically so I'd recommend cyangmou's reference as a starting point:
https://cyangmou.itch.io/isometric-games-dont-exist
The caveat is I tend to see a lot of tilesets that mix and modify the views within the same tileset (and still look great) so it's more of a style and consistency issue. Generally I focus more on these considerations when working:
1. Full buildings don't necessarily have to scale realistically but elements such as small objects and entrances should try to be proportional to the character sprite size e.g. character width/height should fit through doors. (which is why I've been focusing on creating characters first lately). Not a hard rule, but technically you can create 12x12 tilesets that fit to different character sprite sizes depending on how you size your elements.
2. The biggest roadblock on my end would be applying standard tileset patterns to make your tileset modular and usable for auto-tiling in most cases. For expandable tiles like grounds or cliffs, I would generally slice them into 9 tiles for the top and/or front plane so you can expand them in all directions. Some references to start you off with:
https://www.boristhebrave.com/2021/11/14/classification-of-tilesets/
https://www.sandromaglione.com/articles/how-to-create-a-pixel-art-tileset-comple... (has two parts)
I haven't really focused on tilesets yet so hope this helps somehow.
Yes it does, it is plenty good tysm. I have been hard at work making my own from a commissioned base for the past few years which I am still filling up according to my constructed world project criterion.
Simpler rendition for Dwarf Fortress Expansive quarter of my whole tilesheet still WIP
My aim is to build up a strong art direction for a chronological game series (one to be extruded into 3D from 2D gridvania tilemaps, close to the OG Zelda, Ken Silverman works and the like) fitting my themes and I think I am slowly getting there.