Im actually leaning on removing the 180 turn because it's very hard to make it sync with the other animations and to be honest I don't think it's a necessary animation, turning the character looks good without it (it's not being used in the video for example) and most similar packs doesn't have it. But we'll see, I'll look into it a bit more first.
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Hi! The character pack you’re referring to wasn’t created with the Character Creator. It’s a custom-made pack with pre‑built characters and a large set of animations — including several that aren’t part of Character Creator 2D Fantasy. You can find the full list of included animations on each pack’s page for more details.
I’ll add the Roll animation to the wishlist, and there’s a chance it may be included in a future update.
Thanks, very good feedback! Im currently planning a pro version of the character creator that would allow more freedom for the user to modify the character. This would include changing to higher resolutions and changing the character scale. Im early in the development so feedback like this is valuable.
No problem. Regarding the trees, yes in the video these are Script based, which I would recommend for tree Shadows in general. If you want to use sprites simply rotate a tree 90 degrees and add a black overlay with some transparency. Scale and deform the sprite if necessary. All other Shadow tiles are mainly for walls but can be used as sprite colliers aswell!
Thank you for your question! The main difference is that the Unity version includes an example scene demonstrating how the tiles can be used, along with a variety of prefabs that are ready to drop directly into your project. It also comes with the water shader shown in the video, plus some simple UI elements and icons used in the demo. But I would say the main reason to go with the Unity version is the bonus example scene.
If you’re working in another engine, or you don’t need the example scene, the Itch.io version is likely the best choice. It’s more affordable and contains all the core graphics as PNG files, giving you full flexibility to use them however you like.
Hi. Yes and yes. The example scene for all my assets can only be acquired through the unity asset store. Itch is a great place to get my assets if you are using other engines or just want the graphics, and are usually a better deal if you don't need the example scenes. For the road tiles there was a small improvement made and should be released on itch as well very soon.
Thanks! There is a section called Technical Info in the asset description, but in short:
Pixel per unit: 128
Tile pivot point: X 0.5 Y 0.18
The only exception from this pivot is for cliffs and some ramps where a pivot of x 0.5 y 0.43 looks best in my view. But feel free to play around with the values .
Yes, my plan is definitely to expand the fantasy series with new biomes and dungeons in future packs. As for compatibility with the Zombie packs: the tiles share the same size, but the art style and color palette are different. Whether they fit together really depends on the look you’re going for in your project.
thank you! Yeah 2-handed weapons is something I'm looking into, but it's not an easy implementation as most animations are oriented against 1-handed.
Block animation is also on the wishlist, it's a great suggestion. Regarding resolution, I'm afraid the max resolution is locked and making it higher res would require a major rework of the entire asset so it's not something I have planned. Thanks again for the feedback!
It does look quite odd in that image. Orthographic viewpoints often cause issues with visual scale, since objects farther away don’t appear smaller as they would in a perspective view. Have you tried adjusting the character’s scale slightly? in the video you can pause when a character moves thorugh a door to see the difference.














