A downloadable tileset

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A dungeon tileset for your 8bit game!

This small tileset is inspired by old NES games, and keeps up with their restrictions. The tiles are 16x16, background tiles have at most 4 colors for each 8x8 square, and the foreground objects have 3 colors.  All sprites are static, there's no animation in this one. There's an alternate palette for the ground tiles to be used when they are near lava. 

Contains: 

  • Tileset source image as a PNG
  • Example image showing the tiles in use

License:

You may use this asset in your free or commercial products, and modify it as you see fit. However, you may not redistribute it in its entirety.

Contact: luisgustavorm23@gmail.com

Purchase

Buy Now$1.00 USD or more

In order to download this tileset you must purchase it at or above the minimum price of $1 USD. You will get access to the following files:

Example.png 11 kB
Example2x.png 16 kB
Tileset.png 4 kB
Example_trueNES.png 27 kB
Tileset_trueNES.png 4 kB

Comments

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(+1)

Note that strictly speaking, the NES only allows 1x4 color palette for each 2x2 tiles (so 16x16 pixels). So it's not fully NES limited. But still, looks very nice.

(1 edit)

I see! I got confused because of the sprite palette changing trick to have more than 4 colors, so it only really works for foreground sprites larger than 16x16. Either that or I'm getting NES and Gameboy mixed up. Added a fixed version! No 16x16 tile has more than 4 colors, and the background has a max of13 colors!

Thanks for the heads up!

(+1)

Cool. You are correct that the GBC can set the palette per tile, unlike the NES.

Not sure if you can do palette per scanline tricks on the NES like you can do on the GBC. (I'm more familiar with the GBC hardware)

And you can use layered sprites to get more colors, but due to sprite count limitations that generally isn't super effective. (But Links Awakening DX uses this for Marin's face on a zero death ending, where it has 3 layers to get all the colors in)