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Tiny Questers — Top-Down RPG Character Bundle Vol.1

Tiny Questers — Top-Down RPG Character Bundle Vol.1 · Unity 素材 · 预览图 1

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Bring your 2D game to life with a handcrafted collection of animated pixel art characters designed specifically for top-down RPGs. Tiny Questers provides a consistent visual style across heroes, NPCs, and monsters, allowing you to quickly build a polished game world without mixing assets from different artists. Whether you're creating a fantasy RPG, action adventure, survival game, farming game, or dungeon crawler, this bundle gives you a solid foundation for your project. 21 characters, 3,059 ready-to-use sprites, 330 animation clips — plus the complete raw art set (9,524 files) so you are never locked into the layout chosen here. Included Content Heroes Warrior — full 4-direction hero, plus a victory pose Warrior (Modular) — body animated without gear, with separate weapon / shield / hand pieces you can layer, swap or recolor at runtime Mage — melee, magic and fireball attacks with 4-direction spell VFX Elf Archer — bow-focused ranged hero, 32 clips including a dodge roll and a draw-shoot-recover combo NPCs 8 unique townsfolk: Barmaid, Blacksmith, Female Villager, Guard, Merchant, Old Man, Town Girl, Village Man Hand-drawn side idles for every NPC, in two timings (smooth and classic) The Guard adds a spear-thrust attack and a victory pose Bonus: 6 item icons and 7 shop signs Monsters Starter Pack — Bat, Goblin, Skeleton, Slime Second Pack — Orc, Lizard, Mushroom, Golem (mossy and clean) Bonus FX: dust, lizard teleport effect, and a ginkgo tree Features Handcrafted pixel art in one consistent style Smooth frame-by-frame animation — no skeletal rigs, no blend trees Feet-on-ground pivots measured per sheet, so every clip of a character lines up on the same ground line and swaps cleanly at runtime Full 4-direction facing. Up is a genuine back view, drawn from scratch rather than reusing the front. Left and right are mirrored on most clips; 13 of the 81 left/right pairs are drawn per side where mirroring would read wrong Victory (win) poses in both facings for the Warrior, Mage, Elf Archer and the Guard Sheets ship pre-sliced — import settings and pivots baked into every .meta Animation clips, animator controllers and prefabs included: drop a prefab in and it plays Showcase and demo scenes included Works in both Built-in and URP with no setup Suitable for commercial game development Source Art — nothing held back Alongside the pre-sliced sheets the package runs on, the folder SourceArt/ contains the complete raw art set — 9,524 files: 3,838 — every animation frame as its own PNG (trimmed) 3,838 — the same frames padded to power-of-two dimensions 443 — one horizontal atlas strip per clip (trimmed) 443 — the same strips padded to power-of-two 886 — animated GIF previews at 1x and 5x, at the source timing 76 — modular gear, arrows, FX, item icons and shop signs (72 PNG + 4 GIF loops of the FX sets) That is 8,634 PNG and 890 GIF. Packs drawn at two speeds (Elf Archer, Monster Second Pack) include a full smooth AND classic set of each; the classic take uses fewer frames per clip (the Elf Archer's 32 clips are 382 frames smooth, 195 classic). Use it to re-slice an atlas your own way, pull a single frame as a still, or take the PNGs to another engine. Nothing in the package references SourceArt, so you can delete the folder and everything keeps working. Note: the GIFs are previews meant to be viewed outside Unity. Unity imports a GIF as a still first frame and cannot play it — use the included .anim clips for playback. Perfect For Top-Down RPG Action RPG Adventure Survival Farming Games Dungeon Crawlers Indie Games This package is a standalone bundle (Vol. 1). Future Tiny Questers packs may be released separately but will not be added to this package. 2D pixel-art character package. All art is hand-drawn PNG sprite art. No 3D models, meshes, shaders, audio or video. LODs: No. ASSET COUNTS 21 unique animated characters: 4 Heroes (Elf Archer, Mage, Warrior, Warrior Modular), 8 NPCs (Barmaid, Blacksmith, Female Villager, Guard, Merchant, Old Man, Town Girl, Village Man), 9 Monsters (Bat, Goblin, Skeleton, Slime, Orc, Lizard, Mushroom, Golem mossy, Golem clean). Art/ — 407 PNG (333 animation sheets + 74 single sprites) holding 3,059 sliced sprites. This is what every clip, controller, prefab and scene uses. SourceArt/ — 9,524 raw files (8,634 PNG + 890 GIF): the same art unsliced, as delivered by the standalone release. Nothing references it; deleting it has no effect. 10,348 files total, 25.4 MB. 330 animation clips (.anim): 329 character + 1 demo UI, 2,974 sprite keyframes. 26 Animator Controllers, 23 prefabs, 21 ScriptableObjects, 2 demo scenes. 78 non-animated extra PNG in Art/ carrying 90 sprites: 10 modular weapon/shield/hand items, 45 monster FX and prop sprites, 6 item icons, 7 shop signs, 4 arrow projectiles, 6 demo UI files (18 sprites). IMAGE FORMAT PNG. The 890 GIFs in SourceArt/ are animated previews only. Color depth: 8 bits per channel / 32-bit RGBA (PNG color type 6, truecolor with alpha) — 100% of the 9,041 PNG files. Transparency: YES, full 8-bit alpha. Every sprite sits on a fully transparent background. Silhouettes are hard-edged pixel art (no anti-aliasing); partial alpha appears only in a few FX sprites. No interlacing, no embedded color profile (straight sRGB). IMAGE DIMENSIONS Every PNG in Art/ holds all frames of one clip and ships pre-sliced (slice rects and pivots baked into the .meta). 279 of the 333 sheets are a single horizontal strip; the other 54 are re-flowed into a multi-row grid to stay inside the texture limit — Warrior and modular Warrior attacks at 2 rows, most of the Monster Second Pack at 2–6 rows. Both layouts are sliced already. Sheet dimensions: 30 x 30 px minimum up to 2048 x 1024 px maximum. No texture exceeds 2048 px on either axis. Widths: 30, 32, 48, 64, 128, 256, 384, 448, 512, 569, 576, 640, 896, 1024, 1120, 1280, 1344, 1536, 1736, 1984, 2048 Heights: 30, 32, 48, 64, 80, 128, 161, 256, 320, 384, 1024 Frame (cell) dimensions — 3,059 sprites across 17 cell sizes: 64 x 64 — 1,705 (base canvas: idle/walk/hit/death/win) 128 x 128 — 827 (large attacks, Mage VFX, big monster clips) 128 x 64 — 192 (wide Golem clips, Lizard teleport, Guard spear attack) 80 x 80 — 140 (Elf Archer idle/walk/death/win) 73 x 64 — 40 (Warrior attack extents) 101 x 256 — 38 (Lizard power-up) 124 x 80 — 28 (Elf Archer knock-back deaths) 64 x 32 — 16 (demo UI) 94 x 64 — 13 (Skeleton attack extents) 48 x 48 — 13 (dust FX) 69 x 100 — 12 (Mage turn-around) 64 x 137 / 64 x 145 — 24 (Bat effect clips) 64 x 128, 32 x 32, 569 x 161, 30 x 30 — 11 (signs, items, demo UI) 87.9% of sprites use a square cell. IMPORT SETTINGS (pre-configured in every .meta) Texture Type: Sprite (2D and UI) Sprite Mode: Multiple (333 sheets) / Single (74 item, icon, sign, FX and UI files). SourceArt/ is all Single. Pixels Per Unit: 64 — one 64 px cell = 1 unit = 1 tile. The 6 demo UI sprites in Art/UI/ use 16 / 100. Filter Mode: Point. Compression: None. Mip Maps: Off. Alpha Is Transparency: On. Wrap Mode: Clamp. Max Size: 4096. Pivots: Custom, x = 0.5. The y is measured from the bottom-most opaque pixel of each sheet's first frame — the character's feet — and applied to every frame of that sheet, so all of a character's clips sit on one ground line whatever the canvas size. Frames carry transparent padding below the feet (16–26 px on a 64x64 idle cell, 48–65 px on a 128x128 attack cell), which a bottom-center pivot would turn into a hover, and a jump between clips whose padding differs. The 12 effect_* VFX sheets inherit their matching character sheet's pivot (their own first frame is a single spark). Items, icons, signs and FX use a centered pivot (0.5, 0.5). ANIMATION Sprite-swap frame animation: AnimationClip assets keying SpriteRenderer.sprite. NO skeletal rigs, NO humanoid avatars, NO bones, NO blend trees. Each character has one Animator Controller holding all of its clips as separate states. Naming: TQ___, e.g. TQ_Warrior_Idle_Down, TQ_Guard_Win_Left. Frame rate follows the source art: 13.33 fps (75 ms/frame) for the Elf Archer, the Second Pack monsters, every win pose, the Guard's attack and the NPCs' 8-frame smooth side idles; 6.67 fps (150 ms/frame) for everything else, including the 4-frame classic side idles. Idle/walk/turn loop; attack/hit/death/win play once. Heroes — 98 clips / 1,053 frames Elf Archer 32 / 382: idle x6 (incl. two 3/4 views), walk x4, dodge roll x4, attack x4, attack_fast, bow loading/shot/finish, hit x4, die, die_reflect, die_flying left/right, win x2 Mage 34 / 322: idle x2, walk x4, attack_stick x4, attack_magic x4, attack_fireball x4 (+2 no-light), base_magic VFX x4, fireball VFX x4, hit, die (+no-shadow), turn360 (22 frames), win x2 Warrior 19 / 220: idle x2, walk x4, attack x4 (+4 hold variants), hit, die (+no-shadow), win x2 Warrior Modular 13 / 129: idle x2, walk x4, attack x4, hit, die (+no-shadow); body animated without gear, 10 separate weapon/shield/hand sprites supplied NPCs — 88 clips / 497 frames. Each has idle x6 + walk x4: idle down/up plus hand-drawn idle_left and idle_right in two timings — an 8-frame smooth take (the prefab default) and a 4-frame classic take. Barmaid 10 / 48, Blacksmith 10 / 52, Female Villager 10 / 49, Old Man 10 / 69, Town Girl 10 / 48, Village Man 10 / 53 Guard 14 / 100 (adds spear attack x2, win x2) Merchant 14 / 78 (adds a holding-an-item side idle x2, plus classic x2) Monsters — 143 clips / 1,422 frames Bat 16 / 120: idle x2, walk x4, attack x4, effect x4, hit, die Goblin 15 / 67: idle x2, walk x4, attack x4, hit x4, die Skeleton 13 / 79: idle x2, walk x4, attack x4, hit x2, die Slime 17 / 111: idle x2, walk x5, attack x5, hit x3, die x2 Orc 16 / 130: idle x2, walk x4, attack x4, hit x4, die x2 Lizard 22 / 285: idle x7 (incl. eye-blink, power-up), walk x4, attack x4, hit x4, die x2, teleport (34 frames) Mushroom 18 / 176: idle x4, walk x4, attack x4, hit x4, die x2 Golem 13 / 228 and Golem Clean 13 / 226: idle x4, walk x4, attack x4, die SOURCE ART (SourceArt/, 9,524 files) Single frames 3,838 / power-of-two frames 3,838 / trimmed atlases 443 / power-of-two atlases 443 / GIF previews at 1x and 5x 886 / loose item, FX, icon and sign art 76 (72 PNG + 4 GIF). The Elf Archer and Monster Second Pack include full smooth AND classic sets; the classic take uses fewer frames per clip (the Elf Archer's 32 clips are 382 frames smooth, 195 classic). Every file imports as a Single sprite at PPU 64, Point filter, no compression. Nothing in the package references the folder, so it can be deleted. COMPATIBILITY Built with Unity 6000.3.7f1. Minimum supported version: Unity 2021.3 LTS. Render pipelines: Built-in AND URP. All prefabs use Unity's built-in Sprites-Default material, which renders correctly under both. No custom shaders or materials are shipped. Package dependency: NONE for the art — sprites, clips, controllers and prefabs work in a stock Unity project. The two demo scenes use com.unity.ugui; the demo assembly declares a define constraint on that package, so importing without uGUI produces zero compile errors (the demo scripts are skipped, everything else is unaffected). com.unity.2d.sprite is only needed to re-slice a sheet yourself. External dependencies: NONE. No third-party plugins, no network access, no native libraries. Supported platforms: ALL Unity build targets. Only PNG/GIF textures, animation clips, prefabs and plain C# demo scripts; nothing is platform-specific. Scripting: 8 demo-only C# scripts in the TinyQuesters.Demo assembly definition. They drive the demo scenes only and can be deleted with no effect on any sprite, clip, controller or prefab. Mono and IL2CPP, .NET Standard 2.1, no unsafe code. Included font: Pretendard Regular (.otf), SIL Open Font License 1.1, demo UI only. KNOWN LIMITATIONS Fixed-resolution pixel art — use Point filtering and integer camera scaling. Left/right are mirrored on most clips: 68 of the 81 left/right pairs are an exact horizontal mirror, and 13 are drawn per side (the Orc's walk and attack, both Golems' idle and walk, the Mushroom's idle, the Merchant's and Old Man's walk, the modular Warrior's walk, the Elf Archer's dodge roll, and the directional VFX). Up is a genuine back view throughout. Movement is designed for 4-direction top-down; only the Elf Archer has diagonal (3/4 view) idle poses. Modular Warrior equipment sprites are static single sprites intended to be parented/offset by your own code; no pre-built layered prefab is included. The GIFs in SourceArt/ are previews only — Unity imports a GIF as a still first frame and cannot play it.

Tiny Questers — Top-Down RPG Character Bundle Vol.1 · Unity 素材 · 预览图 3Tiny Questers — Top-Down RPG Character Bundle Vol.1 · Unity 素材 · 预览图 4Tiny Questers — Top-Down RPG Character Bundle Vol.1 · Unity 素材 · 预览图 5Tiny Questers — Top-Down RPG Character Bundle Vol.1 · Unity 素材 · 预览图 6Tiny Questers — Top-Down RPG Character Bundle Vol.1 · Unity 素材 · 预览图 7