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Pixelkiln

@pixelkiln.bsky.social
30 followers 1 following 92 posts

Hand-fired pixel UI & game assets for indie devs 🔥 3-theme UI packs: 9-slice sources, engine guides, commercial use OK. → z3er1n.itch.io

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Pixelkiln @pixelkiln.bsky.social · 1h
Texel, a Blender add-on: draw one 80-texel stroke and Radial 8 lands 576 texels around the canvas center. Add Mirror X for 16 stamps, 1,280 texels on paper. 984 land, since overlapping repeats merge. Rose windows, top-down cogs, boss sigils. z3er1n.itch.io/texel #pixelart #gamedev #b3d
A dark card titled 'One drag. Sixteen stamps.' under the line 'Texel, Blender add-on, radial symmetry'. A legend says cream is the stroke you draw and blue is what Texel repeats. Three 64 by 64 pixel canvases sit side by side, each with faint crosshair guides through the centre. Left, 'Radial off, 1 stroke, 80 texels': a single cream hook-shaped stroke in the upper right quarter. Middle, 'Radial 8, 8 stamps, 576 texels': the same cream hook plus seven blue copies rotated around the centre, forming a pinwheel of curling arms. Right, 'Radial 8 plus Mirror X, 16 stamps, 984 texels': the hook plus fifteen blue copies, rotated and mirrored, forming a lace-like flower or rose window. Footer: 16 times 80 equals 1,280; 984 land, overlaps merge. The panel pixels are the add-on's own output, shown at exactly 5x.
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Pixelkiln @pixelkiln.bsky.social · 30/09/2026
Texel 0.2.0 could erase your art: save, quit, reopen, one stroke, blank canvas. The canvas lived in RAM, and all 14 test suites ran in one Blender, so it never left. Suite 15 reopens the file in a second Blender. Fixed in 0.2.1, eight days late. z3er1n.itch.io/texel #gamedev #b3d #blender
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Pixelkiln @pixelkiln.bsky.social · 29/09/2026
Every dungeon has this pair: a 3.2 m wall and a 0.38 m crate on one 32 px texture, default cube UVs. Detect Density: 2.5 px/unit on the wall, 21.1 on the crate, an 8.4x spread. Apply Density, measure again: 10.5 on all 18 faces. z3er1n.itch.io/texel #pixelart #gamedev #b3d
A dark before-and-after card titled 'Texel measures how big a texel really is: 8.4x spread across one mesh, then 1.0x.' Two Blender viewport screenshots sit side by side, showing the same scene: a tall wall and a small crate on a grey floor, both wearing the same brown-and-cream plank texture. In the left panel, labelled 'Before - Detect Density', the wall's planks are huge flat bands of colour while the crate's planks are small and fine, so the two objects look like they have different resolutions. Beneath it: 2.5 to 21.1 px/unit, spread 8.4x, 2.5 px/unit on the wall, 21.1 on the crate. In the right panel, labelled 'After - Apply Density', the wall is covered in many small planks the same size as the crate's, so both read at one pixel size. Beneath it: 10.5 px/unit on every face, spread 1.0x, 10.5 on the wall, 10.5 on the crate. A footer notes that every figure is printed by texel.density_detect inside Blender, and the after-figure is a second measurement of the finished mesh.
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Pixelkiln @pixelkiln.bsky.social · 27/09/2026
Top-down RPG market street. The ground is 40x40 units, the goods on the counters 0.36 across. Left alone, those end up with two pixel sizes. Here all 53 boxes got Apply Density at 44 px/unit, so cobbles, kerbs and stall timber share one grid. z3er1n.itch.io/texel #pixelart #gamedev #b3d
A 3D low-poly market street rendered in warm late-afternoon light, seen from behind and slightly above a blocky character in a striped red tunic who holds a lit torch straight up. The street is paved with tan and brown pixel-art cobbles, edged on both sides by grey stone kerbs. Wooden market stalls with red sloping awnings stand on either side, with green crates of goods on their counters and small wooden boxes beside them. Long diagonal shadows cross the paving. Every surface, from the large paving stones to the small crates, shows square pixels of the same size.
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Pixelkiln @pixelkiln.bsky.social · 25/09/2026
8-frame dungeon walk, 64x64, 12 fps. Frames 0 and 4 hold 2 ticks (167 ms), the rest 1 (83 ms). The flame is its own track on a 4-frame loop, out of step with the walk, and he is never redrawn. Exports a 256x128 sheet + JSON with every hold. z3er1n.itch.io/texel #pixelart #gamedev #b3d
An eight-frame pixel-art sprite sheet laid out four across and two down, enlarged five times with hard square pixels. Each frame shows the same character in a dark red tunic with a brown belt and brown hair, standing in profile facing right in a dark purple brick dungeon corridor, holding a lit torch up and forward on a wooden pole. A round, dithered patch of warm orange light surrounds the torch and lights up the brick wall behind him, and a small dark shadow sits under his feet. Across the frames his legs step apart and back together and his body bobs by one pixel, while the torch flame changes shape on its own shorter cycle and a single spark drifts upward above it.
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Pixelkiln @pixelkiln.bsky.social · 24/09/2026
Oakheart Exteriors v1.3: this pack had four wall tiles and all four were flat fills. Nothing ended a wall, nothing met the ground. Every material now has the 8 pieces it lacked - corner posts, a stone footing, an eave shadow. 138 to 170. Free for owners. z3er1n.itch.io/oakheart-exteriors
A wide, near-black promotional card for a pixel-art village tileset. A small orange kiln icon sits at the top, under it in large cream pixel lettering 'OAKHEART EXTERIORS V1.3', and beneath that a gold line reading 'A BUILDING STOPS SOMEWHERE'. The lower two thirds hold two square panels side by side on grass, each showing the same stone cottage under the same straw-thatch roof, so the only thing that differs between them is the wall. The left panel is labelled 'V1.2' in muted grey. Its wall is a flat field of grey coursed masonry that simply stops: the left and right edges end mid-brick with nothing marking a corner, the bottom edge meets the green grass with no footing, and the top of the wall sits flush against the thatch with no shadow. The right panel is labelled 'V1.3' in gold. The same wall now has a pale vertical column of larger dressed quoin blocks running down each side, separated from the rubble field by a dark joint, so the building has a defined silhouette. Along its base runs a dark blue-grey course of foundation stones with a lit top ledge, sitting the wall into the ground, and along its top a band of deep shadow falls from the overhanging roof and fades downward into the lit masonry. Beneath the two panels, a cream line reads '32 NEW TILES, 170 IN THE PACK. FREE UPDATE.' and a gold line underneath reads 'Z3ER1N.ITCH.IO/OAKHEART-EXTERIORS'.
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Pixelkiln @pixelkiln.bsky.social · 23/09/2026
One 64x64 plating tile, three bays. Two are that tile's palette hue-shifted -128 and +158 degrees, sat +55% and +70%. Indexed canvas, so no pixel moves - only what each index means. Sci-fi cargo corridor, all at 48 px/unit. z3er1n.itch.io/texel #pixelart #gamedev #b3d
A pixel-art sci-fi cargo corridor rendered in Blender, looking down the length of a ship's hold. The walls on both sides are built from stacked rectangular locker panels, each panel carrying three small horizontal vents and a diagonal black-and-yellow hazard stripe running across it. The nearest bay on the left is olive green, the next bay along is a warm orange-brown, and the far bay is pale grey-blue, but all three are plainly the same panel artwork in different colours. Grey structural ribs separate one bay from the next. Down the centre, a lit ceiling strip of pale panels runs away from the camera toward a bright doorway at the far end, throwing soft light onto a floor of large square deck plates. A wooden crate with hazard striping sits in the lower left foreground, a small green crate rests midway down the corridor on the left, and a dark grey crate with a yellow stripe sits at the lower right. Every surface - crates, wall panels, ribs and deck - carries pixels of the same size, so nothing changes resolution as the corridor recedes.
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Pixelkiln @pixelkiln.bsky.social · 21/09/2026
First draft: two greys, two tans, three browns, none really distinct - seven pairs under 12 dE76. Rebuilt on hue coverage. 24 ramps, 8 steps, closest pair 14.0 dE. Free, CC0, .gpl - opens in Aseprite, Krita and GIMP. z3er1n.itch.io/texel-material-palet… #pixelart #gamedev #b3d
A wide dark charcoal reference sheet headed, on an orange band, 'TEXEL MATERIAL PALETTES' at the left and '24 RAMPS - 8 STEPS - CC0' at the right. Below it, twenty-four colour ramps are laid out in three columns of eight. Each ramp carries its name in a cream serif face at the left and its darkest and lightest hex codes at the right, written as a start arrow end, above a horizontal bar divided into eight equal blocks running dark to light. The left column reads Granite (#38383b to #b1aeb9), a cool grey; Marble (#4e4a48 to #f2f0e1), warm off-white; Slate (#262e33 to #7680a0), blue-grey; Redbrick (#3f1d20 to #c57e5b); Sandstone (#4a382d to #e8d68c); Loam (#140d0b to #806645), a very dark brown; Moss (#2a331a to #64a052); and Oakwood (#372017 to #ac8b48). The middle column reads Pine (#14211a to #548c87); Seafoam (#334c3b to #a0efd8); Deepwater (#0e1b27 to #353f92); Orchid (#4c2b48 to #ef86b7); Verdigris (#203f35 to #63bec5); Copper (#4c1c15 to #ec9c42); Gold (#4e3718 to #f5ef4a); and Steel (#3e4a4e to #c2d2f2). The right column reads Bronze (#392c16 to #afb344); Rust (#270d0b to #925a29); Ember (#501010 to #f98232); Torchlight (#3f200e to #c5a22c); Arcane (#2f224e to #ca6af2); Venom (#2d471e to #5ede62); Frostfire (#1a4c4c to #50aeec); and Bloodmoon (#3b1428 to #b93e4b). Every ramp visibly shifts hue as it lightens rather than simply getting paler. Across the bottom, a single full-width bar of twenty-four blocks is labelled '_all-midtones.gpl' at the left, with 'one mid step from each of the 24, for blocking out a scene' at the right. A footer strip reads 'PIXELKILN' on the left, '216 COLOURS - .GPL' in the centre and 'Z3ER1N.ITCH.IO/TEXEL' on the right.A dark charcoal cover card. An orange band across the top reads 'FREE' at the left and 'CC0 - .GPL' at the right. Beneath it, small orange lettering reads 'FOR PIXEL ART IN BLENDER' above a large two-line title, 'Material' in cream and 'Palettes' in orange, both in a heavy serif. Under the title, in a typewriter face, three lines read '24 ramps, 8 steps each.' then 'Stone - Nature -' and 'Metal - Effect.' Below that sits a rendered pixel-art sphere in coppery browns, lit from the upper left, its shading stepped into visible blocks rather than smooth. Filling the right half of the card are eight horizontal ramps stacked in a column, each divided into eight blocks running dark to light: a red-to-orange ramp, an olive-to-yellow ramp, a dark-to-mid green ramp, a teal ramp, a blue ramp, a deep navy-to-indigo ramp, a purple-to-magenta ramp, and a maroon-to-tan ramp. A footer strip reads 'PIXELKILN' at the left, '192 COLOURS' in the centre and 'TEXEL - ASEPRITE - KRITA - GIMP' at the right.
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Pixelkiln @pixelkiln.bsky.social · 19/09/2026
Oakheart Interiors v1.3: the walls turn now. Through v1.2 the pack had 18 wall tiles and none of them turned a corner. 39 new ones fix it: side walls, inner corners, front walls, pillars. Free for everyone who owns it. z3er1n.itch.io/oakheart-interiors #pixelart
A dark promotional card for a pixel-art interior tileset. A black band across the top carries cream pixel lettering reading 'OAKHEART INTERIORS V1.3' and gold lettering reading 'THE WALLS TURN NOW - 39 NEW WALL TILES'. Below it, filling the card, is one top-down pixel-art room drawn on a 16x16 grid and shaped like an L: a tall bay in the upper right and a wider main room running the full width beneath it, so the upper-left quarter of the frame is empty background. Every edge of the room is a wall, and a thin gold outline is drawn around the wall sections that are new in this update - the wall running down the bay's left side toward the viewer, the corner where it turns into the main room's back wall, the main room's left and right side walls, the front wall along the bottom, and a free-standing pillar. The bay's floor is grey stone and its back wall carries a kitchen: a stove with a lit orange door, a counter, a white washbasin, a dark cauldron and a rack of green bottles, with a barrel, a crate and a terracotta pot below them. At the foot of the bay a dark slatted bar counter stands beside two banded kegs, a pair of pale mugs and a second bottle rack, with two stools in front and a platter, a golden loaf and a wedge of cheese beside them. In the main room, the left corner holds a bed with a blue blanket, a dark cabinet, a chest and a round green rug. In the centre of the back wall a fireplace burns orange between two bookshelves of green-spined books, and in front of it a large red carpet carries a table, two chairs and a stool. Against the right-hand wall stand a bottle rack, two potted plants, a barrel, a sack and a pile of straw. The floor between those groups is bare boards. A black band across the bottom reads 'OUTLINED IN GOLD: EVERY PIECE V1.2 DID NOT HAVE' in cream and 'FREE UPDATE - Z3ER1N.ITCH.IO/OAKHEART-INTERIORS' in gold.
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Pixelkiln @pixelkiln.bsky.social · 16/09/2026
Halve a corridor tile with a filter and it stops being pixel art: 118 colours that were never in your palette, 112 texels at partial alpha, so the outline is no longer an edge. Texel drops whole texels instead. 11 colours, all yours. z3er1n.itch.io/texel #pixelart #blender #gamedev
A dark comparison card headed "TEXEL - SCALE A SELECTION". The headline reads "Halve a sprite in Texel: no new colours. Halve it with a filter: 118 of them." Below it: the same 46x46 sprite, halved twice, its palette holds 12 colours, and only one of these two results stays inside it. Two panels sit side by side on a checkerboard transparency background, each showing the same torch-bearing character sprite in dark red and gold at 23x23. The left panel is labelled "WHAT TEXEL DOES": the sprite is hard-edged, every pixel a crisp square block, and underneath it reads "Nearest neighbour - whole texels dropped" with three figures: 0 colours off-palette, 11 colours total, 0 soft-edge texels. A strip of 11 colour swatches runs beneath, captioned "every colour was already in the source palette". The right panel is labelled "BILINEAR, ON THE SAME FILE": the same sprite is visibly blurred and smeared, the torch flame bleeding into the background, and underneath it reads "Bilinear - neighbours averaged together" with three figures: 118 colours off-palette, 120 colours total, 112 soft-edge texels. A much longer strip of 120 muddy swatches runs beneath, captioned "and the outline is no longer a hard edge". The footer states: left is Texel's own core.select.transform_region, the shipped function, not a stand-in; right is Pillow's own Image.BILINEAR on the same file - what interpolation does to indexed art, not a claim about anyone's product. Both generated, never mocked up. The card is signed z3er1n.itch.io/texel.
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Pixelkiln @pixelkiln.bsky.social · 15/09/2026
Godot never leaves a theme slot empty. Unset one and the engine draws its own grey there, inside your themed UI. A PopupMenu has 8 toggle icon slots. Four are disabled states, and no ordinary screenshot shows one. All 32 are filled, in all 8 themes. z3er1n.itch.io/ui-forge #godot
A dark plum technical card for two pixel-art Godot UI asset packs. Across the top, large gold pixel lettering reads 'AN UNSET THEME SLOT IS NOT EMPTY', and below it in smaller grey pixel lettering 'GODOT DRAWS ITS OWN GREY INTO ANY SLOT YOU LEAVE UNSET'. A thin rule runs under that, and beneath the rule a cream line reads 'TOP ROW ENABLED / BOTTOM ROW DISABLED'. The body of the card is two dark rounded panels side by side, each holding a two-by-four grid of large pixel toggle sprites. The left panel is tagged 'BRASS' in green with 'DISABLED TINT 16' in grey at its right edge. Its top row holds four enabled widgets on a near-black ground: a dark square checkbox carrying a thick teal tick, an empty dark square checkbox, a dark circular radio button with a bright teal square filling its centre, and an empty dark circle. Its bottom row holds the same four widgets in their disabled state, every one of them lifted to a warm olive-brown: the tick has gone from teal to pale grey-brown, the radio's centre to a dull brown square, and the two empty shapes to flat olive with no highlight. The right panel is tagged 'SAKURA' in green with 'DISABLED TINT 18'. Its top row is the same four widgets in a pale cream theme: a cream square with a rose-pink tick, an empty cream square, a cream circle with a rose-pink square centre, and an empty cream circle. Its bottom row is the disabled set, each one a warmer, flatter tan with the pink replaced by grey. Under each panel, grey pixel lettering labels the two halves of the grid: 'CHECKBOX' beneath the left pair, 'RADIO' beneath the right pair. Across the bottom of the card, above a thin rule, cream pixel text reads 'ALL 32 LOCATED IN A LIVE GODOT 4.7.2 CAPTURE', and a gold line beneath it reads 'UI PACK VOL. 1 - 588 SPRITES / UI FORGE - 980 SPRITES'.
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Pixelkiln @pixelkiln.bsky.social · 13/09/2026
One wall reads crisp, the crate in front of it reads mushy. Same texture, same distance. Wrong sizes. At 32 px/unit a 3.2 m wall needs 102 px, so use a 128. A 0.4 m crate needs 13, so 16. 8 object sizes, 4 densities, CC0. z3er1n.itch.io/texel-density-cheats… #gamedev #pixelart #b3d
A dark charcoal card for a free download. A gold banner across the top reads 'FREE DOWNLOAD' on the left and 'PIXELKILN' on the right. Below it, small orange lettering reads 'TEXTURE MATH, WORKED OUT' above a large two-line headline: 'Density' in cream and 'cheatsheet' in orange. Under that, in a typewriter face, 'Stop guessing texture sizes.' At the upper right sits a rendered pixel-art crate in tan and brown, lit from above, its edges fading softly into the dark background. A thin gold-outlined box fills the lower half, headed 'AT 32 PX/UNIT, USE'. Inside it, three columns: 'Small crate, 0.4 m' above a large '16 px'; 'Character, 1.8 m' above a large '64 px'; 'Wall section, 3.2 m' above a large '128 px'. A footer strip along the bottom reads 'ONE PAGE  8 OBJECT SIZES  CC0'.The full one-page reference, portrait, cream paper with a black header band. The header reads 'Texel density' with the line 'How many texture pixels land on one metre of model - and how to make that one number true everywhere in a scene', and in orange at the right, 'ONE-PAGE REFERENCE FOR PIXEL ART ON 3D'. A tinted strip below gives two formulas: 'THE WHOLE THING - px/unit = sqrt( UV area x S squared divided by world area )', and 'THE FORM YOU WILL ACTUALLY USE - px/unit = S divided by M', with the note that a 64 px texture across 2 m is 32 px/unit. Section 1, 'Pick one density for the whole game, and make it a power of two', holds a table of 8, 16, 32, 64 and 128 px/unit against what a 1.8 m character, a 1 m floor tile and a 0.5 m prop resolve to - the character coming out 14, 29, 58, 115 and 230 px tall. Beside it a note explains that a power-of-two density and a round character height cannot both be had. Section 2, 'Size every texture from that one number', is a wide table of eight objects from a 0.4 m small crate to a 12 m building facade, each with a 'needs' and a 'use' column at 8, 16, 32 and 64 px/unit: the 3.2 m wall section needs 102 px at 32 px/unit and uses a 128. Section 3, 'Expect it to drift, because the default unwrap guarantees it', explains that a cube unwraps to the same UV layout whatever its size, so density falls as one over size, and shows a measured readout - '10.5 px/unit avg (2.5-21.1, 8.4x spread)' before correction, '10.5 px/unit avg (10.5-10.5, 1.0x spread)' after. Beside it, 'THE CORRECTION' gives 'UV side = D x sqrt(A) divided by S' with a worked example landing on 0.866. Section 4, 'Four things that quietly make the number a lie', lists unapplied object scale, non-uniform scale, linear filtering and mixed texture sizes. A footer states that every figure is computed by running the add-on's own code rather than typed in, and that the sheet is released CC0.
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Pixelkiln @pixelkiln.bsky.social · 12/09/2026
I shipped a fix that was also wrong. Icons Vol. 2's chestplate read as an animal's face. v1.3 fixed that - and then read as a moth at 16px. Nobody reported it. I caught it rendering our own art small. v1.4 has armholes. Free update. z3er1n.itch.io/icons-vol2 #pixelart #gamedev
A dark plum before-and-after card for a pixel-art icon pack. At the top, a small gold kiln-arch logo beside gold pixel lettering reading 'PIXELKILN', and beneath it in larger cream pixel lettering 'ICONS VOL. 2  V1.4'. Under that, a salmon-red line reads 'OUR CHESTPLATE READ AS A MOTH. IT DOESN'T NOW.' The body of the card is two square panels of faint purple transparency checkerboard, side by side, with a small gold arrowhead pointing from the left panel to the right one. The left panel is labelled 'BEFORE' in salmon-red and captioned 'V1.3, SHIPPED 8 SEP'. It holds a pale blue-grey pixel shape with a heavy dark outline: two broad lobes flare up and outward from the top like a pair of raised wings, split at the centre by a narrow notch, and below them the body narrows steadily to a small flat base, with a pale ridge running down the middle. It reads as a moth or a butterfly rather than as armour. The right panel is labelled 'AFTER' in green and captioned 'V1.4'. It holds the same pale blue-grey redrawn as a breastplate: a solid horizontal shoulder bar spanning the full width, with a small square notch cut out of the centre of its top edge for the neck and a lighter highlight capping each top corner; below the bar the sides step sharply inward on both sides, leaving a clear gap either side of a narrower torso, so the outline reads as a sleeveless piece of armour with arm holes; a pale highlight runs down the left edge of the torso from collar to hem, and at the bottom the shape widens again into a flared hem with a small darker shadow at its right-hand end. Across the bottom of the card, cream pixel text reads '6 OF 381 ICONS CHANGED. THE OTHER 375 ARE BYTE-IDENTICAL.' and a gold line beneath it reads 'Z3ER1N.ITCH.IO/ICONS-VOL2'.
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Pixelkiln @pixelkiln.bsky.social · 11/09/2026
Mirror a corridor tile and every pixel should land back on the grid. Texel 0.2.0: flip, rotate and scale a selection. Nearest neighbour. 414 texels. 414 after a flip. 414 after a rotate. 103 at half scale - texels dropped, never blended. z3er1n.itch.io/texel #pixelart #blender #gamedev
A dark charcoal card for a Blender add-on. Small orange lettering at the top left reads 'TEXEL 0.2.0 - SHIPPED 9 SEP 2026'. Beneath it a large two-line headline in cream and orange serif reads 'Flip, rotate and scale a selection. Nearest neighbour, nothing resampled.' At the top right, three stacked lines read '95 operators', 'Blender 4.2+' and '$9.95 - every update free'. Below sit four panels in a row, each holding the same pixel-art sprite on a grey transparency checkerboard: a small figure in a dark red robe with a brown belt and brown hair, holding up a wooden wand tipped with a bright yellow flame, with a single yellow spark pixel floating above it. The first panel is captioned 'Original', 'a wand selection, not a box', and the number '414 texels'. The second is captioned 'Flip X', 'mirrored, same texels', '414 texels', and its sprite faces the other way with the wand now in the left hand. The third panel is outlined in orange and wears a small orange tab reading 'THE HARD ONE'; it is captioned 'Rotate CW', 'the mask turns with it', '414 texels', and its sprite lies on its side, rotated a quarter turn clockwise so the figure's head points right and the wand and flame extend down and to the right - the whole silhouette has turned as its own shape, with no rectangular block around it. The fourth panel is captioned 'Scale half', 'whole texels dropped, never blended', '103 texels', and holds the same sprite at half size, still hard-edged with no new colours and no soft pixels. A footer line reads 'Every panel produced by core.select.transform_region - the shipped function, not a mock-up.' on the left, and 'z3er1n.itch.io/texel' on the right.
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Pixelkiln @pixelkiln.bsky.social · 10/09/2026
New pack: Inventory Vol. 7 - the bag, the body, the shop. 463 sprites, 3 themes. Slots, rarity frames, a 12-slot equipment doll, a weight meter. No two themes share a slot: stitched cloth, chiselled stone, strapped leather. 25% off to Sep 28: z3er1n.itch.io/inventory-vol7 #pixelart
A looping animation of a pixel-art inventory screen, cycling through three themes of the same layout. Cream pixel lettering across the top reads 'PIXELKILN INVENTORY VOL.7' and gold pixel lettering across the bottom reads 'Z3ER1N.ITCH.IO/INVENTORY-VOL7'. The screen itself is a tall bordered panel on the left holding, from top to bottom: a title bar reading '<theme name> - SATCHEL', a row of four tabs labelled ALL, GEAR, USE and MISC, a sunken well containing a five-by-four grid of item slots, and a footer row reading 'WEIGHT' beside a horizontal meter and two small square buttons carrying a sort arrow and a waste bin. Most grid slots hold a small coin, gem or star token, several carry a tiny white number in the lower-right corner, two in the bottom row are empty and show a padlock, and a scattering of slots wear a brighter frame in grey, green, blue, purple or orange for common through legendary rank. To the right of the panel sit two columns of six equipment slots, each with a faint outlined ghost engraved into it: a helmet with a T-shaped visor, a sword, a necklace, a shield, a breastplate, a gauntlet, a cloak, a ring, a pair of greaves, a belt, a boot and a gem. Below them are three sets of corner brackets enclosing a green tick, a red cross and a pair of opposing arrows. The weight meter fills and drains continuously, changing colour from green through amber to red as it crosses two thresholds. Every few seconds the whole screen switches theme: Bazaar, whose panels are saffron woven cloth on deep indigo with a dashed turquoise stitch running around every slot; Mossvault, whose panels are pale grey-green chiselled stone on near-black loam with moss speckling the slot corners; and Sanguine, whose panels are dark oxblood leather on warm black with a diagonal strap crossing two corners of every slot.
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Pixelkiln @pixelkiln.bsky.social · 10/09/2026
Pixel art looks right in Aseprite and wrong on the model: the pixels change size across the mesh. Texel is live - a Blender add-on that paints pixel art onto the mesh and measures texel density instead of eyeballing it. 94 tools, $9.95. z3er1n.itch.io/texel #pixelart #blender #gamedev
A screenshot of Blender with the Texel add-on open, on a dark charcoal card. Cream and orange lettering at the top left reads 'IT IS A REAL ADD-ON' above the headline 'Lives in Blender. Not a separate app.' Text at the top right reads 'Its own workspace, its own sidebar tab, 94 tools. Install the zip, press N, start painting.' The screenshot beneath fills the card. On its left is a 3D viewport holding a pale isometric scene of stacked blocks and a low platform lit from above. In the centre is Blender's Image Editor showing a large brick texture being painted: rows of tan and brown pixel-art bricks, several carrying a small raised nub. Between them a narrow Texel sidebar is open, its panels reading New Canvas, brush tool buttons, Mirror X and Mirror Y, then a Texel Density panel with Detect Density, Apply Density and Snap UVs to Pixels, then Showcase with a Golden Hour preset and Build Showcase and Render Showcase buttons. A second Texel sidebar on the right shows a Layers panel with one layer at 100% opacity, a Palette panel of numbered colour swatches, and a Sprite panel with Add Frame and Add Reference. Blender's outliner and properties editor sit at the far right, and its timeline runs along the bottom. A footer line reads 'TEXEL - A BLENDER ADD-ON BY PIXELKILN' on the left and '$9.95 - MINTWORKS.CC/TEXEL' in gold on the right.A dark charcoal card headed with the word 'Texel' in cream and, beside it in orange, '94 TOOLS. FIVE OF THEM, AT WORK.' Small text at the top right reads 'every texture below painted in Blender with Texel' and 'every tile seam-checked before it went on the model'. Below are five rendered 3D scenes, all textured in pixel art, each captioned. Top left, a torchlit stone corridor of stacked timber and brick with a small robed character walking, captioned 'Metroidvania corridor - 8-FRAME WALK CYCLE, 4 CEL TRACKS to SHEET + JSON'. Top right, an isometric chamber of pale flagstones with green stepped platforms and a character holding a torch, captioned 'Isometric ARPG chamber - ONE 64PX TILE, WHOLE FLOOR, ZERO SEAMS, MEASURED'. Bottom left, a sci-fi bay of ribbed grey and green wall panels under a bright ceiling light, captioned 'Sci-fi bay - ONE TEXTURE, THREE PALETTES, INDEXED, INSTANT'. Bottom centre, a top-down cobbled street with market crates and awnings and a red-tunicked character seen from above, captioned 'Top-down RPG street - 44 PX/UNIT ON EVERY SURFACE, NO PIXEL DRIFT'. Bottom right, a symmetrical stone facade with panelled doors, oval medallions and two red banners, captioned 'Boss-room facade - PAINTED AS ONE HALF, MIRROR X DID THE REST'.A dark charcoal card headed 'Texel' in cream with 'FRAMES & TRACKS' beside it in orange. A line of text reads 'A track is a named row. A cel is one track's drawing on one frame. One frame holds the character, the cave behind it and the torchlight between them - edit any one without touching the others.' Three numbered panels sit below. Panel 01 DRAW, 'The cel grid': a screenshot of Texel's frame grid, with rows labelled Torch, Main, Glow and Cave running down and frames 1 to 4 running across, each cell holding a marker, one cell highlighted red, and a Play button with an FPS field reading 24. Panel 02 EXPORT, '8 frames, 4 tracks': a sprite sheet of eight pixel-art frames in two rows of four, each showing a small red-robed figure holding a lit torch against a brown brick wall, the torch flame and its glow changing frame to frame. Panel 03 PLAY, 'Timing travels too': a block of JSON reading fps 12 and a frames list whose entries give x, y, hold and duration_ms values of 167 and 83, above a single enlarged frame of the torchbearer standing on stone with a bright yellow flame.
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Pixelkiln @pixelkiln.bsky.social · 09/09/2026
The carpets in my interiors tileset are wired as Godot 4 terrains now. This shape was one set_cells_terrain_connect() call. I did not place a single corner piece - Godot chose all nine from the 9-piece set. Free update: z3er1n.itch.io/oakheart-interiors #pixelart #godot #gamedev
A wide dark card headed 'ONE CALL. NOBODY PLACED A CORNER.' in cream pixel lettering, subtitled in gold 'Oakheart Interiors v1.2 wires the carpets as Godot terrains'. Below it is a screenshot taken inside Godot 4: a floor of warm brown 16x16 wooden plank tiles, laid in a running-bond brick pattern, fills the whole frame. Sitting on it is a single large red carpet in a stepped Z shape - a wide rectangle across the upper left, and a second wide rectangle across the lower right, joined through the middle so the outline steps down twice. The carpet is a muted brick red with a faint pattern of small dots, and it is bordered all the way round by a darker maroon edge one tile wide, including around both inner steps where the two rectangles meet. The point of the picture is that border: it follows every turn of the shape correctly, with proper corner pieces at all six outside corners and the right edge pieces carried through the two inner steps, because the tileset ships the nine-piece carpet set wired as a Godot terrain and the engine picked each piece itself from a single paint call covering 42 cells. Under the screenshot, two lines of small text read 'FREE UPDATE / GODOT 4 TILESET + UNITY IMPORT SETTINGS' and, larger and in cream, 'Z3ER1N.ITCH.IO/OAKHEART-INTERIORS'.
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Pixelkiln @pixelkiln.bsky.social · 08/09/2026
I shipped an armour icon that was an animal's face. Icons Vol. 2's chestplate had two shoulder nubs and two rivets. Above 16x16 those read as ears and eyes. Live since v1.0. Redrawn in v1.3, with a log that read as a picture frame. z3er1n.itch.io/icons-vol2 #pixelart #gamedev
A dark plum before-and-after card for a pixel-art icon pack. At the top, a small gold kiln-arch logo beside gold pixel lettering reading 'PIXELKILN', and under it in larger cream pixel lettering 'ICONS VOL. 2  V1.3'. The body is two columns, each comparing one icon with itself. The left column is headed 'CHESTPLATE' in cream, with a salmon-red line beneath it reading 'READ AS AN ANIMAL FACE'. Below that sit two square panels of faint purple transparency checkerboard with a small gold arrowhead pointing from the left panel to the right one. The left panel is labelled 'BEFORE' in salmon-red and captioned 'V1.0 - V1.2': it holds a pale blue-grey shape with a heavy dark outline, a rounded body with two small nubs standing up off its top corners like ears and two dark square holes set where eyes would go, so it reads as an animal's head rather than as armour. The right panel is labelled 'AFTER' in green and captioned 'V1.3': the same pale blue-grey redrawn as a breastplate, with an unbroken shoulder line across the top that has a narrow notch cut out of its centre for the neck, shoulders flaring to points at either side, a lighter highlight on the left shoulder, a vertical light-and-dark ridge running down the centre of the chest, and the body tapering to a narrower waist closed by a dark belt band. The right column is headed 'LOG' in cream with a salmon-red line reading 'READ AS A PICTURE FRAME', and the same two panels and gold arrow. Its BEFORE panel holds a light tan rectangle containing a darker rectangle containing a mid-brown panel: three nested rectangles that look like a framed picture. Its AFTER panel holds two brown logs stacked one above the other and seen from the side, each with a pale cut end on the left showing a lighter ring around a darker core, bark running off to the right marked with small dark grain ticks, and a darker shaded row along the bottom so each reads as round. Across the bottom, cream pixel text reads '7 OF 381 FILES CHANGED. THE OTHER 374 ARE BYTE-IDENTICAL.' and a gold line beneath it reads 'Z3ER1N.ITCH.IO/ICONS-VOL2'.
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Pixelkiln @pixelkiln.bsky.social · 08/09/2026
New pack: a pixel-art HUD that arrives already wired. Every bar is a Godot 4 TextureProgressBar with all three textures set, in a scene you drag in. 420 sprites, 3 themes, Unity .meta too. z3er1n.itch.io/hud-vol6 #pixelart #godot #gamedev
An animated screen recording of a pixel-art game HUD, captured from a running Godot 4 demo, on a synthwave backdrop of near-black plum sky above a slightly lighter plum ground with a thin magenta horizon line across the middle. Top left: a square violet-framed portrait window with a dark blue-grey pane, a small white '12' on a level badge at its lower left, and a row of five tiny magenta hearts beneath it - the last one drawn hollow and grey. To the right of the portrait sit four stacked horizontal bars in violet frames: a narrow empty nameplate, then a hot magenta health bar, a cyan bar and a yellow bar. The magenta health bar drains steadily from about three quarters full down to a sliver and fills again in a slow cycle; when it is nearly empty a soft pink glow pulses around its frame. Below them, three small square badges outlined in yellow, magenta and violet hold an up arrow, a down arrow and a shield. Top centre: a thin division-marked bar, and under it a much wider boss bar with an ornamented violet end cap at each side, each cap set with a small cyan gem, filled about two thirds with hot magenta. Top right: a circular violet minimap ring with a pink dot at its centre and a small pink spearhead marker at its top edge, with a pale ring pulsing outward from the middle of the map and fading, over and over. Below the map, a violet-framed notification plate reads '250' in green pixel digits beside a yellow up arrow, and under that a narrower plate holds three small progress bullets. Bottom centre: a row of six square hotbar slots, the third one highlighted with a magenta border; a dark wedge sweeps clockwise around that slot like a clock hand, resetting and starting again. Everything is drawn in hard-edged pixel art with a one-pixel dark outline, scaled up so individual pixels are clearly visible as squares.
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Pixelkiln @pixelkiln.bsky.social · 05/09/2026
A button in my UI pack had the wrong 9-slice border for three releases. Top border 6, but the bevel's highlight step is at row 7. So the highlight stretched, not the flat band under it. Same sprite, same size, one number apart: z3er1n.itch.io/ui-pack-vol1 #pixelart #gamedev
A dark charcoal comparison card headed 'ONE WRONG NUMBER, THREE RELEASES' in gold pixel lettering, subtitled 'the same button sprite, stretched to the same 160x120, with two different 9-slice borders'. Two panels sit side by side, each showing one tall gold pixel-art button. The left panel is labelled 'BEFORE - BORDER 6,6,6,6' in red, and its button is wrong: a pale cream slab of highlight fills the whole top third of the button before dropping to the darker gold body, so the lit edge reads as a broad stripe rather than an edge. A short red bracket in the margin marks how far that pale band runs, and the caption under it reads '33 px of lit edge on a 120 px button'. The right panel is labelled 'AFTER - BORDER 6,7,6,4' in green, and its button is correct: a single thin cream line sits along the very top of an otherwise even gold face, with a tiny green bracket beside it and the caption '7 px of lit edge on a 120 px button'. Both buttons have the same dark outline and the same warm shadow along the bottom edge. A footer line in gold reads 'Pixelkiln UI Pack Vol. 1 - v1.3, free for everyone who owns it', and under it in grey, 'the artwork never changed. the number was wrong.'
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Pixelkiln @pixelkiln.bsky.social · 03/09/2026
Two 16x16 tiles that kept coming out identical: a staircase and a tavern bar. Both were horizontal banding. Fix: vertical panelling on the bar's front face, stringers down both sides of the stairs. New in Oakheart Interiors v1.1: z3er1n.itch.io/oakheart-interiors #pixelart #gamedev
A pixel-art tavern interior built from the Oakheart Interiors tileset on a dark charcoal background, headed 'NEW IN V1.1 - 30 TILES' in gold with 'STAIRS / CHESTS / KITCHEN / TAVERN / LIGHTING' beneath it. Along the timber back wall, left to right: a shelf of green bottles, a lit candle sconce, a four-pane window, a closed wooden door with a gold handle, and a second lit sconce. The left third is a grey stone-floored kitchen with counters, a glowing orange oven, a cauldron on a stand, a bread loaf, a plate, a cheese wedge and a lit candelabra. The middle is a wood-plank tavern floor with a keg, a tapped keg, a rack of green bottles and a long bar counter with mugs set along it - the counter's front face is panelled in vertical staves. On the right a stone staircase climbs the wall, pale treads between dark side rails with a wider landing step partway up, and a wooden ladder stands on the plank floor beside it, next to a hanging lantern, a closed chest and a pile of straw. Stools, a table, a stack of books and an open chest are scattered across the floor. The caption underneath reads 'EVERY TILE HERE SHIPS IN THE PACK - FREE FOR OWNERS'.
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Pixelkiln @pixelkiln.bsky.social · 02/09/2026
Icons Vol. 2 has a free sample: 45 icons, Godot 4 and Unity files included. Nothing in it is half a set — the whole six-tier sword ladder, and hearts and stars in full, half and empty. You can't draw a bar without all three. z3er1n.itch.io/icons-vol2-free-samp… #pixelart #gamedev
An animated pixel-art card on a dark charcoal background, headed '45 FREE ICONS' in gold with 'FROM PIXELKILN ICONS VOL. 2' beneath it. Two rows of large 16x16 sprites fill the middle: five hearts above and five stars below. The hearts start red and full, then empty from the right, each one turning half red / half grey before going fully grey, until all five are empty; at the same time the stars fill from the left, each going from grey to half gold to solid gold. The motion then reverses so the hearts refill and the stars empty, and the animation loops. A thin rule sits under the rows above the caption 'FULL / HALF / EMPTY - ALL THREE, FREE', with 'Z3ER1N.ITCH.IO' below it in muted grey.
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Pixelkiln @pixelkiln.bsky.social · 31/08/2026
79 new icons, free if you own it 🔥 Icons Vol. 2 v1.1: 302 → 381. Workstations, quest markers, doors, and 20 matched to the Oakheart tilesets. Each icon now ships as a Godot AtlasTexture and a pre-sliced Unity sheet. 25% off to Sep 5: z3er1n.itch.io/icons-vol2 #pixelart #gamedev
A dark sheet headed 'NEW IN V1.1 - 79 new icons / 4 new categories / free update, 302 to 381 icons, still 1x 2x 4x + spritesheets', showing four labelled rows of 16x16 pixel-art RPG icons. STATIONS (17), labelled anvils, forges, benches, barrels: three anvils in steel, grey and purple, three forges glowing orange in their frames, three workbenches, three domed cauldrons on stands, two tapped barrels, and three mortars with pestles. QUEST (20): gold, cyan and pink map pins, matching exclamation and question markers, diamond and eye waypoint gems, ringed objective markers, grey compasses and two wooden signposts. DOORS (17): windowed doors in wood, iron, pale stone and gold, then plain half-open slabs, barred and latticed portcullises, and keyhole plates. OAKHEART (20): two chests, two keys, a padlock, four doors, two signposts, a bench, a tapped barrel, an anvil, a forge, a cauldron, a mortar, a satchel, a paper note and a lit torch, all palette-matched to the Oakheart tilesets.
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Pixelkiln @pixelkiln.bsky.social · 28/08/2026
Every tile in Oakheart Exteriors 🏘️ 98 tiles at 16x16 — terrain with 3 nine-piece transition sets so edges blend, 3 roof sets, fences, stalls, carts and trees. Bundled with Interiors, 25% off to Sep 7: itch.io/s/198377/oakheart-village-b… #pixelart #gamedev
The full Oakheart Exteriors tilesheet on a dark background, headed 'ALL 98 TILES & PROPS - 16x16 grid / single PNGs + packed tilesheet / 1x & 2x'. Rows of 16x16 pixel-art tiles: green grass with flower variants, brown dirt, pale sand, grey cobblestone, blue water and the nine-piece transition strips that blend each terrain into the next; then timber-framed and stone walls, doors and windows, red shingle, green shingle and yellow thatch roof rows, wooden fence rails and posts, a lamp post and a signpost. Below sit the props: a covered well, a bench, a haystack, a woodpile, a barrel, market stalls with striped awnings, a green oak tree, an orange autumn tree, a dark pine, a log, a pond, bushes, rocks and a red mushroom.
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Pixelkiln @pixelkiln.bsky.social · 27/08/2026
302 icons, 10 categories, one flip-through 🔥 Weapons 50 · Magic 43 · Status 41 · Resources 35 · Armor 30 · UI 30 · Adventure 26 · Tools 22 · Food 17 · Potions 8 All at 1x/2x/4x, 25% off to Sep 5: z3er1n.itch.io/icons-vol2 #pixelart #gamedev
An animated flip-book through the ten categories of the Pixelkiln Icons Vol. 2 pixel-art pack, headed 'PIXELKILN ICONS VOL.2 - 302 icons / 10 categories'. Each frame holds on one labelled category grid on a dark background: ADVENTURE (chests, campfire, bomb, dice, coloured map flags, pouches), ARMOR (helmets, gauntlets, boots, rings and gem necklaces in several metals), FOOD (apples, bread, fish, pies, mushrooms, tankards), MAGIC (spellbooks, scrolls, cauldrons, runestones, candles and rune tiles), POTIONS (eight coloured flasks), RESOURCES (ore chunks, ingots, planks, and cut gems in every colour), STATUS (elemental flames, frost, lightning, hearts with full and half states, stars, hourglasses, sleep, clocks and skulls), TOOLS (pickaxes, hammers, keys and padlocks), UI (checks, crosses, arrows, chevrons, gears and a magnifier), and WEAPONS (swords, axes, hammers, maces and shields in six material tiers).
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Pixelkiln @pixelkiln.bsky.social · 25/08/2026
Inside and outside of the same village 🏘️ Oakheart Interiors (94 tiles) + Oakheart Exteriors (98 tiles) are palette-matched, so a room and a street never clash. Both for $5.92 instead of $7.90, two weeks: itch.io/s/198377/oakheart-village-b… #pixelart #gamedev
Cover art for Oakheart Interiors, RPG Tileset 16x16, Vol. 3, on a dark background under a small kiln logo. A top-down pixel-art room built from the tileset: a wide plank wood floor with a red patterned carpet, a table and stools, a candle stand, a round green rug, and a wall hung with a bookshelf, a window, a lit hearth and a cabinet, opening on the right into a grey stone-floored pantry with barrels, sacks, pots and a potted plant. Caption reads 94 tiles and props, furniture, carpets.Cover art for Oakheart Exteriors, RPG Tileset 16x16, Vol. 4, on a dark background under the same small kiln logo, laid out to match the Interiors cover. A top-down pixel-art village street: a grey cobbled road runs down the middle of green grass, with a timber-framed cottage under a red shingle roof and a lamp post, bench and mushroom on the left, and a stone cottage under a thatched roof with a pine tree, barrier and pond on the right, plus an autumn tree, a covered well and haystacks. Caption reads 98 tiles, buildings, terrain, nature.
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Pixelkiln @pixelkiln.bsky.social · 22/08/2026
Same interface. Five skins. One line of Godot 🔥 Pixel art UI kit — 825 sprites, 5 themes: dark fantasy, JRPG, CRT, casual, steampunk. Each ships a drop-in Godot 4 Theme. Free sample: z3er1n.itch.io/ui-forge-free-sample #pixelart #godot #gamedev #indiedev
An animated pixel-art game UI cycling through five themes of the Pixelkiln UI Forge asset pack. The same RPG menu is restyled each time: Ironvale in cold iron grey and blood red, Sakura in indigo and washi cream with pink, Terminal in phosphor green on black with square corners, Candyshop in grape and white with candy pink, and Brass in brass and dark wood with teal. Throughout, three coloured progress bars for health, magic and stamina rise and fall, a volume slider slides, the highlighted row steps down an inventory list of items like Iron Sword and Health Potion, a Fullscreen check box and a Music toggle switch flip on and off, and the Continue button lights up in its hover and pressed states. All of it is stock Godot 4 controls styled only by the pack's Theme resource.
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Pixelkiln @pixelkiln.bsky.social · 22/08/2026
Both Pixelkiln UI sets, 25% off for two weeks 🔥 Vol. 1 — 495 UI sprites in 3 complete themes. Vol. 2 — 302 RPG icons. Grab the pair for $8.92 instead of $11.90. itch.io/s/198942/pixelkiln-starter-… #pixelart #gamedev
Contents sheet for Pixelkiln UI Pack Vol. 1 on a dark background, headed 'What's inside - 495 unique sprites, 1485 files, PNG + 9-slice data'. Three columns show the same interface kit in three themes: Oakheart fantasy in gold and parchment, Voidrunner sci-fi in cyan and navy, and Bramble cozy in pink and cream. Each column has a 9-slice panel, button rows in normal, hover, pressed and disabled states, health, mana and XP bars, checkboxes, radio buttons, toggles, a slider, a text field, two rows of small icons, and scrollbar and stepper parts.Contents sheet for Pixelkiln Icons Vol. 2 on a dark background, headed 'All 302 icons - every icon ships at 1x 2x 4x + category spritesheets'. A dense grid of pixel-art RPG icons in rows by category: swords, axes and staves in six material tiers, shields, helmets, boots and rings, potions and flasks, scrolls and runes, bread, fish, mushrooms and drinks, gems and ores, keys, locks and chests, hearts and stars, elemental flames, lightning and frost, plus interface arrows, checks and crosses.
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Pixelkiln @pixelkiln.bsky.social · 18/08/2026
Free update day 🔥 Pixelkiln UI Vol. 1 v1.1 adds 135 sprites: dialogue name-plates, count badges, drag handles and 8 interface icons — everything the v1.0 devlog promised. Free if you own it. 360 → 495 sprites. 30% off ends Aug 19. z3er1n.itch.io/ui-pack-vol1 #pixelart #gamedev
Animated pixel-art quest log in the warm Oakheart fantasy theme. A cursor grabs the row 'Speak to Elder Marn' by its new drag handle; the row lifts onto a raised card with a gold border, is dragged down past two other quests which shift up to fill the gap, and is dropped at the bottom, then dragged back. Each row carries a small round count badge, and a dialogue box below shows an ornate name-plate that switches between the speakers Elder Marn and Hazel.
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Pixelkiln @pixelkiln.bsky.social · 15/08/2026
Watch a cottage go up 🏠 Oakheart Exteriors: 3 roof sets, each 9 pieces — ridge, slope, eave. Stack as many slope rows as you need. 25% off until Aug 28, and the free sample now ships the full 9-piece path set: z3er1n.itch.io/oakheart-exteriors #pixelart #gamedev
An animated pixel-art preview of the Oakheart Exteriors tileset. First the camera pans across a top-down village of cottages, a cobbled road and trees. Then it cuts to an empty grass field where a cottage is built up one layer at a time: timber-framed walls appear, then the eave row of a red shingle roof, then the slope row, then the ridge row, then a door, window, chimney and lamp post, with a caption naming each step.
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Pixelkiln @pixelkiln.bsky.social · 14/08/2026
Fresh out of the kiln 🔥 Oakheart Exteriors — 98 tiles for top-down RPG villages: blending path, road and water edges, 3 roof sets, wells, carts, market stalls, trees. Matches Oakheart Interiors. $3.95, free sample too: z3er1n.itch.io/oakheart-exteriors #pixelart #gamedev
A pixel-art top-down village scene built entirely from the Oakheart Exteriors tileset: a cobblestone road runs down the middle of a grassy map, with a timber-framed cottage under a red shingle roof on the left and a stone cottage under a thatched roof on the right. Around them sit a covered stone well, a cart, a market stall with a striped awning, a haystack, a woodpile, lamp posts, a wooden fence, oak and pine trees, an autumn tree, rocks and a small pond.
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Pixelkiln @pixelkiln.bsky.social · 14/08/2026
A slow pan across one Oakheart room 🏠 94 tiles & props at 16x16 — timber walls with corners and trim, wood and stone floors, a lit hearth, 44 furniture pieces. Everything in the shot ships in the pack. 25% off until Aug 20: z3er1n.itch.io/oakheart-interiors #pixelart #gamedev
An animated pixel-art camera pan across a cozy top-down RPG room built entirely from the Oakheart Interiors tileset: timber walls hung with paintings, windows and a banner, a wooden floor with a red patterned rug, a table with stools, a lit hearth, bookshelf and cabinet, then a stone-floored pantry with barrels, sacks, pots and a potted plant. Title card reads Oakheart Interiors, 94 cozy RPG tiles, 16x16.
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Pixelkiln @pixelkiln.bsky.social · 07/08/2026
The UI actually moves — bars drain, tooltips swap, buttons press. Pixelkiln UI Pack Vol.1: 3 themes, 360 sprites, 9-slice ready. 30% off until Aug 19: z3er1n.itch.io/ui-pack-vol1 #pixelart #gamedev
Animated pixel-art RPG interface in the warm Oakheart fantasy theme: an inventory screen where health, mana and XP bars fill and drain, a cursor glides across item slots, tooltips switch between Iron Sword, HP Potion, Ruby Gem and Leather Bag, and buttons press down. Caption reads Pixelkiln UI Pack Vol.1.
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Pixelkiln @pixelkiln.bsky.social · 07/08/2026
Fresh out of the kiln 🔥 Oakheart Interiors — 94 tiles & props for cozy top-down RPG interiors. 16x16 floors, walls, doors, and 44 pieces of furniture. Spritesheets included. 25% off launch week: z3er1n.itch.io/oakheart-interiors #pixelart #gamedev #indiedev
A pixel-art mockup of a cozy top-down RPG room built from the tileset: wooden floors with a patterned rug, timber walls with trim, a bed, table and chairs, shelves, and a lit hearth.The full Oakheart Interiors tilesheet on a dark background, titled 'All 94 tiles & props', showing rows of 16x16 floor tiles, wall segments, doors, and furniture pieces.
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Pixelkiln @pixelkiln.bsky.social · 07/08/2026
Buffs, debuffs, hearts with half states, flames, frost, poison, sleep, haste 💫 41 status icons in Pixelkiln Icons Vol. 2 — plus 260 more for items, magic and loot. 25% off until Aug 19: z3er1n.itch.io/icons-vol2 #pixelart #indiedev
A grid of pixel-art RPG icons on a dark background, sorted into labelled categories: status effects (flames, frost, poison, sleep, haste, buff and debuff arrows, hearts with full and half states), potions and food, resources, and magic items.
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Pixelkiln @pixelkiln.bsky.social · 05/08/2026
The kiln's been busy 🔥 Pixelkiln Icons Vol. 2 — 302 pixel icons for RPGs: weapons & armor in 6 material tiers, potions, food, resources, status effects. Spritesheets included. 25% off launch week: z3er1n.itch.io/icons-vol2 #pixelart #gamedev #indiedev
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Pixelkiln @pixelkiln.bsky.social · 05/08/2026
Just fired up the kiln 🔥 Pixelkiln UI Pack Vol. 1 — 360 pixel UI sprites, 3 themes (fantasy / sci-fi / cozy), all button states, 9-slice panels, bars, toggles, 22 icons. 30% off launch week + a free 24-sprite sample: z3er1n.itch.io/ui-pack-vol1 #pixelart #gamedev #indiedev
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