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Wardmarch - 355 Top-Down Tactical RPG Tiles & Props - 32x32 Pixel Art

12 autotiling terrains, 115 props, one 147-colour GBA palette. Tiled .tsx included - paint instead of wiring.

355 original 32x32 pixel art tiles and props - a top-down tactical RPG

tileset whose terrain autotiles the moment you import it, for the kind of map

where a unit walks four squares and stops at a river.

Four environments: field, castle, desert, coast. Twelve terrain

families, 115 props, one shared palette.

At a glance

* 355 PNG files from 250 distinct designs, 32 x 32, orthogonal

* 240 terrain tiles - 12 corner-autotile families, 16 masks each, plus 48

inset variants

* 115 props from 58 designs - trees, walls, towers, gates, houses,

bridges, cliffs, chests, fences, fires

* One 147-colour palette in 10 hardware banks of 16; every sprite

reads exactly one bank

* 12 Tiled .tsx tilesets with corner wangsets, plus a demo .tmx map

* Indexed PNG-8 throughout, one transparent index, every colour a legal

BGR555 value

* Licence: unlimited personal and commercial use, no attribution required

How this compares

a typical top-down tileset Wardmarch
Autotiling 16 PNGs and a diagram; you rebuild the table 12 .tsx files with the wangsets already written
Seams fixed by retouching, checked by eye verified over all 512 legal tile arrangements
Palette per-tile, drifts across the set one 147-colour table, 10 banks, every file
Placement align 115 props by hand every prop ships its footprint anchor
Colour whatever the editor produced every entry a legal BGR555 value
Metadata filenames manifest.json with mask, corners, anchor, bank
Variants one tile per terrain 48 inset variants, edge-safe by construction
Made by often unstated deterministic procedural code, no image model

What's inside

Terrain 240 tiles - 12 corner-autotile families, 16 masks each, plus 48 inset variants
Props 115 files from 58 designs - trees, walls, towers, gates, houses, bridges, cliffs, chests, fences, fires
Sheets per-family grids + packed atlases, Aseprite-format JSON
Tiled 12 .tsx tilesets with corner wangsets + a demo .tmx map
Palette .gpl, .hex, .png - 147 entries in 10 banks of 16
Meta manifest.json with corner masks, anchors and bank per asset

The three things that make it usable

The terrain autotiles, and the .tsx proves it. Each family is

corner-identified: a tile is named by the terrain at its four corners, so two

neighbouring tiles share the same two corner values and the join *cannot* tear.

That is checked, not asserted - over all 512 arrangements the corner rule

permits, plus a seam measurement on every compatible pair. And it ships as

Tiled tilesets with the wangsets already written, so you pick the brush and

paint. Most packs hand you sixteen PNGs and let you rebuild that table by hand.

One palette, 147 colours, in 10 banks of 16. Real GBA background

hardware holds sixteen palette banks of sixteen entries. Every PNG here is

indexed PNG-8 carrying the whole table, and every individual sprite draws

from exactly one bank - so a tile *structurally cannot* use a colour it did

not pay for. Every entry is a legal BGR555 value, expanded the way the hardware

does it. That is why the set looks like one game instead of 355 good decisions.

Every prop ships its footprint anchor. meta/manifest.json gives, for each

sprite, the pixel at the centre of the tile it stands on - and the sheet JSONs

repeat it per frame. Place by that point and a 32x48 tree, a 64x80 tower and a

32x32 barrel dropped on the same cell simply agree. This is the number tilesets

usually forget; without it you align 355 sprites by hand.

Placing them in your engine

Orthogonal 32x32. Terrain is corner-identified, so the data grid is one larger

than the map in each direction and the drawn grid sits half a tile off it - the

standard dual-grid arrangement, and every .tsx declares the offset. Props

place by anchor:

screen_x = gx * 32 + 16 - anchor_x screen_y = gy * 32 + 16 - anchor_y 

Draw terrain first, then props sorted by gy, so a near tree covers the base of

a far one.

Dropping it into your engine

The most common complaint about pixel art is that it "looks blurry", and it is

always one forgotten setting.

Engine Setting Value
Unity Filter Mode / Compression Point (no filter) / None
Godot 4 Project - Rendering - Textures - Default Filter Nearest
Tiled tile size 32 x 32, orthogonal
Aseprite - opens indexed, palette intact
Phaser / Pixi pixelArt: true / SCALE_MODES.NEAREST

Scale by whole numbers only. 2x, 3x, 4x - never 1.5x.

Who it is for, and who it is not for

Buy it if you are building a turn-based tactical RPG, a strategy or

roguelike map, or any top-down game on a 32x32 grid, and you want terrain that

autotiles the day you import it. It suits Tiled users best, because the

wangsets are already written; it suits Godot 4 and Unity equally well through

the sheets and the manifest.

Do not buy it if you need character sprites or combat animations - there

are none, this is terrain and scenery only. Nor if you need a side-on

platformer set, an isometric set, or 16x16 tiles: the grid is 32x32 throughout

and scaling pixel art by a fraction destroys it.

Compared with a typical top-down tileset, the difference is that the

autotiling is shipped rather than described. Most packs hand over sixteen PNGs

and a diagram; this one hands over 12 Tiled .tsx files with corner wangsets,

a demo .tmx map, and a manifest.json that gives every tile its corner mask

so an engine can derive the rule without a human retyping it.

Specifications

Tile size 32 x 32 pixels, orthogonal
Assets 355 files from 250 distinct designs
Terrain 240 tiles in 12 corner-autotile families
Props 115 files from 58 designs
Palette 147 colours in 10 banks of 16
Colour depth BGR555 - 5 bits per channel, 32 levels
File format Indexed PNG-8, one transparent index
Autotile scheme Corner-identified, 16 masks, dual-grid offset 0.5
Editor support Tiled 1.10 .tsx with corner wangsets, demo .tmx
Sheet metadata Aseprite-format JSON with per-frame anchor and bank
Licence Commercial use allowed, resale of the assets not
Price $6

Frequently asked questions

Does the terrain autotile? Yes. All 12 terrain families are

corner-identified, and they ship as Tiled .tsx tilesets with the corner

wangsets already written, so you pick a terrain brush and paint. The rule is

verified over all 512 arrangements the corner scheme permits - zero seams and

zero corner tears - rather than checked by eye.

What engines does it work with? Anything that reads PNG. Tiled opens the

.tsx files directly. Godot 4, Unity, GameMaker, Phaser, Pixi and LOVE all

import the sheets; set the texture filter to Nearest (Godot) or Point (Unity)

or the pixels blur. Import settings for each are listed above.

How big are the tiles? 32 x 32 pixels. Props are one tile wide where the

subject allows and up to 64 x 80 where it does not - a tower is 2 x 2 cells.

How many colours does it use? 147 across the whole pack, arranged as

10 banks of 16 the way GBA background hardware arranges them. Any single

sprite reads exactly one bank, so no tile uses more than 15 opaque colours.

Can I use it in a commercial game? Yes, in unlimited personal and

commercial projects, with no attribution required. You may not resell or

redistribute the assets themselves as an asset pack.

Is it AI-generated? No. Every pixel is produced by deterministic procedural

code - the same input builds the same file byte for byte. No image model was

used at any stage, and nothing is traced, scanned, or converted from any

existing game.

Can I get terrains that are not in the box? Yes, by layering rather than by

waiting for more art. Draw the lowest-priority terrain as a full fill and each

terrain above it as its own 16-mask shape; that is the same decomposition Godot

and Tiled use internally. Priorities for all 12 families are in

meta/manifest.json.

More from najjar320

Every pack below is built the same way - procedural code, a published palette,

measured numbers, no generative AI and no photo scans.

* [Silo Nine](https://najjar320.itch.io/silo-nine-isometric-tilese) - 437

isometric tiles, props and an 8-direction animated character, 64x32

* [Coriolis](https://najjar320.itch.io/coriolis-station-pack) - 100 sci-fi

station assets at 32x32, one 31-colour palette

* [Escapement](https://najjar320.itch.io/escapement-industrial-pixel-art) - 200

animated factory icons and a tileset at 32x32

* [Kingsteel](https://najjar320.itch.io/kingsteel-weapon-armor-icons) - 202

weapon and armour icons at native 32x32

* [Mintmark](https://najjar320.itch.io/mintmark-150-spinning-coin-sprites) -

150 spinning coin sprites, 25 designs in 6 metals

* [VISTA](https://najjar320.itch.io/vista-parallax-backgrounds) - 10 seamless

layered parallax backgrounds, free and CC0

Wardmarch shares no palette with any of them - it is a GBA-rules set and they

are not - but it is placed, documented and licensed the same way, so it drops

into the same project without a second pipeline.

Licence

Wardmarch v1.0.0 - (c) 2026 najjar320 - Use and modify in unlimited personal and commercial projects; do not resell or redistribute the assets themselves; attribution not required.

How the art was made

Every pixel is drawn by Boneglass, a procedural program that builds pixel

art from code instead of by hand. Run it twice and you get the same files, byte

for byte.

It works to the GBA's own colour rules: 16 colours to a bank, 5 bits per

channel, flat shading, no dithering.

No image model was used. Nothing here is traced, scanned, or taken from any

existing game.

Purchase

Buy Now
On Sale!
50% Off
$6.00 $3.00 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $3 USD. You will get access to the following files:

wardmarch-v1.0.0.zip 745 kB

Development log

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