Every sprite on this page is generated, not drawn by hand and
stored: tools/pixel-art/ holds a small canvas library, one palette, and the
composition for each sprite. Re-tinting the entire game is one edit to
palette.py and one run, and a diff on these PNGs means somebody actually
changed a sprite.
Animator for them, and a missing one is the "slimes freeze mid-walk" bug), then
currency and resource icons, then commander faces, then explosion and fire, then rank badges.
That is the order these were made in.
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Dark / base / light for every material, mixed from one warm-shadow, cool-highlight rule. Nothing in the set uses a colour that is not here — that constraint is what makes a musket barrel and a stone wall look like they were drawn by the same hand. Shadows are never black.
public/games/slime-wars/art/ into the Unity project's
Assets/Sprites/. Set Filter Mode: Point (no filter) and
Compression: None on import, or Unity will smooth them back into mush.
Pixels Per Unit 32 matches the troop sprites. Nothing here bakes in a ground shadow —
the renderer already draws one, and a translucent oval baked into a sprite composites
against grass as a grey plate.