preview/cover.png). Read the counts first: 48 sprites · 24 tiles · 40 SFX · 12 UI · 29 recipes — then check one room below before you pay for any dungeon pack.The 3-step recipe
- The 5-minute room: open the demo, don't draw it. Open
dungeon-room-demo.tmxin Tiled (free) withdungeon-vol1.tsxnext to it: wall ring outside, floor inside, door-01 south, stairs-up north, 8 cols × 3 rows of 32px on thetileset-dungeon-8x3-32px.pngsheet (256×96). Seam test first: place three floor tiles in a row at 2× — no vertical line means the left edge matches the right edge (our selftest gates exactly this). Sprites import as 32×32 RGBA with filtering off (Nearest / Point, never linear) at 6–8fps for actors. - The palette-match check: one palette across all four kinds. A matched set passes four sub-checks on one torch room: (1) sprites, tiles and UI share the stone + torchlight + blood + gold palette — floor, slime, coin sound and healthbar must read as one game, not four; (2) motifs repeat — chains, skulls, torches, runes appear on tiles, props and UI trim alike; (3) the UI stops clashing — the 9-slice panel (gold corners = guides), healthbar/manabar and dialogue come from the same palette as the floor; (4) the room is not silent — every visible moment has a mapped sound in
pairings.csv(29 recipes; row 1 is the header, recipes start at row 2). Two or more palettes, a silent chest, or hand-rolled bars means mismatched packs. - The wiring recipe: one moment, three files. Pick one pairing recipe and wire it end to end: copy the 32×32 PNGs (Nearest filter), drop the WAV (44.1kHz mono 16-bit, desktop) or MP3 (128k, web) into engine audio, loop
ambient-01quietly under the room. Godot 4: PNG as Texture2D (Nearest), WAV into AudioStreamPlayer, TMX via a Tiled importer plugin. Unity: sprites as Sprite (Point filter), WAV/MP3 as AudioClip, sheet sliced 32×32 in Sprite Editor. GameMaker: sprite frames 32×32, tiles from the sheet, audio as-is. Honest note: Godot/Unity in-engine import was not run on our build PC — the Tiled room plus engine-agnostic notes are the verified path, and the in-engine render is your 5-minute check.
shot-1-room.png, vendored from the pack's preview/). Wall ring + floor + knight + slime + chest — every pixel ships in the pack.
shot-3-tiles-ui-sfx.png, vendored from the pack): 16 tiles + UI + 4 real SFX waveforms. Art-only packs stop at the tiles — this is the whole room, sound included.Free helper: dungeon pairing picker
Pick a room moment. The helper shows the real pairing recipe (sprite + tile + SFX, quoted from pairings.csv), whether the free sample covers it, and a copy-paste Godot 4 snippet. Everything runs locally — nothing leaves your device.
Related free tools
- Tileset Splitter & Converter — verify any dungeon sheet's grid and export TMX/JSON/CSV manifests (try the 256×96 sheet: 8 cols × 3 rows of 32px).
- Match sound effects to pixel-art sprites — the companion recipe (theme-to-genre pairing table, one-shots plus one quiet ambient bed).
- Get a tileset PNG into Tiled + Godot 4 — the 8-minute recipe (exact tile grid → TSX/TMX → Nearest import).
- Palette Extractor — pull the exact stone/torchlight/blood/gold colors from a room shot for matching UI.
- Retro Sound Maker — synthesize placeholder pickup sounds in the browser before the matched set arrives.
- All free game-dev tools