Files

Kenney pixel assets for The Tree

Imported from Kenney's official asset pages on 2026-09-09. Original archive contents are preserved inside each pack directory, including the original License.txt files. No existing project art was replaced.

Packs and licenses

Pack Version Source Intended use
Tiny Town 1.1 https://kenney.nl/assets/tiny-town Village details, timber walls, doors, vegetation, signs, barrels and tools
Tiny Dungeon 1.0 https://kenney.nl/assets/tiny-dungeon Small fantasy guests/staff, stone walls, doors, chests, bottles and props

Both official pages and the included licenses identify these packs as Creative Commons Zero (CC0). Attribution is optional; crediting “Kenney — https://kenney.nl/” is appreciated. Preserve the included license documents when redistributing source assets. Official download URLs, archive SHA-256 digests and sizes are recorded in sources.json.

File layout and Godot usage

Each pack contains:

  • Tilemap/tilemap_packed.png: 192 × 176 px, 12 columns × 11 rows, 16 × 16 px cells, no gap. Recommended for draw_texture_rect_region or AtlasTexture.
  • Tilemap/tilemap.png: same tiles with 1 px spacing between cells (17 px pitch).
  • Tiles/tile_0000.png ... Tiles/tile_0131.png: individual 16 × 16 px sprites.
  • Tilesheet.txt, License.txt, Preview.png, Sample.png: original metadata and references.

Packed atlas rectangle, with zero-based cell coordinates:

var region := Rect2(column * 16, row * 16, 16, 16)
# Equivalent tile ID: row * 12 + column
# Use CanvasItem.TEXTURE_FILTER_NEAREST and integer scale where practical.

Do not use the 17 px pitch against the packed atlas. Each downloaded archive actually contains 132 individual tile PNGs and a 12 × 11 atlas; the official landing pages list 130 assets. Use the archive dimensions and files as the implementation reference.

Useful checked atlas positions

The following locations were checked against the original preview and packed atlas. Names below describe proposed in-game uses, not official Kenney asset names. All rectangles have width and height 16 px.

Pack Column, row Pixel x, y Tile ID / individual file Appearance / possible use
Tiny Dungeon 0, 7 0, 112 84 / tile_0084.png Purple-haired fantasy visitor
Tiny Dungeon 1, 7 16, 112 85 / tile_0085.png Brown-haired visitor
Tiny Dungeon 2, 7 32, 112 86 / tile_0086.png Fair-haired visitor
Tiny Dungeon 3, 7 48, 112 87 / tile_0087.png Grey-haired / headgear visitor
Tiny Dungeon 4, 7 64, 112 88 / tile_0088.png Brown-haired visitor
Tiny Dungeon 0–4, 8 0–64, 128 96–100 More human / helmeted visitor variants
Tiny Dungeon 0–4, 9 0–64, 144 108–112 Green creature, people and fantasy visitor variants
Tiny Dungeon 3, 5 48, 80 63 / tile_0063.png Wooden crate / cabinet
Tiny Dungeon 0, 6 0, 96 72 / tile_0072.png Low wooden furnishing / counter
Tiny Dungeon 1, 6 16, 96 73 / tile_0073.png Small stool / crate
Tiny Dungeon 2, 6 32, 96 74 / tile_0074.png Metal pot / basin
Tiny Dungeon 5–8, 7 80–128, 112 89–92 Chest variants for storage
Tiny Dungeon 5–8, 9 80–128, 144 113–116 Coloured bottles for food, mana or medicine props
Tiny Town 0, 0 0, 0 0 / tile_0000.png Grass ground
Tiny Town 1, 0 16, 0 1 / tile_0001.png Textured grass
Tiny Town 2, 0 32, 0 2 / tile_0002.png Flowers
Tiny Town 3, 0 and 3, 1 48, 0 and 48, 16 3, 15 Tall orange tree, two tiles
Tiny Town 4, 0 and 4, 1 64, 0 and 64, 16 4, 16 Tall green tree, two tiles
Tiny Town 0, 6 0, 96 72 / tile_0072.png Timber wall
Tiny Town 4, 6 64, 96 76 / tile_0076.png Stone wall
Tiny Town 0, 7 0, 112 84 / tile_0084.png Framed crate / wall panel
Tiny Town 1, 7 16, 112 85 / tile_0085.png Timber door
Tiny Town 5, 7 80, 112 89 / tile_0089.png Stone-framed door
Tiny Town 11, 6 176, 96 83 / tile_0083.png Wooden sign
Tiny Town 9, 7 144, 112 93 / tile_0093.png Small coin / gold marker
Tiny Town 10, 7 160, 112 94 / tile_0094.png Rounded wooden barrel
Tiny Town 10–11, 10 160–176, 160 130–131 Open barrel and water-filled barrel

Animation and art-direction notes

These packs provide static sprites, not authored walk cycles. Use them as base art for small characters with procedural step/bob/flip motion, or author distinct walking and working frames as a separate derivative asset. Adjacent character cells are different people, so cycling through them is not a valid walk animation.

The art is 16 px, front/top-down fantasy art. It works well for the compact cast and decorative props in a side-on cutaway, but full-width reception desks, beds, dining tables, lift machinery and the world's tree silhouette need purpose-built side-view construction. Keep nearest filtering, a consistent pixel density and a restrained matching palette; avoid stretching individual pixel tiles non-uniformly.