User prompt
Fix Bug: 'Uncaught TypeError: self.createAndAddVillager is not a function' in this line: 'self.createAndAddVillager(1024, 1366);' Line Number: 568
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'call')' in this line: 'Game.prototype.createAndAddVillager.call(self, 1024, 1366);' Line Number: 568
User prompt
Fix Bug: 'Uncaught TypeError: self.createAndAddVillager is not a function' in this line: 'self.createAndAddVillager(1024, 1366);' Line Number: 568
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'call')' in this line: 'Game.prototype.createAndAddVillager.call(self, 1024, 1366);' Line Number: 568
User prompt
Fix Bug: 'Uncaught TypeError: self.createAndAddVillager is not a function' in this line: 'self.createAndAddVillager(1024, 1366);' Line Number: 568
User prompt
Fix Bug: 'Uncaught TypeError: self.createAndAddVillager is not a function' in this line: 'self.createAndAddVillager(1024, 1366);' Line Number: 568
User prompt
improve
User prompt
Made cloud be uppfront all other asset Always
User prompt
Move all cloud alway uppfront
User prompt
Add transparency to the cloud
User prompt
Move cloud uppfront
User prompt
Cloud has to be uppfront other asset
User prompt
Cloud have to be uppfront everything else
User prompt
Cloud have to be higher than the other asset
User prompt
Simulate cloud
User prompt
Fix Bug: 'TypeError: Cannot read properties of null (reading 'x')' in this line: 'self.moveTo(self.workplace.x, self.workplace.y, 'goingToWork');' Line Number: 254
User prompt
Make villager on billion time smarter
User prompt
Make villager kiss 1 billion time more
User prompt
Show heart when kiss
User prompt
Attach heart to each villager
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in this line: 'var house = self.houses[0];' Line Number: 431
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in this line: 'var house = self.houses[0];' Line Number: 431
User prompt
Fix Bug: 'Cannot read properties of undefined (reading '0')' in this line: 'var house = self.houses[0];' Line Number: 431
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in this line: 'var house = self.houses[0];' Line Number: 431
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in this line: 'var house = self.houses[0];' Line Number: 431
var School = Container.expand(function () {
var self = Container.call(this);
var schoolGraphics = self.createAsset('school', 'School Graphics', .5, .5);
self.x = 2048 / 2 - 500;
self.y = 2732 / 2 + 500;
self.teach = function (villager) {};
});
var Inn = Container.expand(function () {
var self = Container.call(this);
var innGraphics = self.createAsset('inn', 'Inn Graphics', .5, .5);
self.x = 2048 / 2;
self.y = 2732 / 2 + 300;
self.isOccupiable = true;
self.occupy = function (villager) {
if (!self.isOccupiable) return;
self.isOccupiable = false;
villager.state = 'restingAtInn';
LK.setTimeout(function () {
self.isOccupiable = true;
}, 10000);
};
});
var Gardener = Container.expand(function () {
var self = Container.call(this);
var gardenerGraphics = self.createAsset('gardener', 'Gardener Graphics', .5, .5);
self.x = Math.random() * 2048;
self.y = Math.random() * 2732;
self.tendPlants = function () {};
self.plantNewTree = function () {
var newTree = new Tree();
newTree.x = Math.random() * 2048;
newTree.y = Math.random() * 2732;
self.parent.addChild(newTree);
};
});
var Festival = Container.expand(function () {
var self = Container.call(this);
var festivalGraphics = self.createAsset('festival', 'Festival Graphics', .5, .5);
self.x = 2048 / 2;
self.y = 2732 / 2 - 300;
self.isActive = false;
self.activateFestival = function () {
self.isActive = true;
LK.setTimeout(function () {
self.isActive = false;
}, 10000);
};
self.isVillagerParticipating = function (villager) {
return self.isActive && villager.intersects(self);
};
});
var Heart = Container.expand(function () {
var self = Container.call(this);
var heartGraphics = self.createAsset('heartImage', 'Heart Image', .5, .5);
self.showAbove = function (villager) {
self.x = villager.x;
self.y = villager.y - villager.height;
self.alpha = 1;
self.follow = function () {
if (villager) {
self.x = villager.x;
self.y = villager.y - villager.height;
}
};
LK.on('tick', self.follow);
LK.setTimeout(function () {
LK.off('tick', self.follow);
self.alpha = 1;
self.destroy();
}, 1000);
};
});
var Market = Container.expand(function () {
var self = Container.call(this);
var marketGraphics = self.createAsset('market', 'Market Graphics', .5, .5);
self.x = 2048 / 2;
self.y = 2732 / 2;
self.availableResources = {
wood: 0,
rock: 0,
food: 0
};
self.trade = function (villager, resourceType, amount) {
if (self.availableResources[resourceType] >= amount) {
self.availableResources[resourceType] -= amount;
villager.gameResources[resourceType].amount += amount;
}
};
self.addResource = function (resourceType, amount) {
self.availableResources[resourceType] += amount;
};
});
var HouseBuilder = Container.expand(function () {
var self = Container.call(this);
self.build = function (villager) {
var newHouse = new House();
newHouse.initializeRandomPosition();
villager.parent.addChild(newHouse);
villager.state = 'atHome';
villager.home = newHouse;
newHouse.scheduleVillagerWork(villager);
};
});
var Resource = Container.expand(function (type, amount) {
var self = Container.call(this);
self.type = type;
self.amount = amount;
var resourceGraphics = self.createAsset(type.toLowerCase() + 'Image', type + ' Image', .5, .5);
});
var Tree = Container.expand(function () {
var self = Container.call(this);
var treeGraphics = self.createAsset('treeImage', 'Tree Image', .5, .5);
self.resourceType = 'food';
self.amount = 100;
self.collectResource = function (villager) {
if (self.amount > 0) {
var collectedAmount = Math.min(5, self.amount);
villager.gameResources.food.amount += collectedAmount;
villager.carriedFood += collectedAmount;
self.amount -= collectedAmount;
if (self.amount <= 0) {
self.destroy();
}
}
};
});
var Villager = Container.expand(function (resources) {
var self = Container.call(this);
Villager.prototype.participateInFestival = function () {
if (this.parent.festival.isVillagerParticipating(this)) {
this.state = 'participatingInFestival';
LK.effects.flashObject(this, 0x00ff00, 500);
}
};
Villager.prototype.calculateSocialUtility = function () {
var socialFactor = this.partner ? 0 : 1000;
var socialOpportunities = this.parent.villagers.filter((function (v) {
return v !== this && this.canFallInLove(v);
}).bind(this)).length;
return socialFactor + socialOpportunities * 100;
};
Villager.prototype.kiss = function (partner) {
if (this.canFallInLove(partner)) {
var heart = new Heart();
this.parent.addChild(heart);
heart.showAbove(this);
for (var i = 0; i < 1000000; i++) {
this.createBabyWith(partner);
}
}
};
Villager.prototype.createBabyWith = function (partner) {
var babyX = (this.x + partner.x) / 2;
var babyY = (this.y + partner.y) / 2;
var babyVillager = this.parent.createAndAddVillager(babyX, babyY, true);
babyVillager.home = this.home || partner.home;
babyVillager.workplace = this.workplace || partner.workplace;
};
Villager.prototype.continuousMove = function () {
if (this.x < this.speed || this.x > 2048 - this.speed) this.directionX *= -1;
if (this.y < this.speed || this.y > 2732 - this.speed) this.directionY *= -1;
this.x = Math.max(this.speed, Math.min(2048 - this.speed, this.x + this.speed * this.directionX));
this.y = Math.max(this.speed, Math.min(2732 - this.speed, this.y + this.speed * this.directionY));
if (Math.random() < 0.5) {
this.directionX = Math.random() < 0.5 ? -1 : 1;
this.directionY = Math.random() < 0.5 ? -1 : 1;
}
};
Villager.prototype.directionX = 1;
Villager.prototype.directionY = 1;
Villager.prototype.restAtHome = function () {
this.state = 'resting';
this.tiredness = Math.max(0, this.tiredness - 0.1);
if (this.home) {
this.home.occupy(this);
}
if (this.tiredness <= 0) {
this.state = 'atHome';
}
};
Villager.prototype.isDoingSomething = function () {
return this.state === 'goingToWork' || this.state === 'working' || this.state === 'goingHome' || this.state === 'resting' || this.state === 'plantingTree' || this.state === 'buildingHouse';
};
Villager.prototype.carriedWood = 0;
Villager.prototype.carriedRock = 0;
Villager.prototype.carriedFood = 0;
Villager.prototype.tiredness = 0;
Villager.prototype.canBuildHouse = function () {
return this.gameResources && this.gameResources.wood.amount >= 200 && this.gameResources.rock.amount >= 200 && this.gameResources.food.amount >= 200;
};
Villager.prototype.calculateBuildUtility = function () {
return this.canBuildHouse() ? 25000 : 0;
};
Villager.prototype.hasResources = function () {
return this.carriedWood > 0 || this.carriedRock > 0 || this.carriedFood > 0;
};
Villager.prototype.canFallInLove = function (otherVillager) {
return this.state === 'atHome' && otherVillager.state === 'atHome' && !this.partner && !otherVillager.partner;
};
self.gameResources = resources;
var villagerGraphics = self.createAsset('villager', 'Villager Graphics', .5, .5);
self.targetX = null;
self.targetY = null;
self.home = null;
self.workplace = null;
self.resourceType = null;
self.speed = 12;
self.moveTo = function (x, y, state) {
self.targetX = x;
self.targetY = y;
if (state) self.state = state;
};
self.update = function () {
self.continuousMove();
self.executeCurrentAction();
};
self.decideNextAction = function () {
var utilities = [{
action: 'work',
utility: self.calculateWorkUtility()
}, {
action: 'home',
utility: self.calculateHomeUtility()
}, {
action: 'plant',
utility: self.calculatePlantUtility(self.gameResources)
}, {
action: 'buildHouse',
utility: self.calculateBuildUtility()
}, {
action: 'trade',
utility: self.calculateTradeUtility()
}, {
action: 'socialize',
utility: self.calculateSocialUtility()
}];
utilities.sort(function (a, b) {
return b.utility - a.utility;
});
var highestUtilityAction = utilities[0];
self.state = highestUtilityAction.action;
if (self.state === 'work') {
self.moveTo(self.workplace.x, self.workplace.y, 'goingToWork');
}
};
self.executeCurrentAction = function () {
switch (self.state) {
case 'goingToWork':
if (self.workplace && self.workplace.x !== null && self.workplace.y !== null) {
self.moveTowards(self.workplace.x, self.workplace.y);
if (self.intersects(self.workplace)) {
self.state = 'working';
self.startWorking();
}
}
break;
case 'working':
if (self.workplace && typeof self.workplace.collectResource === 'function') {
self.workplace.collectResource(self);
}
break;
case 'goingHome':
if (self.home) {
self.moveTowards(self.home.x, self.home.y);
if (self.intersects(self.home)) {
self.arriveHome();
}
}
break;
case 'resting':
self.restAtHome();
break;
case 'plantingTree':
self.plantTree();
break;
case 'buildingHouse':
self.buildHouse();
break;
case 'trade':
if (self.parent.market) {
self.moveTowards(self.parent.market.x, self.parent.market.y);
if (self.intersects(self.parent.market)) {
if (self.carriedWood > 10) self.parent.market.trade(self, 'wood', 10);
if (self.carriedRock > 10) self.parent.market.trade(self, 'rock', 10);
if (self.carriedFood > 10) self.parent.market.trade(self, 'food', 10);
self.state = 'atHome';
}
}
break;
}
};
self.calculateWorkUtility = function () {
return self.workplace && self.workplace.resourceType && self.workplace.resourceType.amount > 0 ? 25000 : 1;
};
self.calculateHomeUtility = function () {
return self.tiredness > 0.7 || self.hasResources() ? 25000 : 1;
};
self.calculatePlantUtility = function (gameResources) {
return self.gameResources && self.gameResources.food.amount > 50 && !self.workplace ? 25000 : 0;
};
self.calculateTradeUtility = function () {
var excessResources = (self.carriedWood > 10 ? 1 : 0) + (self.carriedRock > 10 ? 1 : 0) + (self.carriedFood > 10 ? 1 : 0);
return excessResources > 1 ? 25000 : 0;
};
self.moveTowards = function (x, y) {
var dx = x - self.x;
var dy = y - self.y;
if (dx !== 0 || dy !== 0) {
self.moveTo(x, y);
self.moveTowardsTarget();
}
};
self.moveTowardsTarget = function () {
if (self.targetX !== null && self.targetY !== null) {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.speed) {
self.x = self.targetX;
self.y = self.targetY;
self.targetX = null;
self.targetY = null;
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * Math.min(self.speed, distance);
self.y += Math.sin(angle) * Math.min(self.speed, distance);
}
}
};
});
var EmployingWorkPlace = Container.expand(function () {
var self = Container.call(this);
var workplaceGraphics = self.createAsset('workplace', 'Workplace Graphics', .5, .5);
self.isEmploying = true;
self.employ = function (villager) {};
});
var House = Container.expand(function () {
var self = Container.call(this);
House.prototype.scheduleVillagerWork = function (villager) {
LK.setTimeout(function () {
villager.state = 'goingToWork';
villager.moveTo(villager.workplace.x, villager.workplace.y);
}, 5000);
};
House.prototype.initializeRandomPosition = function () {
this.x = Math.random() * 2048;
this.y = Math.random() * 2732;
};
var houseGraphics = self.createAsset('house', 'House Graphics', .5, .5);
self.isOccupiable = true;
House.prototype.occupy = function (villager) {
if (!this.isOccupiable) return;
this.isOccupiable = false;
villager.home = this;
this.scheduleVillagerWork(villager);
};
});
var ResourceDisplay = Container.expand(function (gameResources) {
var self = Container.call(this);
self.gameResources = gameResources || ({
wood: {
amount: 0
},
rock: {
amount: 0
},
food: {
amount: 0
}
});
var resourceDisplayText = new Text2('', {
size: 50,
fill: "#ffffff"
});
resourceDisplayText.anchor.set(0.5, 0);
resourceDisplayText.x = 2048 / 2 - 800 - 500 + 100;
resourceDisplayText.y = 50;
LK.gui.topCenter.addChild(resourceDisplayText);
self.update = function () {
resourceDisplayText.setText('Resources: Wood ' + self.gameResources.wood.amount + ' units, Rock ' + self.gameResources.rock.amount + ' units, Food ' + self.gameResources.food.amount + ' units');
};
});
var VillagerAndFramerateDisplay = Container.expand(function (game) {
var self = Container.call(this);
self.villagers = game.villagers;
var villagerCountText = new Text2('', {
size: 50,
fill: "#ffffff"
});
villagerCountText.anchor.set(0.5, 0);
villagerCountText.x = 2048 / 2 - 200;
villagerCountText.y = 50;
LK.gui.topCenter.addChild(villagerCountText);
var startTime = Date.now();
var framerateText = new Text2('', {
size: 50,
fill: "#ffffff"
});
framerateText.anchor.set(0, 1);
framerateText.x = 500;
framerateText.y = 2732;
LK.gui.topCenter.addChild(framerateText);
var framerateText = new Text2('', {
size: 50,
fill: "#ffffff"
});
framerateText.anchor.set(0, 1);
framerateText.x = 500;
framerateText.y = 2732;
LK.gui.topCenter.addChild(framerateText);
var lastTick = LK.ticks;
var frameCount = 0;
var lastSecond = Math.floor(lastTick / 60);
self.update = function () {
var currentTick = LK.ticks;
var currentSecond = Math.floor(currentTick / 60);
frameCount++;
if (currentSecond > lastSecond) {
framerateText.setText('FPS: ' + frameCount);
framerateText.visible = true;
frameCount = 0;
lastSecond = currentSecond;
}
villagerCountText.setText('Villagers: ' + (self.villagers ? self.villagers.length : 0));
};
});
var Game = Container.expand(function () {
var self = Container.call(this);
var heart = new Heart();
self.addChild(heart);
var house = self.houses[0];
heart.x = house.x;
heart.y = house.y - house.height / 2;
Game.prototype.zoomOnVillagers = function (villagerA, villagerB) {
var zoomLevel = 2;
var centerX = (villagerA.x + villagerB.x) / 2;
var centerY = (villagerA.y + villagerB.y) / 2;
LK.stageContainer.scale.x = zoomLevel;
LK.stageContainer.scale.y = zoomLevel;
LK.stageContainer.pivot.x = centerX;
LK.stageContainer.pivot.y = centerY;
LK.stageContainer.x = LK.stageContainer.width / 2;
LK.stageContainer.y = LK.stageContainer.height / 2;
LK.setTimeout(function () {
LK.stageContainer.scale.x = 1;
LK.stageContainer.scale.y = 1;
LK.stageContainer.pivot.x = 0;
LK.stageContainer.pivot.y = 0;
LK.stageContainer.x = 0;
LK.stageContainer.y = 0;
}, 3000);
};
self.makeVillagerDecisions = function (villager) {
if (!villager.isDoingSomething()) {
villager.decideNextAction();
}
};
LK.on('tick', function () {
self.villagerAndFramerateDisplay.update();
var currentTime = Date.now();
var elapsedTime = Math.floor((currentTime - self.startTime) / 1000);
self.timerText.setText('Time: ' + elapsedTime);
self.updateResourceDisplay();
for (var i = 0; i < self.villagers.length; i++) {
self.villagers[i].update();
self.makeVillagerDecisions(self.villagers[i]);
}
self.handleVillagersFallingInLove();
});
self.timerText = new Text2('Time: 0', {
size: 100,
fill: "#ffffff"
});
self.timerText.anchor.set(1, 1);
self.timerText.x = 2048 - 500;
self.timerText.y = 2732;
LK.gui.topCenter.addChild(self.timerText);
self.startTime = Date.now();
self.villagers = [];
self.villagerAndFramerateDisplay = new VillagerAndFramerateDisplay(self);
self.resourceDisplay = new ResourceDisplay(resources);
self.updateResourceDisplay = function () {
self.resourceDisplay.update();
};
self.handleVillagersFallingInLove = function () {
for (var i = 0; i < self.villagers.length; i++) {
for (var j = i + 1; j < self.villagers.length; j++) {
var villagerA = self.villagers[i];
var villagerB = self.villagers[j];
if (villagerA.canFallInLove(villagerB) && Math.random() < 0.8) {
villagerA.partner = villagerB;
villagerB.partner = villagerA;
LK.setTimeout(function () {
var home = villagerA.home || villagerB.home;
var childX = home.x;
var childY = home.y;
var childVillager = self.createAndAddVillager(childX, childY, true);
childVillager.home = home;
childVillager.workplace = self.workplaces[Math.floor(Math.random() * self.workplaces.length)];
childVillager.state = 'goingToWork';
childVillager.moveTo(childVillager.workplace.x, childVillager.workplace.y);
villagerA.kiss(villagerB);
self.zoomOnVillagers(villagerA, villagerB);
}, 1000);
break;
}
}
}
};
function createResources() {
return {
wood: new Resource('Wood', 100),
rock: new Resource('Rock', 100),
food: new Resource('Food', 100)
};
}
var resources = createResources();
self.addChild(resources.wood);
self.addChild(resources.rock);
self.addChild(resources.food);
var background = self.createAsset('background', 'Background Graphics', 0, 0);
background.width = 4096 * 0.8;
background.height = 5464 * 0.8;
background.x = (2048 - background.width) / 2;
background.y = (2732 - background.height) / 2 - 400;
self.addChildAt(background, 0);
Game.prototype.createVillager = function (x, y, isBaby) {
var villager = new Villager(this.resources);
villager.x = x;
villager.y = y;
if (isBaby) {
villager.scale.x = 0.5;
villager.scale.y = 0.5;
}
return villager;
};
Game.prototype.addVillager = function (villager) {
this.addChild(villager);
this.villagers.push(villager);
};
self.villagers = [];
self.houses = [];
var newHouse = self.createHouse(2048 / 2, 2732 / 2);
self.addHouse(newHouse);
var newVillager = self.createVillager(1024, 1366);
self.addVillager(newVillager);
for (var i = 0; i < 10; i++) {
var x = Math.random() * 2048;
var y = Math.random() * 2732;
var newVillager = self.createVillager(x, y);
self.addVillager(newVillager);
}
self.market = new Market();
self.addChild(self.market);
Game.prototype.createHouse = function (x, y) {
var house = new House();
house.x = x;
house.y = y;
return house;
};
Game.prototype.addHouse = function (house) {
this.addChild(house);
this.houses.push(house);
};
var houses = [];
var newHouse = self.createHouse(2048 / 2, 2732 / 2);
self.addHouse(newHouse);
houses.push(newHouse);
Game.prototype.createWorkplace = function () {
var workplace = new EmployingWorkPlace();
workplace.x = Math.random() * 2048;
workplace.y = Math.random() * 2732;
return workplace;
};
Game.prototype.addWorkplace = function (workplace) {
this.addChild(workplace);
this.workplaces.push(workplace);
};
self.workplaces = [];
var workplace = self.createWorkplace();
self.addWorkplace(workplace);
self.workplaces.push(workplace);
var house = new House();
house.x = 2048 / 2;
house.y = 2732 / 2;
houses.push(house);
self.addChild(house);
var workplace = new EmployingWorkPlace();
workplace.x = Math.random() * 2048;
workplace.y = Math.random() * 2732;
self.workplaces.push(workplace);
self.addChild(workplace);
self.villagerCreationInterval = LK.setInterval(function () {
if (self.resources && self.resources.food.amount >= 10) {
self.createAndAddVillager(Math.random() * 2048, Math.random() * 2732);
self.resources.food.amount -= 10;
}
}, 10000);
LK.on('tick', function () {
self.villagerAndFramerateDisplay.update();
var currentTime = Date.now();
var elapsedTime = Math.floor((currentTime - self.startTime) / 1000);
self.timerText.setText('Time: ' + elapsedTime);
self.updateResourceDisplay();
for (var i = 0; i < self.villagers.length; i++) {
self.villagers[i].update();
}
self.handleVillagersFallingInLove();
self.updateDayNightCycle();
});
self.updateDayNightCycle = function () {
var cycleDuration = 5000;
var time = (Date.now() - self.startTime) % cycleDuration;
var dayProgress = time / cycleDuration * 2 * Math.PI;
var alpha = 0.15 + 0.2 * Math.cos(dayProgress - Math.PI) * -0.5;
LK.stageContainer.alpha = alpha;
var hours = Math.floor(time / 3600000) % 24;
var minutes = Math.floor(time % 3600000 / 60000);
self.timeOfDayText.setText('Time of Day: ' + hours.toString().padStart(2, '0') + ':' + minutes.toString().padStart(2, '0'));
};
self.timeOfDayText = new Text2('Time of Day: 00:00', {
size: 50,
fill: "#ffffff"
});
self.timeOfDayText.anchor.set(0.5, 0);
self.timeOfDayText.x = 2048 / 2;
self.timeOfDayText.y = 100;
LK.gui.topCenter.addChild(self.timeOfDayText);
});
A background of a paysage with plain and without tree or montainbut no water see from the top in the air 100m by 100m Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
One human medieval villager in a warcraft 2 style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a house in a warcraft 2 style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A tree a rock and crambery in a RTS style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A heart comic style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A cloud in a comic style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A market in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An Inn in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An school in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An bakery in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A well in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A tree in a rts style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An apple in a rts style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A rock in a rts style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A home in a RTS and fantasy style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A brewery in a fantasy rts style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A lumberjack in a fantasy rts style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a marketplace in a fantasy rts style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a festival in a fantasy rts style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.