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Octo-Pipe Pixels

Create a pixel-art tileset for a top-down game using vivid colors and consistent palette, lighting (top-left), scale, and mossy stone floor texture. Each tile is a regular octagon with flat top and bottom edges and a sunken half-pipe visible from above. Pipe diameter slightly smaller than edge length; openings must align perfectly at edge centers so tiles connect seamlessly. Edge labels clockwise starting at bottom: 1 Bottom, 2 Bottom-Left, 3 Left, 4 Upper-Left, 5 Top, 6 Upper-Right, 7 Right, 8 Bottom-Right. Each tile’s pipe always starts at Edge 1 center and connects to exactly one other edge center. Produce five tiles types covering all the non-mirrable conections from Edge 1: Straight: Edge 1 → Edge 5. Medium curve (90°): Edge 1 → Edge 3. Sharp curve (tight turn that conects to the adjacent tile): Edge 1 → Edge 2. Gentle wide curve: Edge 1 → Edge 4. Block tile: no visible pipe and the tile is covered by rocks where the pipe should be All tiles must share identical style and tile seamlessly together.

Free download available for game development, creative projects, and prototyping. AI-generated pixel art sprite animation with high-quality frames.

Octo-Pipe Pixels - 9 frame sprite animation

Octo-Pipe Pixels

February 10, 20269 framesBanana+Public
Make one like this
1/9
FPS: 8

Live Animation

Free account: download the sheet, frames, ZIP and GIF.

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Prompt

Create a pixel-art tileset for a top-down game using vivid colors and consistent palette, lighting (top-left), scale, and mossy stone floor texture. Each tile is a regular octagon with flat top and bottom edges and a sunken half-pipe visible from above. Pipe diameter slightly smaller than edge length; openings must align perfectly at edge centers so tiles connect seamlessly. Edge labels clockwise starting at bottom: 1 Bottom, 2 Bottom-Left, 3 Left, 4 Upper-Left, 5 Top, 6 Upper-Right, 7 Right, 8 Bottom-Right. Each tile’s pipe always starts at Edge 1 center and connects to exactly one other edge center. Produce five tiles types covering all the non-mirrable conections from Edge 1: Straight: Edge 1 → Edge 5. Medium curve (90°): Edge 1 → Edge 3. Sharp curve (tight turn that conects to the adjacent tile): Edge 1 → Edge 2. Gentle wide curve: Edge 1 → Edge 4. Block tile: no visible pipe and the tile is covered by rocks where the pipe should be All tiles must share identical style and tile seamlessly together.

Format
PNG
Frames
9
Cell Size
584×584
FPS
8

License

Free for personal and commercial use. Perfect for games and prototypes.

Details