100 Dungeon Inventory UI Elements - 16x16 Pixel Pack
by Nate, Wyrm & Wand, 2026
Version 1.1

Thank you for buying this pack.


WHAT IS IN THIS FOLDER
----------------------
icons_16x16\      100 PNG files, 16x16 pixels, transparent background.
                  These are the UI elements to use in your game. Files are named
                  by number and element name, e.g. 001_empty_slot.png,
                  075_panel_top_left_corner.png. The full list with categories is in
                  spritesheet\spritesheet_index.txt.

icons_64x64\      The same 100 UI elements at 4x scale (64x64), nearest-neighbor
                  upscale, no blur. For larger UI, store pages or mockups.

spritesheet\      spritesheet_16x16_10x10.png - all 100 UI elements on one 160x160
                  image, 10 columns x 10 rows, 16 px cells, no padding.
                  spritesheet_64x64_10x10.png - the same sheet at x4 (640x640).
                  Cell order is left to right, top to bottom. It matches
                  spritesheet_index.txt (row, column, filename, icon name, category).

nine_slice\       The window, bars and ribbon already assembled, ready to stretch:
                  panel_48x48.png (nine-slice, 16 px margins on every side),
                  health/mana/stamina_bar_full_48x16.png and _empty_48x16.png,
                  ribbon_48x16.png (three-slice, 16 px left and right margins).

preview.png       The store preview image.

LICENSE.txt       What you can and cannot do with the UI elements. Short version:
                  commercial and non-commercial use, modify freely, no credit
                  needed, do not resell or redistribute the UI elements as a pack.

README.txt        This file.


GODOT 4
-------
1. Copy icons_16x16\ (or the spritesheet folder) into your project folder.
   Godot imports the PNGs automatically.
2. Keep the pixels crisp: Project > Project Settings > Rendering > Textures
   > Canvas Textures > Default Texture Filter = Nearest.
   (Or set Texture > Filter = Nearest on each Sprite2D / TextureRect.)
3. Single icon: drag a PNG onto a Sprite2D or a TextureRect.
4. Sprite sheet: put spritesheet_16x16_10x10.png on a Sprite2D, set
   Animation > Hframes = 10 and Vframes = 10, then choose the icon with
   Frame (0 to 99, left to right, top to bottom).
   For UI, make an AtlasTexture and set Region to (col*16, row*16, 16, 16).


UNITY (2021 or later)
---------------------
1. Drag icons_16x16\ (or the spritesheet folder) into your Assets folder.
2. Select the PNGs. In the Inspector set:
     Texture Type ....... Sprite (2D and UI)
     Pixels Per Unit .... 16
     Filter Mode ........ Point (no filter)
     Compression ........ None
   Click Apply.
3. Single icon: Sprite Mode = Single. Use it in a UI Image or a
   SpriteRenderer.
4. Sprite sheet: Sprite Mode = Multiple. Open Sprite Editor, Slice >
   Type = Grid By Cell Size, 16 x 16, Slice, Apply. Each cell becomes its
   own sprite.


WINDOWS, BARS AND RIBBONS (elements 055-066 and 075-086)
--------------------------------------------------------
These pieces are made to join with no gaps or seams.
Window: corners 075, 077, 081, 083; edges 076 (top), 082 (bottom), 078 (left),
  080 (right); center 079. Repeat the edges and the center as often as you
  like: top-left, top x N, top-right / left, center x N, right / and so on.
Bars: left cap, then any mix of Filled and Empty middles, then the right cap.
  Health 055-058, Mana 059-062, Stamina 063-066.
Ribbon: 084 left, 085 center (repeat it), 086 right.
Godot 4: use nine_slice\panel_48x48.png in a NinePatchRect with all four
  Patch Margins = 16 and Axis Stretch Horizontal/Vertical = Tile, so the
  stone and trim repeat instead of stretching. Bars and ribbon: NinePatchRect
  with Left/Right = 16, Top/Bottom = 0, Axis Stretch Horizontal = Tile.
Unity: import nine_slice\panel_48x48.png as a Sprite, open the Sprite Editor
  and set Border L/R/T/B = 16, then use Image Type = Tiled so the texture
  repeats instead of stretching (bars and ribbon: Border L/R = 16).


OTHER ENGINES
-------------
Any engine that reads PNG works: GameMaker, Construct, Defold, LOVE, Phaser,
RPG Maker (for 16 px UI). Turn off texture smoothing or set nearest-neighbor
filtering so the pixels do not blur when scaled.


HOW THESE WERE MADE
-------------------
Most elements were generated with ChatGPT image generation, then reviewed and
snapped to a true 16x16 grid with a script by the author. The window, bar and
ribbon pieces were drawn pixel by pixel in code so they join exactly.
See LICENSE.txt.


VERSION HISTORY
---------------
1.1  Window, bar and ribbon pieces redrawn so they join exactly; added nine_slice\.
1.0  First release.


SUPPORT
-------
Questions or a broken file: leave a comment on the itch.io page for this pack,
or email support@wyrmandwand.com.
