2D Infinite Character Forge – Beasts & Monsters
18 species ... Customizable ... Garb: loincloth, pelt, kilt or rope belt Free colours for body, belly, hair, horns, eyes, markings, moss and garb ... Optional URP lit sprite integration
by Lucasoft Arts
Price History +
Here is the technical description for the Beasts and Monsters Edition (RC2), in the same format as your example:
Package type: Editor tool + runtime library (procedural 2D pixel-art monster generator). No pre-made sprite sheets: all character art is generated by C# code in the Editor or at runtime.
Generated images
- Frame size: 148×98 px for Large monsters and 184×120 px for Huge monsters (32×32 style canvas plus padding for big bodies, weapons and animations; the style canvas can be set from 16 to 128 px)
- Large monsters are about 26–33 px tall (about 1.5× a Fantasy Edition human) and Huge monsters about 38–45 px (about 2×). Bodies are drawn natively with more pixels, never scaled, so pixel size matches the other Forge editions. The sprite pivot is at the feet; 16 pixels per unit by default
- Color depth: 32-bit RGBA (Texture2D RGBA32, point filtering, no mipmaps)
- Transparency: binary alpha (fully transparent background)
- Export: PNG (integer scale 1–16×), editable prefabs, baked animated prefabs (sprite atlas per animation), JSON character data
Content
- 18 species: 12 Large (Werewolf, Gnoll, Lizardman, Minotaur, Ogre, Yeti, Forest/Cave/Stone/Swamp/Ice Troll, Golem) and 6 Huge (Hill, Frost, Fire and Stone Giant, Cyclops, Ent); unlimited variations from seeds
- 11 head types, 5 foot types, 4 tails, 5 body coverings (skin, fur, scales, bark, stone), 30 combinable features, 4 garb types
- Build sliders: height, bulk, head, belly, arms and legs
- 11 large blunt weapons with weapon quality: 5 materials, 3 crafts, condition from new to falling apart, 6 grade presets
- 15 animation slots: Idle, Walk, Run, Jump, Die, Hurt, Block, Celebrate, Roll, Attack, Attack1, Attack2, Shoot, Cast, Reload (3–12 frames each)
- Included files: 78 C# scripts, 2 demo scenes (Showcase and a Standoff of Fantasy Edition heroes against a monster horde), 10 documentation preview images, documentation (Markdown)
Architecture
- Pure C# engine (no UnityEngine dependency) and thin Unity components (PixelCharacterView, PixelCharacterAnimator, ForgeCharacter)
- Editor window with a size reference (a Fantasy Edition human beside the preview), inspectors, prefab exporter
- Separate assembly definitions: Runtime, Editor, Samples, Tests
- Main API: BeastGenerator.Generate, CharacterForge.Generate, CharacterAnimationRenderer.RenderFrame, PixelCharacterView.SetSpecies / SetSize / SetWeapon / SetGrade / SetQuality, plus animation events (AttackMoment, ShootMoment, CastMoment, AnimationCompleted)
- Characters are serialized as JSON-compatible data (CharacterDefinition)
Dependencies: None required. Optional: URP + Shader Graph for the included lit sprite shader; Unity Test Framework for the included EditMode tests.
Platforms: All Unity platforms (managed C# only, no native plugins). On WebGL, generation runs on the main thread; on other platforms the Standoff demo uses worker threads.
Limitations: Animations are visual poses only; movement, physics, AI, collision and damage are handled by your game. Weapons are drawn into the sprite frames. Monsters carry one weapon or fight bare-handed: no armor, helmets or shields. No four-legged monsters. Shoot plays a thrust and Cast plays a gesture without spell effects.
Unity version: 2022.3 or newer
2D Infinite Character Forge - Beasts and Monsters Edition makes big pixel-art monsters from parameters. Generate one with a seed, edit it in the Forge window or from code, and export it as an editable or baked animated prefab. This edition does not include characters from Infinite Character Forge - Fantasy only Monster & Beasts.
The monsters are built for the Forge’s Fantasy style. Each one uses the Fantasy Edition character’s skeleton, outline, shading and three-quarter view, drawn natively at 1.5x or 2x the size. Sprites are never scaled up; a bigger monster simply has more pixels. At the same pixels-per-unit, a giant stands twice as tall as your Fantasy heroes in the scene and in exported prefabs, with no transform scaling.
18 species
- Large (1.5x): Werewolf, Gnoll, Lizardman, Minotaur, Ogre, Yeti, Golem, and five trolls (Forest, Cave, Stone, Swamp, Ice)
- Huge (2x): Hill, Frost, Fire and Stone Giant, Cyclops, Ent
Customizable
- Seeded, repeatable generation: the same seed always gives the same monster
- Build controls: height, bulk, head, belly, arms and legs
- 24 combinable features, including horns, tusks, fangs, claws, manes, beards, spines, moss, mushrooms, icicles, flame hair, crystals, runes, scars, war paint, shackles and more
- Garb: loincloth, pelt, kilt or rope belt
- Free colours for body, belly, hair, horns, eyes, markings, moss and garb
- 11 large blunt weapons: club, spiked club, bone club, tree trunk, stone maul, great hammer, mace, flanged mace, morning star, flail and iron cudgel
- Weapon quality: 5 materials, 3 craft levels and any condition (dirt, rust, cracks, dents), with 6 quick grades from Rusted to Ancient. Wear stays attached to the weapon in every frame.
Animated
- The 15 Forge animation states: Idle, Walk, Run, Jump, Die, Hurt, Block, Celebrate, Roll, three attacks, Shoot, Cast and Reload
- Big weapons are carried upright, and the pivot stays on the ground in every frame
Workflow
- Editor window with species browser, seed thumbnails, a size-reference human and a weapon grade ladder
- Editable prefabs that can be changed at runtime, or baked prefabs with shared sprite frames for crowds
- JSON save data, PNG export and a runtime API
- The pure C# engine has no Unity dependency and can run on worker threads
- Optional URP lit sprite integration
- Standoff demo scene: monsters against a crowd of Fantasy heroes. Also includes a showcase scene, sample scripts and full source code.
Suitable for fantasy games that need enemies or bosses bigger than the player: RPGs, roguelikes, action platformers, strategy and tower defense. The package has its own namespace and can be installed next to the Fantasy Edition. Use both at the same pixels-per-unit and the sizes compare correctly.