UI Packs
Dusk Inventory Slots — 48px grid
48×48 dusk purple inventory slots: empty, hover, selected and locked states plus three rarity frames. SVG and transparent PNG.

About this pack
A 48 pixel inventory grid on a power-of-two pitch. The locked state is diagonal hatching rather than a dimmed tint, because dimming a slot in a dark palette produces something almost identical to the empty state.
An inventory grid does not need a panel, it needs a square that tiles: 7 files at 48×48, all with the same outer bounds, so a row of them lines up with no gap arithmetic. Put them 52 px apart and the borders read as a single grid rather than a row of separate boxes.
The states are drawn as structure, not colour. The selected slot gets corner ticks, the locked slot gets diagonal hatching, the hover slot lifts its border a step. This is deliberate: the inventory screen is the noisiest surface in most games, sitting under item art in every hue at once, and a state that is only a border colour is invisible the moment a red sword is sitting in the slot.
The three rarity frames reuse the hp, mp and xp colours from the rest of the family, each with a corner marker as well as a coloured border — so a player sorting by rarity is reading two signals, and neither of them is competing with the item art in the middle of the slot.
Everything is included as editable SVG and as flat transparent PNG at 1x, 2x and 4x. The slot interiors are transparent, so whatever you render behind the grid shows through instead of a baked background colour.
Download
Direct link · no sign-up · no wait pageComplete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme
How to use it
- Lay the slots out on a 52 px pitch — the 48 px sprite plus a 4 px gutter — and the borders stay one pixel apart instead of doubling up.
- Draw the item icon centred in the slot at roughly 34 px; the inner recess is 42 px, so anything larger will touch the border and lose the frame.
- Swap the whole slot sprite for the selected and locked states rather than overlaying a tint, because the corner ticks and hatching are part of the sprite.
- The rarity frames are drop-in replacements for the empty slot — same bounds, same recess — so a rarity change is a single texture swap with no layout change.
- A 48 px slot fits a 32 px item sprite with an 8 px margin, which is the pitch most 16-bit era inventories used and the reason the numbers here are all powers of two.
License
Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice
"Dusk Inventory Slots — 48px grid" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/dusk-inventory-slots


