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finalbossblues

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A member registered Oct 27, 2015 · View creator page →

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Thanks, good catch. I just added an extra sheet to the add-on file (tileA1_fallb in addition to the existing sheet) with the brown/orange grass color. If you redownload the fourseasons update it should be included now.

As for the tileset, the side parts are actually in the middle of the corner pieces (the way RM works is it uses 8x8 half-tiles). Here's a visual to show you what I mean:

I believe that you can set up the tileset in Godot to use 8x8 tiles for the water layer, or alternatively shift the tileset by 8 pixels to pull the side piece.

Hope that makes sense. Thanks!

Yes :)

Thanks! 😎

For map tiles in addition to the direct Elements-styles sets, most of my Time Fantasy stuff will work alongside them with only a color adjustment, because they use the same base tile-size. I've written a guide about converting the colors here, so there's a lot of possibilities for mix-and-match with my older and newer stuff. Thanks!

Yes!
I don't use Godot myself and can't help with the specifics, so you might need to do a little bit of setup, but they're absolutely compatible as regular sprite sheets that you can use however works best for your project.

Yeah by default each weapon has one regular attack, but that's an interesting idea for combos, I might revisit that one! thanks for the suggeston!

There's one main attack/action animation and it's designed to work with any of the different weapon overlays which is there you can get a variety of different attacks.
For example the shortsword and the katana sword can make different attacks on the the same character animation because the swords have different arcs.

Base can be found here: https://www.patreon.com/finalbossblues/posts/side-view-23733688?collection=64116

Wow, thank you so much! Really appeciate sharing it with me , lots of good stuff here. And I'm really glad that you enjoyed it! Fun to see how much you appeciated the controller controls, Thanks for playing and sharing.

Hi

Depends what you mean. Is the 32x32 the base size or is it scaled up from a 16x16 base? If it's scaled then there's no issue, a 200% scale export option is included (because RPGMaker VX version uses 200%, so it's supported).

If 32x32 is your base size then it's a question of collision-matching and relative-sizing (to doorways, props and such), rather than being about the pixel scale. They MIGHT look just fine, or they might not, at that point it really depends on the specifics of the tilesets.

Thanks!

Yeah, the controller has a secondary quick-fire on the right joystick. I might set up an option for keyboard users. Thanks for the inpu

you can shoot the eyeball switch!

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There's information on the main page, sounds like you got a direct link to the devlog. Happy to see that someone else has some love for itch over steam, Thanks for checking it out!

Thanks for playing, I'm glad you liked it!

  • Improved keyboard controls are on the to do, thanks for the notes.
  • One set of shoulder buttons should work OK because the bumpers have an alternate mapping to select, but hmm, maybe I can get that kind of controller to test it out myself (plus the Genesis one is cool!). Thanks for the heads up.

Thanks for playing, glad you liked Blitz. I Appreciate the comment, good note on the controls.

semper games

Thanks!

for armor pieces specifically: the core set has light and heavy armor, and the expansion provides a new armor design. each one has 4-5 color variants.
Also planning to come up with more helmet/weapons/armor type stuff in a combat focused expansion in the future.
Hopefylly after this summer. Thanks!

It uses the same 16x16 tilebase as my other assets including my free ones, so you can give those ones a try to see if they fit into your game's sizing and workflow. Thanks!

Happy that I can help!  😁 Thank you

Oh, thanks for the reminder. I re-enabled the regular bundle.
You also can always email me from finalbossblues.com or send me a message on patreon too, thanks!

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Yeah that's because of RPGMaker format capabilities, it has some funky autotile limitations where I couldn't fit everything onto the same sheet, so it's not perfect.

Sounds like some tiles might be set up so you can do the old parallax-trick in rpgmaker where the "background image" is the animated base water tile, and then the animations can go over them (the ship tileset had that setup, the beach might allow something similar).

Ultimatey all of the pieces should be there, there but depending on the needs of your project you might need to re-arrange the tiles and animations.
Thanks!

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It looks like Godot is like Game Maker where you're able to import the master tileset and then use its autotiles (or terrains in Godot) tools to splice it up however is best for your project.
 I don't have any Godot experience myself to have a specific setup for it yet.
Should be a master sheet's in this OM set. If not I can take a look.

Thank you! 

In some packs of mine, like smaller add-ons or character animations, there's only an RPGMaker version because engines like Godot/Game Maker, or tools like Tiled, are more flexible with their tileset importing so they can import them too, they'll work best with the 100% size with a 16x16 tile size.

If Godot has a specific terrain-tileset arrangement that automates the autotile process like RPGMaker's, then I'll have to look into it, especially as an add-on for the bigger tile releases like this one, thanks for the idea.

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Sorry, no faces, I think other artists would be better suited for that sort of thing.

From my FAQ post on faces:

We're unlikely to revisit them in the future. Here's my reasoning: As we've steered more towards pixel-detail world construction, I've moved away from that level of detail for character.

 Partly because of skill-focus (pixels vs illustration, and other illustrators are much better than me at portraits), but also because it'd be a different kind of asset than the kind that I make.

To be poetic and nerdy: my stuff works best in the zoom-level "imagination zone", where you I can meet you half-way with the character design.  There's something about the way in which a single pixel can suggest small details that could have wildly different interpretations that only someone else can bring to the character. It's important to me that I leave space for you to make the art your own. 

Thanks!

Yes, commercial use is fine! Good luck!

Yes there will certainly be more weapons, tools, and other expansions in the future!

Thanks for the info!

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Hi, the characters will fit into a 16x32 space (1x2 tiles) in the default state/plain walking animations, it's designed this way so they work well with tile collisions.


The actual frame size (as exported by the generator) is 3x3 tiles. The padding is necessary to make additional room for animations (such as the waapon attacks). If you find that this additional space is a problem for you, then you can crop the frames that you need specifically. It should crop fairly easily in any image editor with snap-to-grid. 

The set includes some pre-made NPC character sets which I cropped in this way because they did not use the additional animations, you can use them for reference.

Thanks!

It's a set of PNG images, and not a game. Apologies if the translator misunderstood your question!

I got you man, the wolves are in a separate pack of their own, It's because they come with extra animations and all 8 directions. 

It has both color variants so it works with either classic TF or my newer Elements styles.

https://finalbossblues.itch.io/wolf-pack

The wolf pack's a free download too, have fun with the sprites!

Thanks just took a look. Yeah, some of them still use the older style with the attached shadows. 
Good idea, I'll have to add it to the to do list. Appreciate the heads up, thanks!

Technical/Design Differences:
These original Time Fantasy characters are individually made full characters originally designed for traditional RPG-style games with a separate combat system (there's side-view battlers in an expansion for final-fantasy style combat if your game would use that).
The Elements characters on the other hand are made up of modular pieces that include four-directional animations (for in-world combat or actions). It has more flexibility for mix-and-match pieces as well as gameplay but that naturally makes it more complex to use.

Stylistic Differences:
Time Fantasy characters are slightly taller/bigger than the Elements characters.
By default the classic TF-style has a more muted and much "softer" color palette.

So using both character-styles together would clash. 

But there's overlap for tiles: Both TF and TE character-styles use a 16x16 tile-base, so the tiles from both series can be mixed together and used with either character style: you just might need to do color matching for some older sets or add-ons that might be in one style or the other.

That should help you determine which set will be best suited for your project.
Thanks!

Good ideas, I hope to revisit it someday with an expansion.

To do a breathing animation well you'd generally want to use subpixeling techniques, which isn't really compatible with the structure of generator pieces, but is more suited for full characters. 

If you don't need that level of detail for your specific project, but want to have some general idle movement, then it might be the easier approach to simply have the idle animation bounce up and down by 1 pixel (probably at the waistline). Thanks!

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Hi

Generalized answer for comment-faq:

Core structures like houses, cliffs, and trees are featured in the promo screenshots to provide visual guideposts.

I arrange the tiles in logical groupings as best as I can, but some might be tricky to place, especially some of the variant tiles. The sets are arranged with a focus on flexibility that makes use of alignment-precision (it's why these sets take a long time, tilesetting is a whole thing beyond the textures themselves).

This kind of tileset isn't just for use in RPGMaker, but for any engine or tool that uses tiles in a regular grid (there should be a master-sheet for general use in addition to the RPGMaker-formatted sheets).

I'd recommend simply "playing with them" in a way to get familiar with maximizing the tile-palette, because that will  develop your own language of tile-clusters, which makes your mapping process smoother and more intuitive (and more fun) in the long run.

On the other hand, if you're not making bespoke environments, (doing something procedural for example) a lot of the variants and edge-case tiles might be unnecessary (designed for hand-placed details), so it'd really depend on the specifics of your project.


Specific answer to you:

Sounds like you're doing something more complex than regular drawing with the tile-palette, I'm happy to help but would need some more individual specifics. 


Please send me an email (finalbossblues.com/contact/) and then we can share image attachments easily, if I can see the context of what you're doing, and then I can help you directly.

Thanks!

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It seems there's just too many inconsistencies with the Mac builds (especially since I don't have a Mac to keep up with updates and tests). 

At this point the OSX version can't be continually supported, so whether it works for any given mac machine is a coinflip.😣 

Blame Apple, we tried. 😝

Only for patrons, it's hard to find the time these days. Thanks!

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Free!
I ask that:

  • please don't redistribute them directly and link back instead, 
  • and it's uncool if anyone wants to feed em to an AI

but I can't enforce that, so with my freebie releases you can do whatever you want with em 😁

Other artists have made a bunch of tilesets in this style, so my contribution was the characters.
They're Gif's trees for the asset alliance project:
https://gif-superretroworld.itch.io/sunfield-road

Yes, that's perfectly fine! Have fun!