Yes there will certainly be more weapons, tools, and other expansions in the future!
finalbossblues
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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!
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!
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!
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!
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!
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
Hi, I saw your comment and I can send it to you, no problem. I deleted your other comment because the images were public, so please send me an email then I can reply with the attachment that you need.
finalbossblues.com/contact
Thanks!
A vertical four-frame animation in RPGMaker means that it wants to "spin" using a movement-route, so it goes: FACE DOWN, FACE LEFT, FACE RIGHT, FACE UP (and repeat).
This is because the four-frames will play in sequence, so it's better for more detailed animations, vs the three-frame which ping-pongs and repeats the idle.
Hope that's clear. Thanks!
Thanks for checking it out! There's no ending because it's a movement tech demo, the finished game is content complete.
https://finalbossblues.itch.io/jubilee :)
Final Boss Blues is just fine. Thank you!
As for a UI Pack, I've shared a collection of window border assets on my patreon https://www.patreon.com/posts/ui-windowskins-114188486 and a ton of icons along the way, but a big collected UI pack is still on the todo list. thanks!
They were replaced in the RPG-Maker formatted sheets with different roof tiles because the autotiles work differently. I thought I included them on the master sheet, so they could still be used for custom tiles or in other engines, but it looks like I missed them.
I'll upload them immediately as an extra "demo file" so they can easily be downloaded.
Good catch, thanks!
https://finalbossblues.itch.io/beast-tribes-2/patreon-access
Should work from here. If it doesn't connect it might be a site error, if so send me a DM on patreon and I'll take a look. thanks!
If the water tiles work fine and the others don't, then that sounds like you're using the right sizes but likely have the tilesets in the wrong slots. RPGMaker has a weird system that expects tiles to be set up in a specific way: tileA2, A3, tileB, etc. The sets should work if you arrange them based on the tiletype in the filename. If you need more help send me an email with some specific examples of how they look in your game then I'll know for sure the problem.
thanks!
If you want the character to be directly behind the other one, that involves the alignment fix plugin. You can find it here:
https://finalbossblues.itch.io/time-elements-character-core-set/devlog/991387/al...
If your problem is with the pixel-scaling, that's a matter of style and taste so it's up to your choices. Thanks!





































































