No attack animations in this set, it's for traditional RPGs. Check out my action monsters pack if you need enemies with extra animations, thanks
finalbossblues
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Yes absolutely! And hopefully soon. I have a bunch of stuff released on patreon over the summer, and I have just a few more pieces that I want to make before I compile them into the new expansion set.
Most of them are in this collection in the meantime if you're a patron:
https://www.patreon.com/collection/2203502?view=expanded
Thanks!
That kind of emotion just isn't really possible for a generator set like this, it'd require specific animations for individual characters. For that reason, the core pack includes a set of emotion animation popups to fill that same role, it's set up like this:

For magic and special vfx effects: because they're easier to mix-and-match with multiple styles, I've moved away from making them myself. Because there's other artists who specialize in those, that way I can focus on characters and environments which need more consistency to be used together.
Hope that makes sense.
Thanks!
I don't think so.
I don't have direct access to update the ones on Steam, they go through the RPGMaker publisher, so if there's any updates then the ones here on itch will always be the most up to date. sorry! If you did buy in on Steam send me an email and I can give you if you're missing anything, thanks!
Hi, yeah that's just a natural limitation of animation complexity because not every piece is the same size. It's one of those things that can't be covered by a basic generator because there's just too many possibilities. You can edit pieces as needed, either in an image editor for specific characters or in-engine if you're assembling them in your own game that way.
It's mentioned a couple times in the guide, here's a quote from the section on the included premade sprites:
I also manually edited the “arms up” pose for these sprites. Because of the layer ordering, by default the head and hair pieces are layered above the body and arms, which can appear strange with some combinations. For these premade characters, I edited the arms of that specific pose to appear above the head on the front and side views.thanks!
These small edits are examples of the complications mentioned above in the first section of this document. These premade characters can work as examples for when you come across situations where you might need to edit your own characters
Just the TF style for this one. I made a tutorial here for how to match the colors that will be handy for older packs like this!
https://www.patreon.com/finalbossblues/posts/matching-tf-to-78045454
It's in the second expansion. Thanks!
https://finalbossblues.itch.io/time-elements-character-expansion-2
The fishing poles are too big to use in the regular generator. So I included them as bonus sheets. The idea is that you can use them in your game itself as additional overlay animations, or you could always edit the sheets directly in an image edtiro.
As for the skeleton, I made one for patrons last year, it'll probably be included in a future expansion.
https://www.patreon.com/finalbossblues/posts/elements-zombies-142441521
Thanks!
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!
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!
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.
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!
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.






































































