A downloadable asset pack

Get this asset pack and 21 more for $180.00 USD
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This collection of tiles has everything you need to create classic fantasy towns and villages, as well as the natural forest environments on the outskirts. Interact with the farm plots using included crop objects, with multiple growth stages. Interior tiles allow for a variety of buildings: homes and shops, inns and blacksmiths, and more. Extra animations provide even more detail: adorn the walls with fireplaces, torches and candles, or fill the tabletops with books or food.

And all of it is designed to work with the TIME ELEMENTS character sprites, so you can bring your game world to life! 

The first TIME ELEMENTS tileset pack is here -- begin your adventure!


Content:

  • Exterior and Interior tiles for a town or village!
  • Natural outskirts environment: cliffs, trees, waterfalls, and more
  • Sprites for eight farm crops with multiple stages of growth
  • Animated object-tiles: doors, fireplaces, torches, candles, and more
  • Includes formats for use in RPG Maker (VX, MV, MZ) and general use
  • Bonus: animated Treasure Chest sprite objects
  • Bonus: animated Smoke Effect sprite objects
  • Add-on! A second version with alternate colors that match my Time Fantasy series.
  • Major Update: Now includes seasonal variants for the "outside" tilesets.

More:


The Time Elements asset series:


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StatusReleased
CategoryAssets
Rating
Rated 4.9 out of 5 stars
(8 total ratings)
Authorfinalbossblues
GenreRole Playing
TagsFarming, JRPG, Pixel Art, RPG Maker, snes
ContentNo generative AI was used

Purchase

Get this asset pack and 21 more for $180.00 USD
View bundle
Buy Now$15.00 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $15 USD. You will get access to the following files:

Time Elements - Hometown Tileset (.zip) 1.4 MB
Hometown Tileset - TF Color Add-on (.zip) 1.3 MB
Four Seasons - Tileset Add-on (.zip) 1.1 MB

Development log

Comments

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I purchased this via gamedevmarket but it seems like this is where you're most active for responding to comments - Are there like, keys and logic and rules somewhere for how to use these tiles outside of things like rpgmaker? Trying to figure out how to build things like houses, the elevated terrain (cliffs/mountains?), waterfalls, fences, the weird megaclump of trees, etc, have been an absolute nightmare. A lot of stuff like basic terrain (grass, dirt, stone, etc, with the more basic autotile logic) was easy to reverse engineer and create my own independent versions of, but a lot of this stuff without like, notes, labels, documentation for what's used for what, how it's meant to be sliced up and connected, I'm tapping out at this point lol, I'm really hoping you've got something I can refer to, to help figure this stuff out :) 

(2 edits)

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!

comercial use in game projects?

Yes, that's perfectly fine! Have fun!

I have some fire animation sheets from this artist, but I don't understand how they work. They are displayed vertically, so they don't animate when I choose the stepping animation for them. Do I have to edit them all to display horizontally?

(1 edit)

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!

got it, thanks!

sorry to bother you again, but I've been using the beach tilesets, and my sea tiles are not animated. The tiles with water touching the sand are all animated, but not the tiles that are just water.

(1 edit)

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!

I looked at how other sea tilesets are set up,  and adjusted the beach tiles accordingly in aseprite. I copied and pasted water tiles from the ship tileset. Thanks!

(1 edit)

Hi, thanks again for a great art you're making. I have a question - are there any plans to make it possible for diagonal roads and rivers, or hard square layout was intentional? I've experimented a bit myself, so far these are my best results, but I'm not an artist, and that was my actually first attempt ever at pixel art, probably someone more experience could make it much better:

This map is built using this repainted tileset:

Or an alternative option (also with a "higher" grass):


For this case tileset has a bit different layout:


That looks great!

Right now there isn't a real plan to make similar diagonal patterns for other autotiles, specifically because there's some engines where the autotile doesn't really allow it (in RPGMaker notably, they force them to be very square if you want them to be animated), but that's a good idea, and I'll keep that in mind for potential future patreon releases or expansions.

Thanks

Thank you for feedback, and hope to see some updates on Patreon! I can also share source draft pngs/aseprite files I was experimenting on, if needed - just let me know.

Regarding incompatibility with RPGMaker - that's really strange, because as far as I've checked their documentation its autotiling is using pretty simple "corner sets", and first option that I posted should be perfectly compatible with it - just need to rearrange tiles into pattern it expects. Second option is a more tricky, yes - in Tiled terms (which I'm using to build map for custom engine) it is an "edge set", and probably is not compatible with RPGMaker.

Yeah, RPGMaker's unfortunately not that straightforward; it's not arranged like your examples: RPGMaker omits the middle sections, and pulls them from only four corners-- which requires each tile to be designed as half-tiles; resulting in the blocky effect. Tiled is much more flexible. Thanks!

Hi first of all thank you for the packages you are making. I have a question. With the roof graphics I can't complete it correctly. As you can see it inserts the roof edges everywhere. Maybe a roof resource is missing or is there a way to fix it?

Hi

For the base rectangle rooftops, there's a set on tileA3. For regular houses like the one in your image, it's easy to use the autotile.

The other tiles that you have are used for extending that roof into different shapes. Holding the shift button while placing those tiles will prevent them from warping the autotiles around them.


Hope that helps.

thanks!

Do you intend to create graphics with attack for ABS in the Elements style, but in Time Fantasy?

(+1)(-1)

I've released some 4-dir action animations for Time Fantasy on patreon, but the set is too big to support that for the overall series. For now Elements will support four-directional combat and Time Fantasy will remain primarily intended for side-view RPGs.

(+1)

Loving the elements set, any plans for an overworld tileset?

Eventually! ðŸ¤£ There's a lot on the to-do list. Thanks!

(1 edit) (+1)

Hi there, I am interested in buying multiple packs, do you offer any bundle discounts?

(+1)

Theirs a bundle up for the Elements set https://itch.io/s/129459/time-elements-bundle

This bundle ended in September. Will there be another one in the future?

(+1)

Right now these are a part of the winter sale bundle.  After the sales are over there will be another regular bundle. Thanks!

Yeah, I saw that. I already own all of the Time Fantasy assets, though. I'll keep my eyes open to see if the Time Elements gets its own dedicated bundle.

Also, FANTASTIC work on these, Jason. People here don't give you enough credit.

(1 edit) (+1)

Holiday bundle ends tonight, so I'll set up the regular one now.
https://itch.io/s/129459/time-elements-bundle
Also-- Thanks, I appreciate it! That means a lot.

Is it possible to build a waterfall without being stuck with these unwanted green lines across the water? Thanks.

(+1)

That's from the RPGMaker autotiling. You need to hold the Shift button to override the automatic tiles.
Sorry I didn't see this earlier, I hope you got it!

(+1)

winter and fall versions? 

Does this work with Time Fantasy in terms of the relative size of objects? Or at least not clash badly with it?

(+1)

Yes, the sizes are very similar. The biggest difference is the more vibrant color palette and the more detailed texture style.

when do u normally put out new things? as in when can i expect things to be added as in the new stuff ur adding to time fanasty?

There's new stuff every week on my patreon. For bigger releases and expansions there is no regular schedule. Thanks!

The "lights" character animation does not align with the metal post light 

tile. Either way too high or way too low.

(+2)

If you're using RPG Maker-- the lights were designed so that you can align them by putting the event on the tile underneath. That way you can have another event for the light source, because they can't normally have two tiles on the same space.

Like this:


Hope that helps, thanks!

(-1)

I found the right glow variant.

Just noticed the different heights to choose from on the light animations

Thank you for the quick response

(+1)

I really like this new style and hope you'll be releasing more like it!

Pixel art game editor showing a village scene with houses, crops, a statue, and a tile selection panel on the left.Pixel art tileset screenshot showing farmland, rivers, forests, crops at different growth stages, and animated treasure chests.Collage of pixel art game tiles showing interior rooms, furniture, and animated campfires for a hometown tile set.