
I figured, since I had so much trouble with these simple tilesets, I really needed practise. So I went back and did another one. This is some sort of ogre-battle type tactical rpg. The catch is, that when you go into a fight, your group behaves like in Tales of Phantasia let's say. Semi-independent while you control only one of them, in real-time action. This is a fight that occurs over a 'rift' map tile, hence the middle hole. The poor fighters just have to hang around while the archers arrow it out.
Specifics:
about 16 colours used, along with sprites and transparencies. The tileset uses 7 colours, most of the tiles are rightly 4 colours and no more. I am however using some imaginary technical trickery for the full white highlights, possibly a few rawdraw sprites. A waste of sprite memory, but then again, it's only one room, not a scrolling map. The white highlight 'sprites' are well within the limits of the sprite-per-tile-line limitations.