CimaWebDesign Figured I should ask are you going to add the rest of the tile types? As in corners, Upper Right/Left, Sides, etc... the only ground tiles I see are center blocks which are great for doing long stretches but nothing really for doing quality looking variations in terrain for the foreground.
If not it is something you should consider:
- Make your tiles more seamless. I know the gradients give them a specific style, but it also makes it very apparent where the tile seems are which can break the continuity of the game environment.
- Make the tiles have sizes that fit common grids (32, 64, 128, 256) and square in area so they can tile more easily by using the snap to grid settings.
-Make the classic 9 block tiles Think taking a chunk of ground and splitting it up like a tic-tac-toe board. That way you have center pieces but also have sides and corners etc... so you can make professional looking ledges, etc...
-Jump/Fall Through tiles (thinner) like branches, thinner ground tiles, etc...
-Slopes
- Multiple color/hue versions of each tile set as many of the programmers who have no graphics experience may struggle to do swatch conversions, etc... in graphics tools.
- Tiles/Icons for generic power-ups
- Icons/Buttons for basic movement on touchscreens (up, down, left/right, jump, etc...)
Just some thoughts that may give you a better chance of getting some good money for your tile sets. Not trying to be critical or negative at all, just trying to give you a better chance of selling your tile sets by making them easier to use and also making them more flexible for using for larger games and projects. You have a good start, keep at it.