Actually it's not useless, I've used tilesets with exactly the same format as this in mobile games before. What you're looking at is a 100 px mockup made using the tile set. The visible tiles are: ground tile, dead leaf tile, tiles for the tree line(three of which are visible of a total of ten) two path tiles (continuing section and end), a four piece building tile and two oversize feature tiles(trees). In the basic tileset there is also a forest canopy tile and two variant tiling canopy trees to mix it up a little. What you're confused by is a)the forest treeline which has two variant tiles, one with a bigger tree slightly set back to break up the monotony, the red foliage on the left is the beginning of a corner tile which leads into a vertically aligned section. If you look closely you'll notice the leaves on the ground are actually a 32px tile with a lot of transparency in it repeated a few times. That's always a good trick when using a standard tile size: don't fill every tile right to the edges or you end up with a world made of squares.
Tha's the differennce between working with a programmer who's prepared to put in the effort to actually make a game look nice instead of just throwing some barely rendered trees and mountains randomly on top of a layer of ugly green tiles.
Personally I rarely use dithering in art which is going ot be animated or move around the screen, it just leads to animation"boililng".
oops, and also this is a great example of where you have to break the rules of perspective. In small scale pixel art for games you often have to represent something iconically instead of in true representation. If the trees in this were in proper perspective they'd just be orange blobs, with a couple of pixels of roots at the bottom and they wouldn't read as trees. Also notice the trunks in the treeline which are deliberately smaller to push them back and deemphasise them.
Rocks too high? Well okay, perhaps I got a bit carried away there.
as a tileset this is completely useless because the tiles don't match themselves, they aren't all 32x32 and they don't simply fit (you should be able to use them more than just one time in a given map, sometimes in, you know, "one-next-to-the-other" combinations). anyway, I really like the mood of that, it reminds me of some medieval Japan environments. I suggest you work more on refining, dithering and anti-aliasing. word up!
I like this a lot too. The rocks are too round and high though because it looks like it would be hard to use as a walkway.
The perspectives don't match up, but I like it nonetheless. The textures are nice, and I really like that closest tree on the left. :D
That's awesome. The ground texture and tree color really gives it a nice feel.
wow! props for such an abundant reply. yeah, I must admit, you have the point here. though, technically speaking, there's still a vast field for experimentation and some further refining. if I were you, I'd check this http://www.wayofthepixel.net/pixelation/index.php?topic=8110.0 Helm's Ramblethread, as it contains some very valuable tips on popular mistakes, such as banding (you have commited it a few times in the example above) -- you know, all that theoretical knowledge you certainly have don't make good pixels on its own -- you may think of reinforcing it with some polishing devices, and I really encourage you to take it seriously -- the mock-up is very nice and I'd eagerly play this game! :)
ps: could you maybe provide a PNG with all the available tiles put one by one? I'd like to take a glimpse -- it would be easier to see how they work together. feel free to PM me if you're interested in an edit of some sort.
regards!