The problem with having a random grass tile is that the edges of tile will then be highlighted. The tutorial above tells how to minimize this effect. It's harder to make than it looks.
That grass tile is ok GameDev except that it doesn't tile very well. The top part of it makes it very obvious what size and shape each tile is. Tiles are supposed to blend into each other seemlessly so it's not easy to tell where one till ends and the other begins.
sorry for that, I should have noted that the pallate is not supposed to be tileable, rather it is used in 9 smaller tiles in my random tile engine which uses nodes to determine where the tiles will be placed. It looks quite nice in real time.
There are a lot of tricks you can use to make great looking ground textures in games. Generally, they overlay multiple textures on top of each other. Some are small and some are large and adding em together can create a pretty convincing effect. You can also use procedural textures along with the rest and create really variable stuff. I suspect A.O.M. is using a mixtures of textures.
Above all, the best method is to just draw them. The grass tile I posted is Prisma Color on tag board which I then scanned in. Def. a unique look that can be tweaked in photoshop.