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  #26    
Old October 26th, 2013 (11:47 AM).
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I love the mapping style, and can't wait to see it in the updated graphics you mentioned.

While I can respect the importance of not revealing all major details of a game at once, I feel that it could probably help to at least list what features you intend for the game overall.
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  #27    
Old October 26th, 2013 (01:06 PM). Edited October 27th, 2013 by Edward Newgate.
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Wow, the story alone makes me want to play it!

So far it sounds amazing, keep it up!
PS: Can't wait for more pictures to be shown, I really want to see more of this :D
  #28    
Old October 30th, 2013 (01:05 AM). Edited October 30th, 2013 by Worldslayer608.
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THUD!



Happy Halloween everyone. A thread revamp including a story update, updated screens, and a new Development Corner coming your way hopefully by next week.
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Old November 1st, 2013 (11:23 AM).
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Update is here! New screens, updated screens, music sample, story goodies, a returning character, list of features, and a Development Corner update for your reading pleasure. Enjoy!

The next update will showcase some of the UI changes that have been made.
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Old November 5th, 2013 (11:31 PM).
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Route 1 for Pillars of Destiny, final.



Credits
System:Maruno, Poccil & Flameguru for their starter kit.
Graphics: Dewitty, Minorthreat, Alucus, Kyledove, PrinceLegendario, Erma96, Pokemoneclipse, BoOmxBiG, teaddiction, niknaks93, Light-PA, Lotusking, Tyranitardark, SirAzria, Celestospkmn.
Special Thanks: Cilerba, Chesu, F.M.P, Wichu, ~JV~, The Calis Projects Team, Abnegation, Murcurysky and everyone who supports this game.
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  #31    
Old November 6th, 2013 (11:58 AM).
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Quote originally posted by ЩѻƦḽᶑʂḽдƴƹƦ™:
Spoiler:

Route 1 for Pillars of Destiny, final.



Credits
System:Maruno, Poccil & Flameguru for their starter kit.
Graphics: Dewitty, Minorthreat, Alucus, Kyledove, PrinceLegendario, Erma96, Pokemoneclipse, BoOmxBiG, teaddiction, niknaks93, Light-PA, Lotusking, Tyranitardark, SirAzria, Celestospkmn.
Special Thanks: Cilerba, Chesu, F.M.P, Wichu, ~JV~, The Calis Projects Team, Abnegation, Murcurysky and everyone who supports this game.
is that a box? whats it doin there? whats inside it? is it just a wild box? are there other things like that?
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  #32    
Old November 6th, 2013 (10:31 PM).
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Quote originally posted by Saving Raven:
is that a box? whats it doin there? whats inside it? is it just a wild box? are there other things like that?
Where I am from (hometown not San Diego), you actually see mobile homes like this parked in the woods off trails selling berries and other gathered goods, and they do have boxes outside of the camper, generally with more goods to sell that are stocked in a box which they take out during the day for more space in their camper.

So yes, those are boxes
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  #33    
Old November 7th, 2013 (11:33 AM).
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Quote originally posted by ЩѻƦḽᶑʂḽдƴƹƦ™:
Where I am from (hometown not San Diego), you actually see mobile homes like this parked in the woods off trails selling berries and other gathered goods, and they do have boxes outside of the camper, generally with more goods to sell that are stocked in a box which they take out during the day for more space in their camper.

So yes, those are boxes
thats a really cool thing to add, I like that you added a real world thing into your game, its pretty neat
so, is that a trailer that sells random goods then?
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  #34    
Old November 10th, 2013 (11:43 PM).
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Quote originally posted by Saving Raven:
thats a really cool thing to add, I like that you added a real world thing into your game, its pretty neat
so, is that a trailer that sells random goods then?
Not necessarily random. There is a guy who sells berries, apricorns and a few other goods.



MENU WIP

For those who are interested in what is currently going on, and have not already swung by the screenshot showcase, it is time for a peek at the current development!



This is currently a work in progress, and is subject to change. I am liking how it is coming along.

What do YOU FOLKS think?
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  #35    
Old November 11th, 2013 (01:53 AM).
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Really awesome interface, man!
Which position is the first in the party though?
Maybe you should an ornament or something to signify which slot is the first one?

Looking forward to more! :D
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Old November 11th, 2013 (07:57 AM).
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First in the party is at the top. When you open the menu, it will always be the initially highlighted option.

This is also not necessarily the party menu.
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Old November 22nd, 2013 (09:37 AM).
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Battle!


I am still unsure about the battle buttons, but they will be something like that :D. I may change them, I may leave them.
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  #38    
Old November 22nd, 2013 (10:36 AM). Edited November 22nd, 2013 by Saving Raven.
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hexagons for the win man - although to be fair, they arent circular in shade as they usually are, but they are hexegonical nonetheless! Its a cool style you're keeping fluent throughout your game so far, most notably the way its tiled like that, anyway its cool, I like it, and keep it up!
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  #39    
Old November 25th, 2013 (06:15 AM).
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Without knowing too much of the backstory (so feel free to disregard this!), I can't help feeling, I guess, disappointed? that you've swapped out what sounds like a pretty interesting and different player character for a very standard one. especially when you've taken such great pains to create what sounds like a very plot-driven game, which is exactly the kind of game where interesting player characters really thrive.

just my 2 cents!

also (although I'm sure you hear this all the time) your sprites are gorgeous and your mapping is really quality! I really like the way your route 1 looks :)
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Old November 25th, 2013 (09:33 AM).
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Quote originally posted by Vociferocity:
Without knowing too much of the backstory (so feel free to disregard this!), I can't help feeling, I guess, disappointed? that you've swapped out what sounds like a pretty interesting and different player character for a very standard one. especially when you've taken such great pains to create what sounds like a very plot-driven game, which is exactly the kind of game where interesting player characters really thrive.

just my 2 cents!

also (although I'm sure you hear this all the time) your sprites are gorgeous and your mapping is really quality! I really like the way your route 1 looks
Well, sometimes it is good to go back to the basics.

While a detailed character is great for story telling, it is not great for allowing a general audience to truly assume the role. It is more about immersion that it is a creative character. A player with a more broad and general story or theme targets a wider audience in general and this was primarily done because the game offers more of an adventure style of play. People like to feel like they are playing their own character, not your version of their character. This is why it reverted back to Skyler.
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  #41    
Old December 1st, 2013 (03:05 PM). Edited December 4th, 2013 by Worldslayer608.
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The Battle Rages On!

Currently waiting on Pokemon Essentials V.13 before progress continues but here is a little spoiler for now...

Implementing the early stages of the updated battle system and style for Pillars, with an updated screen resolution as well! As you can see, Zygarde is just SHAKING with excitement, and this is not even the half of it!




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  #42    
Old December 11th, 2013 (02:20 PM).
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Well dang. This all seems pretty neat! Just keep at it sir c:
  #43    
Old December 11th, 2013 (02:58 PM).
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Looking very nice so far, I can imagine this is going to take a pretty good computer to play efficiently :p
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  #44    
Old December 11th, 2013 (06:29 PM).
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This look's epic I hope this stays together
  #45    
Old December 11th, 2013 (08:47 PM).
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The Works

Venom12 and I have been hammering out this bit of the interface lately and I figured it was time to share it as it is coming together. A big shout out to Luka S.J who had helped provide the direction of the frame work. It was an idea I proposed and probably would not have gone with if it was not for his direction.

This is a sample of the Red option. The player will be able to select from a variety of colors such as Black, White, Blue, Orange, Pink, Purple, Green, Yellow, and some other specialty colors as well.



You may also notice that there is a Full Restore item bound as well. Potions as well as a few other non-key items will be able to be registered for quick access through your journey.

I hope you all like this little bit of eye candy. The next update is going to be going over some of the item changes, as well as spoiling some of the new items that come with those changes!

Stay tuned.
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  #46    
Old December 12th, 2013 (02:35 AM).
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Now that is a good-looking frame.
You guys really managed to pull it off!
Great work!

The bold text looks a little weird though. Bad scaling of the font, by the game?
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Old December 12th, 2013 (02:44 AM).
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Now that looks really good! Good job on the interface.
Not really a big fan of speech bubble graphics but other than that everything seems spot on!
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  #48    
Old December 12th, 2013 (09:17 AM).
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Quote originally posted by tImE:
Now that is a good-looking frame.
You guys really managed to pull it off!
Great work!

The bold text looks a little weird though. Bad scaling of the font, by the game?
The bold font has been doing that for me in Essentials regardless of the font and size. Maruno pointed it out the other day and I am honestly not sure why it is doing that as of right now. It will hopefully be worked out before the release. For now I am just ignoring it.
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Old December 12th, 2013 (09:27 AM).
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Quote originally posted by ЩѻƦḽᶑʂḽдƴƹƦ™:
The bold font has been doing that for me in Essentials regardless of the font and size. Maruno pointed it out the other day and I am honestly not sure why it is doing that as of right now. It will hopefully be worked out before the release. For now I am just ignoring it.
I think that's because of the resize factor. If I'm not mistaken, the font when bold is an odd number of pixels wide, which the 0.5 resize factor doesn't like. Test the game under 2*2 px resolution - I bet the font won't be distorted then. Nothing you can really do about it though :/ I think.

Other than that...looks cool man
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Old December 12th, 2013 (09:35 AM).
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Quote originally posted by Luka S.J.:
I think that's because of the resize factor. If I'm not mistaken, the font when bold is an odd number of pixels wide, which the 0.5 resize factor doesn't like. Test the game under 2*2 px resolution - I bet the font won't be distorted then. Nothing you can really do about it though :/ I think.

Other than that...looks cool man
For some reason I did not think about that despite knowing that it could be a cause. I guess I am use to RMXP just making it blurry as it does with tiles so it did not cross my mind. Thanks man, I will take a peek at that. If I recall, it was even doing it at a 400 x 240 res though XD I will take a peek when I am home.
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