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  #26    
Old May 6th, 2010, 03:08 AM
Crazy Weavile's Avatar
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Fixed the tiling at the top.
  #27    
Old May 7th, 2010, 08:35 AM
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Big update today!

First, the desert update I promised.



The desert routes, the first of which is Route 61, are a bit different, compared to the normal routes. You see, in the largely featureless expanse of the Aleya Desert, path markers have been laid down indicating the best route through the desert. They're thick red poles, as seen in this screen.

You'll need them. If you get lost and go off the path, you'll pass out...



...and return to the beginning of the route. Stay as close to the path markers as possible; you'll always be able to find another one fairly easily. If you ignore the path markers, as in this screen, you'll never get out of the desert.

Next... well, check the main post. For reference, a crapload of new screens and maps are up.


Prettified Fortbay...


Prettified Rosvale. The Center is ugly because it's a placeholder- but there's some interesting stuff in there, which you'll see soon. A hint: look at the new maps. Something's missing.


Prettified Route 50...


The Aleya Forest just has the new charset in its screen now.

Next, new maps:


Fortbay, now all pretty-like.


Rosvale. Also all pretty-like!


Whitport. Just has new cliffs.

And, the map that's NEW:


Windrock isn't much. However, that pond is filled by a freshwater spring; this site was settled by Dustplane's inhabitants when that spring was found.

So, yeah.
  #28    
Old May 7th, 2010, 10:03 AM
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I still feel that, like others, the grass tiles are way too bright. They completely clash with, and overpower, the sparsely colored rock and cliff tiles. It almost hurts to look at it for too long. I think lightening that up would go a long way towards "prettifying" your towns and areas quite a bit.
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  #29    
Old May 7th, 2010, 10:51 AM
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All right, I'll have a different grass tile up in a bit.

For now:



  #30    
Old May 7th, 2010, 01:23 PM
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Wow! This game looks great.
Can't wait to see it develop!
Wonder what Heat Wave is for?
The maps are great too!
  #31    
Old May 7th, 2010, 02:32 PM
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All right. First, new grass coloration:



Next?



Prof. Sakaki's lab. The professor himself isn't present because his OW sprite is still FRLG-styled, but the HGSS rips work well.
  #32    
Old May 7th, 2010, 02:58 PM
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Looks good so far, nice cities & names
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  #33    
Old May 7th, 2010, 05:41 PM
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How do these look? Not quite sure I should use these.

They're extremely cleaned-up HGSS frankenbuildings.
  #34    
Old May 8th, 2010, 03:57 AM
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*long whistle* Those look very good, you've got alot of pateince to clear them up.
Good job.
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  #35    
Old May 8th, 2010, 06:50 AM
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All right, I'll be using those.



Player characters. Woo.
  #36    
Old May 8th, 2010, 07:45 AM
ultron90
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i like the male character but the female one looks like it can be tweaked? her right shoe (my right) is kind of huge and her pose is somewhat awkward. i know you can do better. im supporting this game
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  #37    
Old May 8th, 2010, 08:02 AM
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Well, this game certainly looks promising. Can't wait to see how it goes.
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  #38    
Old May 8th, 2010, 08:58 AM
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Revised the female PC's sprite. Better pose, better hat, a little shorter.
  #39    
Old May 8th, 2010, 09:09 AM
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Ok, I'll be honest, the maps need a lot of work. You're mixing 3rd gen tiles with 4th gen rips and some completely different 3rd gen customs. All of the pallets need work too. It just looks kind of unprofessional, you should maybe have spent more time improving them, or gone into the Drawing Board.
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  #40    
Old May 8th, 2010, 11:53 AM
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Any and all G3 buildings are going to be replaced now; in a couple days I'll be putting out another map replacement batch. Do wait until then.

Case in point:



Rosvale's getting its own new buildings.
  #41    
Old May 8th, 2010, 02:38 PM
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Why did you delete the same post? Just to bump it up?
Do that again and I'll just lock the thread.
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  #42    
Old May 8th, 2010, 02:49 PM
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Wasn't aware that was disallowed; shan't do it again.



Bridges.
  #43    
Old May 9th, 2010, 12:04 PM
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Getting better and better Afti. Keep up the good work, and I hope to see all the tiles and maps revamped soon. ^__^
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  #44    
Old May 9th, 2010, 12:25 PM
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Buildings = converted. Well, except for the harbor; waiting on new water to do that.
  #45    
Old May 9th, 2010, 10:35 PM
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These look loads better than your original ones, I'd just like to know if you are replacing the grass, trees and path tiles, as they really look out of place.
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  #46    
Old May 13th, 2010, 08:53 AM
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Plan to.



Testing HGSS snow + Mt. Silver trees... The mapping is bland because this is simply a tileset test.
  #47    
Old May 13th, 2010, 09:42 AM
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I like your plot and the fact that is is going to be a more difficult game, BUT being more difficult shouldn't mean you have to grind a really long time before you can beat the gyms etc.

you should really replace your grass tiles, I really don't like the color of it.

Keep up the good work
  #48    
Old May 13th, 2010, 09:56 AM
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You don't have to grind; you have to play intelligently and build a genuinely decent team. You'll only be grinding if your team sucks.

Grass is already on the line to be replaced.
  #49    
Old May 14th, 2010, 01:41 PM
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Route 53. Woo. Also, worth noting that I got off my butt and implemented Heat Wave/Rock Climb today.




Medical got around to doing Magmile/Despotile.

Incidentally, I find it kind of depressing that nobody cares about this. If you do, post. If you think it sucks, tell me that so I can know to stop wasting my time.

EDIT: Also, either way, rate it. Two Three individuals does not an average of forumgoers make.

Last edited by Crazy Weavile; May 14th, 2010 at 01:56 PM.
  #50    
Old May 14th, 2010, 01:54 PM
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Well I must say every time you show an update I see you improve each time and it pleases me.
The mapping could be improved slightly such as the grass in that shot there could maybe spread out other than being sort of square shape.
The sprite design is good and doesn't appear to have anything wrong with it(from what I can see).
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