9 FPS ... ? That's not.. much
That was when my comp was running at least 9 apps, not including the game itself. It was running at about 80 on FMY's comp (the other programmer).
There are two issues I have with those screens.
-The Pokedex interface isn't very appealing or Pokemon-esque. In fact, it really stands out that the whole thing was made in Paint. The fonts are very plain, you really should try to use a smaller font for the Pokemon description because, compared to all of the other text, it looks enormous. And the colours aren't very nice either, lighter colours and tones would look much better, in my opinion.
-The second largest trees in the map stand out too much and look way out of place. I suggest removing them or recolouring them the same as the other trees.
It's a beta... other than Missingno and the type bars, none of that is final. We're discussing making the screen smaller at the moment.
The larger fonts are based off Monaco, a font I don't like very much but it suited my purposes at the time (which were to test bitmap fonts). White is FRLG, and blue is one I made that turned out to be almost identical. Size of font? That's intentional. We're working with 640x480, not a GBA; Ninty fonts are WAAY too small, it would seem like NPCs were whispering to you. I use them there because there was a lot of data to fit in.
As for darkness, that's a PNG-24 with nothing behind it. The black has low opacity, just enough to make white stand out on white. Not that there are any plain white areas in the game. Dunno why the bg didn't show up though, I have a feeling I forgot to put one in :D
Having said all that, I was going for a raw data kind of feel. So who knows.
The trees are placeholders because I couldn't be bothered to rip the mapper's trees at the time. The shadows are different because we want to put them on grass or rock or whatever without changing the image, that'll happen to the larger trees too. Anyway, the ones on the map are paler.
If you want real, in-game shots, you might be here a while.
Matt should be by soon with our latest screenshot. We've just done the overworld collision-detection and sprite movement (that is, you can properly move the hero around with the arrow keys).
The Team selection screen has been progressing nicely too. More on this later, perhaps.
EDIT: Sorry, didn't realise this was an anti-double-post forum. I thought a new post would draw more attention.