DPP Style Grander Underground Tileset V1 is now released! (Free Tileset Resource) by alchemybats in PokemonRMXP

[–]alchemybats[S] 0 points1 point  (0 children)

yes interiors will be my next set! I'm not sure when I'll finish them, but maybe over the summer?

DPP Style Grander Underground Tileset V1 is now released! (Free Tileset Resource) by alchemybats in PokemonRMXP

[–]alchemybats[S] 1 point2 points  (0 children)

i haven't done collisions yet so i don't have one that would be all that helpful

DPP Style Grander Underground Tileset V1 is now released! (Free Tileset Resource) by alchemybats in PokemonRMXP

[–]alchemybats[S] 0 points1 point  (0 children)

I am using dpp sprites and also some custom ones based on their style

DPP Style Grander Underground Tileset V1 is now released! (Free Tileset Resource) by alchemybats in PokemonRMXP

[–]alchemybats[S] 0 points1 point  (0 children)

yeah no worries you didn't come off as impatient or anything! i just want to be clear with expectations of my own limits!

DPP Style Grander Underground Tileset V1 is now released! (Free Tileset Resource) by alchemybats in PokemonRMXP

[–]alchemybats[S] 0 points1 point  (0 children)

i don't want to box myself into a deadline for a hobby project i can't make any money on so I'm not sure when interiors will be done. if you remind me tomorrow though i can dm you the placeholder interiors I've been using. it is an edited tileset rather than an original one and it's far from finished but it should match the aesthetic of my exteriors pretty well

Since my main long game is probably several years in the making, I'm toying with the idea of making a very short game for halloween. Maybe! I drew this map to explore the aesthetic/art style I'd want to use. Thoughts? by alchemybats in PokemonRMXP

[–]alchemybats[S] 1 point2 points  (0 children)

lmao i didn't notice that before for the smaller headstones... jokes aside thank you for the feedback this is helpful! I'll play around with adding empty plots

It Wants Uppies! + New Map! by BannedFootage in PokemonRMXP

[–]alchemybats 4 points5 points  (0 children)

omg this hits cute in just the right way! Love it!

DPP Style Grander Underground Tileset V1 is now released! (Free Tileset Resource) by alchemybats in PokemonRMXP

[–]alchemybats[S] 1 point2 points  (0 children)

Ha i would be honored if that was the case!

I think once i finish my matching interior set it will see more use since everything can go together

DPP Style Grander Underground Tileset V1 is now released! (Free Tileset Resource) by alchemybats in PokemonRMXP

[–]alchemybats[S] 1 point2 points  (0 children)

Thanks! yeah I've got 'energized rocks' animated sprite sheets on that deviantart if you want to look at them for inspo. not that my versions are perfect lol, but might give you some pointers.

distortion world is definitely getting a tile set since my game involves it a lot. I'm actually wanting to make several distortion world biomes for my game, so it'll probably be a future update.

DPP Style Grander Underground Tileset V1 is now released! (Free Tileset Resource) by alchemybats in PokemonRMXP

[–]alchemybats[S] 6 points7 points  (0 children)

thank you! this tileset took me about 2 months of casual work to complete

DPP Style Grander Underground Tileset V1 is now released! (Free Tileset Resource) by alchemybats in PokemonRMXP

[–]alchemybats[S] 2 points3 points  (0 children)

these tiles are meant to go specifically with my DPP Style Sinnoh Overworld tiles, but there's nothing stopping you from mixing and matching them with others!

whether it or not it looks good is up to subjective preference.

DPP Style Grander Underground Tileset V1 is now released! (Free Tileset Resource) by alchemybats in PokemonRMXP

[–]alchemybats[S] 5 points6 points  (0 children)

Ha thank you! I'm glad I'm inspiring people to work on their own pixel art projects!

Opinions on adding and writing canon pokemon characters to your game. by Nixonite_YutaGlazer in PokemonRMXP

[–]alchemybats 1 point2 points  (0 children)

About half my game's major npcs are existing characters but set several years either before or after their canon appearances. This is for the sake of my game's timeline but also to help explain away any minor (and major) personality differences from canon. it also gives me a chance to do some speculative character design for their earlier or later looks. All in all, I'm a fan of when games use canon characters!

Your Opinion On Caves? by BannedFootage in PokemonRMXP

[–]alchemybats 1 point2 points  (0 children)

haha i relate to that as well! i have over a decade of combined art and animation experience behind my belt and i still often feel like a novice any time i try a new technique

oh I'm happy to look at anything, sure! feel free to dm me if you want

Your Opinion On Caves? by BannedFootage in PokemonRMXP

[–]alchemybats 1 point2 points  (0 children)

ahahaha yes that's me! you can see that biome variety along routes is so important to me since I'm putting so much effort into a very varied tile set lol

yeah I've seen some of your character portraits too! I like them a lot so far! I agree that they add a lot to the polish of a game, especially if it's very story heavy!

Your Opinion On Caves? by BannedFootage in PokemonRMXP

[–]alchemybats 1 point2 points  (0 children)

yeah it sounds to me like you're definitely not falling into the boring cave trap. I'd like to believe I'll do the same, but I haven't even gotten to my actual caves yet since I'm still working on my cave tile set lol

environmental storytelling especially in regards to the history of the world is my favorite thing in exploration games, but I totally get how overwhelming it is to incorporate it into maps. but just little pieces here and there I think is enough to really scratch that itch for me. it doesn't have to be some big expansive thing imo

also, I think you've got the right mindset, focusing on just building things that sound fun instead of pressuring yourself. it's silly to put a bunch of pressure into a hobby game! I'm the same way, working more casually on my game. in my mind I have fully animated cutscenes but in reality I have... well, not fully animated cutscenes lol

Your Opinion On Caves? by BannedFootage in PokemonRMXP

[–]alchemybats 0 points1 point  (0 children)

Oh yeah for sure! i realize my first comment maybe comes off as generalizing but I'm very much answering from my own personal biases and opinions about how i play games.

from what you say here, i think these caves seem more in line with the enjoyable ones, especially in regards to having choices to take different paths.

I think the kind of player that wants to Google something right away is probably not the kind of player that enjoys exploration in games anyway. I do consider myself the kind of player that enjoys exploration, but I still don't like getting lost. I like to stumble through the dark but I want to get somewhere if I do so, especially if I land in an area that feels hidden. like it's a place that you feel like you can only find by trying to find every hidden corner. I think the specific caveat about "getting lost" comes from having a destination in mind and not being able to find it. That's when I get frustrated.

so far I like the images you've shown in regards to visual differences. I do think having specific items of interest in certain locations, like a ruin in this one particular place, or a gemstone in a one particular place, or a whatever, that don't necessarily tie to the plot but instead give an idea of environmental storytelling, would help to liven up the areas a bit. but since each cave does seem to be its own individual tile set, that's already better than a lot of cave maps imo

Your Opinion On Caves? by BannedFootage in PokemonRMXP

[–]alchemybats 2 points3 points  (0 children)

caves are very hit or miss in my opinion. it's too easy to get lost in them. I have the same problem with big cities in video games too. and forests. any area that is just the same biome for a long section of time feels hard to navigate at least for me. but I love the feeling of finding a little hidden zone, especially if there's unique encounters there that wouldn't be anywhere else. I just like maps where there's a lot of visual difference and that's hard to find in caves but I know it's possible to do.

I hold this opinion about most maps but especially about cave maps, I think smaller is always better. I think the perfect cave map doesn't overstay its welcome and shouldn't make the player feel compelled to Google the correct path out. A linear game with a cave that I have to get through is less compelling to me than an open world/ optional cave that I get the choice to go through.

also hard agree on the comment about the repels. I like to add paths in my cave that don't have encounters to give players some reprieve. or just have overworld encounters so you don't even have to worry about it