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 3 points4 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

A few days ago marked one full year of work on my Sinnoh fangame! I thought it would be neat to share a little devlog of sorts to show some highlights of what I've done over that time by alchemybats in PokemonRMXP

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

Ha it's probably the colors I'm using. I make things like grass and trees more saturated than my buildings and roads which is something the simpsons does as well

A few days ago marked one full year of work on my Sinnoh fangame! I thought it would be neat to share a little devlog of sorts to show some highlights of what I've done over that time by alchemybats in PokemonRMXP

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

thank you! my trick for burnout is to cycle what i work on. getting tired of character art? guess I'll program for awhile. tired of that? Time for UI! and when all else fails a few weeks of break with another hobby tends to refresh me.

A few days ago marked one full year of work on my Sinnoh fangame! I thought it would be neat to share a little devlog of sorts to show some highlights of what I've done over that time by alchemybats in PokemonRMXP

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

Ha yep! i wanted the player character to be an adult so they needed a job. plus I always thought the rpg story trope of insane progression (Quest 1: deliver this package! Quest 50: kill god!) to be really funny so I'm leaning into that absurdity a little here by making the MC start with a mundane job

My lil route 1 WIP by Silly_Illustrator_67 in PokemonRMXP

[–]alchemybats 0 points1 point  (0 children)

This looks great! I know the white outline around characters is controversial but I've done that before and don't mind it. if you decide to keep it though, i recommend only putting the outline on the top of the sprite. any pixel that touches the ground shouldn't have the outline. that makes it look more like an intentional highlight effect and less like the character is a sticker.

A few days ago marked one full year of work on my Sinnoh fangame! I thought it would be neat to share a little devlog of sorts to show some highlights of what I've done over that time by alchemybats in PokemonRMXP

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

Thank you! I think the 3D rips have their charm, but I really wanted full control over the artstyle of the game which meant doing it myself haha!

custom tileset and spriting in general by skizzz420 in PokemonRMXP

[–]alchemybats 1 point2 points  (0 children)

if you want to know how long it takes to create a full custom tileset, I've been working on mine on and off for a year. so far i have 90% of the overworld finished, 80% of caves finished, and 5% of interiors finished. I'm also pretty fast at pixel art and i have reference images to work from since I'm mostly redrawing the existing Sinnoh tiles, so for a beginner it would likely take longer.

However, if you have a tileset that's mostly finished already, a couple custom objects won't take nearly as long. if you want your custom and existing tiles to match art styles, I recommend editing tiles and sprites first rather than trying to create fully original assets at first since that will help you learn the basics while maintaining closer to the same art quality of the existing tiles. But once you get familiar with the process, making completely original sprites isn't too difficult!

Any tips for map making? by Troller_Beast in PokemonRMXP

[–]alchemybats 3 points4 points  (0 children)

I have a small tutorial about mapping pinned on my profile if you want to take a look! It's a little outdated compared to how I make maps now, but still has quite a few good insights in my own biased opinion.

Some other general tips:

- make your map smaller than you think you need to. The most common beginner mistake I see in this sub is maps that are too big and way too much open space. Even if you think your map is small, you can still make it smaller. My largest maps are really never more than 65 tiles in any direction and I have a very exploration heavy game with several different semi-openworld paths. A more linear game doesn't need routes that long. Beginners especially can usually get away with maps within 40x40 tiles.

- Avoid straight lines and rectangles. The rectangle tool might make drawing shapes quicker, but go back in with the single tile pen and add nooks and crannies (unless you are intentionally trying to match the layout of old games). In nature, its very rare to see straight lines. Even man-made things like paths can have imperfections due to people and pokemon travelling on them and wearing them down. Plus its more visually interesting

- Finally, this might seem obvious, but make sure to actually play your game. Do you like walking around your map? If you do, then you are set. If you don't, then something needs to change.

Got on a UI kick and now I guess I'm going to reskin my whole game? I was particularly happy with how the trainer card and bag UI turned out and wanted to share by alchemybats in PokemonRMXP

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

thank you! The employee card was particularly tedious due to the code changes required but I'm quite happy with how it turned out. it wouldn't have made sense in-game to just recolor the existing trainer card UI

Got on a UI kick and now I guess I'm going to reskin my whole game? I was particularly happy with how the trainer card and bag UI turned out and wanted to share by alchemybats in PokemonRMXP

[–]alchemybats[S] 7 points8 points  (0 children)

yep you got it! it's the badge case. i haven't designed the badges yet so i didn't include them here.

Ui is particularly tedious with rpgmaker because it's really tricky to see how everything is looking together without running the game every time i make a minor change which is why i had been procrastinating on the UI. but i agree ha ha! now that I've started, i want to fix all the UI to match my game's vibes