Description: This is a very good Pokemon and Touhou fanmade, released at Comiket 87 and made by the doujin circle FocasLens. Download buku keperawatan and kedokteran asthma. Being a spiritual successor of Touhoumon, a hackrom of Pokemon FireRed, Touhou Puppet Dance Performance is very similar to Pokemon in every aspect too.
For a mining town, take a look at Fallarbor Town and Oreburgh City for inspiration. You've got the mountain border on one side, but there's not nearly enough dirt. Remove most, if not all of the grass and replace it with soil. Substitute the paved pathway for a dirt road.
Knock out most of the trees and replace them with more cliffs and mounds, kind of like the town is in a quarry. Make sure the factory and the mine (which I assume is that cave) have a clear and efficient path between them, since that's essentially the backbone of the town's economy. This is it nigger I'm starting my exploration-based Pokemon romhack. These are the basics.
>Set on a huge island, Pokemon Academy >Instead of 8 gyms, it's 8 tests that you have to take in order to take the final test and graduate >Areas made heavily for exploration, not simple layouts but complicated and hidden pathways I have most of the sprites made but some of them look like complete shit, I have to get better at that. But I think the concept will do for an enjoyable game. Any opinions? This is a prototype for the first forest that you can visit. The idea of 'trials' has been thrown around long before Sun and Moon were even conceptualized. Hell, even the Orange Islands anime arc did it. And even then, Game Freak's implementation of them is pretty unimaginative.
There's a lot of room for fangames to improve on the concept to make something legitimately memorable instead of 'collect 5 things and fight a Pokemon'. Honestly, you might as well respond to every mention of gyms with >Great, so they're the Gym battles from generations one through six. I feel this needs some explanations. Even though I'm not in this anon's mind. I can say that the player's path is restricted enough from the trees. The high percentage of 1 tile narrow paths will make it frustrating, some of your rocks/bushes affect the path and their existence matters, but a lot of them are only there to restrict an already narrow path. The bridge, something is off about it, it might be the lack of shadow it might be because it doesn't look tall enough to stand above the big trees at only a tile high.
I think the tile itself is fine I would experiment with the end points. Make the map bigger, then you have two options. Option A is to space out buildings more, make every building seems lonely, option B is to make the actual town smaller, make buildings closer to each other, bundled together and then add some emptyish plains hills around it to pronouncer the feeling of separation more. Just an idea, but you can place mart and pokecenter into one building since this is a small village and two out of 4 buildings being community places looks strange. Don't make everything so perfectly square, is that hill artificial? Make some hills or a river in the forest, make it look less dull.
You probably want to have the player enjoying his adventure in your world, not feeling that he is playing a game. All of those suggestions aren't that specific, but I am not sure how to go into the details. Despite having shit stories both Reborn and Rejuvenation have pretty decent town design, check how they made those things. Thanks for your feedback! I've taken yours and the other anon's advice and removed about 50% of the grass in favor of dirt/gravel. I'll be using your dirt walk path idea as well.
I'll work on adding some more rocks and cliffs and such as well. That cave leads into a mountain that splits my region in half. That's the entrance to the first half of it. Bearing that in mind, any ideas? It wasn't, but I like that idea. Maybe I can expand the map some and fit in an exploitable open air style mine.
Some nice tractors and working equipment inside would look great. First, you need to make your tileset. You do this by creating a 256 x (height of your choice) image containing your tiles. You need to align the tiles to a grid.