Posts: 18
Threads: 5
Joined: Sep 2009
04-30-2010, 05:11 PM
(This post was last modified: 05-01-2010, 06:04 AM by -Sooty-.)
This is just a Small but Large project that I have been working on and it is going ok at the moment, But I will need some help...
These are Just for a Sprite Comic so they don't have to be perfect, e.g Look at Route 201
It is basically a Project to make all of the City, Routes, ect. In Pokemon DPPt
but in a FrLgRSEm Style
Here is the List;I always deal with a Section at a Time
Twinleaf Town
Route 201
Verity Lakefront
Lake Verity- Aurapigonstilts
Sandgem Town
Route 202
Help Please, I am working On Verity at the Moment
Posts: 188
Threads: 11
Joined: Jun 2008
Looking pretty good so far. Main things I see that bug me: for one, the ground tiles. If you haven't noticed, they DO have tiles for the edges of the ground--where the ground meets the grass, like on corners and whatnot.
On Route 201, everything looks rather wavy and...a bit off.
How is it that you put the tiles in place?
See, it's most likely one of the best options to set out a basic grass tile, then do the rest. However, you should also seperate the tiles by spaces that are one pixel wide/long. Then, when finished, put those all together.
Even though that last part can be tedious and extremely annoying when you make slight errors and whatnot, it's worth it in the end. It makes things a lot less confusing and such.
Hope I helped. And this actually doesn't sound like too bad of an idea--simple and basic, but it has a goal that could possibly give convenience to some people. I might think about trying one, but I dunno. XD
^^
****************
Posts: 1,222
Threads: 26
Joined: Aug 2008
There are some pretty fundamental flaws in the layout here.
First off, as has been mentioned, edge of path tiles are needed.
Second, there is a flower in a tree in Twinleaf Town, top left.
Third, Route 201's tiles are horribly positioned. Try to keep everything neat and lined up as it was in the games, not just strewn roughly where it should be.
Posts: 1,079
Threads: 23
Joined: Nov 2009
Actually, I kinda like the idea of route 201 being slightly out of place. It gives it a kind of 'More natural' and less 'Man-made' feel. Also, the land looks slightly hilly, and not flat, so I like that.
Posts: 18
Threads: 5
Joined: Sep 2009
Thanks for the Comments, I am Now about to Re-Do Route 201 and Im Gonna Give the MS Paint Grid a Go
I will post a full list soon so if people want to reserve stuff then they can
Thanks
~Sooty x
Posts: 1,079
Threads: 23
Joined: Nov 2009
Posts: 18
Threads: 5
Joined: Sep 2009
05-01-2010, 05:20 AM
(This post was last modified: 05-01-2010, 06:16 AM by -Sooty-.)
(05-01-2010, 05:16 AM)Aurapigonstilts Wrote: Can I lake Verity?
Yeah Sure, I will probably connect the Verity Lakefront on the End of Route 201 :L
Have Fun
http://spriters-resource.com/gameboy_adv...sheet/3863
Here are the Tiles I have been using
Edit- 201
Edit- 201 w/ Verity Lakefront
Posts: 4,150
Threads: 68
Joined: May 2008
The grass that you've pasted in doesn't line up into a grid, and the exit to Lake Verity needs a shadow.
Specs 'n' Headphones has been revamped! Check it, yo.
Thanks to Pik and Solink; they are sexy people.
Posts: 18
Threads: 5
Joined: Sep 2009
I will edit them soon, Im just doing sandgem town at the moment
Posts: 1,079
Threads: 23
Joined: Nov 2009
The result of about two or two and a half hours work.
The water looks slightly distorted because it didn't fit perfectly to the rest of the background, and I had to edit the reflect
Posts: 1,222
Threads: 26
Joined: Aug 2008
That is the goddamn smallest cave entrance I have ever seen.
Posts: 1,079
Threads: 23
Joined: Nov 2009
sorted that issue out
Posts: 46
Threads: 7
Joined: Apr 2010
Use Advance Map, better and faster
Posts: 18
Threads: 5
Joined: Sep 2009
I have advancemap but in my opinion its a pain in the frickin ass! lol
Posts: 51
Threads: 5
Joined: Apr 2009
I like your idea, I had thought to do something like that but never got round to it. Sigh, how I miss my free time T_T