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#PKMNDFECT Megathread! I'm going to try to contain all of the project updates in this thread going forward! If you're interested in the project, don't forget to save the post and check back in every now and then. If not, mute the thread! #pico8 #gamedev #pokemon #pixelart

I've been hard at work implementing the mockup in pico-8 today, this meant I made a tileset and set up parallax scrolling! I also had to plan out the colors really meticulously. A clever eye might've noticed I removed quite a few colors from the mock, compared to previous posts. I had to!

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Thank ye, thank ye, I am a sucker for the nostalgia of that battle so it felt like the right thing for the mock lol.

The game will have to set the palette based on what pokemon are out, hp status, trainer colors, and then finally, the scne itself, which is shared with some of the ui elements. So, a cave scene might feature browns which will be used for the text!

After trying a few different options, the palette has changed again! Removed a green so that I can guarantee a white regardless of scene. This allows for better contrast with ui elements. The parallax system before was drawing unseen tiles, so I decided to add treetops and not draw over the sky!

Of course, in a battle that sky will be covered anyway, but while traveling that overlay will be gone, so I figure this will look a little nicer than a big dark area. This opens up other areas to more flexibility regarding layout, which is probably important for more open areas than a forest

I'm planning on making battle and travel seamless, the character will just run forward until they reach the next event! The parallax layers will shift to take up more of the screen when the battle UI isn't there.

This is probably the most sane one I've got, there's like five spreadsheets I had to set up to get the pokemon data in lol