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Here's one of the shops- the Jewelry shop!
It'll be a key Building in each town, as it upgrades your Dragimon!

I wanted it to look homey- ma and pa style. So added a sitting area with a TV.

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Haven't had much to show due to what I've worked on is basically systems for dialogue- so a bunch of non-visual stuff.

BUT! Now testing out a map system inspired by LoZ.

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It's behavior was inspired by beavers, but with lava!
And also a cat! :V

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First up, home! :V
Trying to make all the homes look homely, but also, you'll be able to walk into any door you see- assuming it's not locked.

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First of the Fire types!
Fire types will focus on Attack, but won't be much help in Defense, depending on their secondary type.

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One of the starters! :V

Unlike the others so far, I've actually gone in and changed its stats (Somewhat) to reflect both being a starter, and specializing in something.

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Finally finished up the look of the first Outpost, or Checkpoint! Not sure of the name yet.

It's the checkpoint between areas where you can Recharge your Toolbelt and also some other stuff, like the computer and the Kiosk for checking in.

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The ninja Dragimon! :V

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Player used ROCK SMASH! :V

No HM slaves here, and no need to have a specific type of Mon in your party!

All special restrictions are Toolbelt-based.
Basically, once you have the tool, you can do the thing.

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One of the closest things that come to wearing a Mon as armor! I've always loved the thought of running around with a mon around you like a big box.

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It's our first NPC with text! :V
And when the camera rotates or they're talked to, they rotate.

Due to the 8-directional sprites though, it'll take a while to make each NPC, especially when I ain't so gewd at 'em.

He really likes saying only one thing too.

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So a quick peek at the underworkings of the combat system.

When you use a move, that move gains exp.
Once it fills, you can then do something special with it! :V

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A little show of the forest area! :V

This is where you'll fight your first mon after a little exploring in the town. (After a tutorial fight of course)

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Performance:

First the village - Fairly minimal.
Then forest - Trees are the big tankers. Still good.
And then empty room - to show the lower end.

Forests wouldn't be this dense though, as trees are removed for actual traversal.

Showing Forest Area soon.

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The method is called "Spritestacking".
It's literally just stacking sprites on top of one another, then offsetting by 1 px upwards. There's some extra math, but it's repeated a lot.

Simple and quick, but has its drawbacks. I recommend NOT using it. lol

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Starting combat! :V

They'll be able to sense when you are near, but only in direct line of sight does the fight start.

Then the shutters slam, and it's on to combat! :V

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Going in and out of homes! No NPCs yet, but it's going to be fun designing the layouts of the insides for some of that sweet environmental storytelling! :V

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Plants are Physical-Focused but lack Energy support, while Fire is Attack-Focused, but lacks defense.

With these base stats, she'll definitely be a powerhouse. But very susceptible to Energy Attacks.

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Gonna be going through the first gen of Dragimon! :V
That's 100 showcases of mons with their stats and descriptions!

I'll also be sprinkling in some other info about the game with my usual progress updates!

Hope y'all enjoy!

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It was bugging me that it wasn't showing both the Current HP and the Max HP, so with some moving around in tight spaces, I decided to stack them.

I like it, kind of don't, but I am quickly warming up to the HP stacking. Adds something.

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Toolbelt is now functional! Or... Navigating it is functional! :V

You have limited charges during combat, so pick your item-use wisely!

Just need to add some descriptions, but that's basic stuff.

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Now it shows the correct info!
Or, well- the typings are randomized for testing, but 1 line commented out fixes that! :V

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Contextual text is a-go! :V
Can write images into the font now.
No need for fancy text... yet? Maybe? Idk.

Something like "|29 if follows your |14." translates to what "Bite" says in the vid. (Bite won't actually do that)

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Condensed the tooltip in with the name, but now there's the worry of not having more complicated effects, and too much iconography! :V

It also took up more vertical space for the Name and HP.

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Better breakdown of the UI! :V

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