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A member registered Jan 01, 2026 · View creator page →

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Misdreavus isn't broken & can definitely appear in that raid! They start appearing at the 2* level, which is rarer than the 1* raids you typically see with one badge. 
For context, Drowzee is the same odds in that den.

The Misdreavus @ dex # 1032 is the Possess type Misdreavus you encountered in the story.

Can you elaborate a little bit on the situation? What battle, moves, etc., were being used?

Did you possess Wartortle with Froslass (which adds a fire weakness through the Flammable Remnant)?

Took the words right out of my mouth, down to the goated Thundaga tutorial reference. I literally have nothing to add here, great response.

do not mistake mercy for a mistake

If I recall correctly (I apologize for not looking first, I'm away rn), it is Route 10 from Black & White!

Read the rules channel & react with the checkmark at the bottom!

you can add her after you finish sonia

This isn't a stupid question at all! You had the right idea, just the wrong execution. 

RPG Maker stores its saves in your computer's Roaming AppData folder. If you type %appdata% into your search bar, you'll find the folder where your saves are in. Transferring those over to the same spot on your new laptop will carry over your saves!

I know that on the standalone download, yes - saves transfer automatically between updates.

I am not sure about the itch launcher. I don't know how it stores/handles save files.

It isn't official by any means, but I know that you can play on Android through the joiplay emulator. I also know there's a newer RPGXP emulator that is supposedly a bit nicer, but I can't remember what it is called off the top of my head. 

If you join the discord and head to #roles, we've got a mobile-specific channel with some pretty knowledgeable folks. I'm not one of them, unfortunately!!! 

6. All the Leaf portraits.

I actually agree with you about consistency in so much of my earlier work for this game. My original flow had me looking at two references for each piece:  - the official art I was referring to - whatever facial expression photo ref I was trying to hit

Something important is left off of that list, and I didn't realize that it was a problem until pretty late. I didn't refer back to any base piece that I did except to grab colors. So I'd do a piece that I felt satisfied with, go about my life for days, or weeks, or occasionally months before circling back to do my next one, where I'd take a stab at the next expression. 

I think consistency is the biggest improvement I've had, and it starts to show itself blatantly on everything done after the original demo release. So many of your points boil down to you looking for AI tampering where a simple "this guy hadn't quite figured out what he was doing yet" also fits. You're going to find whatever signs you're looking for. 

But take all of the new Leaf scenes, or all  of Lorelei - I don't think you'll be seeing these same consistency issues. My flow has changed to add that critical third piece - the original reference of mine that supersedes even the official art I'm referencing. How I interpret and adapt official art can change day to day, but having my own piece to refer back to has made it much easier to stay consistent, and I'd argue there are already dividends of that in the game.

7. "the eyes color change" This is the error I was referring to earlier. I had my colors on the wrong layer and when I used the color overlay to change the hair colors, it got the eyes too. That error, to my knowledge, is present in approximately one scene out of all of them, and slipped through testing.

And I'm going to give you the benefit of the doubt here and assume you're not accusing the eyes changing to pink as an error. If that's the case, you've truly lost the plot. 

Also, the PTSD eyes again just sounds like another case of you not liking the art meaning it is AI generated. 

8. XY Ace hair color change. You're half right. Its actually way more than the hair color changing. The original XY Ace portrait was awful. Like truly horrendous. It was the first sprite that ever got updated after the original demo release, and I took the time to update all of her colors to be, in my opinion, easier on the eyes. Her original hair color, still present in the one that I didn't update, felt radioactive to me. So in the update, I softened it considerably and that's the palette she has had ever since. 

9. Your entire point about Lillie. You have, once again, managed to find an example of a character who was given an updated portrait after release. It is the closest example we have in-game of my vision for that character. If I had to hazard a guess, I'd attribute the sprite being considerably better to the fact that I did the new one two years after the others. If it was the same quality, I'd probably need to pack it up and reconsider my choices. 

9a. The angry "gemini" face where the fuck do you think gemini gets its material from. >:( has existed for a lot longer than I've been around. I'm not even sure how to further elaborate on this point, like bro. You're so on guard to detect AI that you attribute everything to it. You are, of course, more than welcome to join the Discord where it is a pretty long-running joke that I'm constantly spoiling upcoming content by livestreaming myself working on it... which includes art.  

"I know you not gonna say "YEAH YOU FOUND AM SOO SAD". But be honest whit the content. And i don't want you delete all.

JUST BE HONEST. 

And don't think about report or delete the coment. bcz this is your own content on your own game."

"What you've just said is one of the most insanely idiotic things I have ever heard. At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. I award you no points, and may God have mercy on your soul."---Billy Madison

Hoi. It's okay, I don't feel the need to be polite either.

Holy shit, that was so many words to say absolutely nothing substantial. Bear with me as I try to decipher what you're actually saying here.

1. "If move a pixel change a lot in that resolution. Why you don't cared about fix it?"
I apologize because I truly don't know what you're even saying here, so I'm going to take my closest guess.  What it appears like you're asking is "why is the art not perfect?" shit man, I dunno. I do my best to try and bat a thousand, but I'm unfortunately still just a dude.

2. "Is there an actual reason to hidde the portrait and scenes art?"
If you've read just about anything I've said, or seen the measures I took to prevent cheating in this game, it might not surprise you to learn that I care about people experiencing the game as I created it. Especially for the 0.2 update - it is intended to be a huge surprise when Deoxys appears. Hiding the images that 100% spoil that appearance is in line with my whole design philosophy. I want folks to play the game. 

3. "If it's made from 2024 (By the metadata). Why it's so green and don't fixes the arts problems?"
This seems like another "why is art not perfect" question, to which I again respond: shit man, I'm trying. Still actively learning & getting better at this.

4.  "Why are cutted outlines? If in context of like the next "They are on knees". Why looks she stand up and you cock in like 5 ft from the floor"
"Cutted Outlines" I'm assuming refers to why I draw scenes with a cutoff at the bottom. The answer, shockingly, is that I want to be efficient with my time and effort. If I make a scene where the player is not going to see below the knees, why the hell would I draw below the knees? Your own example (the XY Ranger Abra handjob) is flawed. I'm already cropping off the top of the sprite to show the scene with the text box, so tell me how it would be at all beneficial to waste time and effort on anything below the knees? It isn't at all the focus of the scene. 

You are right to call this scene out as having an error, though, but since it is related to eye color I'm going to leave that for when I get to that whole "argument".

4a. "Why looks she stand up and you cock in like 5 ft from the floor"
Because the focus of the scene isn't on the dick, nor the guy. If it was, he'd probably be in the scene, yeah? I apply the rule of cool liberally. If I want a handjob scene that displays most of the woman's body, I'm going to elevate the player to however high he needs to be standing in order to make it happen. Because the player is invisible in scenes (minus the dick), perhaps he is sitting on a nearby piece of elevated ground, or the bridge, or levitating five feet in the air for all I care. That's not the point of the scene, and I'm not ever going to let that get in the way of showing off the parts of the body I want to show off. If that breaks your immersion, I'm sorry, but it's a choice I make very consistently. 

5. "Is normal not have the same mount of details on every single image. But the mount in there are the same AI like gemini uses. AND THERE SO MUCH FOR PIXEL ART."
...the pixel art is detailed?

Thanks???

5a. Hands:
Hands are tough. Believe it or not, AI is not the only thing that struggles to draw hands in a roughly 9x9 pixel area. For the scene in particular you brought up, I remember trying half a dozen different things before I said fuck it, I'm going to leave her hand completely in shadows as if she's resting it pointing backwards above her hip. If you really are an artist as you claim to be, you may recognize the feeling of trying something so many times and not getting it quite right, so you say "fuck it, good enough" and move on. Also, along with 4a, the off hand isn't the point of the scene. I can, in my opinion, afford to say "fuck it, good enough" because it isn't the focal point. I'm not anticipating people viewing the scene to want to focus on that, so I'm okay with skimping a little bit there.

1/2

Well, I'll go through them one by one:

Resolution: When I started making this game, I was coming from exclusively making battle sprites. These, in Essentials, are 96x96 px - so that was the canvas that I was just the most familiar working with. The earliest portraits in this game all use that model (as do the unused Leaf portraits from ~2023 in the files). As I continued to step away from battle sprites & into my current style, I settled into my current default size of 108x108 px. But that canvas size isn't hard set. There are characters with large hair, or weird posing, or any number of reasons that I extend the canvas out by a few extra pixels. This is probably the difference that is the easiest to see: in my old work, 96x96 was IT. If something hit the border, that was that - no cropping, because I didn't have that luxury for battle sprites. It was, again, what I was used to. 

...I've also just gotten better at fitting things into my default canvas, anyway. 

I'm assuming you're not accusing the portraits that are very obviously intentionally taller than the rest? The ones that stretch from the thighs up are 108x~160px... but these ones I am very liberal with extending/shortening if I feel like it will better serve the piece. I've got space to spare in-game, so if the piece becomes better by giving myself those extra pixels, it makes total sense to me to do it.

Details: I think this is the change that is most prevalent in my progression. If you look at battle sprites, the color palette is very limited, and shading is blocky with the occasional checkerboard shading. It very quickly became apparent that this didn't look great for the portrait sprites, but I didn't yet know what I needed to change or even how to change it.  My solution was to use photoshop as a crutch & overrely on the pencil tool's ability to hue jitter, scatter, etc., and then come back with some blur and layer styles. I'll keep it a buck, looking back at some of the early stuff in this game is hard for me now.  There's a lot that I would do differently if I revisited those sprites today. I think if you look at the sprites chronologically, you'd be able to pick apart a pretty clear sequence. The tough part of viewing this game as a whole package is that you may not necessarily have the context that the first demo for this game was in "development" (and I do use that term loosely, because it mostly refers to the art & possession battle mechanic) since the end of 2023. I've had a lot longer than I think a lot of people realize. Here's a good example I can give you. The XY Ranger's Gastly portrait is one of the earliest surviving pieces in the game. It was done, at the earliest, in spring of 2024. The second portrait is an upcoming portrait of the same character that I did two weeks ago. I think it explains a lot:

    
Consistency: This is a fair thing to point out. Details, especially small ones, are tricky to place when you are working with canvases this small. My job - in my opinion - with pixel art of this scale is to get things close enough that your imagination does a lot of the heavy lifting for me. Moving details by even one pixel completely changes how a piece looks at this size. Some of that, though, is definitely a skill issue on my end. But, like all skill issues, it is one that I would argue I'm demonstrably getting better at as time passes. 


As far as the "and similar" goes, I'm really not sure where to go with that. I think the biggest takeaway is that you are seeing a huge chunk of my timeline in this game. I've redone some of the most egregiously mid sprites already, but a large portion of that early work will likely be memorialized in the game forever, for better or for worse. 


Yep! Love that super shitty, awful, abomination of an AI YouTube short.

XY/ORAS Hex Maniac is coming to the game - here's the sprite in its full glory (Discord saw it ages ago):


Oh yeah, I hate the fairy type. 
I definitely need to put that somewhere obvious, great shout & reminder.

Thank you for the kind words!!!
#user-creations is the channel you're looking for.

Unfortunately, you're softlocked. Reload an auto-save!
I did not anticipate people leaving the Distortion World and going back to re-trigger the quest instead of just walking forward and getting Deoxys. I've addressed this on the dev build, but for now it is a true softlock.

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hypothetically lycanroc stone edge one shots her before she can mega evolve


But also you can't get rid of mega stones via conventional methods - Knock Off, Trick, etc. all fail.

I don't think it is that deep.

A game being difficult is somewhat unusual for the genre. Many people, even after reading the disclaimers, may brush it off until they are confronted with the reality in-game. 

I don't hold malice towards people asking for an easy mode. Yes, it is a huge pet peeve of mine when people tell me how my game "should" be, but voicing opinions is not something that should be met with belittlement. At the end of the day, even if they did not enjoy it, I still do appreciate folks giving my game a try. The fact that they felt something strong enough that they voiced their feelings is flattering in many ways, even if it comes out as ADD A FUCKING DIIFFICULTY THE GAME IS NOT FUN AND GOONABLE

No need to stir the pot.

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100% agree that she's top tier

edit bc i hit enter too early: I do not draw women if I do not intend to draw them naked

I'm gonna be so upfront with you: your team ain't it, chief. 

Take a break from Froslass, revisit your composition, and return when you've got the pieces to do it. 

Also, the RNG is not in fact skewed at all. Not even slightly. Best of luck!

this is all we've got

Hey buddy! I fear this game might not be for you. The game is very honest and upfront about what it is, and I recognize that creating a game like this will not appeal to everybody. Ultimately, I'm not trying to. There is a very wide spectrum of games - I hope you find plenty more suited to your tastes.

I do, yes. But luckily, there is only one scene currently in game that is not repeatable! The rest of them can be triggered as many times as you want.

I hate grinding! If you're finding yourself doing it, there's probably an issue somewhere. The extent of the grind in this game is doing some raids every now and again for cash & extra goodies.


It sounds like you missed the Viridian Market - likely because you started with Gastly. If you head back there with a Control type, you'll unlock the entire thing. EXP Candy is dirt cheap at one of the vendors.

I totally agree, that would be really cool. I'd love to be able to play a physical copy of this game.


However, don't be fooled - despite the aesthetics of this game matching that era of gaming, under the hood there is absolutely no similarity. They are completely different engines - making a GBA version would constitute remaking the game entirely from scratch.

I'm glad you're having so much fun with it!! The (very small) art team & I are working hard on the next update - I'm really excited for everyone to get their hands on it!!
Expect even more ways to min-max the hell out of your team.

I'm shedding a tear, the pillow comment is the nicest thing anyone has ever said to me <3
Seriously, thank you for the kind words. I'm glad you're having so much fun with my passion project, and I hope that you keep stumbling across unusual team members that you wouldn't have considered in a more conventional game. Teambuilding is my favorite aspect of the franchise, and I hope that it continues to be new and refreshing as the game grows.

Gastly & Abra are evolving next update. It is happening, it is real. They are way underpowered at the end of current content, and I don't want that to be that case any longer. The reason I've held off is because evolving is tied to scenes - so when you evolve the two, you'll unlock more scenes for every character. I've had to be strategic about letting the special mons evolve for that reason. But even Drowzee and Misdreavus - who aren't evolving this next update - will be getting some nice quality of life things to help them keep up in current content.

Sorry to hear that! I appreciate your feedback on what my game should be. I hope you find a game that is better suited to your tastes!

By copying the Game.rgssad file over, you've effectively replaced the game's "brain" with the one from the last update. Nothing is gonna work.

Your save files transfer automatically - all you need to do is download the new version and launch Game.exe. You can delete the old folder as well. I do not recommend extracting the new version to the old folder. Just extract it somewhere else & let the game do the work. 

Save data is stored in your PC's Roaming folder.  

No shame here! 

A) Diglett's Tunnel

B) The cave where the Gym Leader is before challenging the first gym. You were close - just explore Pewter a bit!

I'm not gonna lie, you have legitimately the three best counters in the entire game for that fight. Lycanroc alone can one-shot both phases with Stone Edge. Shiftry is immune to Blizzard if you have Wind Rider. Misdreavus Lunatone is the most devastating setup sweeper in the game.

The dog alone is more than enough for this fight - when you say "maxed out", what do you mean? 

Not without doubling the scope of the game, unfortunately. I don't see this ever happening in the future.

This one actually is intended hahahaha. I want people to listen to that explanation, dammit, because y'all need to know about EVs if you don't already.

Great shout

I think that no matter what comes next there will be a step down in power from Deoxys. My job is to make each of the special mons interesting in their own ways!! Watchog wasn't necessarily on my radar before just now, but it certainly isn't off the table just because Deo made it in already.

TerastallizationAbsolutely! I try to be available to respond to folks where I can. I've never enjoyed communities where it feels like a huge deal if the creator speaks - I'm just the dude who happened to make this game. 

Fakemon: Its super easy to miss, but we do already have a fakemon in the game right now! Castform has a sandstorm variant now. It isn't exactly a super original idea, but I know, but it felt like a no-brainer. Exclusive forms, evolutions, etc are absolutely on the table - but my goal is to use them sparingly. I think the fakemon rabbit hole goes deep haha. 

As far as an additional form for Mistress goes - my lips are sealed. I do have all sorts of things planned, but I don't want to show my hand too early. 

Plot: I've been sprinkling bits of the plot here and there. The story of this game is being told through many smaller plots. I think if you squint, you might see some loose threads dangling, just begging for me to pull them. For example:

1. The Indigo League is in complete disarray at the moment.

2. Giovanni has just been outed as the Leader of Team Rocket.

3. Lillie/Lusamine...

4. Ariana has something powerful up her sleeve.

5. Something funky is going on with the player character. 

6. Nihilego is in Kanto.

7. The Sada subplot.

8. Courtney just called in backup.

9. Everything surrounding Giratina - there's a lot I can flesh out there.

10. Cynthia, at one point, was a Herald.

etc, etc. 

I enjoy being able to pull on threads an a nonlinear fashion. As the game progresses, you'll gradually become more intertwined with these stories, and more of the story at large will come into play. I've had things planned for this game for years now that I'm chomping at the bit to get to. One thing I will say, though, is that none of the special (control/possess) mons are required for the main plot. You can skip every single one of them.

Plates: I don't have a ton planned for the Arceus plates, which is why they're all available en masse in the Azure Town Mine.  I do think messing with types is a cool idea on paper, but I wonder if Terastallization fits that same niche. Without a visual indicator of types, I fear that a mechanic like that could become extremely frustrating to players if I use it on enemy teams.

Using moves on the opposing trainer: This is a cool idea that has been floated around many times for a unique Control type battle effect. I'm definitely not opposed to the idea of Control types having something special during a battle, but I don't think I've settled on something that I am satisfied with yet. I am giving them a unique way to interact with teambuilding, though, in the same vein as Remnants from the possession mechanic.

Custom Moves: I'm absolutely not afraid of custom moves. Aqua Smack is already in the game to give a physical, no-secondary-effects water type attack to mons who need it. 

Anomalies (Super Shinies): I don't have it in me to make 1025+ unique shinies. As awesome as that would be, that would be a massive time sink that would take away so many resources and time from development of other parts of this game for a feature that really doesn't have a huge impact on gameplay or nsfw aspects. That being said, though, I do have a very small-scale version of this feature planned. Definitely stay tuned on that starting with the next major Gym.

Partner Mechanic: This is something that I'm intending to solve with the Innate system and/or by direct buffs to the mon in question. There are a handful of adjusted statlines already present in this game, and the Innates are already tailored to give a second life to just about everyone. One of the reasons this game pushes capturing a lot of mons as hard as it does is so that the player can interact with all of the very diverse sets present in this game. You might find new team members or solutions in very unexpected mons!

Thank you so, so much for the kind words!! I'm glad you're enjoying this project so much. 

Truthfully, there are fights in this game that you aren't necessarily meant to beat on your first shot at them. You were very right to call attention to Froslass & Deoxys in that regard. My goal is to push people really early on to assemble a diverse team, with plenty of options for different scenarios. That way, I can throw even harder challenges at the player later on - you'll already have the toolkit to handle it! I hate grinding in fangames though. So it is very important to me that I do everything in my power to eliminate the tedious parts of grinding (EXP, EVs, IVs) so that y'all can focus on building a team and playing with the in-battle possession mechanic, which is my personal favorite non-NSFW part of this game (highly, highly recommend possessing a wild Lunatone with Misdreavus - thank me later).

I have heard the "idite only draws big tits" allegations! The truth to them is a little interesting, I think. 

When I first transitioned from doing in-battle sprites to the big portraits, my work was shoddy at best. And one thing in particular that I wasn't amazing at when I started out was making characters appear undoubtedly as adults.  That bugged me a lot, because I have a strong personal stance on the matter. But I found that by giving the characters larger breasts, it helped a ton in that regard, even if it was kind of a band-aid solution to the issue I was facing. With several more years under my belt, though, I'm a lot more confident in my ability to draw diverse body types that still look and feel adult (which is what I fully intend). 

Anywho that was a lot of words to say that the next gym leader has small tits. 


Non-ghost/psychic types are totally fair game to become possess/control types. In the original build of the game (pre-0.1.5.8) there was no control nor possess type. Instead, Psychic & Ghost were used in that role. But that didn't fit my goals for two reasons:

1. I felt like I couldn't add any regular psychic or ghost types to the wild, because I worried it would be confusing to the player as far as knowing which ghost/psychic type was "special." 

2. I wanted the freedom to convert other fitting Pokemon into these types (like Nihilego, a Rock/Poison type). 


Daisy is floating around somewhere out there. I hope she's alright - she went to pick berries in Viridian Forest, but by the time we get there she's already gone...

Couple things!! 

1 - Ghost =/= Possess Type. They are two different types. However, they do share the exact same type chart - weaknesses and immunity to Normal attacks included. You probably got hit with a mon that has the Scrappy ability or Innate. I recommend making a habit of checking Innates in battle using the info key. 

2 - Because they are two different types, Possess types do not naturally gain STAB on Ghost moves. However, this is offset by the Distorted Innate, which effectively gives them the STAB back on Ghost moves.