Released Pokemon Fairy Delta

This project has a release available. The full version is still a work in progress.


Feb 22, 2021
Game Title: Pokemon Fairy Delta
Game Screenshots:
Game Download:
Fixed a bug with a rival for thosw who chose Shinx:
(deelpy sorry for the unoptimized download, my complessed file unpacker kept crashing!)

Fixed a major bug: Made Using: Essentials v19, with Gen 8 Project
Team: Asto (me), LordLucario35
The silent protagonist is now a bit mentally snarky :-P
Game has static encounters in spades.
The game might contian bugs, playtesting was a big issue
Some evolutions changed: Pumpkaboo and Phantump evolve with Leaf Stone, Cutiefly and Ferrorhorn evolve at lower levels, Luvdisk evolves into Alomomola at level 30.
Encounters list attached.
Resource Pack: Credits:
"Pokémon Essentials" was created by:
Poccil (Peter O.)

With contributions from:
Boushy<s>MiDas Mike
Brother1440<s>Near Fantastica
Genzai Kawakami<s>Popper
Golisopod User<s>Rataime
Jacob O. Wobbrock<s>the__end
Lisa Anthony<s>Wachunga
Luka S.J.<s>
and everyone else who helped out

"mkxp-z" by:
Based on MKXP by Ancurio et al.

Main tileset by me (edits of Lakeside and the default)
Lake autotile by LordLucario35

Lakeside tileset:
Zeo254 for most of the tiles
Kyledove for the grass tiles and small palm plant
XDinky for the small bush house
SailorVicious: For the wooden bridges
NocTurn for large amounts of recoloring within the tree tiles and grass, along with other small edits

Grunts sprites: Plasma grunt sprites by xxxsnow and purplezaffre

Overworld Pokemon sprites from Gen 8 Project
  • Battler Sprites:
    • Gen 1-5 Pokemon Sprites - veekun
    • Gen 6 Pokemon Sprites - All Contributors To Smogon X/Y Sprite Project
    • Gen 7 Pokemon Sprites - All Contributors To Smogon Sun/Moon Sprite Project
    • Gen 8 Pokemon Sprites - All Contributors To Smogon Sword/Shield Sprite Project
  • Overworld Sprites
    • Gen 6 Pokemon Overworlds - princess-pheonix, LunarDusk, Wolfang62, TintjeMadelintje101, piphybuilder88
    • Gen 7 Pokemon Overworlds - Larry Turbo, princess-pheonix
    • Gen 8 Pokemon Overworlds - SageDeoxys, Wolfang62
    • Gen 1-5 Pokemon Overworlds - MissingLukey, help-14, Kymoyonian, cSc-A7X, 2and2makes5, Pokegirl4ever, Fernandojl, Silver-Skies, TyranitarDark, Getsuei-H, Kid1513, Milomilotic11, Kyt666, kdiamo11, Chocosrawlooid, Syledude, Gallanty, Gizamimi-Pichu, 2and2makes5, Zyon17,LarryTurbo, spritesstealer
  • Icon Sprites
    • Gen 1-6 Pokemon Icon Sprites - Alaguesia
    • Gen 7 Pokemon Icon Sprites - Marin, MapleBranchWing, Contributors to the DS Styled Gen 7+ Repository
    • Gen 8 Icon Sprites - Larry Turbo, Leparagon
  • Cry Credits:
    • Gen 1-6 Pokemon Cries - Rhyden
    • Gen 7 Pokemon Cries - Marin, Rhyden
    • Gen 8 Pokemon Cries - Zeak6464
  • PBS Credits:
    • Golisopod User, Zerokid, TheToxic, HM100, KyureJL, ErwanBeurier
  • Script Credits:
    • EBS Bitmap Wrapper - Luka S.J.
    • Gen 8 Scripts - Golisopod User, Maruno, Vendily, TheToxic, HM100, Aioross, WolfPP, MFilice, lolface, KyureJL, DarrylBD99, Turn20Negate, TheKandinavian, ErwanBeurier
  • Compilation of Resources:
    • Golisopod User, UberDunsparce
  • Porting to v19:
    • Golisopod User, Maruno

Various music from ENLS' library
Some track from Ace Gamer Andy's Ace Music Pack

Fairy Hill, Whisper Woods and Challenge Woods outlines made by LordLucario35

Thanks to Aveontrainer and PurpleZaffe for the Grunts sprites, SphericalIce and Aveontrainer for the overwold sprites.


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Last edited:


Arbiter of Doggos
Dec 12, 2017
A pretty little game sprinkled with charm, good mapping, and an interesting setting.
Version: Github

- hey no need to state the game's jam-ness and small size in the intro, the majority of players are aware of what they're getting into when they play jam games. Have a bit more faith in your game!

- hahaha a picture of a calendar...

- like the shadows cast by the lights, but should that happen when it's day? when do they get activated? if it's at 6 in the evening then you should set it a bit later I think

- the self-sarcastic talking protagonist is something that I personally like, though the sarcasm feels a bit strong sometimes, or at least too frequent.

- haha the grocery list sticky is more a frequent phenomenon in laboratory settings than you think, so I laughed hard when I read that!


- the mapping is good, but could have benefitted from some less-obvious gap fillers (like small bushes to stop the player from getting near the borders) and some strangely placed tiles like trees coverd by ledges. They could also be just a bit more compact, but they are still good overall. It also gets better when you progress further in the game

- glad the game asks if the player is ready before the cutiflie fight

- I like the fact that mom insta-heals you without fadeing-out and in, although this is usually considered improper in terms of standard pokemon games. I'm all for it though

- I love the fact that you have placed grass tiles in the right place so that main road passage and movement isn't hindered by random encounters

- glad I caught vulpix due to lisa's and Frontier's emphasis on Steel mons, and although you are providing the player with fire-types early on, it might be a bit much for people who haven't caught any

- Eusine music is always a plus

- flower autotiles in the gardens make the game lag a bit

- wild mucnhlax with leftovers!

- hey the doork pun is nice, but there's no visible door before the stairs!

- it's good that the lucky egg is available early on, but I'm not sure if catching a rare mon to trade it for is a good idea!

- trading center is a bit big

- I like the overall character of Carn, it'd be fun if we had met him before, so that the rival commentary during this event didn't feel too sudden. A character that basically becomes a rival just because sounds like a fun concept

- this is more of a personal preference, but I believe it's better to have either OW encounters or normal encounters, and not both. Imo, OW encounters suit this game the most

- seems like encounter levels are a bit high in Butterfly Road

- from Butterfly road onwards, the tiles look REALLY good, they're like a perfect mix of gen 4 and gen 3 in a way that doesn't look inconsistent, are some of these custom or your own?

- while it's good that you aren't allowed to progress without healed mons past butterfly road, the daycare should have an option to heal...

- I'm not sure characters in the pokemon world use community terms like "pre-evo" and "pseudo-legendary". It's usually considered immersion-breaking

- ribombee's dialogue confused me a couple of times, unless I'm not really good at understanding fairyspeak

- nice of you to let fye heal you in fairy hill

- why would the researcher battle you when he says "do not disturb me" right after? xD

- having normal trainers use lemonades etc is a double-edged sword, some people might like the extra challenge some might not

- LOL Clefable used Eternabeam through metronome

- though the delta map is kinda big I like it a lot!

- I like mon variety

- Imo, it'd be better if you had used the delta tileset (slightly adjusted) for other areas too. It feels contrasting to the gen 3 standard kanto tiles. Also the standard kanto gen 3 trees used in the delta tileset don't fit in too much, although you've changed their color I think?

- nice that the rival in whispering woods heals you!

- last battle is a bit hard given the player's levels


Transfer to Whisper Woods places you in an impassable tile inside a fallen log! If you haven't saved up to that point you might lose a lot of progress! The player is unable to progress and reach the end of the game.


- void visible to the north of starting town, when you attempt to enter the forest

- you can nab the pokedex before you choose your starter!

- professor's aide says he can control my pokedex access, although no such thing happens? Also, his dialogue font color changes from blue to black

- player shadow persists in interiors too (at least for the player's house, but I think almost everywhere else too)

- star village to star farmroad eastern side visible void

- vulpix's backsprite is huuuuuge!

- rope/suspension bridge that starts from the fisherman and ends on the hill further north, has a tile right at its end where it's impossible to move right when the grassy ground tile it's on is walkable. Same with big bridge next

- you can keep asking the professor to register him in the pokegear

- small typo: translating instead of transtating (meowstic dialogue). Also visitors and not visitor, from whom and not from who

- neither cutieflie nor meowstic are interactable post-win. The event continues only upon walking through the same tile again, so you must have forgotten to set it to "autorun" post-win. Furthermore, the player is able to simply go south without seeing the post-win event, so if you are setting story/progression variables in that event, it might lead into some sequence breaking later.

- you can see both of the two pokemon storead away in the westernmost side of the farmroad. Either store them somewhere away from player, or activate their A switch with pbSetSelfSwitch (don't forget to give each an A ON page, with "through" on) so you won't have to worry about placing them somewhere in the map

- player shadow is glitchy in general

- League Mountain instead of Mountian

- also the mountain tiles next to the officer blokcing the road kinda disappear after a while

- south of the entire map void is visible

- transition to the farm plains tiles is a bit messy, the mountain tiles south do not end up anywhere, and the ones to the north are walkable and look a bit strange

- camera panning maintains player's shadow in the center, so it's like a moving shadow accompanies the camera

- wrongly placed flowerpot tiles on buildings, hidden under the building's priority roof tile

- you have set some NPCs walking speed to fast, whereas their frequency speed (how fast the move updates) is the one you should have set to fast. The way you've done it now, the character moves fast yet stops before each next move

- locked doors shouldn't be walkable

- you can see the void if you follow the fence all the way southwest

- a tree's base tile is cut short next to the wooden fence

- one of the overlapping grass tiles next to the wooden fence to the south is using its base ground tile form and not the overlapping grass

- scyther floats

- nurse joy's side facing sprites have pink non transparent pixels

- pc storage doesn't heal mons?

- aroma leady need not tell you to ask her again so she can give you litwick. Simply make her defeat page use autorun, and then activate another page to set the event to B or C.

- butterfly road southwestern part tree tiles are bugged

- frontier defender sprites are blurry, have you resized them properly?

- bulba evolved after it fainted post-win

- "sounds" grateful instead of "sound" greatful

- you can climb the hill's upper tiles right after you defeat Frontier

- just next to the shrine wher the fairy is, on the right hand side, next to the rock, a mountain tile doesn't have a ledge

- fairy hill south visible edges

- fairy delta southeastern side visible void

- some of the grass tiles in the delta lack their upper parts

- locked door in delta is walkable

- the hill where florgress is can be walked on if you enter from the top grassy-mountain tile. Florgress is not interactable (since you aren't supposed to be able to get there)

- delta to whisper woods map border is wrongly placed, for instance, the checkpoint on the whisper woods side is at least 4 tiles down on the Y axis

- transfer to whisper woods and transfer from whisper woods should be placed inside the building - as it is, the player gets transfered even if they dont enter the bulding (simply by passing by)

- rival event in whispering woods won't be activated if you walk from the uppermost tile all the way to the right, you can actually bypass the fight entirely. Also the player character wont face to the left to talk to the rival. You should set event height to at least 1 tile higher

- southernmost part of whispering woods tree tiles don't have the "top" of the trees that should have been right below them. To understand what I mean, find the big tree to the southwestern end of the map, walk all the way south and west, right below it, and then look at the one correctly placed tree tile in the corner. That's how all of them should be

- Whispering woods eastern void

- a tree right before the northern whispering checkpoint lacks its top tile

- phantump floats way too high

- you can walk on some of the big-sized leafs that can be found all around whispering woods

- you can jump ledges sideways (disable the approriate direction in the tileset)

- marla has no dialogue post defeat and she begins to walk

- north checkpoint transfer to challenge woods places you 1 tile further from the entrance, this also happens with the southern checkpoint to the delta from either side

- you can walk on the left and right side tiles of the checkpoint entrance in Challenge woods

- the rival is called 0 during the team-up event if you haven't named him (I dont know if it happens even if you hadn't named him)

- blocked road to farm plains uses disjointed wooden fences

- visible void on westernmost side of Challenge Woods (add a neighboring map or dont allow the player to get there by drawing the fences further east)

- void also visible on the right hand side

- there's a broken tree tile on the northeastern part of the woods

- partner trainer disappearing should fade out the screen before he goes poof, and then fade in back when he's disappeared. Same with some other instances where events simply show up on the map and then disappear

- fairy spring has void border on the left

- you forgot to set the second page of master lucario's event to A, so if you talk to him he talks as if the battle with him has already concluded.

- psy mansion interior black tiles reflect the character (which means they are blank- non dark tiles, you should paint over them with a black tile. Another reason might be that the map's edges are too close to the entrance)

- psy mansion bad guys don't talk post-defeat

- the diagonal placed chairs lack their upper part of the sprite

Finally, don't worry that I have found a lot bugs, I did my best to find as many as I could so you can fix them soon, I think you can get most of them in a single patch, or next version. You definitely need to fix the transfer bug to whispering woods because the player is unable to progress!

Congrats on the release!

Strong Suit: Mapping, Concept, Atmosphere
Feel: Mystery, Relaxing, Nature
Last edited:


Feb 22, 2021
Thank you for such a detailed and nice commentary!
I tried to make this funny and atmosferic, and very glad you enjoyed the protagonist and funny details like the grocery list. In the future, I want to make "Snarky protagonist" an option like any other )) Or is it a bad idea?
The pokemon in the PC do not heal because the one of the NPC pokemon in the Delta gives you a Pokemon Box Link.
Vulpix backsprite should be the default of Gen 8 Project. all questions to them since you didn't provide a screenshot.
The delta tileset is mostly the "Lakeside" compilation by NocTurn (as I say in the credits), though I added some tiles by recoloring the tiny flowers tile and the default Essentials trees, to bring them into the similar palette. And it's meant to be contrasting - land with and without fairy magic.
Last edited:


Arbiter of Doggos
Dec 12, 2017
Thank you for such a detailed and nice commentary!
I tried to make this funny and atmosferic, and very glad you enjoyed the protagonist and funny details like the grocery list. In the future, I want to make "Snarky protagonist" an option like any other )) Or is it a bad idea?
The pokemon in the PC do not heal because the one of the NPC pokemon in the Delta gives you a Pokemon Box Link.
Vulpix backsprite should be the default of Gen 8 Project. all questions to them since you didn't provide a screenshot.
The delta tileset is mostly the "Lakeside" compilation by NocTurn (as I say in the credits), though I added some tiles by recoloring the tiny flowers tile and the default Essentials trees, to bring them into the similar palette. And it's meant to be contrasting - land with and without fairy magic.
You are welcome, I did my best to report as many bugs as I could, but you gotta take care of the transfer bug asap! Players can't progress!

In the future, I want to make "Snarky protagonist" an option like any other )) Or is it a bad idea?
Hm, you mean like having an option to choose between a snarky and a usual protagonist? I don't really know! But I don't think anyone's ever done it before either!
The pokemon in the PC do not heal because the one of the NPC pokemon in the Delta gives you a Pokemon Box Link.
Whoops, but still that's in the Delta, and not in the map right before the Delta! It makes it a bit difficult to heal.

And it's meant to be contrasting - land with and without fairy magic.
Ooh I get what you were going for, but they do feel different to gen 3 FRLG tiles, and something like this is conventionally considered inconsistent. I am not really bothered, but I think it might slightly throw off a number of people. So perhaps use a similar tileset to the one you've used for the delta, but instead with less...uh.... fairyness?


Feb 22, 2021
Updated the download, without that major bug )
Thank you for your comments, I will try to get more consistent tilesets for the future games. This one was kinda the tutorial for me, like the first sketches.


Apr 15, 2017
Hello! I've been playing your game and I've come across a few bugs and progress-halting bug from the first rival battle.





1. When you register Professor Cedar in the PokeGear it says you've registered Professor Oak.
2. There are a few grammatical errors in this interaction, including the screenshotted one.
3. The opposing trainer sprite is a little blurry.
4. Map dimensions error.
5. This is the gamebreaking bug. When facing your rival for the first time, no matter if you decide to name them or not, I got this error. The traceback log is here:
Script error in event 66 (coords 26,56), map 48 (Farm Plains):

Exception: RuntimeError

Message: Can't find trainer (RIVAL1, Carn, ID 2)

***Full script:

pbTrainerBattle(:RIVAL1, "Carn", nil, nil, 2)


002_Trainer_LoadAndNew.rb:112:in `pbMissingTrainer'

001_Overworld_BattleStarting.rb:485:in `pbTrainerBattle'

(eval):1:in `execute_script'

003_Interpreter.rb:137:in `eval'

003_Interpreter.rb:137:in `execute_script'

004_Interpreter_Commands.rb:352:in `command_111'

004_Interpreter_Commands.rb:29:in `execute_command'

003_Interpreter.rb:127:in `block in update'

003_Interpreter.rb:87:in `loop'

003_Interpreter.rb:87:in `update'

003_Interpreter.rb:189:in `rescue in execute_script'
003_Interpreter.rb:135:in `execute_script'
004_Interpreter_Commands.rb:352:in `command_111'
004_Interpreter_Commands.rb:29:in `execute_command'
003_Interpreter.rb:127:in `block in update'
003_Interpreter.rb:87:in `loop'
003_Interpreter.rb:87:in `update'
002_Scene_Map.rb:157:in `block in update'
002_Scene_Map.rb:155:in `loop'
002_Scene_Map.rb:155:in `update'
002_Scene_Map.rb:218:in `block in main'
002_Scene_Map.rb:215:in `loop'
002_Scene_Map.rb:215:in `main'
999_Main.rb:37:in `mainFunctionDebug'
999_Main.rb:20:in `mainFunction'
999_Main.rb:47:in `block (2 levels) in load_scripts_from_folder'
999_Main.rb:46:in `loop'
999_Main.rb:46:in `block in load_scripts_from_folder'
000:Main:34:in `eval'
000:Main:34:in `block in load_scripts_from_folder'
000:Main:31:in `each'
000:Main:31:in `load_scripts_from_folder'
000:Main:44:in `block in load_scripts_from_folder'
000:Main:43:in `each'
000:Main:43:in `load_scripts_from_folder'
000:Main:48:in `<main>'
-e:in `eval'
Been really enjoying this game so far and I can't wait to continue!


Feb 22, 2021
progress-halting bug from the first rival battle
Sorry, got caught up the new ideas and forgot about this one! This bug only happens if you choose Shinx, by the way.
Updated the download link! Sorry for the inconvenience.