>>56268842>>56268688This isn't spritework, it's a drawing. Pic rel is how much of this you could fit on an actual GBA screen. Every slightly different angle in this would have to be it's own sprite. The only way around this would be to have the character walk around on a giant still image, the way PS1 Final Fantasy/Resident Evil games worked. You could do some gimmicky ass hybrid approach like having the cliffs be a parallax background with building and floor tiles displayed on top of it where appropriate but all of this is a colossal waste of time when you can just use the GBA's standard tiling display method and use the rest of your dev time to make Hoenn bigger/add more moves and Pokemon.
Really, there are two kinds of GBA games. Ones that use simple tiling methods and look like a standard SNES game running at lower resolution, or tech demo games that use weird graphical techniques or custom engines to push the hardware to the limit. Most of those tech demo games sold way less and are way less remembered than your average pokemon game. I doubt you've ever played Ballistic: Ecks vs. Sever, V-Rally 3, Ice Nine, Driv3r GBA, or Asterix & Obelix XXL because nobody outside of kids on rom sites and graphics engine nerds ever has. Castlevania, Ace Attorney, and a bunch of random anime games look better than pokemon, sure, but they aren't anything near the OP image. Nothing on the hardware is. People need to stop pretending the GBA was the SNES or Genesis, it's a 240x160 res console. It can't do Neo-Geo level sprite work.