PDA

View Full Version : [Engine] Pokémon for Ace


Crystal Noel
December 9th, 2012, 06:52 PM
This is a Kit for RPG Maker VX Ace that allows users to create Pokemon Games while still using the database to keep compatibility with other custom scripts.

More information about the project is available on my blog at http://crystalnoel42.wordpress.com/pokemon-for-ace-kit/. How does it use the database you might ask, well by using the noteboxes located in almost every tab of the database to implicate the custom features. My main reason for doing such is so that a user can take advantage of the features(traits) system that Ace has provided. You can still use external text files to add notes (this would mainly be useful for adding trainers because they have a lot of notetags that need to be added to set them up properly or for notes that are universal across all Pokemon(such as abilities or pokerus)

Screenshots

http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375720146-988099.png?w=1000&h=http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375722691-071612.png?w=1000&h=http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375722727-550698.png?w=1000&h=http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375722742-950579.png?w=1000&h=http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375723355-689626.png?w=1000&h=http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375727609-368922.png?w=1000&h=http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375735733-761611.png?w=1000&h=http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375735736-187750.png?w=1000&h=http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375736101-757659.png?w=1000&h=http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375736404-640983.png?w=1000&h=http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375737220-783664.png?w=1000&h=http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375751687-904136.png?w=1000&h=http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375719860-836732.png?w=1000&h=http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375720047-855429.png?w=1000&h=http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375720103-352603.png?w=1000&h=


What you can do to help.
1. If you find a script that allows for the use of animated GIF images for battles among other things that would be appreciated.
2. You can compile resources for the Kit (Pokemon following sprites are already in place) such as Battlers or Tilesets. More on resource contributing later on in the Post. (If you plan to do so please message me first, so you don't create something that I already have from another source)
3. Suggesting custom scripts that might help the project. I will provide feedback on the scripts (Usually one of the following A. Thank you that works. B. Sorry that doesn't seem to fit my needs for the project. C. This system is already in place D. Sorry the script has compatibility issues.) Again if you plan to write one specifically for this kit message me so you don't make something that is already there
4. Give suggestions on how things could be done or improved (this will mainly be ready once the project goes to beta leading up to the full resease)

Resourse rules
Please read all points before contributing reasoures.
1. Tilesets need to be compatible with VX Ace (No XP Tiles)
2. Battlers are to be named like the attachments dictate ({national pokedex no.(3 digits)}_{form id usually 0}{if shiny put lowercase s on the end} female forms are considered form id 1 in this kit) This can either be in .gif format were the image is animated or in .png were one image is static and another image with the same name that has all the frames with [anim] after the name. See attachments for examples.
3. Animations should have a project with it having the animation set up. (please include all sound effects needed for the animation.)
4. Characters are to be in either single image format (notated with a $ on the front of the file name or in the 8 image format (again I don't need Pokemon following.
5. Keep all images that aren't tilesets in their original size. It helps when it comes to making door images and buildings.(By that I mean at the size that they are in the handheld games.
6. Please make sure that .gif images don't have chopped up frames.
7. Thank you for following directions you may now contribute resources. :mew2:

Good Places to Get Resources
(Bellow is a collection of sprites that could be used to get resources.)

http://www.spriters-resource.com/
http://pokemondb.net/
http://sprites.pokecheck.org/
http://www.dragonflycave.com/sprites.aspx
http://pokemonspriteguy.blogspot.com/
http://www.arkeis.com/pokemonsprites.htm(Good for custom sprites for your projects)
http://www.pokemonelite2000.com/sprites.html
http://www.pokemonelite2000.com/blackwhite-normal-animated


Credit

Scripts:(All mini scripts are mine)

Crystal Noel (obviously)
Yanfly
Victor Sant
Tsukihime
Galv
V.M of D.T
Nicke
Shaz
Jet10985
Estriole
SuperOverlord
KilloZapit
Neon Black
Khas Arcthunder
Dekita
Jet
Luka S.J.
Venom12
Moghunter
Yami
Woratana
Xzeph
Modern Algebra
Cremno
OriginalWij
tomy
Casper Gaming
Mithran
Seiryuki
Raizen
CrazyNinjaGuy
Kread-EX
Anyone who I missed accidentally.


Resources:

kurai
MrMasterMrDoom
P-Sign
Clowcardruler
Maruno
Venom12
FL .
apoclaydon
Jtanooki
Rick1234
wvistaultimate
Timmah
snivy101
tebited15
wesleyfg
jellojolteon2000
Everyone involved in this Sprite Project (https://docs.google.com/spreadsheet/ccc?key=0Akua_VvFyhZTdEYzTS1UUUgzU19ITllWM0V4MXFpalE&usp=sharing#gid=0)



The attached thumbnails are very long and not so tall, but most web browsers the cursor should change if you are over one.

Nintendork15
December 12th, 2012, 03:23 PM
Only thing I can say is, I hope the Pokemon menu isn't always gonna be like that in the future. If it is, this isn't that good of a Starter Kit.

Crystal Noel
December 12th, 2012, 03:39 PM
Only thing I can say is, I hope the Pokemon menu isn't always gonna be like that in the future. If it is, this isn't that good of a Starter Kit.
I'm using a custom menu script, so the options can be rearranged in any order. The status window is hidden unless it is needed. I will add an option to hide the gold window if so desired. Mainly all of the scenes are not ready yet and I don't have a custom window skin yet. I will upload a new screenshot once the menu is finished. Is there anything else the menu could use?

DaSpirit
December 12th, 2012, 04:44 PM
As what Nintendork15 says, if your kit does not look 100% like Pokemon, no one will be drawn to your kit, even if it has the best features.

It seems as if you have a lot of features though and I like that though. Just have to update the menus to Pokemon ones and you're almost done.

Crystal Noel
December 12th, 2012, 05:02 PM
As what Nintendork15 says, if your kit does not look 100% like Pokemon, no one will be drawn to your kit, even if it has the best features.

It seems as if you have a lot of features though and I like that though. Just have to update the menus to Pokemon ones and you're almost done.

As I said above I don't have a window skin yet and the options are not in place yet. I will probably make a multiple window skin script so that the windows vary by the use. The only issue that presents is with rotation battles having different positioning as opposed to triple battles and it would be a hassle to have to have the user change that back and forth between the positioning.

Crystal Noel
December 14th, 2012, 09:28 AM
Update. The menu has been fixed and now has a screenshot to prove it. Still waiting on a windowskin.

Rayquaza.
December 14th, 2012, 11:18 AM
I could compile a tileset, it may take a while because I'm away next week but I'll start the week after if you want.

Crystal Noel
December 14th, 2012, 11:36 AM
I could compile a tileset, it may take a while because I'm away next week but I'll start the week after if you want.

Thank you, that would be helpful. Any format from DPPt is fine. My only request is them as area type sets. Field is for world maps (like this one from the Final Fantasy series (http://finalfantasy.wikia.com/wiki/World_Map)) which is not in Pokemon Games, due to the fact that they connect fluently together.
The best bet for buildings it to put them in B-E Tilesets because autotiles are too limited for this. Also, if you choose to do HGSS, I would make the sign in front of the Pokemart a character set so it can spin.

Rayquaza.
December 14th, 2012, 11:51 AM
It'll probably be along the lines of BW. I am we'll aware of the limitations of autotiles in VX and VXA as I have experimented countless times with the tilesets.

Crystal Noel
December 14th, 2012, 11:56 AM
I hope this isn't too demanding, but if you could include door character sets for the tileset because RTP doors will look awkward with BW tiles.

Rayquaza.
December 14th, 2012, 01:35 PM
Yeah, that's fine, I'll get to work on it upon my return.

Crystal Noel
December 16th, 2012, 09:32 AM
Update:
Now have 3 Window skins

http://i40.tinypic.com/mrwgvm.png
http://filesmelt.com/dl/mrwgvm21.png
http://crystalnoel42.files.wordpress.com/2012/12/window.png?w=128

I want to have about 20 different ones for the player to cycle between in the options. So now I am accepting them as resources. If you have a Pokemon window skin please by all means contribute it to the kit, you get your name in the credits list if you do so.

Crystal Noel
December 22nd, 2012, 03:39 PM
New update:

You now can have only 4 moves (or as many as you like)
V.S. Sequences are in place
Message can be displayed any were


P.S.
I really need help obtaining battlers. So as of now I would like them sent to me as strips with [anim] at the end because it seems that .gif images will not work at all in Ace.

p.claydon
December 23rd, 2012, 09:38 AM
this looks good and imho i couldnt care less if it 'looks' like pokémon as long as it works like pokémon after all this is a pc version not a gameboy version so things can looks a tonne better

Crystal Noel
December 23rd, 2012, 06:58 PM
this looks good and imho i couldnt care less if it 'looks' like pokémon as long as it works like pokémon after all this is a pc version not a gameboy version so things can looks a tonne better
Finally, someone who agrees with my mentality. It seems like Pokémon and Final Fantasy fans don't like change. People don't seem to understand that the point of the kit is to make Pokémon games with Ace's engine, not with text files and an engine that is very different.

p.claydon
December 25th, 2012, 10:39 AM
i love pokemon and final fantasy (pokémon with materia would be scary but kool at the same time :S)

will this follow the same rules as the pokémon games though (evo types, trade, 4 move max etc)

Crystal Noel
December 25th, 2012, 11:06 AM
i love pokemon and final fantasy (pokémon with materia would be scary but kool at the same time :S)

will this follow the same rules as the pokémon games though (evo types, trade, 4 move max etc)
Yes it will have all the usual features. I set it up in a way that you can comment out or delete features you don't want.

Types are set up as states for easier management.
Move limit can be changed to any number greater an 0 and can be different for you and enemies.
I can't guarantee game to game trade, but I can assure you that in-game trades will be present.(Don't worry I have plans to make alternatives for trade evolution via item like done in Essentials).
Most data for species is done by the class notebox making changing the data as simple as a class change and refreshing the actor


P.S. Pokémon with Materia would be cool. Actually there is a script for Materia for Ace. The only issue with the idea is that your Pokémon would have to be holding an item to use Materia. Although you could just change the equips slots in script.

p.claydon
December 29th, 2012, 11:54 AM
well i'll be keeping my eye on this

Zodiac.
December 29th, 2012, 12:19 PM
Same with me. This project will probably go further than CNG's.

Rayquaza.
December 29th, 2012, 12:59 PM
Yeah, I agree with that - CNG's kit is basically dead. There have been no updates for quite some time so this one will hopefully be the first kit for VXA.

Crystal Noel
December 31st, 2012, 03:47 PM
Now I have all the Pokemon sprites in Animated GIF format. What I need now I for someone to convert them to sprite sheets. I recommend the plug-in for Gimp it is quick and easy. What I need is for the BIMP plug-in to recognize the frames as layers and I would be set.

They are located here: https://docs.google.com/file/d/0ByRLSt9SYFG9QUs5dEFSZlR4QkU/edit
Currently, I don't have the female Combusken Sprite for the front because the site I used had it cut off at the top.
---------------------------------------------------------------------------------------------------
Update:

A custom battle HUD is set for the Party to use and will soon be there for the Enemies
Battle layout set up for party
Buffs now don't where off until the battle's end
Buff formula is set to funtion like Pokemon
Added a music player for the game

p.claydon
January 1st, 2013, 02:53 PM
i think i can do this for you

Crystal Noel
January 1st, 2013, 07:56 PM
Thank you that is much a appreciated.
http://registry.gimp.org/node/20943 here is the location of the GIMP sprite sheet plug-in. Some editors will chop up the frames of some sprites, but GIMP won't so I highly advise this. If you don't have GIMP Google it. It's free software.

Rayquaza.
January 2nd, 2013, 02:22 AM
Almost done with compiling tiles...
How is everything set up? Pokémon trainer-wise and encounter-wise? Like in Pokémon Essentials for XP or like the Pokémon Script project?

p.claydon
January 2nd, 2013, 02:36 AM
thats fine i use photoshop and the new version opens gif images as layers so will use that how would you like the file names

Crystal Noel
January 2nd, 2013, 09:22 AM
Almost done with compiling tiles...
How is everything set up? Pokémon trainer-wise and encounter-wise? Like in Pokémon Essentials for XP or like the Pokémon Script project?
It is done in the map's notebox.
Like so:
<region swaps>
1-70: 20, 25
570-30: 20, 26
</region swaps> this sets the encounters of the map to be 70% chance of Bulbasaur and 30% chance of Zorua in region 0. Using [region: x] will change the region. Once the region is changed any new encounters added bellow that notetag are in that region. For more info see the script Region Swaps (http://crystalnoel42.wordpress.com/2012/11/10/crystal-engine-regional-swaps/).
Trainers are done similarly. In the database create a new enemy and specify it is a trainer. Then type the opening trainer information note. Once done any information is info on the first pokemon. Using notes you can add more Pokemon and create multiple teams. Make sure that the trainer section is then closed.
thats fine i use photoshop and the new version opens gif images as layers so will use that how would you like the file names
Name them just as they are in the folder with [anim] on the end. One row sheets.

Zodiac.
January 3rd, 2013, 02:20 AM
Judging by the screenshots you now have in the first post, the tiles and sprites (and text) looks horribly resized.

Crystal Noel
January 3rd, 2013, 04:16 PM
Judging by the screenshots you now have in the first post, the tiles and sprites (and text) looks horribly resized.
The text is the fonts from essentials at size 24. The tiles needed to be upsized from 16 by 16 to 32 by 32 because of VX Ace standards. The sprites are anti-aliased similarly to the Scale2x algorithm to a 1.5 scale to work with the doors. The main reason for this was the original size is too small and the double size is too big. This seems to be best at 1.5 for 2D.

@p.cladon: Could you make static images of the image's first frame under the original name. Some scenes and the frame detector need images that are the size of the frame.

p.claydon
January 4th, 2013, 01:25 AM
yh should be able to do so will finish the conversion 1st tho (shouldnt take long to do the 1 frame static)

Crystal Noel
January 6th, 2013, 12:55 PM
This is something that I want to know before I create the command window in the Pokedex. What should I have in the window for options.
This is the Area, Cry, Info, Forms Window. Note that I plan to popup the data in windows instead of chancing the screen. What I need to know is:

Should area be done by popping up the map and highligtning the locations, with a list of areas that it is found at, or just take it out and use the Habbitat List function from BW2
Should form pop-up a window with all the froms and you can compare them or should it just cycle the forms in the main window.
What else could this window use?


Other than that
--------------------------------------
Update:

All ability names and descriptions are in the kit, starting on the effects
Fixed a bug with region effects
Added custom hit formula's for the more advanced members to use.
New additions to the critical hit system

Crystal Noel
January 9th, 2013, 07:42 PM
Update:

Added many new options for custom effects
Progresssive Timer
Can make events look like Pokemon in Your Party or your character(Now you can put Copycat from Kanto in your fangame)
States aquired from certain tiles
Parallex Mapping options avalible
Cast Animations (Messages go by fast, so this help you know who used what)
Moves like Fly and Dig are ready to be created
Additional conditions for events
Infective States (States can randomly be spread around the battle)
Custom Weather
Custom Transitions
Skill and item selection no longer hide the battlefield
Picture Gallery

DaSpirit
January 9th, 2013, 08:20 PM
You seem to make progress really fast. Is there a demo or anything we can try?

p.claydon
January 10th, 2013, 10:46 AM
all sounding good hoping to see a demo soonish

Arandomgamemaker
January 11th, 2013, 11:32 AM
Wow, this is pretty cool that you're making this! Do you need any help with sprites?

Crystal Noel
January 11th, 2013, 03:09 PM
You seem to make progress really fast. Is there a demo or anything we can try?
Depends. Define what should be in the demo at a minimum.

Wow, this is pretty cool that you're making this! Do you need any help with sprites?
Yes. I have people doing most things. I don't have anyone on the following things.

VS Sequences. Make the images at the original size and I will use scale2x to re-size them. (Using the Gimp plug-in + the BIMP plug-in) I will attach the current VS image folder to this post, so you can see how it is done.
I could use some 96 x 96 pictures of items. Use the Dream World artwork it is the closest in size. If there is not dreamworld artwork then don't make a picture, I acknowledge that not everything can be found in the Dream World.
Pokemon window skins are a must have for this kit. I only have 4 I want about 20, so the player can cycle during the game.
An image to use for sandstorm weather and for intense sunlight.
A faceset for Eggs
BW2 Overworlds (e-mail me for the process on how to make the charactersets)
Move animations.


Any of the above are good.

p.claydon
January 11th, 2013, 03:21 PM
I think I have b&w overworlds on my laptop also I've got custom eggs for most if not all pokémon (somewhere) I'll dig those out and send you them when I find them

DaSpirit
January 11th, 2013, 04:24 PM
Depends. Define what should be in the demo at a minimum.
Basic walking, few items and small battle. :)

Crystal Noel
January 11th, 2013, 05:33 PM
Basic walking, few items and small battle. :)

Should the battle be a working Pokemon Battle Engine or just a basic Default Battle to give you the feeling for what the battle will flow like.

Arandomgamemaker
January 11th, 2013, 10:27 PM
Alright, I guess I'll try to do attack animations and item icons.

Some questions, though.
1.Do you need the animations VX Ace compatible, or just the sprites to make them?
2.For item icons, should they all be completely seperate?
3.Does it matter what generation these are from?

Crystal Noel
January 12th, 2013, 08:51 AM
Alright, I guess I'll try to do attack animations and item icons.

Some questions, though.
1.Do you need the animations VX Ace compatible, or just the sprites to make them?
2.For item icons, should they all be completely seperate?
3.Does it matter what generation these are from?


VX Ace Compatible. If you want to take it to the next level, then open VX Ace and set up the animations. Make them so that the Pokemon could be places anywhere in the battle field.
They are image previews for Ace Item Menu (http://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-item-menu/) by Yanfly
Animations = Gen IV or V, Pictures = Dream World Artwork (http://archives.bulbagarden.net/wiki/Category:Pok%C3%A9mon_Dream_World_items) 96 by 96.

p.claydon
January 12th, 2013, 04:37 PM
how are you gonna handle pokemon that change moveset with its form?

Crystal Noel
January 12th, 2013, 04:49 PM
how are you gonna handle pokemon that change moveset with its form?

By placing a notetag in the class learning notebox something like <form: 1>. You can make it so you can only learn that skill if you only learn it in that form and when you change forms the game scans for skills learned in other forms only and deletes them and teaches skills that are learned at the same levels for that form. I know Kyurem does this.

Crystal Noel
January 17th, 2013, 07:18 PM
Update:

Created the RPG::Trainer and Game_Trainer classes.
Added all abilities up to Gluttony (alphabetically)
Working on the battle system, may be able to have a demo out in a few days
Working on capture animations (I may slow them down, I think that they are a little too fast)
Created and refined the Pokemon animations.

Crystal Noel
January 27th, 2013, 10:10 AM
Sorry that, I have not updated this in a while. I am working very hard on the battle system.

Timber
January 27th, 2013, 10:47 AM
It is not that bad, because you're doing enough work.
I'm new here. I signed up just because of your starter kit. :D
But if you can give us an alpha or something like that it would be nice.

PS. I'm from Germany
PPS. Hi

Crystal Noel
January 27th, 2013, 11:23 AM
That depends. The battle system is a lot more work than it seems. However, I am almost done with switching. I just need to add partner trainers.

Timber
February 2nd, 2013, 06:37 AM
How is everything going ? :)

F4ever
February 3rd, 2013, 11:40 AM
Hello.
I just want you to know that you have my support and I'll look forward to try your project.
Cheers :D

Crystal Noel
February 9th, 2013, 08:44 AM
Update:

Switching is just about finished, I just need to add recall animations and make sure they work as a command
Attack both allies and enemies with the same move
Animated sprites finally work as intended
Can add custom commands to the window that gives you all the switch options
If you access Scene_Skill from battle you can't use skills from the menu, (i.e. using a move to heal from the menu and then keep battling)

F4ever
February 13th, 2013, 06:01 PM
Hello,

Do you have any clue about demo release so we can follow your work and give some feedback? :)

Crystal Noel
February 13th, 2013, 06:08 PM
The switch system has to be redone so that it runs off a skill and not it's own entity. That gave a ton of compatibility issues. After that the Pokédex will need some finishing up, for some options when you view a page. I may just leave that be for the demo since the script works without the system.
When I release the demo, how often should I update the demo I have uploaded?

C_r_e_a_m_p_u_f_f
February 13th, 2013, 08:23 PM
Probably once in two months. You're bound to get a lot of negative feedback, but the net result will be excellent. I've seen some of this, and I really think you're doing a great job. Perhaps after you finish these will you release the demo:


Menu->Bag, Save, Trainer Card, Pokémon, Pokédex
Battle Script with basic moves
Pokédex


Okay, I know this isn't much, but remember this is simply a demo, right?

fantasykisala
February 14th, 2013, 03:01 PM
I can't wait for this to come out.

fantasykisala
February 16th, 2013, 01:53 PM
The only thing I was wondering was if you could put in your own pokemon?

Crystal Noel
February 16th, 2013, 02:28 PM
Yes. Pokemon are managed through the class tab in the database.

fantasykisala
February 16th, 2013, 06:10 PM
Alright, then I will be using it when it is done

Crystal Noel
March 3rd, 2013, 06:25 AM
Update:

Switching is now complete(There is a bug but that should be fixed easily)
Moves now can have no message when being used
Time Effects were changed to work with seasons
Priority problem fixed(Moves now go by priority fixing the issue with Pursuit's change when the target switches)

If anyone wants to make animations for capturing please either PM me here, post on this topic, or PM on the RPG Maker VX Ace fourms. All I need is ones for the PokeBall and I can use that to make the others.

Crystal Noel
March 10th, 2013, 09:10 AM
Update:

Battle System is now fully functional
Can view abilities in the status menu
Removed the windows from the scenes and added new backgrounds

p.claydon
March 10th, 2013, 02:26 PM
wots needed or a demo now?

Unknown Entity
March 14th, 2013, 11:54 AM
Just picked up RMVX Ace last week when it was 50% off on steam, so I can't wait for this.

Good luck!

~Unknown

Crystal Noel
March 17th, 2013, 05:59 AM
I am very close to a demo for the Kit. All I need is storage, daycare, and menu options.
---------------------------------
Update:

You can now turn off the 4 move limit for actors(you, its the term used in the Ace database). This is for people who did not like the traditional system and prefer a selection system

p.claydon
March 17th, 2013, 06:54 AM
there is a storage facility out there but its for items and money only so i guess u'll need a storage for pokemon aswell

looking at your scripts for party leader i couldnt see a way to choose gender or anything are you looking into a fix for this?

Crystal Noel
March 17th, 2013, 07:02 AM
there is a storage facility out there but its for items and money only so i guess u'll need a storage for pokemon aswell

looking at your scripts for party leader i couldnt see a way to choose gender or anything are you looking into a fix for this?
Gender selection works fine. Just change the graphic of the actor it uses. I just use male as default for the sake of screenshots.
I am planning on just writing a storage script. I already have Item Storage. I don't know if I have a bank script though. I isn't that big though since banks only exist in Mystery Dungeon.

Crystal Noel
March 22nd, 2013, 04:53 PM
Update:

Maps are now connected by a sliding transition by walking off of the map.
Events now have a line of sight that once they see you they are triggered. Perfect for trainers and people to who halt you from advancing.
Daycare. Can desposit Pokemon, level them up, teach them new skills and the game will actually promt you to delete them :). Pokemon can also breed and eggs can be given out through events.
I found a screenshot taker that actually works!!! :)
Working on a nice Gen III tileset. It is derived from the Essentials one.

Dradier234
March 23rd, 2013, 02:26 PM
Yes, this is getting better and better! You have more and more scripts that Essentials has! I can't wait for this to come out!

Crystal Noel
March 29th, 2013, 10:41 AM
Yes, this is getting better and better! You have more and more scripts that Essentials has! I can't wait for this to come out!
This designed so that you have a lot for control over stuff that Essentials hardcoded in. You can also use third Party scripts.(Some may be incompatible because of the scripts used) I even added the ability to have an ATB bar to the HUD for battles allowing you to use Victor's ATB script(Victor's has the best compatiblity with Animated Battle the script that animates the Pokemon).
Other non-Pokemon scripts that could be used if desired are:

Yami's Guardian Series (http://yamiworld.wordpress.com/guardian-series/)
Yanfly's JP Learning (http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/learn-skill-engine/)
Tsukihime's Magic Units (http://www.rpgmakervxace.net/topic/4266-magic-units/)
Map Turn Battle (http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/animated-battle/map-turn-battle/) (You would have to alter the sprites script a bit)
The GTBS (http://redminedev.dyndns.org:8001/redmine/projects/0_010) (Not sure how the Ace version works, so you may have to alter the sprites script)
Some of my Final Fantasy oriented scripts. Others(i.e. The Sphere Grid) would not work.

guitargodd97
March 29th, 2013, 03:51 PM
Wow man! I can't wait to delve into this once you get a demo out. I'm not too keen on the depth of Ace, but let's say you release a demo of this and I were to start building a game off it, if you updated this kit would I be able to transfer my game I started earlier to the newer version of your kit?

p.claydon
March 30th, 2013, 03:19 AM
howcome the sphere grid sript would not work?

Crystal Noel
March 30th, 2013, 04:42 AM
Wow man! I can't wait to delve into this once you get a demo out. I'm not too keen on the depth of Ace, but let's say you release a demo of this and I were to start building a game off it, if you updated this kit would I be able to transfer my game I started earlier to the newer version of your kit?

Yes, I will never remove features. There may be times were you would have to restart the adventure when you update. All you have to do is use the Debug Tool to get back to where you were.:)

howcome the sphere grid sript would not work?

The way actors are assigned to the grid is done in script not through notetags, making the caught Pokémon throw an error when you open their Grids.

p.claydon
March 30th, 2013, 08:21 AM
ah fair enough :P
how is progress anyway?

Crystal Noel
March 30th, 2013, 08:31 AM
ah fair enough :P
how is progress anyway?

I am working on the Day-Care and Breeding currently depositing Pokémon and the eggs inheriting of Moves, Stats, Nature, Abilities, and Shininess. Since the way the original Masuda method works and different language Pokémon not really being able to work with the kit. I am considering using the Multiple Regions functionally to create my own version dubbed the "Crystal Method" where it has a higher rate if they originate from to different regions. Of course it is in the editable region of the script and can be removed, changed, or tweaked.
Also because of the rumor of the Light and Sound Types I added them into the Kit as extra types. I haven't retyped any Pokémon or moves yet.

Luka S.J.
March 30th, 2013, 08:42 AM
Could you record and upload a video of one of the systems (such as the battle system), so that we could get a better idea of how the different things work. Screenshots don't convey enough, when it comes to something like an entire game-kit.

guitargodd97
March 30th, 2013, 08:45 AM
This kit is really exciting to me, mainly because I had been waiting for the Kit by CNG to be made and I had all but given up hope on ever making a Pokemon game in Ace and then this came along! But yeah, it would be awesome if we could see a little vid on how some of this stuff is looking.

Crystal Noel
April 1st, 2013, 12:29 PM
Here:
AyniyniKUuo
I will make others in the future demonstrating other features, too.

SolarPhantom
April 1st, 2013, 06:32 PM
I can not wait for this to come out cause im trying to make a Pokemon game, but im using rmxp and its Pokemon essentials and that's inefficient as heck.

so what is left that you need to finish this off? i want to see if i can help.
And whats in the video i must say this to you. GOOD JOB!!!!!!

Arandomgamemaker
April 10th, 2013, 02:04 PM
Everything looks great except for the battle system and save screen.
(The battle system doesn't look like pokemon at all.)

Other then that, you're making good progress! Keep it up!

Crystal Noel
April 10th, 2013, 02:23 PM
Everything looks great except for the battle system and save screen.
(The battle system doesn't look like pokemon at all.)

Other then that, you're making good progress! Keep it up!

The battle system is set up so that the user could change the battle perspecive with ease. (The only issue is moving the HUD, but that is easy.) I made backgrounds so that the perspective could be about anything. Also trainers did stick around in Colosseum and XD.
The save screen actually looks like what shows up on the bottom screen in the 5th gen games, but with more info. If you want I could make a HUD for it. My Background HUDs script allows that.
I focus is that the core engine itself works. Appearance tend to be a secondary concern. Also, because of their functionality I use a lot of Yanfly scripts for menu features. Meaning that it takes the layout of what Ace uses by default but with slight modifications. (The Status menu got overhauled a lot, though)

Crystal Noel
April 28th, 2013, 07:59 AM
It has been a while since the last update. I have had a lot going on in my life this month.
Update:

The Day Care system had been completed
Many moves from Gen I are now in the Kit
The Light and Sound Type have been added to the Kit and are completely optional to use.

CrossZero
April 28th, 2013, 09:12 PM
WOW is awesome, but the problem is the tile-sheet limit, so there could only be like 10 houses and the roads, etc.

But i love this proyect, it has a lot to improve, but by today, is exelent.

Hope you finish it, cause in a spanish forum, some one was making something like this and never continued it.

Hope you finish it

Crystal Noel
May 11th, 2013, 07:50 AM
WOW is awesome, but the problem is the tile-sheet limit, so there could only be like 10 houses and the roads, etc.

But i love this proyect, it has a lot to improve, but by today, is exelent.

Hope you finish it, cause in a spanish forum, some one was making something like this and never continued it.

Hope you finish it

I have plans to have the connected maps draw their tiles from their native tileset instead of the one of the map that controls it, allowing for multiple tilesets on the overworld.

Crystal Noel
May 20th, 2013, 06:46 AM
Update:

Bugfix: Horizontal command windows now scroll if there is only one option shown at a time.
Working on connected maps having sepparate tilesets from each other

darthsaber89
May 20th, 2013, 07:28 PM
oooh i cant wait. is there a way for the time being to get the tilesets? while i wait i can use them in a game i have been needing them for. and keep up the awesome work im happy to see this is still going.

Crystal Noel
June 2nd, 2013, 05:25 AM
oooh i cant wait. is there a way for the time being to get the tilesets? while i wait i can use them in a game i have been needing them for. and keep up the awesome work im happy to see this is still going.
There are not a lot of buildings with what I have. I need to add them.
--------------------------------------------------------------------
Update:

Box System is now complete
Added an achivement system
Basic Pokedex eval (I have plans to make one for all 649 Pokemon)

Be aware that because of the how windows work the PC is one scene that is streamlined from the Box Selection. From there you can deposit, withdraw, move, view stats, rename the box, and change the name of the box all from one command window.

Crystal Noel
June 7th, 2013, 01:28 PM
Update:
The Pokedex system is now complete. The Pokedex is set up to resemble bestiaries from other RPG Games and to be all in one scene. When you select a Pokemon the information window merely open around the Pokemon sprite.

Beniwa
June 7th, 2013, 03:45 PM
Cool, just stumbled into this while deciding to make an Pokemon RPG myself, was looking for a starter kit. Found one for XP, but well, i wouldnt be here if that one worked for me... What you have going on here looks amazing to say the least man, awesome work. Is there any ETA on a download for this, even a beta test?

darthsaber89
June 11th, 2013, 06:43 PM
oh ok well i shall be patient lol.

Crystal Noel
July 4th, 2013, 01:45 PM
Sorry that its been a month since my last post.
Updates:

The trainer card has been created
The skills are being created
A full list of notetags for the actors is present on my blog

F4ever
July 8th, 2013, 04:44 PM
I love you. Keep up good work :)

MalcomX
July 9th, 2013, 02:35 PM
It's great to see you putting so much effort into this. I'm definitely using this when it's released.

Crystal Noel
July 22nd, 2013, 04:50 PM
What would you guys like to see in the kit?

F4ever
July 22nd, 2013, 05:23 PM
Well, you could add some kind of "fog of war" with walls blocking the view (it would be very nice for puzzles and mazes) even though it is not implemented in the original pokemon games, not exactly the Flash move outside of battles. We could also apply this effect to torches or something not the player.

It's the only thing I can probably miss in the kit I think. I am looking at your blog's list of features and I think it is just perfect for a pokemon game. My suggestion is like an add-on that would be cool.

Keep up the good work ;)
Looking forward to see your project in action!

Timber
July 23rd, 2013, 07:44 AM
What would you guys like to see in the kit?

For the Demo?
If yes, than the features listed in your blog are enough for a Demo. :)

Crystal Noel
July 29th, 2013, 10:07 AM
Well, you could add some kind of "fog of war" with walls blocking the view (it would be very nice for puzzles and mazes) even though it is not implemented in the original pokemon games, not exactly the Flash move outside of battles. We could also apply this effect to torches or something not the player.

It's the only thing I can probably miss in the kit I think. I am looking at your blog's list of features and I think it is just perfect for a pokemon game. My suggestion is like an add-on that would be cool.

Keep up the good work ;)
Looking forward to see your project in action!
I am using Victor's Fog and Lighting Effects scripts for the kit.

For the Demo?
If yes, than the features listed in your blog are enough for a Demo. :)
I have a few more things that I need to do. (Status screen and some items) I will skip the Pokegear for the demo. The option will lead strait to the debug screen.

Plomin
July 30th, 2013, 12:18 PM
If someone could make a tutorial of how to get all of this into the RPG maker VX ace it would be lovaly! :)

Crystal Noel
August 6th, 2013, 07:29 PM
Link to download demo: http://crystalnoel42.wordpress.com/pokemon-for-ace-kit/downloads/
Finally I got a demo out.The only problem is the sheer size of the the kit and the high compression ratio (meaning not much of a size reduction). If anyone knows how to compress the size to at least 600 megabytes of lower. I appreciate it.

mooshra
August 13th, 2013, 07:24 AM
I noticed a few bugs with the demo with the first being (Probably my computer) is the intro plays audio, but not video. The next is when I choose new game the event called for Professor Intro, but the song's name is Professor's Intro. This was an easy fix I just opened the project and changed the name. The last so far is when you go to the cave it says you get potions in the ext box but it gives you repels in the item log.

Still very nice demo. And How can I take the MP and TP out?

Crystal Noel
August 13th, 2013, 04:29 PM
I noticed a few bugs with the demo with the first being (Probably my computer) is the intro plays audio, but not video. The next is when I choose new game the event called for Professor Intro, but the song's name is Professor's Intro. This was an easy fix I just opened the project and changed the name. The last so far is when you go to the cave it says you get potions in the ext box but it gives you repels in the item log.

Still very nice demo. And How can I take the MP and TP out?

The error with the cave was because I changed the items list after I made those events but, did not change that. the error with the music was when i tried to reduce the file size the file got accidentally deleted.

To remove MP set REMOVE_MP_DISPLAY in Crystal Engine - Basic Module to true.

To remove TP uncheck "Display TP in Battle" in the System tab in the database.

Future updates will include battle HUDS that lack them.

Crystal Noel
August 17th, 2013, 05:25 PM
One thing that I would like to know is what changes/additions you would like to see in Version 1. I can't guarantee everything requested, but all requests will be taken into some consideration.

mooshra
August 22nd, 2013, 04:47 PM
I have one thats nagging me and my friends and its that when we go to save we will press it twice cause the normal save style of games and we reset our game to much. So if you could but a message saying Are you sure want to restart or save. It would be so nice cause I know so many others will the same as us.

LassLaura
October 5th, 2013, 09:39 PM
Well I WOULD give this a rave review, but:

1) My entire computer freezes when I try to play the demo unless I disable the opening video.

2) Once I finally get into the game, my controls are screwed. Pressing any direction moves me a random number of steps in that direction, if it does anything at all. Menu inputs are also heavily delayed. I somewhat assume this has to with needing a high-end computer to run this. Or at least higher-end then mine (mine's pretty crappy).

3) Everything's too small in battle. Couldn't you blow up the sprites by x2? If the animated sprite filesizes become too large by doing that you could use D/P/Pl or HG/SS sprites instead. Animooted =/= better (to me at least).

4) Some unnecessary scripts like the TP gain one. FFX mechanics don't belong in Pokemon. Minimap and combat log are also unnecessary.

5) A picture of the pokemon's sprite would look more accurate in the status menu.

6) Typos (snaged, summery) and some move descriptions being too long for the text box (Quick Attack).

I figure some of these have been addressed in the month and a half since this thread's been posted in, but in case they haven't, well there you go. My two cents.

Crystal Noel
October 13th, 2013, 05:28 PM
Well I WOULD give this a rave review, but:

1) My entire computer freezes when I try to play the demo unless I disable the opening video.

2) Once I finally get into the game, my controls are screwed. Pressing any direction moves me a random number of steps in that direction, if it does anything at all. Menu inputs are also heavily delayed. I somewhat assume this has to with needing a high-end computer to run this. Or at least higher-end then mine (mine's pretty crappy).

3) Everything's too small in battle. Couldn't you blow up the sprites by x2? If the animated sprite filesizes become too large by doing that you could use D/P/Pl or HG/SS sprites instead. Animooted =/= better (to me at least).

4) Some unnecessary scripts like the TP gain one. FFX mechanics don't belong in Pokemon. Minimap and combat log are also unnecessary.

5) A picture of the pokemon's sprite would look more accurate in the status menu.

6) Typos (snaged, summery) and some move descriptions being too long for the text box (Quick Attack).

I figure some of these have been addressed in the month and a half since this thread's been posted in, but in case they haven't, well there you go. My two cents.


Probably, you don't have the right codec. I will include a link in the next release.
Actually, its the friendship script refreshing your party every step. (Fixed a while ago.)
I made an expansion pack for larger battlers, I will upload that soon.
Those can be disabled, fairly easily. I will make tutorials on how to do that.
I will make an expansion pack that makes those portraits sprites.
Screenshot them and show me where the problem is at.

LassLaura
October 13th, 2013, 08:49 PM
I can't document all of the typos because I've deleted the engine, sorry. I'm sure someone else will proofread it for you if you ask though. But if I remember, the "snaged" typo (should be "snagged") is on the save file screen and "summery" (should be "summary") is on the pokemon menu.

Crystal Noel
November 10th, 2013, 08:13 AM
Update:

All Pokemon up to Generation V are in the Kit. Working on Gen VI
All abilities are functional (except for Stance Change since it is linked to Aegislash)
All moves are added into the kit (very few lack functionality)
All items are ready. Only a few Key Items lacks functionality)
Alternate forms are ready. (Changes in Type, Base States, and Ability are set, some still need the conditions for transformation)
All skills have some kind of battle animation

Lanyons
November 19th, 2013, 12:21 AM
This kit looks promising. GL and will be watching for updates :P

Crystal Noel
December 8th, 2013, 12:23 PM
Update:

Added Mega Evolution to the game.
Working on a database editor to edit trainers, pokemon, moves, and items for the game.
Working in X and Y Pokemon right now. All 721 Pokemon have slots in the data and names and evolution are set. (Some Pokemon like Malamar and Sylveon have slightly different evolution requirements)
Pokemon data created up to Aromatisse.
Re-did actor list. It now contains less actors then before.
MissingNo. has been re-numbered to number 722, removing many empty slots that the original had.

p.claydon
December 8th, 2013, 04:13 PM
hey sounding good u still need help with bugs or testing?

Crystal Noel
December 21st, 2013, 07:45 PM
Update:
I just released a full version available here: http://crystalnoel42.wordpress.com/pokemon-for-ace-kit/downloads/

pokefan41
December 22nd, 2013, 04:52 AM
i am really happy with what you've done with this. i would like to make my own contribution to the game by fixing the bgm files so they loop properly. I finally learned how to do that and using ace will really make that possible.

joeyhugg
December 24th, 2013, 01:58 PM
I am going to test this now. If this works, I am ditching Essentials, if only because I am used to RMAce and I would prefer it over XP. Thanks, Crystal Noel!

joeyhugg
December 30th, 2013, 02:38 PM
Well, there are a few problems.

1. The back sprites don't appear. At all.
2. Joey seems a little overpowered. He is the same level as your starter with a better moves. It was fine for the rival because we had a super effective move, but other than that, I couldn't even get past him.
3. The video in the beginning STILL won't work. I even installed that plugin/program from the link and it gave me another black screen until the video stopped playing.

That's about it. For positives, it looks very good. I like the High-res graphics. I also like how the Pokemon are set up in the database (finally!). I will definitely use this once the bugs are worked out. Looking forward to it!

-Joeyhugg

Varion Bluefire
December 30th, 2013, 03:33 PM
http://crystalnoel42.files.wordpress.com/2012/11/screenshot-1375720146-988099.png?w=1000&h=
The minimap seems pointless, since it's really meant for zelda games, or dungeon based games, where you need a mini map.

Crystal Noel
February 15th, 2014, 06:50 AM
Released Version 4. This version has many bugs fixed in this version.

p.claydon
February 16th, 2014, 03:14 AM
well apart from obviously having no online features :(
the main thing missing is all evolution methods and mega evolution but looking good

gr3ygho$t28
February 16th, 2014, 11:13 AM
Gonna teset Version 4. Do you have a change log from previous version?

Crystal Noel
April 14th, 2014, 12:44 PM
Sorry, I have kinda not been doing anything. It's not because I am no longer supporting this kit, it's because everything has just been so busy for me lately.

p.claydon
April 14th, 2014, 02:51 PM
thats fine :D

anyway still having issues with somethings mainly mega evolution just can not seam to get it to work :s

also the long black screen when waiting for the game to kick in is kindda annoying but copeable

hydrexis
June 1st, 2014, 04:23 PM
Hello and I am using version 5 of your "Pokémon for ace", but I have come across 2 problems



#1 When I press the 1 key the game crashes and says "script 'Export Database' line 382: TypeError occurred.





#2 When I Get the pokedex and use it the game crashes and says "script 'Pokedex' line 727: TypeError occurred.





If u Could Help me that would be great, also I need Brendan and may BW sprites but every stance there is of Black and White in your Demo(Run, Bike, Etc.)







Also I would Like to know if I could Use your starter kit for my Hoenn remakes, SecretSaphire and HiddenRuby. I tried to get a hold of u on one of your topic on Rpgvxace forums but I couldn't:(




EDIT:I did not monkey with The Pokedex Script either

byrne86
June 9th, 2014, 12:42 PM
I can't add any new trainer classes, I done it correctly, but I get an error at the start of the battle saying:

Script 'Pokemon Battle System' line 2551:NoMethodError occured.

When I try and add a new trainer using the editor I also get an error that says:

Script 'Database Editor' line 1189: NameError occured

undefined local variable or method 'new_class' for
#<Scene_EditMain:0x8fcfa64>

Could anyone help me out with this?

Thanks.

Crystal Noel
July 13th, 2014, 07:03 PM
Version 7 just released. Get it here (http://adf.ly/7307610/downloads-page).

Blacky25
July 15th, 2014, 01:31 AM
Hi,


everytime when I try to catch a wild pokemon with a pokeball i get an error.

This is what the console prints:

dropbox.com/s/1l3znrsgk7fwhcy/1.png
dropbox.com/s/zsmg3obcpecyx4t/2.png
dropbox.com/s/75ztgggge1obh32/3.png

Any idea what i can do?

4ng4rp3
July 15th, 2014, 03:08 PM
Hi, I have version 7 of the pokemon ace and when I try to start it the following error appears. Any solution?

Photo
puu.sh/ad2Kx/6ca7f785e9.png

Crystal Noel
July 15th, 2014, 06:05 PM
Hi,


everytime when I try to catch a wild pokemon with a pokeball i get an error.

This is what the console prints:

dropbox.com/s/1l3znrsgk7fwhcy/1.png
dropbox.com/s/zsmg3obcpecyx4t/2.png
dropbox.com/s/75ztgggge1obh32/3.png

Any idea what i can do?

I fixed the issue and re-uploaded the kit (as version 7, I don't think this really is deserving of it's own version update).

Hi, I have version 7 of the pokemon ace and when I try to start it the following error appears. Any solution?

Photo
puu.sh/ad2Kx/6ca7f785e9.png

Download the Pokémon Graphics and Background Music folders and import them into the kit.

4ng4rp3
July 16th, 2014, 05:39 AM
I fixed the issue and re-uploaded the kit (as version 7, I don't think this really is deserving of it's own version update).



Download the Pokémon Graphics and Background Music folders and import them into the kit.

Background Music link is broken.

Blacky25
July 16th, 2014, 06:59 AM
Background Music link is broken.

He put it under expansion packs on his site

Crystal Noel
July 16th, 2014, 09:31 AM
Background Music link is broken.

What do you mean by broken?

4ng4rp3
July 16th, 2014, 09:44 AM
What do you mean by broken?

this download link tells me: not found
crystalnoel42.wordpress.com/pokemon-for-ace-kit/downloads/Pok%C3%A9mon%20Music

Blacky25
July 16th, 2014, 11:05 AM
this download link tells me: not found
crystalnoel42.wordpress.com/pokemon-for-ace-kit/downloads/Pok%C3%A9mon%20Music

He put it under expansion packs on his site

p.claydon
July 19th, 2014, 02:01 PM
this makes me sad that its still quite buggy as an ace pokemon kit wud be sooo awesome

Gexeys
August 16th, 2014, 09:13 AM
1. If you find a script that allows for the use of animated GIF images for battles among other things that would be appreciated.

CNG's kit had a animated sprites, I don't know if this was in a public release or not but I remember him show me it.
He didn't use animated GIF's but he used sprite sheets with the frames that he needed to use, hope this helps you out. Sorry I don't know more than this but I believe he stopped trying to use GIF's due to the fact that he couldn't and that's why he used sprite sheets.

Crystal Noel
September 20th, 2014, 03:06 PM
I am planning a huge update for version 8.

Options for a more X and Y styled appearance. (done)
More Pokémon-esc load menu. (done)
Bring lag down to a minimum. (done)
I am completely replacing the sample maps and adding new trainers and possibly a brief "story" for the kit. (not done)
All HMs with be evented and usable from the Pokémon Menu (not done)
The Tilesets have been redone. The main difference is that all the buildings are now a separate layer from the rest of the ground. I made enough so every town in Kanto and the Sevii isle's could be recreated with only 2-3 layers. (done)
Triple Battles and Sky Battles definately need to make it into this update. Rotation Battles are a posiblity, but might be saved for a later update. (not done)
Battle Fronteir battle formats and rules. (not done)
Careful testing to make sure all skill effects work properly. (not done)
A Master Settings module that has the major setting in one place. (done)


This is a lot of stuff, so any help would be nice. One thing that I really want to do is having looped OGG audio files for the background music. Since OGG is the primary format used by RPG Maker VX Ace, it would be logical to want to use OGG files to their fullest potential. I have OGG files uploaded, but some are converted from MIDIs and sound awful and they don't loop. If anyone is willing to take up this task, that would be very much appreciated.

gr3ygho$t28
November 12th, 2014, 08:39 AM
I am planning a huge update for version 8.

Options for a more X and Y styled appearance. (done)
More Pokémon-esc load menu. (done)
Bring lag down to a minimum. (done)
I am completely replacing the sample maps and adding new trainers and possibly a brief "story" for the kit. (not done)
All HMs with be evented and usable from the Pokémon Menu (not done)
The Tilesets have been redone. The main difference is that all the buildings are now a separate layer from the rest of the ground. I made enough so every town in Kanto and the Sevii isle's could be recreated with only 2-3 layers. (done)
Triple Battles and Sky Battles definately need to make it into this update. Rotation Battles are a posiblity, but might be saved for a later update. (not done)
Battle Fronteir battle formats and rules. (not done)
Careful testing to make sure all skill effects work properly. (not done)
A Master Settings model that has the major setting in one place. (done)


This is a lot of stuff, so any help would be nice. One thing that I really want to do is having looped OGG audio files for the background music. Since OGG is the primary format used by RPG Maker VX Ace, it would be logical to want to use OGG files to their fullest potential. I have OGG files uploaded, but some are converted from MIDIs and sound awful and they don't loop. If anyone is willing to take up this task, that would be very much appreciated.


How goes the progress so far? Been over and month and no new updates. :(

Crystal Noel
November 14th, 2014, 03:17 PM
I'm working on the new maps. I'm planing on making it kinda like the ORAS Demo. Essentially there will be a main area with some areas to explore. In addition, there will be other sub-areas that explore different facets of the kits capabilities. Sky Battles are now a thing. In addition to that, I've updated the layout for a more X and Y appearance. One thing that I did is, create new battler graphics derived from the X and Y models. (I still don't have gen 6 cries. If anyone has them, I'd appreciate it if you sent them to me.)