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Help and Requests

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GymLeaderLance99

A Muffin Button
  • 1,092
    Posts
    19
    Years
    Sorry if this was already asked, but everytime I try to add a Pokemon to my Leaf Green ROM, I always get a message that says "Compressed size is: 4(sometimes a different number)BC. Which is to big. Aborting." I can stop it from aborting but then in the game, the sprite is all messed up looking. The size of the sprite itself is the same as the original. I'm using unLZ-GBA. What I want to know is how to fix this problem.
    Dude, this is the Game Development forum. You're looking for the Hacking forum...

    Why is it that it's been a couple of years between my stopping my game and coming back to it, and people still get this confused? =/
     

    Atomic Reactor

    Guest
  • 0
    Posts
    This is a place to ask for help with Game Development, not Hack development...
    Go ask in the correct section please.

    GymLeaderLance99: I don't really understand how you did your code, I mainly just don't have the time to read it to try and understand =/
    But what i would do, is when you select the item, a switch turns on.
    And that switch allows the "Bike" common event to be on. Which is a paralell process that increases the speed of the character (higher than running) and then when the bike is somehow shut off, the switch goes off. Idk how to code any of that though lol. You'd hav better luck asking Neo Dragon...
     

    GymLeaderLance99

    A Muffin Button
  • 1,092
    Posts
    19
    Years
    @Atomic: Heh, I managed to figure it out, for the most part. The only thing I couldn't figure out how to do, since I made the bike be dismounted by pressing a SHIFT key, is have the bike dismounted in the transition between city and house, and still be able to select it once you're back outside. But I gave up on that from frustration, so now, I just have the Hero wondering if he should dismount it before entering the house. Unrealistic compared to the other games, but it can't be helped.

    But I also need that full Marina charset to be able to finish up the coding. I've attached the charset I'm using, so if anyone would like to try and complete it (with the bike, surfing, etc. action, much like Avatar's Hiro charset), you would get credited for it (and RM2K3kid would be credited for the original, of course). Thanks in advance.
     

    Atomic Reactor

    Guest
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    Posts
    @Atomic: Heh, I managed to figure it out, for the most part. The only thing I couldn't figure out how to do, since I made the bike be dismounted by pressing a SHIFT key, is have the bike dismounted in the transition between city and house, and still be able to select it once you're back outside.

    So, when shift is pressed, is a switch turned on that activates the bike? and then when pressed again it turns the switch off? If so, then it's an easy fix. In the event of the door, just put in a "Control Switch" command. And turn that switch off when you go through that door. If your doing the bike system like that, than that should more than likely work.
     

    GymLeaderLance99

    A Muffin Button
  • 1,092
    Posts
    19
    Years
    So, when shift is pressed, is a switch turned on that activates the bike? and then when pressed again it turns the switch off? If so, then it's an easy fix. In the event of the door, just put in a "Control Switch" command. And turn that switch off when you go through that door. If your doing the bike system like that, than that should more than likely work.
    Actually, the bike comes on once it's chosen to be used through the menu (the bike has a trigger switch). Later in the bike system coding, there's a Key Input Processing with Shift, and if it's pressed, the bike is dismounted. But I'll try that to see if it works.

    EDIT: Yeah, doesn't really work. Once I go outside, I try to use the bike, but the switch won't activate by choosing the Bike from the menu. I'd have to hit Shift before choosing it from the menu for it to work.
     
    Last edited:

    Neo-Dragon

    Game Developer
  • 1,835
    Posts
    19
    Years
    There is an error somewhere in your code.
    I'm not 100% sure where you are going wrong (I would need to see your code) but the easiest way to do this is (here is the code, just follow the code in RM2k3 and it will work):
    Code:
    Common event- Parallel Process- "outside" switch is active //(if you don't already have a switch for when the player is outside- make one).
    Key input[001] - for shift //[001] can be whatever variable you want.
    Branch if switch ON Bike= OFF  //create this switch- its also used later.
    >Branch if [001]=7 //shift key
    >>Call the bike sprite
    >>Call the sound effect //Optional 
    >>Call the music
    >>Set the movement speed of the player //how fast you want the bike to go
    >>Switch- On Bike - set ON
    >>end event processing
    >>end // this end is for the last branch- if shift was pressed.
    >ELSE // this else is for the on bike switch branch.
    >Branch if [001]=7 // This else will check is shift is pressed and the player is ON the bike.
    >>Call back the walking sprite
    >>Call back the bell sound
    >>remember whatever music wa splaying
    >>set the movement speed back to normal
    >>switch- on bike- set OFF
    >>end

    That's all that is needed for calling the bike. If you follow that (including making the switches needed for the event itself and in the branches) it will work when the player is outside, they just press shift and the bike appears. Add a branch before the code in the event coding to check and see if the player is holding the item if you wish.

    Then for when the player is going into houses.
    Have a branch on the door event of each building (or you can call this as a common event when the player goes onto a door) to check and see if the player is on the bike.
    If the player is on the bike, call back the walking sprite, set the movement speed back to normal- turn the switch for On bike OFF- and set the switch Outside OFF.

    Then when leaving the building, make sure to turn the outside switch ON.


    This will work fully if you follow that advice.
    It's text, so if you get stuck, just re-read ha.
    Edit: Anything after // in the code is a comment for ya to read and not code to be followed lol. Just thought I would make that clear. But as I said, I can't stress enough that if you follow this, it will work 100% for you.
     

    GymLeaderLance99

    A Muffin Button
  • 1,092
    Posts
    19
    Years
    Neo-Dragon, you're awesome. Maybe I should've asked you this first, lol. So I put it in, and it works flawlessly. The only thing I have to do to supplement it is add the "Turn Outside and ON Bike switches OFF" and all that to the doors, and add the "Outside: ON" operation to the teleport events from inside the houses, etc, which won't be too hard.

    Thanks again. XD
     

    Neo-Dragon

    Game Developer
  • 1,835
    Posts
    19
    Years
    I'm glad I could help you.
    I forgot to add, if you have a lot of interiors it might be a bit of a pain adding the outside switch, but having a switch like that is handy for all sorts of systems like the day and night system and so on (like if the switch outside is off, the day/night tint won't affect the screen).
    It's the little things like that, that will help you along the road as you develop the game.
     

    GymLeaderLance99

    A Muffin Button
  • 1,092
    Posts
    19
    Years
    Yeah, that's true. I don't really mind going back to add the switch, though, since I'm currently revising the game.

    I do have a question about the Bike coding, though. It plays back the memorized BGM when Shift is pressed to dismount it, but if I were to use it, say, in Goldenrod, and I dismount it in the Gatehouse between it and the next route (where the route's music is playing), it would play Goldenrod's theme. Is there a way around this?
     

    Neo-Dragon

    Game Developer
  • 1,835
    Posts
    19
    Years
    Yeah, you could have a part of the code that checks what map the player is on, then do branches to code in what music plays.
    Set up a variable that value goes with what map your on - eg. 1=New Bark Town, 2= Route 1 (whatever number it is ha), 3=Cherry....
    and keep going on.
    Then just branch if the variable is = to 2, play the route 1 music.
     

    maaddogg

    Epic spriter in the making!!
  • 104
    Posts
    15
    Years
    ok i was skipped so im just gonna ask again,how do i change the font color to white 4 battles in poccils starter kit 4 rmxp??

    plss i need ur help
     

    GymLeaderLance99

    A Muffin Button
  • 1,092
    Posts
    19
    Years
    Yeah, you could have a part of the code that checks what map the player is on, then do branches to code in what music plays.
    Set up a variable that value goes with what map your on - eg. 1=New Bark Town, 2= Route 1 (whatever number it is ha), 3=Cherry....
    and keep going on.
    Then just branch if the variable is = to 2, play the route 1 music.
    I thought that'd be it. The only problem is, since that Gatehouse's theme's already playing once you teleport into it, once you use Shift to get off the bike, the theme starts over. And if I were to teleport from the Gatehouse to, say, Goldenrod, its theme would be playing, but the theme for the Gatehouse I was just in would play again. I have the Gatehouse ID become a number representing that Gatehouse in the Gatehouse ID code, same for the cities, routes, and caves, in a Parallel Event on the Gatehouse's map. Should I make the variable become zero when teleporting out of the Gatehouse?

    Ah well, if there isn't a way to get around this, then I suppose it can't be helped.

    EDIT: Never mind. Turns out that kept happening because of how I had every branch as else cases, so it'd be like...

    <>Branch if Gatehouse ID = 1
    <><>Code
    : Else
    <><>Branch if Gatehouse ID = 2
    etc.

    And it worked out perfectly once I made them their own branches. Of course, there's still the issue of the music repeating once the bike is off while that place's theme is already playing, but oh well.
     
    Last edited:

    pokemasterintraining

    New Beginning
  • 82
    Posts
    15
    Years
    Plz Help me..

    I' have been looking for something 4 about 3 months or so, and cannot find it..... I need a Misty Trainer Battleback if anyone can find it, or make it i would gladly credit and thank the person...:)
     
  • 22
    Posts
    15
    Years
    • Seen Aug 7, 2016
    Hello!

    I need resources for my style of game in Pokémon Diamond or Pokémon Pearl. I would charsets and Tilesets and Animations of Battle, which takes a lot of it!

    Note: This is for RPG Maker XP!

    Thanks already!
    Bye!​
     
  • 202
    Posts
    15
    Years
    • Seen Jan 5, 2014
    how do i put the starter pokemon in enhanced pokemon starter kit for rpg maker xp. i need to know soon i'm devolping a new game called Pokemon Fire-Platinum,
     

    GymLeaderLance99

    A Muffin Button
  • 1,092
    Posts
    19
    Years
    Hello!

    I need resources for my style of game in Pokémon Diamond or Pokémon Pearl. I would charsets and Tilesets and Animations of Battle, which takes a lot of it!

    Note: This is for RPG Maker XP!

    Thanks already!
    Bye!​
    You haven't seen the Game Dev. Resources thread, have you? There's a lot in there.

    @pokemasterintraining: Go to the Spriters' Resource site and look for FRLG stuff. (it's either that, or R/B/Y, but you might be after FRLG)

    Still waiting on that full Marina charset. If anyone is working on it, please let me know. Otherwise, I'll try a crack at it.
     

    Freak A

    Back !!!
  • 296
    Posts
    15
    Years
    • Seen Jul 18, 2013
    hello im making a game and i neeb a script which like in RMVX when someone tal;ks the pic of their face is shown likewise i also need a script like that but for RMXP
     

    ~JV~

    Dev of Pokémon Uranium
  • 684
    Posts
    16
    Years
    hello im making a game and i neeb a script which like in RMVX when someone tal;ks the pic of their face is shown likewise i also need a script like that but for RMXP

    Take a look at the mensage system on pokémon essentials notes and you'll find the answer...
     

    pokemasterintraining

    New Beginning
  • 82
    Posts
    15
    Years
    I' have been looking for something 4 about 3 months or so, and cannot find it..... I need a Misty Trainer Battleback if anyone can find it, or make it i would gladly credit and thank the person...:)

    (Second Time i Ask... I am desperate..please help me!!)

    Oh and i also need a ash one... Thanks.
     
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