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Luka S.J. Luka S.J. is offline

S.J.Ware HD

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Showing Visitor Messages 21 to 30 of 139
  1. Nickalooose
    March 24th, 2014 11:49 AM
    That's pretty cool... I'd like to have full battle sprites in my game... But I can't get them in the right size or to sit right... Maybe you could let me use that battle system :D The game I'm working on atm doesn't require such a script or system but it's always nice to learn new things... I'm just recently starting to learn graphics and all those functions... However, with my new game, I'm stuck for how the battle should act and look... I think that system would improve mine anyway... Are you busy doing anything in game dev atm?
  2. Nickalooose
    March 24th, 2014 09:48 AM
    Haha, done.
    That video looks great btw, is Blue Chrome still available to download, I'd like to give it a bash :D
  3. Alexandre
    March 21st, 2014 03:12 PM
    I knew you would reply and I knew you would reply with that, you're too predictable brah
  4. Umbreon
    February 3rd, 2014 04:24 PM
    Thank-you I appreciate your positivity.
  5. Worldslayer608
    November 24th, 2013 08:31 AM
    I get what you are saying. I disappeared for a while for similar reasons. I am pretty passionate about community, regardless of what forum I am on. It is a shame that PC does not actually have one, and it bothers me even though I understand why.
  6. abnegation
    July 18th, 2013 08:40 PM
    Heavily based on my own website haha. Oh god, what is that? Lmfao
  7. Maruno
    July 12th, 2013 10:15 AM
    People are certainly welcome to contribute. The problem is, around here, the "contributions" will usually be along the lines of "I can make a tileset for you" which doesn't really help. Maybe it'll be different because it's an engine (endorsed by me, for all that means), and the coders will appear from the darkness and help out. Maybe.

    This project really needs to start off well. I'm thinking a new forum, an editable-by-anyone design document (Google Docs? I've not used that kind of thing before), and plenty of advertising (although I'm rubbish at that last point). That's the first major hurdle. The point is to get coders in, or at least people who know many things about game engines who can flesh out the design document and come up with solutions to problems and data file layouts and features and such. That alone is a lot of fun to work on, at least for me. I'm just concerned it'll only attract the "keep it up" guys and other spectators.
  8. Maruno
    July 11th, 2013 03:04 PM
    Yeah, I just said I don't really want a border. It'd feel inconsistent if it was only there for overworld stuff.

    I'm sure there'd be improved camera options in the engine for 2D (scroll, zoom, tint, etc.) compared to RMXP and Essentials. I suppose there could be some camera controls in 3D mode too. If you wanted to go crazy, there could also be a modern free movement system with chase camera mode.

    This is still all hypothetical, of course. I for one am not going to invest any time in 3D without much more experience of C#, a team to collaborate and figure out what to do with, and an existing 2D engine (which is what the engine was originally intended to be: a free copy of Essentials with a custom map maker). It's a big step.
  9. Maruno
    July 11th, 2013 09:37 AM
    Redesigning the GUI to work with a mouse and to suit a larger screen wouldn't be a problem. As you say, the problem is the maps. While a person's mapping style can change to accommodate the larger viewable area, it may not be the best solution to simply increase the screen size. I considered stepping the tile size up to 48x48 pixels, which would result in a screen size of 768x576 (or 800x600, rounding off), but I'm not sure if that would be best either. I really don't want a border or a dual screen-type arrangement just to try to hide the extra visibility.

    The engine wouldn't bother allowing anything other than the standard camera angle and FOV, so I don't think it'd be worth having such complex tree models. My suggestion meant that you could probably get away with very simple models (either the DPPt angled plane, or a box sandwich), and if you could, then it probably wouldn't be that hard to let the map-maker create them as part of the map geometry (there could even be preset geometries for use in making trees and things). It was just a suggestion of what I thought would be a more user-friendly option (insofar as the user wouldn't need any models of their own, just tiles, and it'd be easier to create custom-shaped buildings). Your model suggestion is just as valid.

    Of course, 3D mode is a pipe dream anyway, and toggling between 2D and 3D even more so. Maybe that'll be in Essentials 3, if that's ever going to exist.
  10. Maruno
    July 10th, 2013 07:00 AM
    The engine being free (and open source) would be a definite goal for the engine, not least because it wouldn't be as customisable as Essentials is (e.g. being able to add extra settings into pokemon.txt) if the source wasn't accessible... although I would push for more flexibility and options than what Essentials has (e.g. being able to define any number of abilities for a species rather than just up to 2). I definitely approve of the free part of it.

    I'm sure it would be possible to have a 2D/3D toggle, although I'm not sure if it's worth trying. The first thing is to decide how the 3D would work, and for the easy-to-use method I'm thinking about (where you just paint tiles on distorted terrain rather than actually import models) the 2D/3D toggle wouldn't really work.

    I do like my "distort the ground then paint tiles on it" idea (which now that I think about it is much like H-Mode7), because it'd be simple to use, and only uses tiles and no models (making it easier to have custom graphics). It also means you could skip the ground distortion part of map-making and simply paint tiles onto the ground instead, thus resulting in 2D maps (the rendering of these maps can then be set to orthogonal bird's-eye rather than the 3D camera, which shouldn't be too difficult).

    The ground distortion wouldn't just be changing the heights of a 2D landscape like H-Mode7, though. You can also add in additional polygons, such as ones at a 45 degree slope which you can paint tree tiles onto (thus they work like how DPPt trees do), and overhangs on rooftops, and snow layers. All level geometry would be grid-based for convenience. Perhaps defining a set of tiles as an object could be a thing if it was necessary.

    The complexity of this 3D idea is spiralling way up as I think about it more and more, and try to figure out how to make it work with 2D as well (like 3D map-making is just 2D map-making but with a few more options, even if you couldn't easy toggle between one and the other). I do think geometry and tiles are the way to go, though, at least for the casual user. There could also be support for models for those who want to use them. Again, complexity

    I'd actually like for this new engine to veer away from perfectly mimicking the official games, in favour of making it work better as a PC game. For example, mouse support, larger screen size (without making Pokémon sprites correspondingly larger, to give more room in battles, etc.), WASD+mouse controls option, things like that.

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  • Join Date: December 28th, 2008
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