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Cilerba Cilerba is offline

the hearts of lonely people

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Showing Visitor Messages 946 to 960 of 1750
  1. KitsuneKouta
    February 12th, 2011 2:17 PM
    do you have all of your custom scripts and whatnot in a separate script section? it might be easiest to move all of you custom scripts somewhere and just put the scripts.rxdata from the one i sent you into you kit (but keep the old scripts.rxdata just in case).
  2. KitsuneKouta
    February 12th, 2011 2:12 PM
    can you think of any changes since the last time we messed with the resolution (which has bee a while)?
  3. KitsuneKouta
    February 12th, 2011 1:35 PM
    that's pretty odd. then there must be something else interfering with it. probably. is it the same error when you copy both over as when you just copy one?
  4. KitsuneKouta
    February 12th, 2011 1:25 PM
    well, it should have just been the PokeBattle_ActualScene script. But maybe try PokeBattle_Scene too?
  5. KitsuneKouta
    February 11th, 2011 6:58 PM
    well...i could zip it up and send you the whole project. maybe it got messed up when copy/pasting it. you could just copy/past the whole script section in, and it should work. at the very least, you could see that it works at that resolution. here's the link: http://www.sendspace.com/file/5el382
  6. KitsuneKouta
    February 11th, 2011 12:28 PM
    I have a question then: have you made any changes to PokeBattle_Scene (not ActualScene, which I sent you)? The error says there's an undefined method/variable adjustbattlespritey, which makes sense, since I just did a search on my kit and the only occurrences of that are in PokeBattle_ActualScene and PokemonSprite.
  7. KitsuneKouta
    February 10th, 2011 1:51 PM
    Have you changed kits since the last time I helped you? I made all of the changes in the same kit as the last one I used for changing the resolution. And just to make totally sure, you completely got rid of the old PokeBattle_ActualScene, replaced it with this one, and then compiled just to be safe right? That error is one of those un-descriptive ones that doesn't really tell you what went wrong, just that something did.
  8. KitsuneKouta
    February 9th, 2011 4:06 PM
    All right, let me know how this works. It still doesn't support double battles though, like the last one. And let me know if I messed up the shadows for flying pokemon, since I forgot until the end and had to fix them real quick. Here's the link: http://www.sendspace.com/file/yq43v4 I'm sure you can tell where it goes by the name of the txt file ;)
  9. Serene Grace
    February 8th, 2011 11:36 PM
    Serene Grace
    Great (and beautiful) minds think alike, dontcha' think? :D
  10. KitsuneKouta
    February 8th, 2011 1:48 PM
    ok, cool. I just started a little on it. I'll let you know when I finish.
  11. KitsuneKouta
    February 8th, 2011 1:42 PM
    ...i forgot that one...dang it...I'll get on it as soon as I can. I get distracted easy, and when I get distracted, I forget stuff a lot. I'll try to have it all finished by tomorrow. You're wanting it to still look the same though, right?
  12. KitsuneKouta
    February 7th, 2011 10:45 PM
    oh, lol. you meant the overworld battle system. I keep thinking about it, but recently I've been helping someone out, and I haven't had much time. I'm learning some cools stuff though, so I may be able to get something figured out. One thing I know for sure though: debugging that battle system will be a nightmare. it should be fun though.
  13. KitsuneKouta
    February 7th, 2011 7:23 AM
    The one for clickable signs? Well, not so good. But I'll tell you what: if you don't mind a REALLY long script to check for clicking signs, I can get something working. Basically, it's just a matter of checking "if player is on this square and mouse click here, show the message. else if player is on that square and mouse click there, show the message." basically, ever square that the player can see the sign from would have to be checked. for every sign in the game. but, that just gave me another idea: maybe start with the entrance of the map as a reference point and compare the player's location. So instead of checking the player's location and the sign location, just check how far the player moved and subtract/add 32 from the clickable spot depending on the number of squares moved in each direction. I might be onto something :)
  14. Alistair
    February 6th, 2011 7:21 PM
    Yo, I was reading the TileMap Editor thread. I do commend you on locking that thread and I do support your reason for doing so.

    However, red-EX, the "creator" of the tiles Digibody used, is not actually the creator of many of them. Many of the tiles he has amassed on that sheet you posted are mere edits of other tile artists such as myself and Kyledove. The water is a clear edit of the original water I made for my set, and even uses the same palette. The rounded mailbox on the top stump with the ax in it aren't even edited, for crying out loud. I have contacted red-EX on RHW before, however no response was given.
    On another note, I'll pursue him on deviantArt. Thanks for the link.

    Basically, the moral of this post is that a few of the tiles he used in the map editor are ones he can use, especially because it's in my terms that if anyone decides to make a derivative of anything of mine, they must distribute it and credit me for the original.
  15. aquakip
    February 6th, 2011 5:50 PM
    Alright. Thanks, though. I asked someone. :D

    I mean, I know it's possible in trainer battles, but these are wild battles. :/

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View Cilerba's BlogRecent Entries
Latest Blog Entry

Posted November 6th, 2012 at 4:19 PM by Cilerba Comments 7
Posted inUncategorized
Last blog entry was way over a year ago! That can't happen again. Unfortunately (for most), I come with more game dev related things! My game, Pokémon Auburn, currently uses these starters:


aaaaand I'm getting kind of sick of them. (evolution methods were changed...

Posted April 28th, 2011 at 5:30 PM by Cilerba Comments 1
Posted inUncategorized
Cole and I were discussing it, and we wanted a few thoughts from other people on what style we should use.

So, should we keep the style we're using right now?

Ooooorr, should we go with a more modern style, but still giving the game that FRLG "feel" to it.

Posted April 17th, 2011 at 5:50 PM by Cilerba Comments 15
Posted inUncategorized
If you read Karpman's [URL="http://www.pokecommunity.com/blog.php?b=10654"]latest blog post[/URL], you would know that we've been working on a game together for the past few weeks.

Anywho, in this blog, I'll be revealing the three starters for the game. So without further adieu, here are the three starters for Azurite.


[css-div=" border-bottom:...

Posted January 5th, 2011 at 2:07 PM by Cilerba Comments 2
Posted inUncategorized
Just a quick blog saying that Turquoise definitely isn't dead, I just haven't been working on it as much as I'd really like to. I've been mainly working on Undercover with Dewitty. That's all I really wanted to say. XD;

So, I'll just go ahead end this blog with a quick little screenie.

[CENTER][css-div="border:1px solid #021a40; width: 256px; height: 192px; "][img]http://img5.imagebanana.com/img/ks8iixe8/capture008.png[/img][/css-div][/CENTER]
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