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Pokemon Crystal Rain Relased

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  1. ppooookkkkkkk
    December 16th, 2012 08:31 AM
    Sorry i asked you without introducing myself so just ignore this.
  2. Ęℓαчиıı
    December 5th, 2012 11:38 PM
    Hey there, I was wondering if you got my response to your message? You haven't replied back so, I'm merely wondering.
  3. Maruno
    November 29th, 2012 02:01 PM
    I don't know when it'll be out. I don't even really have a goal for it, so I'm not sure what to do. Any suggestions?

    I imagine that kind of thing can be evented, and it's probably not really worth adding to Essentials. You can always turn it into a tutorial if you want.
  4. Maruno
    November 29th, 2012 12:49 PM
    Hmm, what indeed? I've fixed the "Ignore if can't move" thing not working, maps can now be defined to take up multiple squares in the Town Map (and I'll be editing the example maps to take advantage of that), ribbons have been improved and I've fixed a bug where typing in text doesn't actually become what was typed in. Oh, and improved debug options and two other things which I'll keep secret. Plus many other things as usual. I'm far from done.

    What is this gender select script? Is it an "Are you a boy or a girl?" thing where to press left or right to highlight your choice?
  5. Umbreon
    November 23rd, 2012 05:59 AM
    Yes, but it's got a problem with screen centering, and I just remembered about the map connections.
  6. Umbreon
    November 23rd, 2012 05:32 AM
    Mode 7 - yes
    Neo Mode 7 - no
    H Mode 7 - 1 problem with screen centering
  7. Worldslayer608
    November 22nd, 2012 02:05 PM
    Not much any more. I would love to get back to it, but we have put an iPhone app into development which me and some class mates have been working on for a few months. Currently, that is what consumes my development time.

    I will probably find my way back here at some point, but when we have a team, professors backing our idea and a group willing to invest in the development of the application, that is where my time will be.
  8. Maruno
    November 19th, 2012 02:41 PM
    It helps if you know what @ids[index] is. It's the number of a trainer type, not a trainer itself. You'd need to load that trainer's party information yourself. You should probably create another array like @ids, at the same time as @ids itself is being created (in def commands), which stores the parties of every trainer. Then use @parties[index] to fill in the 6 PokemonIconSprites.

    I would define each @sprites["party#{i}"] in the def initialize, and include them in def dispose, i.e. the same as how @sprite works.

    Personally, I'd just keep trainers.txt open and choose the desired opponent from there.
  9. Maruno
    October 20th, 2012 04:36 PM
    It's mainly stuff that improves the visuals of moving around in the game. Better and complete tilesets, improvements to bridges and surfing, roaming Pokémon actually work now (they seem to be becoming my Herobrine). Some script tidying. Some other things you'll have to wait for.

    Things I'm sure will be overlooked are my invention of things like elevators, cracking ice, a nice item-choosing method, showing the player's coins, the multitude of charsets (all made by me) and other things like that (of which there are examples in the maps). The examples also formalise ways of doing other things, like pushing boulders onto switches/down holes, rival battles and some message editing.
  10. Umbreon
    October 13th, 2012 01:24 PM
    I got it rendering a blue screen! (not much but I'm am really getting there)

    Heres a sample:

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