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Maruno
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  • Can you close the thread morning night as I'm going to make a new thread as the previous one has my worst grammar posts which I cannot delete. (Besides my first impression on this thread was bad. You know they say first impression is last impression. )
    Haha, the coders are an endangered species around here. True dat. I wouldn't know much about starting forums, or advertising (besides creating giant posters and sticking 'em across campus). Honestly, I don't think you'd find much coding help around these forums. Chaos Project is probably the best collective coders place that I've seen for RMXP. Maybe they could help out with other stuff too. Who knows. But I'd recommend searching for those people away from Pokecommunity, lol.
    UltimateDillon is going to talk to you about threads. He is going to update the old thread, but ask to delete it, and add new thread.
    "Untitled Game/I Need Your Sprites!" in the Progressing Games forum is going to be and is Posted by Me but needs to be approved. Approve it ASAP because I need help with it from other people!
    Besides the fact that i am the new Thread manager? The old one has been inactive for 4-5 months. And since i am Thread Manager, I need to post the Thread, so i can edit it.
    Maruno, just out of curiosity, for the PMD starter kit, I've looked into RPG::Event.new, but there's only one problem - The event doesn't seem to have loaded onto the current map...
    Which makes me assume that I need to modify the current RPG::Map instance. Any idea how to do that?
    Hello Maruno, sorry to bother you. I haven't been checking these forums as frequently, but one of my threads was locked due to being inactive. Would it be alright for me to leave a closing statement at least? That way I can answer some of the questions as well as direct people somewhere in case they have questions? This is the thread: http://www.pokecommunity.com/showthread.php?t=235293&page=4
    I understand. Making an engine from scratch, no matter how small or big, is still a large task. Anyway, whatever you do, if people still wanted to build upon it, they could always learn to code for themselves :P Finding a team would also help you in the process so yeah. I'm sure that once you open a topic about it, you'd find people willing to contribute. So, we'll see what happens :D
    Maybe you could find something along the lines of "single-screen" and DS style. By that I mean, you could have (the OW) to be a single screen but with borders, to cover the map. That way, for the interfaces, the borders could just go away and you'd have that extra screenspace. Kinda like a screen in a screen. Don't know how you feel about that though :D

    If the engine did feature some sort of 3D, why not open the camera position/angles instead of locking them? I mean, being able to manipulate the FOV would allow for better cutscenes/events. I think that'd be a feature attractive to the users. I know I'm working on having panorama (fake 3D) cutscenes for my game, and I did some when I was working on Blue Chrome. Changing up the camera angle, instead of having to recode it would be cool. Also, I always want/ed to be able to do things like zoom on the map, alongside being able to scroll it. Something the current version of Essentials lack. I think it can be used to create a dynamic in the overall game. What do you think?
    Definitely. Mouse input, and WASD movement, were actually one of the first things I was considering when making Blue Chrome, and were one of the early features I implemented. So that is definitely something to consider. The input on the PC is much less restricted than it is on Nintendo's console, so straying away from the official games in terms of input is a must (I always considered this). These would include things from basic WASD movement, to Text Entry via Keyboard. A bigger screensize though, is something to seriously consider, as using the currently available tiles and graphics which were drawn in 16x16, of which all Pokemon fan-games are made, can make the big screen awkward. I mean, for a test, you could just increase the screensize of Essentials, set the resize factor to 0.5 and then see what the ideal screensize would be. Problem with a screensize that is too big, is too much of the map becomes visible, which can spoil the game in some instances, and makes it harder to properly map like that.

    With regards of 3D, I think that just sticking 3D models on tiles would be easier, than distort the tile into a shape. Imagine now complicated it would be to make trees like this, 3D objects/models would definitely give you an advantage in such a case. It's up to you, but I feel using 3D models gives you better precision over your 3D environment, when compared to tile distortion.
    Yeah, the userbase that's on current Essentials, would not be at a disadvantage for a future Windows-based engine. Actually, if the engine was free in the end, they'd be at an advantage, since RMXP is restricted to Windows, and is paid software. With regards to the 3D, I was thinking something like this: You'd have a general 3D ON/OFF option in the settings. If the settings was on, the game map would be skewed in a direction, and tiles such as buildings would have models instead of sprites/tiles rendered. These tiles could be defined so that a tree (for instance) is not composed of multiple tiles, but is a tile itself, that is then properly placed on the map grid. If the 3D setting was on, the 2D tree would be replaced with .obj or something. Dunno, just thinking out loud here. I'm sure it'd be a hassle, but it doesn't sound impossible. That way, for those that don't know how to make custom 3D models, they could still be able to make a game, using the graphical skills they have.

    C# is definitely the crowd's favourite around the net. And it really is powerful. The thing I liked most about it, is the integration of so many of the Win32API, which make them super easy to use, and hence you can make some really good stuff. I started doing a lot of Win32API work in RGSS recently, and so much stuff needs to be custom/scratch coded. I mean, the best example I've worked with is probably the Mouse stuff. In RMXP you have to write an entire Win32API module and a custom Mouse class to be able to have mouse input. In C# you just have Input.getKey("mouse 1") or whatever. So yeah, C# definitely yields many many advantages.
    Hore battles will be something to look forward to, definitely. I also agree with the tripple/rotation/sky battles. With the exception of Sky Battles (because no one tried them yet), the others were extremely pointless, and quite annoying. I really didn't like that addition, as it seemed somewhat pointless. Double Battles were enough already, even though I never liked them much either. Hopefully they'll keep the dynamic going that they showed so far, in terms of the 3D usage. I think it's pretty cool and refreshing.

    Mode 7, and any other "3D" derivatives for RMXP are quite problematic, and cause a fair amount of lag. The complications in mapping and general use that come with those, is what is putting me off from using them. I see no reason why I would be able to create a decent and somewhat attractive 2D RPG game. With regards to models, I tried and failed. It was actually the biggest reason why I didn't want to go through with Unity3D for making the game. I've been looking at extensive tutorials, and spent a good amount of time on trying to get the hang of it. I just don't really have the time to spend on all that 3D modelling work, since I have all the other dozen of game aspects to make. I'm a little sad, but meh, not the time for it now.

    You know, 3D support in a PokeFanGame starter kit would actually be a huge attraction to a lot of people. Since everyone wants the latest stuff, just for the sake of keeping up with GameFreak, they'd also want some sort of 3D support. The vast majority of the people here have no coding knowledge, so they'd probably be really interested to see that done for them. Actually, if the 3D models could be ripped from the ROMs (once they come out), it would be interesting to see if/how people would be able to utilize them.

    If the game engine would be intended for PC usage (Windows in particular), I'd suggest any of the C languages, with C# probably being the best for the job. From what I've learned about C#; it has great native compatibility with its OS, and yields really good performance. It being object-based is also a bonus :D
    Shame, I think X/Y look really nice, and Serebii.net has some pretty neat screenshots. It looks like they changed everything in those games. First was the leap to full 3D, then the entire change of the graphical style. My favorite though, is the battle system. It looks top-notch. Plus they introduced horde battles, which I think is an interesting feature for the game.

    Yeah, Mode 7. I was thinking of doing something like that, but I'm not really interested in psuedo 3D. I actually have no problem of making a 2D game, I like them either way. 3D was just a stage of experimentation, which I'm not ready for yet. Maybe some other time. Once I learn more about that type of game-dev.
    Wow, hahha, I never heard of Piet. Looks very interesting. Anywho, I'll be on the lookout for any future projects that might crop up here. If I do have some free time, and the adequate knowledge for it, I'll try to contribute, but I won't be able to be any part of a "team", as my free time is an unstable variable. Don't really want to be falling behind on the game anymore. I also had an entire bunch of commissions I had to take care of recently.

    I know Pokemon is an RPG, and I always considered it one, but it's a monster-catching/training RPG, not something I'm looking to do. Oh, have you seen the latest footage and screenshots of Pokemon X/Y? It looks like they completely changed their mapping style, and are using methods to block map paths like the other RPGs - ledges. Usually GameFreak's style of mapping was using rows and columns of trees to block unwanted map access, now the trees are more for aesthetics. Something I find quite interesting, and am actually aiming to do. I don't really know if I'd need a map-connections system for the game, because the mapping will be quite different. I actually tried to stay away from RMXP, and begun development on the game in Unity3D first. I made a lot of progress engine wise, but then I had this issue that after a month of extensive tutorials and tryouts, I wasn't really able to make my custom 3D models. And thinking of how many would have been done, I thought maybe I had taken an uneducated jump. So I decided to revert back to 2D, as I was able to do that. RMXP seemed like the best fit at this point, since I had most experience in it. Right now, I'm developing the engine for the game from scratch, pretty much. And I still plan to implement the features I had in mind for the 3D version, into a 2D format. With regards to the graphics, I was always a fan of cartoonish graphics. I really liked what TLoZ: Wind Waker and Skyward Sword had, and I'm also a fan of the graphics style X/Y are utilizing right now. So yeah, that seemed the best option for me.
    The switch from Ruby/RGSS to C# isn't too bad. I've actually done almost a month's worth of coding in C#, and still continue to do so along the way. It's just the syntax that bumms me out all the time. I really think it's so unnecessarily cluttered with all kinds of messy stuff. With regards to Essentials being ported to an open platform; what about PokeSharp. Maybe you two could team up. Since you know the structure of Essentials (and I'm sure your C# knowledge is not lacking either), and oxysoft has already made nice progress, why not team up? I mean, if you're already considering doing it, I think it'd be worthwhile. In any case, I'm looking forward to whatever you come up with next.

    With regards to Blue Chrome...yeah..."gave up", hahah. Was a big decision, and took long to fully make it. I became less and less motivated to work on a Pokemon game, and before I even decided to drop the game, it was already inactive for a month. I've actually learned a lot in terms of what it takes to make a game, how to make it, and sharpened up my skills along the way. So it definitely was not a waste of time, and I'm glad I spent all that time on it. But the main factor for me, was that I didn't want to make a fan-game anymore, but wanted to make my own original game (and perhaps turn it into a full series in the future). So I started tiling, composing, drawing, and doing pretty much all those other things I never really needed to, because I wanted to create my very own game, from scratch. Which is where Tykanite started. I'm actually having way more fun now, that I'm doing all the aspects of the game, instead of just what I've gotten used to. Made some music, made some tiles already, and I'm pretty happy with the way things are turning out.
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