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View Poll Results: Of which feature would you like to see a short video?
A Storyline Event 44 39.64%
The Revamped Intro 18 16.22%
The Battle System 39 35.14%
Training 26 23.42%
The Laptop 21 18.92%
The Menu 13 11.71%
Pokemon World 39 35.14%
Move Selection 12 10.81%
Something Else (please state) 4 3.60%
Multiple Choice Poll. Voters: 111. You may not vote on this poll

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  #26    
Old July 17th, 2009, 12:33 PM
Blazers's Avatar
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  #27    
Old July 20th, 2009, 06:59 AM
00Vampire's Avatar
00Vampire
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Join Date: Sep 2006
Location: Wales, UK
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Update

Done a fair amount more work on coding the Battle System, but struggling graphically.




Done away with the Pokedex-look.

Opinions?
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  #28    
Old July 20th, 2009, 07:23 AM
Luka S.J.'s Avatar
Luka S.J.
S.J.Ware HD
 
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Age: 21
Gender: Male
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I see no reason why you should struggle with the graphics. Everything looks great, especially the battle system.
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  #29    
Old July 20th, 2009, 08:09 AM
lalala12
Beginning Trainer
 
Join Date: Mar 2008
This game looks really great and original. The only thing that bothers me a little is that the danger bar and the HP bar in the battle screen are so small. Maybe it's just a thing I need to get used to, but I think it's better to make them a little bit bigger or make them stand out in some way. I like the little menu at the bottom though.
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  #30    
Old July 21st, 2009, 02:05 PM
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00Vampire
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Join Date: Sep 2006
Location: Wales, UK
Age: 24
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Update

Just thought I'd write a little bit about the Attack system, as that's what I'm working on coding at the moment.

After careful consideration, I changed my mind and there is now no 4-move limit, your Pokemon can learn as many moves as it is able to.

There is also no PP either.

You may then be wondering, 'What's to stop us from just abusing the high-powered moves non-stop?'. This is where I introduce you to the...

Fatigue System

Every time your Pokemon uses an attack, they become more tired. The stronger the attack, the more energy it takes away from your Pokemon.
Once your Pokemon becomes fairly tired, it's Speed will slowly start decreasing (temporarily of course). It also may miss a turn in battle once in while.

When it becomes really tired, it may faint from exhaustion and need care at a Pokemon Centre.

'So how do I stop this? Take it to the bloody Pokemon Centre after every battle!?'

It'll usually take a little while for your Pokemon to start getting tired (especially if you train it's stamina), and unless it's fainted from exhaustion there's no need to take it to a Pokecentre.

All you need to do is just let it sleep for a while - either battle or train another Pokemon in the meantime.
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  #31    
Old July 21st, 2009, 02:14 PM
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wow cool idea maybe you could make some sort of potion for the fatigue good luck
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  #32    
Old July 21st, 2009, 02:35 PM
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Ty 101
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Join Date: Jul 2008
I love the story and the new battle visuals.
My only problem is that I like the hp bars.
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  #33    
Old July 22nd, 2009, 02:51 PM
00Vampire's Avatar
00Vampire
Trainer
 
Join Date: Sep 2006
Location: Wales, UK
Age: 24
Gender: Male
Nature: Relaxed
Update

Finished all the Attacks now, just need to code them into the battle system.

There are 233 Moves in total.
  • 157 of them are moves that most Pokemon of the required type can learn.
  • 64 are moves uniques to a single Pokemon/Evolutionary line (a small few are shared though, such as Horsea/Seadra/Goldeen/Seaking).
  • 12 extremely special attacks related to one of the main story plots.

The attacks are from all four generations, with about 35 custom moves (not including the 12 specials) made by moi.
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Last edited by 00Vampire; July 22nd, 2009 at 02:53 PM. Reason: Your double post has been automatically merged.
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  #34    
Old July 25th, 2009, 12:26 PM
00Vampire's Avatar
00Vampire
Trainer
 
Join Date: Sep 2006
Location: Wales, UK
Age: 24
Gender: Male
Nature: Relaxed
Update

Still been working on the Battle System. Turns out that I had made an error in the way I had planned to code it, so had to start again coding in a different way. But things are going smoothly now.


The only attack which I've done the battle animation for at the moment.




The Attack Selection screen.

If you're wondering about the colouration of the map in the third screenshot, that's because it was a really hot summer afternoon when i pressed printscreen.
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  #35    
Old July 25th, 2009, 12:44 PM
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Neo-Dragon
Game Developer
 
Join Date: Sep 2004
Location: Dublin, Ireland
Age: 27
Nature: Relaxed
Here are some random comments for you to read.

The battle background is great. Don't change it- change the platform the enemy is standing on (why did you go with only black anyways).

Attach the enemy name part back into the window in the top right. The few pixels in between aren't doing the overall look any favours.

I like (borderline love) your idea on how attacks are dealt with. Nice choice allowing the players to have all of the attacks- it's something pure pokemon game fans will hate, but I like due to the fact your trying something different.

The icons for the battle commands are way to small. Like way to small. I can't even tell that they are. I play my Rm2k3 games in the default 320 by 240 window size (the size of the screenshots) and not the double size (which is the default testing size). Design you buttons and menus with that small size in mind and not the doubled up test window. If I had a guess, those icons for the commands wouldn't even be 20 by 20 pixels.
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  #36    
Old July 25th, 2009, 01:02 PM
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Luka S.J.
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I love the battle concepts. Even though being a pure Pokemon Game fan, I still think that it's awsome to be able to have all possible attacks . The Fatugue system makes it so realistic I can't even describe it. Great concepts!
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  #37    
Old July 26th, 2009, 01:14 AM
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Radnen
Pokemon Odyssey Network Monkey
 
Join Date: Dec 2008
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This game is looking very unique. I really like your oblivion-approach to open world gameplay with enemies as though they are on a "leveled list". These are some really A+ ideas.

Though I'm having trouble with this whole "programming" business. Last I saw, RM2k/3 never had a programming language, however its successor RMXP did: Ruby. Yeah, I know I'm a nitpick, why couldn't you call it "organised mouse-clicking?" lol

Well, hey it's great you get to struggle with rm2k/3 while doing this! I've always find it fascinating that people actually sit down with that software to create something it wasn't designed to make (cbs's or cms's, for example). I could never do that, I quit using that program when I found how hard it was to create detailed algorithms and procedures that would normally have been far easier to do in a real programming language.

I hope taking all that extra time to design the necessary systems doesn't discourage you! It's a really greatly conceived game!
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  #38    
Old July 26th, 2009, 03:51 AM
?Alistair?'s Avatar
?Alistair?
Beginning Trainer
 
Join Date: Sep 2008
Location: Cornwall, UK
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I'm instantly impressed by this game, especially the way almost everything is original and so different. I think the battle system is really interesting and the way you're going against the tide is brilliant.

Can I just suggest something (i know this isn't important now, as you're at the coding stage) but when you come to mapping and stuff, you should look into alternative tilesets- to complete the new feel of the game- rather than sticking to R/S/E ones.
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  #39    
Old July 26th, 2009, 06:03 AM
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Neo-Dragon
Game Developer
 
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Quote:
Originally Posted by Radnen View Post

Though I'm having trouble with this whole "programming" business. Last I saw, RM2k/3 never had a programming language, however its successor RMXP did: Ruby. Yeah, I know I'm a nitpick, why couldn't you call it "organised mouse-clicking?" lol
As a fellow Rm2k3 developer, I feel I must add.....

You trying to get me worked up or what? lol.
It's still programming, it just aint scripting. How do you think the bloody game runs? It's a programming language that Rm2k3 understands under the hood.
You still have to understand basic programming such as variables and branches if you wish to code anything good with Rm2k3.
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  #40    
Old July 26th, 2009, 11:55 AM
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I like some of the original features you have :D
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  #41    
Old July 27th, 2009, 12:31 AM
Miralci
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I like your ideas, especially the fatigue system. Good luck on your game!
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  #42    
Old July 27th, 2009, 12:52 AM
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[HoN] Jereziah
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Cool! Its a nice game...Good luck...Hope it is released soon.
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  #43    
Old July 27th, 2009, 03:11 AM
atrend's Avatar
atrend
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Join Date: Jul 2009
Location: Flanders, Belgium
Age: 21
Gender: Male
I've been using RPG Maker for years, and I know RPG Maker 2003 quite well...
I know this isn't an easy project to realise. You're really good! Keep up the good work.
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  #44    
Old July 27th, 2009, 10:00 AM
00Vampire's Avatar
00Vampire
Trainer
 
Join Date: Sep 2006
Location: Wales, UK
Age: 24
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by Neo-Dragon View Post
The battle background is great. Don't change it- change the platform the enemy is standing on (why did you go with only black anyways).
Been havin a bit of trouble here. Tried drawin my own and it looked crap, so i tried using the ones from FR/LG but it didn't look very good against the background. I'll probably end up changing the background too, or just getting rid of the platform :\

Attach the enemy name part back into the window in the top right. The few pixels in between aren't doing the overall look any favours.
Will do.

I like (borderline love) your idea on how attacks are dealt with. Nice choice allowing the players to have all of the attacks- it's something pure pokemon game fans will hate, but I like due to the fact your trying something different.
Thanks.

The icons for the battle commands are way to small. Like way to small. I can't even tell that they are. I play my Rm2k3 games in the default 320 by 240 window size (the size of the screenshots) and not the double size (which is the default testing size). Design you buttons and menus with that small size in mind and not the doubled up test window. If I had a guess, those icons for the commands wouldn't even be 20 by 20 pixels.
I play them in that size too, and test them in all the sizes. I also thought they were a bit small, which is why I made it tell you what button your highlighting at the bottom (Attack, Pokemon, Bag, Run). I liked the little icons too much to get rid of them.
Quote:
Originally Posted by ?Alistair? View Post
I'm instantly impressed by this game, especially the way almost everything is original and so different. I think the battle system is really interesting and the way you're going against the tide is brilliant.
Thanks.

Can I just suggest something (i know this isn't important now, as you're at the coding stage) but when you come to mapping and stuff, you should look into alternative tilesets- to complete the new feel of the game- rather than sticking to R/S/E ones.
Will definately do. The maps I'm using at the moment are from an old game, and I'm just using them for testing.
Quote:
Originally Posted by Neo-Dragon View Post
As a fellow Rm2k3 developer, I feel I must add.....

You trying to get me worked up or what? lol.
It's still programming, it just aint scripting. How do you think the bloody game runs? It's a programming language that Rm2k3 understands under the hood.
You still have to understand basic programming such as variables and branches if you wish to code anything good with Rm2k3.
Couldn't agree more. There's something exciting about pushing the boundaries of a program until you get something truly incredible. One of the reasons why I'd never use a starter kit either (if there was one for rm2k3).
Replies in bold ^

And thanks a lot to everyone else for their comments too.
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  #45    
Old July 31st, 2009, 06:49 AM
00Vampire's Avatar
00Vampire
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Join Date: Sep 2006
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Gender: Male
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Update

It's been a few days, and to be honest, I haven't really done much work on the game. Been busy making another game for my mum for her birthday.

But I have progressed more in the battle system, and I'm getting closer to finishing it now. I haven't done the battle animations, and I'm not going to for now as finishing the coding is a higher priority.

I've made a couple changes to the graphics as suggested - changed the battle platform (and the background with it), and got rid of the gap where the name was.

Custom sprites and animations also now included. Thought I'd include a screenshot of this...



More updates soon...
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  #46    
Old July 31st, 2009, 07:49 AM
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PokemonPlatnum
nomnomnom.
 
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Age: 20
Gender: Male
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Very, very nice 00Vampire!
I hope this agme gets completed :D
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  #47    
Old July 31st, 2009, 07:56 AM
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Mclenz
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Dude your battle system looks amazing, i wish you good luck!
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  #48    
Old July 31st, 2009, 12:54 PM
Miralci
Beginning Trainer
 
Join Date: Sep 2006
Is the pidgey going to be moving all the time during the battle? I just ask because then maybe you should let the kakuna move too (just a bit up and down or something like that...

I like the pidgey, it's cute

(off topic: A game for your mother's birthday! That's so nice! What kind of game is it?)

Again: Good luck with the game!
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  #49    
Old July 31st, 2009, 01:36 PM
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Darkraza
The shadow of the Skies
 
Join Date: Nov 2008
Nature: Brave
this looks great, and your ideas are great as well.
One of the main things of this game that is great is the fact of all the gameplay changes, many fan games here have a diferent storiline but same gameplay, they have nice graphics but same gameplay. In both these cases i look at images of the game, but im never really interested in playing it. ( i would say this and protectors are the most "revolutionary" here )
BTW, are you doing this with FR/LG graphics? i yes i have some ramdom recolors and edits you could use...
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  #50    
Old July 31st, 2009, 01:46 PM
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Franlandia
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I am going to give you my opinion of your RPG, the graphics of fr/lg do not shine well in a Rpg If you change the graphics your game I liked it enough more.
bye
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