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  #51    
Old September 1st, 2009, 01:17 AM
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Quote:
Originally Posted by Fraot View Post
With "true 3d" they meant the enhanced engine on the Torn World, they USED the very power of the isometric engine they had/have. But is not like DP were not 3d.
Correction: isometric is not 3D. Isometric is 2D, but with diagonal movement and tiles. D/P/Pt don't use an isometric engine; they use a 3D engine. Just thought I'd clear that up.
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  #52    
Old September 1st, 2009, 09:37 AM
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Quote:
Originally Posted by Wichu View Post
Correction: isometric is not 3D. Isometric is 2D, but with diagonal movement and tiles. D/P/Pt don't use an isometric engine; they use a 3D engine. Just thought I'd clear that up.
Nintendo calls "isometric" to that engine, don't blame me, blame them. Have you googled something about DPPt? They they the engine is "isometric".
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  #53    
Old September 1st, 2009, 10:05 AM
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pokemon Platinum is 2.5d :D
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  #54    
Old September 1st, 2009, 08:11 PM
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There is no such thing as 2.5d. How can you have half a dimension? Do you want to destroy the universe or something?
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  #55    
Old September 2nd, 2009, 03:19 AM
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http://en.wikipedia.org/wiki/2.5D haa haaa
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  #56    
Old September 2nd, 2009, 04:20 AM
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Quote:
Originally Posted by megasuper123 View Post
Hahaha, I can't believe you just quoted Wikipedia to prove me wrong. If you read, it says an informal way to say pseudo 3D. My point still stands that it is impossible to have half of a dimension.

And anyway, D/P/Pt is 2D sprites with 3D models, experts () have been discussing in this thread about it, so don't just disregard what they are saying, and say its 2.5D. God I hate that term >_<
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  #57    
Old September 2nd, 2009, 04:25 AM
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He quoted wikipedia because 2.5D is a term used by game developers and media to describe games that render 3D graphics but let you play on a 2D plain. So, in terms of computer game development- yes there is such a thing as 2.5D- and if you check out reviews by IGN, and gamespot, you'll see they use the term to describe the DS pokemon adventure games.... So it doesn't matter if you hate the term or not...If you knew game development terms, the 2.5D debate wouldn't even be an issue.... [kidding]noobs [/kidding]
<Plus, look up games like Shadow Complex, Trine, Trials HD to name some recent ones from last months release pool alone to see the term used in reviews to describe it>
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  #58    
Old September 2nd, 2009, 09:21 AM
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Then IGN is wrong, as 2.5D is described as 2D sprites which give the impression that they are 3D, as it appears they have depth e.g isometric games. A Pokemon NDS game uses 3D and 2D sprites, not the same thing.
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  #59    
Old September 7th, 2009, 08:02 AM
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http://www.youtube.com/watch?v=i6KMA...eature=related

http://www.youtube.com/watch?v=hdHbq4jEGYY my point is not sure
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  #60    
Old October 6th, 2009, 01:46 PM
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IT HAS BEEN A MONTH!!! TIME TO BRING IT BACK TO LIFE!!! and 5 hr 44 min
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  #61    
Old October 16th, 2009, 07:01 AM
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Is there gonna be a Release or what?
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  #62    
Old October 31st, 2009, 05:54 AM
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Now this may seem lazy but im not, okay maybe at times but if i understand you correctly to make a game with this would be a huge amount of work, Example
Quote:
For example, the scripts for the movement of the character have to be copied into each and every map you make
Thats just crazy, you cant make a global function for walking that is called for each map? But its a good idea i just think you should work at it ALOT more before you release it at all...
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  #63    
Old November 3rd, 2009, 09:22 AM
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alexander are you working on pokeds or are you not.
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  #64    
Old October 7th, 2012, 05:05 PM
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3 year bump! Hope that's okay since I'm the OP and I'm reviving the project.
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  #65    
Old October 8th, 2012, 06:38 AM
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Quote:
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3 year bump! Hope that's okay since I'm the OP and I'm reviving the project.
oh good grief, I thought you were gone! Welcome back even though you don't know me!
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  #66    
Old October 8th, 2012, 02:19 PM
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Updatred OP with more detailed info and a preview image for use on an emulator or DS Flash Cart!

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Originally Posted by hansiec View Post
oh good grief, I thought you were gone! Welcome back even though you don't know me!
Thanks!
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  #67    
Old October 8th, 2012, 03:56 PM
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I like the looks of it, from what I've read. Is the language only C, or is it compatible with C#? And does it have 3D capabilities(the engine more-so than PokeDS itself)?
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  #68    
Old October 9th, 2012, 01:17 AM
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Oh great you back :D Welcome back, i waiting for more updates.
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  #69    
Old October 9th, 2012, 04:51 AM
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Interesting, buy why should people use this over essentials?
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  #70    
Old October 9th, 2012, 05:56 AM
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Quote:
Originally Posted by Conan Edogawa View Post
I like the looks of it, from what I've read. Is the language only C, or is it compatible with C#? And does it have 3D capabilities(the engine more-so than PokeDS itself)?
As far as I know, only C can be used as PaLib itself is written in C. In terms of 3D, DS Game Maker has no front ends for importing,using and manipulating 3D models. PaLib, however, does have some support for 3D but its not something I plan on looking into any time soon.

Quote:
Originally Posted by venom12 View Post
Oh great you back :D Welcome back, i waiting for more updates.
Thanks! Nice to see that you're still active in the community.

Quote:
Originally Posted by KingCharizard View Post
Interesting, buy why should people use this over essentials?
That's a very good question. I don't doubt that RMXP is a great tool for making Pokemon fangames. It really gives you the feel of something homebrew and on a PC, of course you'll be able to build something that can take advantage of a powerful graphics card and CPU.

PokeDS, however, aims to bring fangames to the DS for use by casual gamers. For example, if PokeDS becomes something as fully fledged as Essentials, you only have to pay $15 for the license for DS Game Maker and you're allowed to sell your games. You're even allowed to submit them to publishers. The Pokemon fangame scene is great but ever since I joined way back in 2005 (I'm aware that the community extends past Pokecommunity), I've always felt that the games have been limited to people who know of the existence of the community. There hasn't really been an attempt to capture the same audience that the original Pokemon games was geared to. I wanted to change that. I hope that made some sense, I'm just rambling on from my head...
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  #71    
Old October 9th, 2012, 08:04 AM
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Quote:
Originally Posted by Alexandre View Post
PokeDS, however, aims to bring fangames to the DS for use by casual gamers. For example, if PokeDS becomes something as fully fledged as Essentials, you only have to pay $15 for the license for DS Game Maker and you're allowed to sell your games. You're even allowed to submit them to publishers. The Pokemon fangame scene is great but ever since I joined way back in 2005 (I'm aware that the community extends past Pokecommunity), I've always felt that the games have been limited to people who know of the existence of the community. There hasn't really been an attempt to capture the same audience that the original Pokemon games was geared to. I wanted to change that. I hope that made some sense, I'm just rambling on from my head...
so something i am curious about...
is it as easy to use as essentials?
you know with essentials you can make a game without knowing much about scripting...
it wouldn't be that good but its possible...
and aren't there some limitations that you have to consider?
for example the rom size and all the other technical stuff?
can you add every audio format you want to use or do you have to use midi?
you said that you add the maps as png files right?
how do you manage the priority of the tiles or autotiles?
there are more points that i am curious about but i think the above are enough for now...

ahh and i doubt that you can sell any game which use pokemon related stuff...
maybe if you use only fakemon and avoid using anything pokemon related like pokeballs or any sprite used in the official games...
but i dont think that someone would spend money to buy a pokemon lookalike instead of buying the official games...

but i have to say that if you manage to make a DS variant of essentials it would be awesome for any fangame developer! :D
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  #72    
Old October 9th, 2012, 09:02 AM
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Quote:
Originally Posted by the__end View Post
so something i am curious about...
is it as easy to use as essentials?
you know with essentials you can make a game without knowing much about scripting...
it wouldn't be that good but its possible...
and aren't there some limitations that you have to consider?
for example the rom size and all the other technical stuff?
can you add every audio format you want to use or do you have to use midi?
you said that you add the maps as png files right?
how do you manage the priority of the tiles or autotiles?
there are more points that i am curious about but i think the above are enough for now...

ahh and i doubt that you can sell any game which use pokemon related stuff...
maybe if you use only fakemon and avoid using anything pokemon related like pokeballs or any sprite used in the official games...
but i dont think that someone would spend money to buy a pokemon lookalike instead of buying the official games...

but i have to say that if you manage to make a DS variant of essentials it would be awesome for any fangame developer! :D
Yes, it will have similar user-friendliness as essentials.

You won't need much scripting knowledge for this. Right now I'm working on automating all events. For example, the door event in the preview was originally 6/7 different event functions on that object. I created my own event function that combined the 6 previous ones so that when you want to create a door, you just select the function 'door' from the menu in the event creator and you provide the following arguments: x coordinate of door, y coordinate of door, teleport location and sound of door. It will be that simple for 90% of the commands.

I don't think room size will be that much of a problem. Read the OP RE how DS Game Maker/PaLib converts the maps to a tileset.

Audio is added using MP3 or WAV files.

Yes, each map will be a .png file. Priority in PokeDS will be much simpler than RMXP, you will not need to use that 1-6 numbering system which I despised with a passion. A picture tells a thousand words. 3 will tell quite a lot:







The first image is the map - quite self explanatory.

The second image is the collision map. Red is walkable area. Any other colour is blocked. Also note the different colours there. Yellow represents a door. The creator of the RPG movement functions (all credit goes to him for these images and functions) coloured these areas so that the game knows which area the player is colliding with. For example, he originally had it so that when he collided with the door, a message would pop up saying "This door is locked". The water is also coloured blue. What I plan on doing is creating special colours for each area on the map. For example water would be coloured blue and water would be recognised to be walkable if the character is currently surfing. We could also add green to the collision map to denote grass areas for wild pokemon encounters. This would give the added benefit over terrain tags in the idea that you can put grass that does not have encounters.
Also note how small the collision map is. This is because it is scaled down to the ratio 1 pixel:1 tile.

The third image is the priority map. Any parts of your map that the main character should appear behind will be part of this map.

All three of these "backgrounds" (as DS Game Maker calls them) can be easily mapped using Tiled. It may seem like a complicated process but in my opinion, it allows for much more rigorous mapping - you can control exactly where collisions can occur and where your priorities are as opposed to applying those properties to just a tileset.

And yeah I realised after posting that Pokemon is copyrighted. The idea is still the same though. This would give people a chance to distribute their games to a much larger audience. And there's always the portability benefit!

If you have any more questions, don't hesitate to ask. I want to get all feedback and ideas from the beginning so I can get everything right from the get go.



Also I'd just like to point out that I did change that ugly door noise that was in the preview. That's the only one I could find.

Last edited by Alexandre; October 9th, 2012 at 09:11 AM. Reason: Your double post has been automatically merged.
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  #73    
Old October 9th, 2012, 09:50 AM
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The second image seems like a bad idea to me. It's easy to visualize but it uses more data than it should. Each pixel would be 3 bytes (or 4 if you're using alpha transparency). 256^3 (or 4 lol) seems like it would be too many possibilities. Consider using a black/white collision image instead, where you would only need 1 byte (char) per pixel. There is no way you would use more than 256 possibilities.
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  #74    
Old October 9th, 2012, 10:17 AM
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Why not just use tiles such as rmxp or graphical tiles alongside of collision tiles? this would be easier to handle than having full map images
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  #75    
Old October 9th, 2012, 12:58 PM
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Quote:
Originally Posted by DaSpirit View Post
The second image seems like a bad idea to me. It's easy to visualize but it uses more data than it should. Each pixel would be 3 bytes (or 4 if you're using alpha transparency). 256^3 (or 4 lol) seems like it would be too many possibilities. Consider using a black/white collision image instead, where you would only need 1 byte (char) per pixel. There is no way you would use more than 256 possibilities.
Again, all maps (whether collision or not) are split into tiles by DS Game Maker itself. Yes, at first it has to load the whole image but it will take only 4 pixels to store in the VRAM: red, black, yellow, blue (in this case). The positions of each tile will be stored in an array by the program and it will then rebuild the map itself when it has to display it. A lot less VRAM is used in this way.

Quote:
Originally Posted by hansiec View Post
Why not just use tiles such as rmxp or graphical tiles alongside of collision tiles? this would be easier to handle than having full map images
I'm not sure what you mean by 'alongside collision tiles'. In essence I would agree with you but the current system using .png uses no more resources than that method (if not less - RMXP has to load the entire tileset, whether or not certain tiles are being used, definitely a waste of resources) so it isn't on my list of priorities. When the time is right and user-friendliness is the only thing left, I will think of ditching the .pngs and using tilesets,
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