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  #376    
Old January 17th, 2010, 01:00 AM
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Quote:
Originally Posted by Wichu View Post
I made a new shiny and reverse animation.

Not the best quality, and there's a bit of frame skip on the shiny one, but it normally runs at the same speed as the reverse one.

Any comments? Do you like the animation, or should I change it?

Oh, and the bitmap for the particles isn't finalized yet. I'll probably change it to a star or something.

EDIT: It now works in battle, too. But it shows up in the wrong place

EDIT2: Fixed. It works perfectly now.
ooooo i like that where it changes from one to the other
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  #377    
Old January 17th, 2010, 03:20 AM
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Quote:
Originally Posted by sspokemon View Post


ooooo i like that where it changes from one to the other ^_^
You do know that the screenshot you quoted is over one and a half years old, right?

And there are two different Pokémon in that animation. The Shinx doesn't change; there's two of them.
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  #378    
Old January 17th, 2010, 11:17 AM
Poeman
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Maybe making a game? Not sure :/
Where it says stats: should say selected, and selected should say pokemon, it's sorta like a pokemo RTS I guess, I was to lazy to change it xD
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  #379    
Old January 17th, 2010, 12:51 PM
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Quote:
Originally Posted by MarkLegault View Post
Yes, they are mostly static: in buildings, caves, even in many outdoor scenerys. I was thinking of something like this: http://www.youtube.com/watch?v=9zU12yLbPzE

Yeah, I'm not using a specular map, do I really need it here? Its all rock...
On the other hand I could try to make it less perfect and clean,add some grass.
BTW, nice models
Ok... but with the specular map thing, I tried yo explain you something. The metal part of the mallet shines more than the metal part from the real one(I think it's not very noticeable on those screenshots); there're things which on the real world don't shine, but in the videogames, they do shine or they SHOULD shine. Maybe your pyramid wont shine, but certain types of materials will(rusted metal, polished stones).
BTW, making a day-night system is VERY hard and consumes a lot of memory, sometimes is not enough to change the screen color tone.

Whatever, good luck with your game!
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  #380    
Old January 18th, 2010, 12:54 AM
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Quote:
Originally Posted by Fraot View Post
Ok... but with the specular map thing, I tried yo explain you something. The metal part of the mallet shines more than the metal part from the real one(I think it's not very noticeable on those screenshots); there're things which on the real world don't shine, but in the videogames, they do shine or they SHOULD shine. Maybe your pyramid wont shine, but certain types of materials will(rusted metal, polished stones).
I get what you mean. In Perfect Dark Zero, for example, just about everything shines. At first I was like "what the ..." , but then "looks cool though"
Quote:
sometimes is not enough to change the screen color tone.
Of course not. I was thinking of a sun billboard attached to a light which moves in a circly path and changes color depending on the time of the day, skydome gradients blending from one to another depending on the time of the day and blending to night texture when sun goes below horizon, only 'close' object to cast shadows... Haven't had the time to try it, could be slow...
Quote:
Whatever, good luck with your game!
Thanks
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  #381    
Old January 18th, 2010, 07:43 AM
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Here's a little something i'm developing slowly. All bottom screen images are custom made by me and same goes for the scripts, (Except the resolution changer :D)
So yeah, it's for Pokemon Essentials. What do you guys think?



It's pretty much just another dual screen system so not that special :/
Oh yeah, once i've completely finished everything, all of my work on this will be open source
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Last edited by Crazyninjaguy; January 18th, 2010 at 07:48 AM.
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  #382    
Old January 18th, 2010, 07:52 AM
Poeman
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What is the MIC for? Are you adding some sort of noise based minigames?
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  #383    
Old January 18th, 2010, 07:59 AM
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Nah, you reckon i should get rid of the mic bit? I was just making it similar to a DS
Hrm, yeah i'll change it.
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  #384    
Old January 20th, 2010, 12:54 PM
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So far it's 3D and can connect online, it also has a working message box.
It's going to be a game where you battle people online and such :3(If it ever meets a beta XD)
It's not hosted on a server but instead players host the matches

EDIT:

I think Bulbasaur looks odd :/ he's animated though lol, The bottom right box will have a faceset for a pokémon, and an HP bar.(There will be another in the top left for your opponent.)

Last edited by Poeman; January 20th, 2010 at 01:49 PM.
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  #385    
Old January 27th, 2010, 11:55 AM
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I found some maps I made for an old project I worked on that was never revealed to the community.

The maps were made in RPG Maker 2003.

This route was never given a number. It connected town #4 and #7.
Town #7 (The doors aren't there because I didn't add the events)
Town #10 (I'm aware of the mapping errors behind the Pokémart)

These maps haven't been altered from their initial stages as designed Around 3-4 years ago.
Please don't mention the tree shading, I know it's not done correctly.
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  #386    
Old January 31st, 2010, 12:32 PM
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For maps done 3/4 years ago, they sure do look good. These would of been top rated maps in their day.
I don't know if there is any point mentioning my complaints since I'm assuming the project is no longer in development but the pathways bug me. To make dirt paths look more natural they should be wider then 2 tiles in parts.
Make it look like they are worn in paths rather then man made concrete paths.


Town 10 is my favorite.
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  #387    
Old February 10th, 2010, 02:27 PM
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I added ladders to my game :3
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  #388    
Old February 12th, 2010, 12:15 PM
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Looks like the detail on those ground tiles should be a bit less visible now I've had a chance to see how they look in-game. The trees are a bit wonky too.

Photoshop also doesn't seem to want to save huge tilesets as PNG, so I seems I have to save it as a TIFF then load it up in Paint.NET to save it as a PNG :/
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  #389    
Old February 12th, 2010, 07:58 PM
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Great Mazinger I love the richness of your graphics they are so much better pixelated then the regular pokemon essintials tileset.

Poeman, How in the world are you doing that? Are you using some kind of script along with the graphics it looks interesting.
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  #390    
Old February 13th, 2010, 06:21 AM
Poeman
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@HoboGames it's Game Maker not RPGMAKER
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  #391    
Old February 13th, 2010, 02:24 PM
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Oh sorry, I never could figure out how to use Game Maker too well good job anyways!
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  #392    
Old February 13th, 2010, 02:46 PM
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Why apologize lol, I was just explaining it
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  #393    
Old February 13th, 2010, 05:28 PM
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Oh I didnt really mean it as an apoligy... I hate waiting I have to get to 15 posts b4 I can show my screens here
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  #394    
Old February 21st, 2010, 08:32 AM
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Here is the map of my new project.


Have you seen a similar map before?
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  #395    
Old February 21st, 2010, 09:20 AM
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tHATS lITTLE ROOT WITH AN EXTENSION
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  #396    
Old February 21st, 2010, 12:55 PM
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Yes it is. That building is one of the contact buildings for the space ship which plays a part in the game.
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  #397    
Old February 21st, 2010, 01:42 PM
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5/10 it looks to similar to littleroot, unless it is littleroot town.

The trees are good, the town needs a footpath, dirt or concrete would do.
i would move the flowers from the middle, because its right in the middle of the town,
so people would be walking all over them, especially with no footpath,
I would move them a little south east.
and put a sign near it, saying the town name, or something.

adjust the mountain/hill where the building stands on, and add some boulders to mix it up, that should make it look good.

--------------

Heres some of mine, It uses second generation graphics for a reason, its ment to have a retro feel, It's made with RPGmaker 2003. the transparent [e]'s mean Event, like trainer, item ball, cutting tree, teleport etc.

Academy Garden. Sort of a garden/park, squirtles run wild, The academy that the garden belongs to is to the south, a route is to the north.
Spoiler:


Brevis town (misspelled on the pic, brevis means small is latin)
Just a junction town, north is situs mountain, south is route 2, east is Arbor Forest (arbor means wood in latin :P)
Spoiler:

EDIT: heres an alternative version. The 2x2 rocks have their proper floor terrain, which one do you think is better, I like the "Fauly" version for some reason.
alternative version.
Spoiler:


Route 2. nothing special. north is brevis town.
Spoiler:

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Last edited by DarkDoom3000; February 21st, 2010 at 02:04 PM.
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  #398    
Old February 21st, 2010, 01:49 PM
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Quote:
Originally Posted by Wind Gale View Post
Here is the map of my new project.


Have you seen a similar map before?
I hope that's a deliberate extension of Littleroot and not an attempt at making a completely different map using RSE tiles.

Anyway, there is too much open space. Close it up!

Quote:
Originally Posted by DarkDoom3000 View Post
5/10 it looks to similar to littleroot, unless it is littleroot town.

The trees are good, the town needs a footpath, dirt or concrete would do.
i would move the flowers from the middle, because its right in the middle of the town,
so people would be walking all over them, especially with no footpath,
I would move them a little south east.
and put a sign near it, saying the town name, or something.

adjust the mountain/hill where the building stands on, and add some boulders to mix it up, that should make it look good.

--------------

Heres some of mine, It uses second generation graphics for a reason, its ment to have a retro feel, It's made with RPGmaker 2003. the transparent [e]'s mean Event, like trainer, item ball, cutting tree, teleport etc.

Academy Garden. Sort of a garden/park, squirtles run wild, The academy that the garden belongs to is to the south, a route is to the north.
Spoiler:


Brevis town (misspelled on the pic, brevis means small is latin)
Just a junction town, north is situs mountain, south is route 2, east is Arbor Forest (arbor means wood in latin )
Spoiler:


Route 2. nothing special. north is brevis town.
Spoiler:

That's great map design! I'm actually struggling to find faults! Looks very proffesional. Well done.:cer_nod: looks like I'm not the only one who likes using Latin names in games (or in my case a hack).

One thing though... Bervis Town. The large 2x2 rocks should have grass around them (green), not mountainous rock (brown).

Keep it up!
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  #399    
Old February 21st, 2010, 02:02 PM
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Thanks, I was going to change to rocks, but part of me wants to keep them like that.. I remember the rocks being like that for G/S/C. but heres the alternative version.
Spoiler:


for some reason.. I like the "Fauly" version better, ill probably have the the above pic as the actual map.
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  #400    
Old February 21st, 2010, 02:07 PM
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I agree very well done some people might say they look horrible becuase of the graphics but when you look at the map itself it really looks good. Seems like they are maps from an actual pokemon game good job!
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