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  #26    
Old April 11th, 2010, 12:40 PM
Gigatom~'s Avatar
Gigatom~
Pokemon Ruthenium Creator ~
 
Join Date: Jan 2010
Age: 18
Gender: Male
Euhmm, yes use the tiles from ~EpicDay.

Link

Gigatom~
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  #27    
Old April 11th, 2010, 12:56 PM
Poeman
Booted out - don't be like me!
 
Join Date: Nov 2008
Age: 19
Gender: Male
Wrong section ):
Why can't people get this right?
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  #28    
Old April 11th, 2010, 03:27 PM
incognito322's Avatar
incognito322
let's look towards the future!
 
Join Date: Dec 2007
Location: Switzerland, France
Gender: Male
Nature: Naive
LAWL just go to VGmaps and the first map under Fire Red and Leaf Green will be your beloved Kanto full region map.
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  #29    
Old April 13th, 2010, 09:27 AM
Alliehj's Avatar
Alliehj
Beginning Trainer
 
Join Date: Sep 2008
Gender:
I would like to request or be pointed in the right direction of:
- Overworld Sprites -
- Tracey ( from the Orange Island series )
- Jessie and James ( Team Rocket )

- Trainer Sprite -
- Jessie and James ( Team Rocket )

I would like to request or be pointed in the right direction of:
- Overworld Sprites -
- Tracey ( from the Orange Island series )
- Jessie and James ( Team Rocket )

- Trainer Sprite -
- Jessie and James ( Team Rocket )
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Last edited by Alliehj; April 13th, 2010 at 09:30 AM. Reason: Your double post has been automatically merged.
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  #30    
Old April 13th, 2010, 01:27 PM
OnthenetLucas
Beginning Trainer
 
Join Date: Mar 2008
Is there anyone who can rip the attack animation sound effects from one of the Gen III games? Non-cry sound effects have been eluding me for quite a while
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  #31    
Old April 14th, 2010, 09:22 PM
maaddogg's Avatar
maaddogg
Epic spriter in the making!!
 
Join Date: Feb 2009
Location: in a white padded room!
Age: 18
Gender: Male
Nature: Hasty
does anyone have the sprites for the hgss menu??

please help
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  #32    
Old April 15th, 2010, 01:54 AM
Gigatom~'s Avatar
Gigatom~
Pokemon Ruthenium Creator ~
 
Join Date: Jan 2010
Age: 18
Gender: Male
Heey, are there any HGSS Animated Autotiles ?
Thanks in Advance.

Gigatom~
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  #33    
Old April 15th, 2010, 03:38 AM
carmaniac's Avatar
carmaniac
Where the pickle surprise at?
 
Join Date: Apr 2009
Location: England
Age: 19
Nature: Relaxed
Quote:
Originally Posted by maaddogg View Post
does anyone have the sprites for the hgss menu??

please help
Well, I just ripped the sprites for you.
Attached Thumbnails
hgssmenurips.png‎  
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Pokémon: Lost Souls.







Developed by Carmaniac.
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  #34    
Old April 15th, 2010, 10:18 PM
G3N3S1S's Avatar
G3N3S1S
Um...Eating toast...
 
Join Date: Apr 2010
Gender: Male
Nature: Naughty
Howdy all, could anyone plz make me a cool looking emo trainer sprite plus the overworld sprite aswell?
Will give full credit to anyone who helps...thnx
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  #35    
Old April 16th, 2010, 06:50 AM
VEGET@
 
Join Date: Feb 2010
Gender: Male
How i can do this effect with the water in RPGM XP???
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  #36    
Old April 16th, 2010, 06:29 PM
Blargatory's Avatar
Blargatory
Beginning Trainer
 
Join Date: Apr 2010
I found this script for RPG Maker XP and was wondering how to make this work with pokemon essentials. I tired just entering it. It just didn't want to work what so ever. So I was hoping someone could help me out here making it work.

New Game
Load Game
End Game

I hope i did this request right this is my 1st time here.

Spoiler:

#_________________________________________________
# MOG_Animated Title Sofia V1.1
#_________________________________________________
# By Moghunter
#_________________________________________________
module MOG
#Auto Fullscreen.
FULL_SCREEN = false
#Logo Picture Name.
LOGO_PIC = "title"
#Logo Time.
LOGO_TIME = 15
#Logo ME.
LOGO_ME = "01 - Dearly Beloved"
#Set Game Frame Rate (Default 40FPS).
PER = 40
#Random Music.
RAND_MUSIC = true
#Set Random Music.
MUSIC1 = "Audio/BGM/01 - Dearly Beloved"
MUSIC2 = "Audio/BGM/01 - Dearly Beloved"
MUSIC3 = "Audio/BGM/01 - Dearly Beloved"
#Active Title BGS.
BGS_ON = true
#Set Title BGS.
BGS = "01 - Dearly Beloved", 100, 100
#Set BGS volume.
BGS_VOL = 10
#Transition Type.
TRANS_TITLE = "logo"
#Transition Time.
TRANS_TIME = 5
#Texto para acessar o menu de opções(Press any Key)
T_B = "Press any key"
#Tamanho da fonte(Press any Key).
T_B_FONT = 28
#Posição do texto na horizontal.(Press any Key)
T_B_X = 250
#Posição do texto na vertical.(Press any Key)
T_B_Y = 300
#Ativar Zoom reverso na imagem de fundo.
BACK_ZOOM = true
#Nome da picture de opções de comando.
#É necessário ter 3 picures nomeadas com
#o nome abaixo mais o prefixo _01 , _02 e _03.
COM = "Com"
#-----------------
# Imagem de Fundo
#-----------------
PIC_FD = "Back2"#Nome da imagem.
PIC_FD_OX = 0 #Velocidade de movimento na horizontal.
PIC_FD_OY = 0 #Velocidade de movimento na vertical.
PIC_FD_PRIOR = 1 #Prioridade da imagem.
PIC_FD_OPA = 255 #Transparência da imagem.
PIC_FD_BLEND = 0 #Tipo de Blend.
#-----------------
# Letras do Titulo
#-----------------
PIC_TEXTO = "Texto2"#Nome da imagem.
PIC_TEXTO_OX = 0 #Velocidade de movimento na horizontal.
PIC_TEXTO_OY = 0 #Velocidade de movimento na vertical.
PIC_TEXTO_OPA = 0 #Transparência Inicial da imagem.
PIC_TEXTO_PRIOR = 9 #Prioridade da imagem.
PIC_TEXTO_BLEND = 0 #Tipo de Blend.
#-----------------
# Imagem Camada 1
#-----------------
PIC_FOG1 = "Fog01" #Nome da imagem.
PIC_FOG_RAND = true #Ativar Sistema de Vento.
PIC_FOG_MOV = 0 #Time para mudar de direção.
PIC_FOG_OX_01 = 0 #Velocidade de movimento na horizontal.
PIC_FOG_OY_01 = 0 #Velocidade de movimento na vertical.
PIC_FOG_OX_02 = 0 #Velocidade de movimento na horizontal.
PIC_FOG_OY_02 = 0 #Velocidade de movimento na vertical.
PIC_FOG1_PRIOR = 0 #Prioridade da imagem.
PIC_FOG1_BLEND = 0 #Tipo de Blend.
PIC_FOG1_ZOOMX = 0 #Zoom da imagem na horizontal.
PIC_FOG1_ZOOMY = 0 #Zoom da imagem na vertical.
PIC_FOG1_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem Camada 2
#-----------------
PIC_FOG2 = "Fog02" #Nome da imagem.
PIC_FOG2_RAND = true #Ativar Sistema de Vento.
PIC_FOG2_MOV = 0 #Time para mudar de direção.
PIC_FOG2_PRIOR = 0 #Prioridade da imagem.
PIC_FOG2_BLEND = 0 #Tipo de Blend.
PIC_FOG2_ZOOMX = 0 #Zoom da imagem na horizontal.
PIC_FOG2_ZOOMY = 0 #Zoom da imagem na vertical.
PIC_FOG2_OX_01 = 0 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_01 = 0 #Velocidade de movimento na vertical.
PIC_FOG2_OX_02 = 0 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_02 = 0 #Velocidade de movimento na vertical.
PIC_FOG2_OPA = 50 #Transparência da imagem.
#-----------------
# Imagem Camada 3
#-----------------
PIC_FOG3 = "Tree2" #Nome da imagem.
PIC_FOG3_RAND = false #Ativar Sistema de Vento.
PIC_FOG3_MOV = 100 #Time para mudar de direção.
PIC_FOG3_PRIOR = 7 #Prioridade da imagem.
PIC_FOG3_BLEND = 0 #Tipo de Blend.
PIC_FOG3_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG3_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG3_OX_01 = 3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical.
PIC_FOG3_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG3_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 01
#-----------------
PIC_LEAF1 = "Leaf01" #Nome da imagem.
PIC_LEAF1_RAND = true #Ativar Sistema de Vento.
PIC_LEAF1_MOV = 200 #Time para mudar de direção.
PIC_LEAF1_PRIOR = 10 #Prioridade da imagem.
PIC_LEAF1_BLEND = 0 #Tipo de Blend.
PIC_LEAF1_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF1_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF1_OX1 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY1 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OX2 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY2 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 02
#-----------------
PIC_LEAF2 = "Leaf02" #Nome da imagem.
PIC_LEAF2_RAND = true #Ativar Sistema de Vento.
PIC_LEAF2_MOV = 150 #Time para mudar de direção.
PIC_LEAF2_PRIOR = 8 #Prioridade da imagem.
PIC_LEAF2_BLEND = 0 #Tipo de Blend.
PIC_LEAF2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF2_OX1 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY1 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OX2 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY2 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OPA = 255 #Transparência da imagem.
#-------------------------------------------------------------------------------
#Movimento de Dispose.
#-------------------------------------------------------------------------------
#Alterar movimento ao escolher uma opção de comando.
DIS_MOV = true
#Tempo do movimento
DIS_TIME = 80
#Redução da Transparência imagem.
DIS_PIC1_OPA = 0
DIS_PIC2_OPA = 5
DIS_PIC3_OPA = 0
DIS_PIC4_OPA = 0
DIS_PIC5_OPA = 0
DIS_PIC6_OPA = 0
DIS_PIC_LEAF1_OPA = 5
DIS_PIC_LEAF2_OPA = 5
#Movimento da imagem
DIS_PIC1_OX = 0
DIS_PIC1_OY = 0
DIS_PIC2_OX = 0
DIS_PIC2_OY = 0
DIS_PIC3_OX = 0
DIS_PIC3_OY = 0
DIS_PIC4_OX = 0
DIS_PIC4_OY = 0
DIS_PIC5_OX = 4
DIS_PIC5_OY = 0
DIS_PIC6_OX = 0
DIS_PIC6_OY = 0
DIS_PIC_LEAF1_OX = 0
DIS_PIC_LEAF1_OY = 0
DIS_PIC_LEAF2_OX = 0
DIS_PIC_LEAF2_OY = 0
#Zoom da imagem
DIS_PIC1_ZOOMX = 0
DIS_PIC1_ZOOMY = 0
DIS_PIC2_ZOOMX = 0
DIS_PIC2_ZOOMY = 0
DIS_PIC3_ZOOMX = 0
DIS_PIC3_ZOOMY = 0
DIS_PIC4_ZOOMX = 0
DIS_PIC4_ZOOMY = 0
DIS_PIC5_ZOOMX = 0
DIS_PIC5_ZOOMY = 0
DIS_PIC6_ZOOMX = 0
DIS_PIC6_ZOOMY = 0
DIS_PIC_LEAF1_ZOOMX = 0
DIS_PIC_LEAF1_ZOOMY = 0
DIS_PIC_LEAF2_ZOOMX = 0
DIS_PIC_LEAF2_ZOOMY = 0
end
$mogscript = {} if $mogscript == nil
$mogscript["title_sofia"] = true
#-------------------------------------------------------------------------------
# Scene_Title
#-------------------------------------------------------------------------------
$full_screen = 0
class Scene_Title
def main
if $BTEST
battle_test
return
end
$full_screen += 1
if MOG::FULL_SCREEN == true and $full_screen == 1
$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
$showm.call(18,0,0,0)
$showm.call(13,0,0,0)
$showm.call(13,0,2,0)
$showm.call(18,0,2,0)
end
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new
s1 = ""
s2 = ""
s3 = ""
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.opacity = 0
@command_window.x = 0 - @command_window.width / 2
@command_window.y = 0
@command_window.visible = false
@command_window.active = false
@mb01 = Plane.new
@mb01.bitmap = RPG::Cache.title(MOG::PIC_FD)
@mb01.opacity = MOG::PIC_FD_OPA
@mb01.z = MOG::PIC_FD_PRIOR
@mb01.blend_type = MOG::PIC_FD_BLEND
@mb02 = Plane.new
@mb02.bitmap = RPG::Cache.title(MOG::PIC_TEXTO)
@mb02.z = MOG::PIC_TEXTO_PRIOR
@mb02.opacity = MOG::PIC_TEXTO_OPA
@mb02.blend_type = MOG::PIC_TEXTO_BLEND
@mb03 = Plane.new
@mb03.bitmap = RPG::Cache.title(MOG::PIC_FOG1)
@mb03.z = MOG::PIC_FOG1_PRIOR
@mb03.zoom_x = MOG::PIC_FOG1_ZOOMX
@mb03.zoom_y = MOG::PIC_FOG1_ZOOMY
@mb03.blend_type = MOG::PIC_FOG1_BLEND
@mb03.opacity = MOG::PIC_FOG1_OPA
@mb04 = Plane.new
@mb04.bitmap = RPG::Cache.title(MOG::PIC_FOG2)
@mb04.z = MOG::PIC_FOG2_PRIOR
@mb04.zoom_x = MOG::PIC_FOG2_ZOOMX
@mb04.zoom_y = MOG::PIC_FOG2_ZOOMY
@mb04.blend_type = MOG::PIC_FOG2_BLEND
@mb04.opacity = MOG::PIC_FOG2_OPA
@mb05 = Plane.new
@mb05.bitmap = RPG::Cache.title(MOG::PIC_FOG3)
@mb05.z = MOG::PIC_FOG3_PRIOR
@mb05.zoom_x = MOG::PIC_FOG3_ZOOMX
@mb05.zoom_y = MOG::PIC_FOG3_ZOOMY
@mb05.blend_type = MOG::PIC_FOG3_BLEND
@mb05.opacity = MOG::PIC_FOG3_OPA
@mb07 = Plane.new
@mb07.bitmap = RPG::Cache.title(MOG::PIC_LEAF1)
@mb07.z = MOG::PIC_LEAF1_PRIOR
@mb07.zoom_x = MOG::PIC_LEAF1_ZOOMX
@mb07.zoom_y = MOG::PIC_LEAF1_ZOOMY
@mb07.blend_type = MOG::PIC_LEAF1_BLEND
@mb07.opacity = MOG::PIC_LEAF1_OPA
@mb08 = Plane.new
@mb08.bitmap = RPG::Cache.title(MOG::PIC_LEAF2)
@mb08.z = MOG::PIC_LEAF2_PRIOR
@mb08.zoom_x = MOG::PIC_LEAF2_ZOOMX
@mb08.zoom_y = MOG::PIC_LEAF2_ZOOMY
@mb08.blend_type = MOG::PIC_LEAF2_BLEND
@mb08.opacity = MOG::PIC_LEAF2_OPA
@bot = Sprite.new
@bot.bitmap = Bitmap.new(160,100)
@bot.x = MOG::T_B_X
@bot.y = MOG::T_B_Y
@bot.z = 9999
@bot.opacity = 0
@bot.bitmap.font.size = MOG::T_B_FONT
@bot.bitmap.font.bold = true
@bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B)
@bot2 = Sprite.new
@bot2.bitmap = Bitmap.new(160,100)
@bot2.x = MOG::T_B_X
@bot2.y = MOG::T_B_Y
@bot2.z = 9998
@bot2.opacity = 0
@bot2.bitmap.font.size = MOG::T_B_FONT
@bot2.bitmap.font.bold = true
@bot2.color.set(0,0,0)
@bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)
@com = Sprite.new
@com.bitmap = RPG::Cache.title(MOG::COM + "_01")
@com.z = 10000
@com.opacity = 0
@com.y = 300
@logo = Plane.new
@logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC)
@logo.z = 999999
@logo.opacity = 0
@time = 0
@time_zoom = 0
@time_music = 0
@time_logo = MOG::LOGO_TIME
@logo_r = 0
@rs = 0
@mb01.visible = false
@mb02.visible = false
@mb03.visible = false
@mb04.visible = false
@mb05.visible = false
@mb07.visible = false
@mb08.visible = false
@com.visible = false
@logo.visible = true
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
Audio.bgm_stop
Audio.me_stop
Audio.bgs_stop
if MOG::BGS_ON == true
Audio.bgs_play("Audio/BGS/01 - Dearly Beloved", 100, 100)
end
Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
if MOG::DIS_MOV == true
for i in 1..MOG::DIS_TIME
@mb01.opacity -= MOG::DIS_PIC1_OPA
@mb02.opacity -= MOG::DIS_PIC2_OPA
@mb03.opacity -= MOG::DIS_PIC3_OPA
@mb04.opacity -= MOG::DIS_PIC4_OPA
@mb05.opacity -= MOG::DIS_PIC5_OPA
@mb07.opacity -= MOG::DIS_PIC_LEAF1_OPA
@mb08.opacity -= MOG::DIS_PIC_LEAF2_OPA
@com.opacity -= MOG::DIS_PIC2_OPA
@mb01.ox += MOG::DIS_PIC1_OX
@mb01.oy += MOG::DIS_PIC1_OY
@mb02.ox += MOG::DIS_PIC2_OX
@mb02.oy += MOG::DIS_PIC2_OY
@mb03.ox += MOG::DIS_PIC3_OX
@mb03.oy += MOG::DIS_PIC3_OY
@mb04.ox += MOG::DIS_PIC4_OX
@mb04.oy += MOG::DIS_PIC4_OY
@mb05.ox += MOG::DIS_PIC5_OX
@mb05.oy += MOG::DIS_PIC5_OY
@mb07.ox += MOG::DIS_PIC_LEAF1_OX
@mb07.oy += MOG::DIS_PIC_LEAF1_OY
@mb08.ox += MOG::DIS_PIC_LEAF2_OX
@mb08.oy += MOG::DIS_PIC_LEAF2_OY
@mb01.zoom_x += MOG::DIS_PIC1_ZOOMX
@mb01.zoom_y += MOG::DIS_PIC1_ZOOMY
@mb02.zoom_x += MOG::DIS_PIC2_ZOOMX
@mb02.zoom_y += MOG::DIS_PIC2_ZOOMY
@mb03.zoom_x += MOG::DIS_PIC3_ZOOMX
@mb03.zoom_y += MOG::DIS_PIC3_ZOOMY
@mb04.zoom_x += MOG::DIS_PIC4_ZOOMX
@mb04.zoom_y += MOG::DIS_PIC4_ZOOMY
@mb05.zoom_x += MOG::DIS_PIC5_ZOOMX
@mb05.zoom_y += MOG::DIS_PIC5_ZOOMY
@mb07.zoom_x += MOG::DIS_PIC_LEAF1_ZOOMX
@mb07.zoom_y += MOG::DIS_PIC_LEAF1_ZOOMY
@mb08.zoom_x += MOG::DIS_PIC_LEAF2_ZOOMX
@mb08.zoom_y += MOG::DIS_PIC_LEAF2_ZOOMY
@bot.opacity -= 10
@bot2.opacity -= 10
Graphics.update
end
end
Graphics.freeze
@command_window.dispose
@mb01.dispose
@mb02.dispose
@mb03.dispose
@mb04.dispose
@mb05.dispose
@mb07.dispose
@mb08.dispose
@bot.dispose
@bot2.dispose
@com.dispose
@logo.dispose
end
def update
@time_logo -= 1
if @time_logo <= 0
@time_logo = 0
end
if @logo.opacity < 30 and @logo_r == 1
@logo.visible = false
@logo.opacity = 0
@logo.bitmap = RPG::Cache.title("")
end
if @bot.opacity < 30 and @command_window.active == true
@bot.visible = false
@bot2.visible = false
@bot.bitmap.draw_text(0, 0, 32, 32,"")
@bot2.bitmap.draw_text(0, 0, 32, 32,"")
end
if @logo_r == 0 and @logo.opacity <= 250
@logo.opacity += 2
elsif @time_logo <= 0
@logo_r = 1
@logo.opacity -= 2
@mb01.visible = true
@mb02.visible = true
@mb03.visible = true
@mb04.visible = true
@mb05.visible = true
@mb07.visible = true
@mb08.visible = true
@com.visible = true
@bot.opacity += 2
@bot2.opacity += 2
Audio.me_fade(500)
if @bot.opacity >= 255
@bot.opacity = 255
@bot2.opacity = 255
end
end
if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1
@rs += 1
case rand(3)
when 0
Audio.bgm_play("Audio/BGM/01 - Dearly Beloved", 100, 100)
when 1
Audio.bgm_play("Audio/BGM/01 - Dearly Beloved", 100, 100)
when 2
Audio.bgm_play("Audio/BGM/01 - Dearly Beloved", 100, 100)
end
else
if @logo_r == 1 and @rs == 1
$game_system.bgm_play($data_system.title_bgm)
@rs += 1
end
end
if @command_window.active == true
@bot.opacity -= 5
@bot2.opacity -= 5
@bot.x -= 5
@bot2.x += 5
@com.opacity += 2
if @com.y > 0
@com.y -= 5
elsif @com.y < 0
@com.y = 0
@com.opacity = 255
end
end
r = rand(100) + 150
g = rand(100) + 150
b = rand(100) + 150
@command_window.update
@time += 2
@time_zoom += 0
if @time_zoom > 0
@time_zoom = 0
end
if @time_zoom > 0 and MOG::BACK_ZOOM == true
@mb01.zoom_x += 0
@mb01.zoom_y += 0
if @mb01.zoom_x >= 0
@mb01.zoom_x = 0
@mb01.zoom_y = 0
end
elsif MOG::BACK_ZOOM == true
@mb01.zoom_x -= 0
@mb01.zoom_y -= 0
if @mb01.zoom_x <= 0
@mb01.zoom_x = 0
@mb01.zoom_y = 0
end
end
@mb01.ox -= MOG::PIC_FD_OX
@mb01.oy -= MOG::PIC_FD_OY
@mb02.ox -= MOG::PIC_TEXTO_OX
@mb02.oy -= MOG::PIC_TEXTO_OY
@mb02.opacity += 2
Graphics.frame_rate = MOG::PER
if @time < MOG::PIC_LEAF1_MOV and MOG::PIC_LEAF1_RAND == true
@mb07.ox += MOG::PIC_LEAF1_OX2
@mb07.oy -= MOG::PIC_LEAF1_OY2
else
@mb07.ox -= MOG::PIC_LEAF1_OX1
@mb07.oy -= MOG::PIC_LEAF1_OY1
end
if @time < MOG::PIC_LEAF2_MOV and MOG::PIC_LEAF2_RAND == true
@mb08.ox -= MOG::PIC_LEAF2_OX2
@mb08.oy -= MOG::PIC_LEAF2_OY2
else
@mb08.ox += MOG::PIC_LEAF2_OX1
@mb08.oy -= MOG::PIC_LEAF2_OY1
end
if @time < MOG::PIC_FOG_MOV and MOG::PIC_FOG_RAND == true
@mb03.ox -= MOG::PIC_FOG_OX_02
@mb03.oy -= MOG::PIC_FOG_OY_02
else
@mb03.ox += MOG::PIC_FOG_OX_01
@mb03.oy -= MOG::PIC_FOG_OY_01
end
if @time < MOG::PIC_FOG2_MOV and MOG::PIC_FOG2_RAND == true
@mb04.ox -= MOG::PIC_FOG2_OX_02
@mb04.oy -= MOG::PIC_FOG2_OY_02
else
@mb04.ox -= MOG::PIC_FOG2_OX_01
@mb04.oy -= MOG::PIC_FOG2_OY_01
end
if @time < MOG::PIC_FOG3_MOV and MOG::PIC_FOG3_RAND == true
@mb05.ox -= MOG::PIC_FOG3_OX_02
@mb05.oy -= MOG::PIC_FOG3_OY_02
else
@mb05.ox -= MOG::PIC_FOG3_OX_01
@mb05.oy -= MOG::PIC_FOG3_OY_01
end
@bot.color.set(r,g,b)
if @time > 400
@time = 0
end
if @rs == 0
Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100)
@rs += 1
end
if @logo.opacity <= 100 and @logo_r == 1
if Input.trigger?(Input::C) and @command_window.active == true
case @command_window.index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
end
elsif Input.trigger?(Input::C) and @command_window.active == false or
Input.trigger?(Input::B) and @command_window.active == false
Audio.se_play("Audio/SE/001-System01")
@command_window.active = true
end
end
case @command_window.index
when 0
@com.bitmap = RPG::Cache.title(MOG::COM + "_01")
when 1
@com.bitmap = RPG::Cache.title(MOG::COM + "_02")
when 2
@com.bitmap = RPG::Cache.title(MOG::COM + "_03")
end
end
def command_new_game
Audio.bgs_fade(800)
$game_system.se_play($data_system.decision_se)
Audio.bgm_stop
Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
def command_continue
unless @continue_enabled
$game_system.se_play($data_system.buzzer_se)
return
end
Audio.bgs_fade(800)
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load.new
end
def command_shutdown
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
def battle_test
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
$scene = Scene_Battle.new
end
end
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  #37    
Old April 17th, 2010, 06:58 AM
BR25's Avatar
BR25
The guy who loses at everythin
 
Join Date: Apr 2009
Age: 17
Gender: Male
I would like to request the trainer sprites from hgss (not the overworlds) just the in battle graphic?
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  #38    
Old April 17th, 2010, 01:14 PM
maaddogg's Avatar
maaddogg
Epic spriter in the making!!
 
Join Date: Feb 2009
Location: in a white padded room!
Age: 18
Gender: Male
Nature: Hasty
does anyone have HGSS or DPP beach and snow tiles??

credit in my game will be given
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  #39    
Old April 17th, 2010, 10:50 PM
Buizark's Avatar
Buizark
Always looking for an OU match
 
Join Date: Dec 2009
Gender: Male
Nature: Calm
Quote:
Originally Posted by BR25 View Post
I would like to request the trainer sprites from hgss (not the overworlds) just the in battle graphic?
http://www.spriters-resource.com/ds/...er/sheet/28037
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  #40    
Old April 18th, 2010, 04:35 AM
BR25's Avatar
BR25
The guy who loses at everythin
 
Join Date: Apr 2009
Age: 17
Gender: Male
thanks for those

(I guess)
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  #41    
Old April 21st, 2010, 06:31 AM
Xeo Neon's Avatar
Xeo Neon
Beginning Trainer
 
Join Date: Apr 2010
Gender: Male
Does anyone have a RMXP tileset of Saurav's tilesheet That is transparent already.
I cannot give link because I don't have 15 post but if you search saurav you will find it. The the thread is named "Saurav's sprites and tilesets project"
I want all the tiles except the d/p ones. I will credit whoever makes it for me. I would make it myself but I tried to make transparent and it ruined the whole thing.
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  #42    
Old April 25th, 2010, 12:29 AM
Peeky Chew's Avatar
Peeky Chew
Master of Palettes
 
Join Date: Sep 2009
Location: Great Britain
Age: 20
Gender: Male

Did anyone revamp this tree/was it in the fourth gen?
Thanks.
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  #43    
Old April 25th, 2010, 09:35 AM
brian1666's Avatar
brian1666
Beginning Trainer
 
Join Date: Apr 2009
Location: Ifori Region
Age: 22
Gender: Male
Nature: Calm
I need a few things:
1. A DP tileset for RMXP (Pokemon Essentials)
2. A animated Water Autotile, DP
3. A tutorial "How to make your Pokemon Essentials screen bigger to let D/P/Pt/HG/SS sprites fit.''

Does someone have this things? Thank you.
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  #44    
Old April 25th, 2010, 02:23 PM
Poeman
Booted out - don't be like me!
 
Join Date: Nov 2008
Age: 19
Gender: Male
Brian, no one will give you 1 and 2, and I don't know about 3.
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  #45    
Old April 25th, 2010, 05:49 PM
VEGET@
 
Join Date: Feb 2010
Gender: Male
Quote:
Originally Posted by brian1666 View Post
I need a few things:
1. A DP tileset for RMXP (Pokemon Essentials)
2. A animated Water Autotile, DP
3. A tutorial "How to make your Pokemon Essentials screen bigger to let D/P/Pt/HG/SS sprites fit.''

Does someone have this things? Thank you.



Credit to me if used
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  #46    
Old April 25th, 2010, 06:14 PM
davidthefat
I Love C++
 
Join Date: Dec 2009
Age: 20
Gender: Male
Anyone got a 3d model of pokecenter? and Pokemart? The outside view of course... I want a GBA style Pokecenter and Pokemart I don't like the 4rth gen
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  #47    
Old April 26th, 2010, 04:57 AM
magicbus's Avatar
magicbus
Beginning Trainer
 
Join Date: Apr 2010
Gender: Male
does anyone have the FULL HG/SS tilesets? i need inside,outside (overworld) pokemon centre, caves,mart everything....

i'v used some of the available ones which fail because they have little diversity. i'v seen games with the fulll sets so anyone with a link please post for me.

NOTE- if HG/SS arn't the best graphic's available feel free to point me in right direction.


I Can't start my game till i have these tilesets.
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  #48    
Old April 26th, 2010, 05:44 PM
kingjay99's Avatar
kingjay99
you cant get better then me
 
Join Date: Feb 2010
Gender: Male
can anyone make some custom sprites for
1. Treeko
2. torchic
3. Mudkip
4. poochyenna
5. zigzagoon
6. Wurmple

hehehe,

P.S. i do not have a spriter, so if anyone want to help, i wont say no unless you suck REALLY bad. hehehe
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cheack out my game
http://www.pokecommunity.com/showthread.php?t=208909
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  #49    
Old April 26th, 2010, 06:17 PM
tylerab01's Avatar
tylerab01
Pokemon AquaHarmony
 
Join Date: Apr 2009
Location: France
Gender: Male
Nature: Bold
Is their anyway Somebody has the LOOKER Overworld Sprite??? I need it badly for my game!
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  #50    
Old April 26th, 2010, 10:50 PM
jim42's Avatar
jim42
 
Join Date: Jul 2009
Gender: Male
Can i have someone do a front and back battler sprite for me of the fakemon in the attachment? I don't mind if it is scratched, spliced, mutated or whatever. DO NOT do a shiny, it's not necessary. Just a few notes before you do it though:
It is a starter - don't make it too big or small.
It is a sheep - the green fleece however is rather short (unlike mareep's) and as such should not be fluffed up too much
The yellow thing on it's back is a flowerbud and the brown thing on it's head is kind of like a helmet/downed ears.
Also, the pic is an old image i made on inkscape, so it must be known that the toes are supposed to be like chikoritas.
The sprite need not be the same pose, by all means make it more...action-y.

Hopefully someone can help. All credit will be provided where it is due.

Also, magicbus, i have compiled a bunch of graphics into an outside tileset, credits are long and varied (and some belong to me) so if you want it pm me and give credit to all of the people involved.
Attached Thumbnails
tambulbpaint.png‎  

Last edited by jim42; April 26th, 2010 at 10:53 PM. Reason: modified text and attachments
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