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  #1    
Old October 1st, 2010 (05:05 AM). Edited March 25th, 2011 by Crazyninjaguy.
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Crazyninjaguy
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Welcome to my All New Pokemon StarterKit for RPG Maker XP!

Project Information
Crazyninjaguy
Creator
Crazyninjaguy
Team
Scripting...
Status
Version 0.1.0
Releases
There's absolutely nothing wrong with poccil's Pokemon Essentials, but i feel it's a little hard to work with.
That's one of the reasons i'm making this. It's not to compete against him, and it's definitely not 'The war of the StarterKits'.

The main reason for me creating this is to better my own abilities, which i can safely say, is working.



Information




This kit is aimed to be as close to Pokemon Black/White as i can get it, graphically, and with the use of scripts.
But don't just settle for using what's already in the kit, expand and create new things!



Features




- Neo Mode 07 (3D)
- Black/White Features
- All 649 Pokemon
- Black/White Graphics/Audio
- Evolution
- Online Mystery Gift
- Updater Utility
- Animated Pokemon
- Mouse Support
- Seasons
- Day/Night
- Dual Screen
- And many more.


Completed Features



- Menu System
- Mystery Gift
- Title Screen
- Loading Screen
- Neo Mode 07
- Message System
- Day/Season Checker
- Mouse System
- Dual Screen
- Animating Pokemon



Screenshots


Spoiler:








Videos




Coming soon!



Credits




- Crazyninjaguy (Me) - All other scripts
- Hackmew ~ Pokemon Cries and Various Graphics
- Poccil ~ Socket methods - Message System - Graphics Module
- PSPDS Creators - Tilesets
- Kyledove - Tilesets
- BidEd781 ~ 139 Colours
- Dervvulfman & Vgvgf ~ Mouse Modules (Which i fused)
- J.V ~ Thread Layout
- MGCaladtogel ~ Neo Mode 07
- Blizzard ~ Map Connections
- trebor777 ~ Movie Player
- Zeriab ~ Caterpillar System
- SephirothSpawn ~ Tilemap Rewrite



Releases



Version 0.2.1 (With Updater) - http://www.planetdev.co.uk/forum/dm_eds/showcat.php?id=1


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  #2    
Old October 1st, 2010 (06:01 AM).
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I saw this on Planet Dev.
:D
BTW, are you still working on the StarterKit for Mystery Dungeon?
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  #3    
Old October 1st, 2010 (06:07 AM).
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Hey, yeah now and then, just small fixes and stuff.
I'm really working hard on this because i've wanted to create something like this for a while, but never had the ability :3
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Old October 1st, 2010 (06:09 AM).
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Quote originally posted by Crazyninjaguy:
Hey, yeah now and then, just small fixes and stuff.
I'm really working hard on this because i've wanted to create something like this for a while, but never had the ability :3
I'd use it.
3-D = epic.

...I don't know what to put here....I don't want to get an infraction :/
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  #5    
Old October 1st, 2010 (09:25 AM).
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Heh, the Neo Mode 07 part appeals to me too, hence why i added it.
Well i'll be working on this a bit more later i think.
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  #6    
Old October 1st, 2010 (09:35 AM).
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Hey, this sounds like a very interesting kit! =D

I can't change the one I'm using now, unfortunately, but I'll still be sure to use this one sometime!

The bad thing about Poccil's kit is somewhat the lack of resources and such, but I don't find it very hard otherwise xD
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Old October 1st, 2010 (10:29 AM).
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Great job CNG! I love what you've done for this kit, and I'll try to convert my proj once you finish. Hoping my game doesn't take a dump on me for switching like it has a habit of doing when I upgrade Pokemon Essentials.
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  #8    
Old October 1st, 2010 (11:03 AM).
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Heh, well it shouldnt do, the only parts that won't work are the script calls, except for the calls in the quest system i wrote for you.

But yeah, thanks for the feedback :3
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Old October 1st, 2010 (01:57 PM).
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Nice, this will help tons of people who wont use google to search ... hopefully its a dummies guide sort of thing.
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Old October 1st, 2010 (03:46 PM).
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definitely getting my game converted to this when you are done!
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  #11    
Old October 1st, 2010 (05:24 PM).
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So will this allow someone to develop a game using a single screen, or is it dual-screen only?
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  #12    
Old October 1st, 2010 (05:39 PM).
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Quote originally posted by Yuoaman:
So will this allow someone to develop a game using a single screen, or is it dual-screen only?
I'm wondering that too, if it does support single screen then I'll probably switch over. This looks great CNG, I'm really liking what you've done so far, especially the menu system.
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Old October 1st, 2010 (07:04 PM).
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The grass tileset looks kinda bad. No offense. S=
Maybe I can help with Tilesets.
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Old October 2nd, 2010 (12:45 AM).
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Quote originally posted by Yuoaman:
So will this allow someone to develop a game using a single screen, or is it dual-screen only?
Knowing CNG and, the script he has probably used for the implementation of the dual screen it would be more than likely you could adapt for single screen use.
  #15    
Old October 2nd, 2010 (01:13 AM).
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I will wait for the release, anyway good job for this Starter Kit..
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  #16    
Old October 2nd, 2010 (01:15 AM).
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Nice, I'll definitly use this kit sometime but i'm not sure if i'll be able to update my current project to this kit easily but certainly my future projects

anyway i have a some questions

what is Neomode07

hows the badge system set up

is the battle system working

will this support B/W sprite sizes (pokemon and overworld)

will it suport animated battle sprites

will the camera angle zoom and pan on certain events (like hian city and sky arrow bridge)

will the battle system have changing camera angles on certain moves, throwing pokeball, sending your first pokemon out and if you're idle for a while like in B/W

when is the first release
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  #17    
Old October 2nd, 2010 (01:44 AM).
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Quote originally posted by Yuoaman:
So will this allow someone to develop a game using a single screen, or is it dual-screen only?
I'll be adding that yeah, but right now it's in the early stages, so i expect by the first release it'll be a fixed dual screen. Later on i'll be able to change it though.

Quote originally posted by me2hack:
The grass tileset looks kinda bad. No offense. S=
Maybe I can help with Tilesets.
To be fair i'm not really concentrating on the tiles right now, it was a quick put together of stuff i could find. If you could help with that it'd be great.

Quote originally posted by majorgames:
Nice, I'll definitly use this kit sometime but i'm not sure if i'll be able to update my current project to this kit easily but certainly my future projects
It'll be as easy as copying your maps over

Quote originally posted by majorgames:
what is Neomode07
Spoiler:


Quote originally posted by majorgames:
hows the badge system set up
It's not even started yet

Quote originally posted by majorgames:
is the battle system working
Not started yet, i have to work on the adding of pokemon first, which is coming along nicely.

Quote originally posted by majorgames:
will this support B/W sprite sizes (pokemon and overworld)
They need to be resized to twice their size unfortunately, otherwise they look out of place.

Quote originally posted by majorgames:
will it suport animated battle sprites
Yes, i'll explain the format of that later.

Quote originally posted by majorgames:
will the camera angle zoom and pan on certain events (like hian city and sky arrow bridge)
Only if you event it yourself with Neo Mode 07

Quote originally posted by majorgames:
will the battle system have changing camera angles on certain moves, throwing pokeball, sending your first pokemon out and if you're idle for a while like in B/W
Yeah, i'll try and make it as close to B/W as possible.

Quote originally posted by majorgames:
when is the first release
I don't wanna sound harsh or mean or whatever, but i said on the first post that releases will be made when i feel they're bug free.
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  #18    
Old October 2nd, 2010 (02:19 AM).
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so when you say twice the size do you litrally mean twice the size (192X192) or is it similar to pocles where its twice R/S/E sprites and sorta twice D/P/Pt/HG/SS/B/W sprites (128X128)

NeoMode07 looks awsome. i tryed to impliment that into my current game, but it crashed...i copied the script from a Mode07 found on the internet >.>

oh and sorry about asking the release date thing i didnt notice that in the origional post
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  #19    
Old October 2nd, 2010 (02:23 AM).
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192 x 192 is double the sprite sizes i had before i resized, so yeah, that one.

Just copying it into essentials won't do it lol, it needs a ton of editing for it to work in there.

Dw about asking, everyone does it, or thinks about doing it :3
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  #20    
Old October 2nd, 2010 (02:26 AM).
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yeah yeah! Neomode07 is awesome!! XD yaya! I will be using this because it can be animated sprite..
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  #21    
Old October 2nd, 2010 (02:41 AM).
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almost forgot...when the battle system is implimented will triple battles be implimented aswell
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  #22    
Old October 2nd, 2010 (02:46 AM).
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Yeah, i'm going to make it as close to B/W as i can :D
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  #23    
Old October 2nd, 2010 (06:02 AM). Edited October 2nd, 2010 by zingzags.
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This is a big question i had does Neo7 engine has the anti aliasing, as the pokemon games on the DS?

Spoiler:



#===============================================================================
# ** AntiLag Script
#-------------------------------------------------------------------------------
# f0tz!baerchen
# 0.71
# 06.01.2007
#-------------------------------------------------------------------------------
# Credits:
# Chaosg1 (for testing )
# NearFantastica (for the Event AntiLag I used and improved)
# Thomas6497 pour une petite modification de vitesse x)
#-------------------------------------------------------------------------------
# Features:
# - Event AntiLag: Event (and their Sprites) which are not on the screen are
# not updated except they run on "Autostart" or "Parallel Process" or they
# have an empty comment in the first line
# - High Priority: Game can be run on high priority
# - Smooth Antilag: the Event AntiLag does only work fine if the events are
# distributed over the whole map, but when there are many events at the same
# place it lags again. If the script notices that the CPU utilization
# gets higher than $antilag.max_cpu_utilization it will slow down the game and
# reduce the framerate as long as needed.
#-------------------------------------------------------------------------------
# Settings:
# can be changed anytime during the game. They are found at the end of the
# script.
#===============================================================================
#===============================================================================
# Class for Antilag Settings
#===============================================================================
class Antilag_Settings

attr_accessor :event
attr_accessor :max_cpu_utilization
attr_accessor :cpu_tolerance
#-----------------------------------------------------------------------------
# initializes default settings
#-----------------------------------------------------------------------------
def initialize
@event = true
@high_priority = true
@max_cpu_utilization = 100
@cpu_tolerance = 40
@SetPriorityClass = Win32API.new('kernel32', 'SetPriorityClass',
['p', 'i'], 'i')
@GetProcessTimes = Win32API.new('kernel32', 'GetProcessTimes',
['i','p','p','p','p'], 'i')
end
#-----------------------------------------------------------------------------
# turns high priority on/off
#-----------------------------------------------------------------------------
def high_priorityvalue)
@high_priority = value

if @high_priority
@SetPriorityClass.call(-1, 0x00000080) # High Priority
else
@SetPriorityClass.call(-1, 0x00000020) # Normal Priority
end
end
#-----------------------------------------------------------------------------
# returns the current CPU Utilization
#-----------------------------------------------------------------------------
def get_cpu_utilization
# uses API Call to get the Kernel and User Time
creation_time = '0' * 10
exit_time = '0' * 10
kernel_time = '0' * 10
user_time = '0' * 10
@GetProcessTimes.call(-1, creation_time, exit_time, kernel_time, user_time)
# converts times into integer (in 100ns)
kernel_time = kernel_time.unpack('l2')
user_time = user_time.unpack('l2')
kernel_time = kernel_time[0] + kernel_time[1]
user_time = user_time[0] + user_time[1]
# takes differences to calculate cpu utilization
if @old_time != nil
timer_difference = Time.new - @old_timer
time_difference = kernel_time + user_time - @old_time
result = time_difference / timer_difference / 100000
else
result = $antilag.max_cpu_utilization
end
# saves values (to calculate the differences, s.a.)
@old_timer = Time.new
@old_time = kernel_time + user_time
return result
end
end
$antilag = Antilag_Settings.new
#===============================================================================
# Scene_Map class
#===============================================================================
class Scene_Map
#-----------------------------------------------------------------------------
# update method, smooth antilag has been added
#-----------------------------------------------------------------------------
alias f0tzis_anti_lag_scene_map_update update
def update
f0tzis_anti_lag_scene_map_update
if Graphics.frame_count % 20 == 0 and $antilag.max_cpu_utilization <= 100
# calculates difference between max utilization and current utilization
abs = $antilag.max_cpu_utilization - $antilag.get_cpu_utilization
# changes Frame Rate if difference is bigger than the tolerance
if abs.abs >= $antilag.max_cpu_utilization * $antilag.cpu_tolerance/100.0
Graphics.frame_rate = [[10, Graphics.frame_rate + abs / 2].max, 40].min
end
end
end
end
#==============================================================================
# Game_Event Class
#===============================================================================
class Game_Event
#-----------------------------------------------------------------------------
# for AntiLag, decides, if an event is on the screen or not.
#-----------------------------------------------------------------------------
def in_range?

# returns true if $event_antilag is false or the event is an
# Autostart/Parallel Process event or it has an empty
# comment in the first line
if not $antilag.event or (@trigger == 3 or @trigger == 4 or
(@list != nil and @list[0].code == 108 and @list[0].parameters == ['']))
return true
end

screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176

return false if @real_x <= screne_x
return false if @real_x >= screne_width
return false if @real_y <= screne_y
return false if @real_y >= screne_height
return true

end
#-----------------------------------------------------------------------------
# update method
#-----------------------------------------------------------------------------
alias f0tzis_anti_lag_game_event_update update
def update
return if not self.in_range?
f0tzis_anti_lag_game_event_update
end

end
#===============================================================================
# Sprite_Character Class
#===============================================================================
class Sprite_Character < RPG:prite
#-----------------------------------------------------------------------------
# update method, parameters added for Loop_Map, rebuild for 8dirs
#-----------------------------------------------------------------------------
alias f0tzis_anti_lag_sprite_char_update update
def update
return if @character.is_a?(Game_Event) and not @character.in_range?
f0tzis_anti_lag_sprite_char_update
end

end
#===============================================================================
# Settings
#===============================================================================
$antilag.max_cpu_utilization = 70 # the maximum CPU utilization, the script
# try to stay under this value during changing
# changing the frame rate. The lower this
# value the higher will be the lag reduction
# (and the smoothness, too), a value > 100
# will disable this feature completely
$antilag.cpu_tolerance = 20 # this value tells the script how many % of
# the CPU utilization change should be ignored
# If you change it too a higher value you,
# your Frame Rate will be more constant but
# smaller lags will be ignored.
$antilag.high_priority = true # set this to true if you want the game to run
# on high priority
$antilag.event = true # set this to true to enable normal anti-lag
#===============================================================================
# Interpreter Class
#===============================================================================
class Interpreter
#-----------------------------------------------------------------------------
# * Script
#-----------------------------------------------------------------------------
def command_355
# Set first line to script
script = @list[@index].parameters[0] + "\n"
# Loop
loop do
# If next event command is second line of script or after
if @list[@index+1].code == 655
# Add second line or after to script
script += @list[@index+1].parameters[0] + "\n"
# If event command is not second line or after
else
# Abort loop
break
end
# Advance index
@index += 1
end
# Evaluation
result = eval(script)
#---------------------------------------------------------------------------
# If return value is false
# NEW: the last word of the code mustnt be false!
#---------------------------------------------------------------------------
if result == false and script[script.length-6..script.length-2] != 'false'
# End
return false
end
# Continue
return true
end
end


this is what i found on the net it says anti- lag for NM7 hope it helps
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  #24    
Old October 2nd, 2010 (06:27 AM).
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Right now there is no lag, but thanks, i'll add it in
Also, regarding Anti-Aliasing, i have no idea on that one, sorry.

Here's an update you may like:

Spoiler:


Fully functioning internet based Mystery Gift System :D
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  #25    
Old October 2nd, 2010 (06:27 AM).
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Um one big question is, will being able to do badges and call pokemon battles be the same or similar to poccils or use his editor.exe or you going to create your own? One other question is, will you also have a mapgen.html like what poccil set up.
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