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  #26    
Old August 19th, 2011, 03:54 PM
dolarmak
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Hey Armada, you got a lot of cool stuff for your game. I like the progress

any idea when a demo might be ready?
  #27    
Old August 19th, 2011, 04:46 PM
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Quote:
Originally Posted by dolarmak View Post
Hey Armada, you got a lot of cool stuff for your game. I like the progress :)

any idea when a demo might be ready?
Thanks! =)

I want to get a demo about by the end of the year... School starts next week, so we'll see about that. xD
  #28    
Old August 20th, 2011, 04:43 AM
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Wooooow very nice:D great work
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  #29    
Old August 24th, 2011, 08:55 AM
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Amazing graphics!
That list of credits is so long Like you said, you should clean that up XD maybe categorize them.
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  #30    
Old August 31st, 2011, 06:01 AM
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Here are the updated heroes for Pokemon Amaranth (do not steal please :3). These were done by Litera-sure over at DA, I'd recommend you guys check him out, he's very talented.

Just for a progress update: college has started once again, so I'm very busy. Trying my best to make do, but school always comes first.

I've been trying to plow through some eventing at the moment, right now I'm working on the first gym, it's a simple concept in term of the puzzle. Being the first gym I wanted to do something simplistic yet appealing aesthetically. You are on a bunch of platforms, in order to get to the next platform you will need to step on a blue switch that will engage the bridge. Of course, in order to get to the switch for each platform a trainer stands in your war :3. I have some screens, but I'd rather wait this weekend and finish the remaining eventing for it. That way, I can get you guys screenshots as well as a video. :3

Just a little update to let you guys know development may be hindered at the moment, but the game is still alive and kicking. =D

Last edited by AmaranthProject; August 31st, 2011 at 06:13 AM.
  #31    
Old August 31st, 2011, 07:08 AM
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Wow those updated heroes sure are nice. Can't wait for the gym video
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  #32    
Old August 31st, 2011, 07:36 AM
cruciFICTION's Avatar
cruciFICTION
A Cruciform Kaleidoscope
 
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Quote:
Originally Posted by ZeroArmada View Post
... buh-.

*Blinks.*

...

Holy scheisse, those are amazing. The girl is so cute. <3 And except for the skirt maybe, there's nothing particularly stereotypical about her.
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  #33    
Old September 1st, 2011, 09:33 PM
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Quote:
Originally Posted by GAOlivier View Post
Wow those updated heroes sure are nice. Can't wait for the gym video :)
Quote:
... buh-.

*Blinks.*

...

Holy scheisse, those are amazing. The girl is so cute. <3 And except for the skirt maybe, there's nothing particularly stereotypical about her.
Thanks, I really do appreciate it!

Here are some gym screens for now, still planning on releasing a game-play video this weekend.



Sullenstone Gym is home to the gym leader Mirage, a dark Pokemon specialist. Not much is now in terms of the history of Mirage, his past before the downfall of the Lost World is completely unknown. Abandoning his real name, he takes on the persona of "Mirage" to stand as the gym leader of Sullenstone City. He is often seen exploring the deep innards of Sullenstone Ruins, in order to gain a greater understanding of the events that have befallen the Lost World.

The mechanics for the first gym are fairly straightforward and simple (being the first gym, simplicity is expected). The hero will make their way through multiple platforms that lead up to the gym leader. On each platform there is a switch that will reveal a pathway to the next platform. Of course, in order to reach the switch for each platform, a trainer stands in the way.

Last edited by AmaranthProject; September 2nd, 2011 at 05:59 AM.
  #34    
Old September 2nd, 2011, 03:57 AM
GAOlivier's Avatar
GAOlivier
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Wow, looking awesome so far, and I loove the gym leader warning! I can't believe nobody else has thought of that. At least, you're the first person I see using it.
The text color used at 'Mirage', is very cool.
The video must be awesome
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  #35    
Old September 3rd, 2011, 03:44 PM
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Thanks!

I'm not completely satisfied with the end result, a lot of the mechanics still need some modifications done. I didn't have much time to mess with it, and I promised a video so I will deliver :3.

You can view it here:
http://www.youtube.com/watch?v=ssjW8...layer_embedded


As I said earlier, please keep in mind that a lot will change between now and the final product, this video does not reflect anything set in stone regarding the game, and is subject to change.

Here are the stuff that I haven't had time to address for this video.

Known issues:
-Pokemon back sprite in battle gradually moves up
-Commands can be executed before the prompt appears on screen
-Battle music not properly looping
-Mouse module not properly reflecting areas that should be "clickable"

As promised here is the video, which is a quick rundown of the first gym, as well as a battle with Mirage, the gym leader.
  #36    
Old September 4th, 2011, 02:56 AM
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GAOlivier
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Heh, I can't say much negative stuff. The only thing I didn't like was the music. Especially when you're talking to the gym leader. I don't think it suits pokémon that well. the battle music is not that great either. But the gym itself looks great!
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  #37    
Old September 4th, 2011, 08:54 AM
AmaranthProject's Avatar
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Quote:
Originally Posted by GAOlivier View Post
Heh, I can't say much negative stuff. The only thing I didn't like was the music. Especially when you're talking to the gym leader. I don't think it suits pokémon that well. the battle music is not that great either. But the gym itself looks great!
Thanks! The as I said, nothing will be set in stone. For now the music is something I'm experimenting with. I do want more "darker" music though in the game, so it may not fit Pokemon, but in a sense it should fit the overall tone of the game.
  #38    
Old October 7th, 2011, 09:16 PM
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Here's an update in regards to what I have been working on. Hope you guys like it. ^_^

Last edited by AmaranthProject; October 8th, 2011 at 09:25 AM.
  #39    
Old November 12th, 2011, 01:56 PM
Vega
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wow
looks really cool, I like it
  #40    
Old November 12th, 2011, 03:14 PM
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Great screens,
but i think you're using the gas screen filter a little too heavily, I get it's part of the storyline, but i would try toning it down, especially the purple one.
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  #41    
Old November 12th, 2011, 08:02 PM
AmaranthProject's Avatar
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Quote:
Originally Posted by DarkDoom3000 View Post
Great screens,
but i think you're using the gas screen filter a little too heavily, I get it's part of the storyline, but i would try toning it down, especially the purple one.
Point taken, it's one of these things that I constantly tinker, so expect something a less "intense". =)
  #42    
Old December 8th, 2011, 04:44 AM
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Link
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Being honest, the graphics and the mapping in this game are some of the worst I've seen in a fan game, and that's simply a criticism. The sprites that you commissioned, such as the overworlds and trainer sprites are great. But the thing is, everything you've commissioned is far better than everything you've done. The graphics you did yourself for the battle system and the intro don't suit a Pokemon game at all. You're mixing pixel art with graphic design which does not work. It is a clash of style. The fogs are way too heavy and make the clarity of the game fall to zero. They're simply hiding the fact that there is terrible maps underneath. The maps I've seen on DA are open, messy, the paths don't work with the ground, empty, shapeless, and the pink trees and odd colours do not favour the game at all. This isn't a solid Pokemon game at all. The overworld maps and so on do not resemble a Pokemon game. It looked a lot better like this, despite being quite unoriginal it still had correct colours, and some semblance of decent mapping and clarity. I'm sorry to say, but you're not doing the game any favours with the direction you're going in with these graphics, tiles and the way you map.

The first thing I would actually suggest is that you get a tileset that works together, and don't put things like paths which go on grass onto mountains. I recommend that you go back to normal colours and avoid pink trees and brown water and so on. Then you're going to need to learn to map a lot better. Your routes are not playable. The player is simply going to walk through empty maps with open spaces and it's simply boring, as well as seeing hundreds of tile errors.

If you need help with any of these things do not be afraid to contact me. I think you need to hone your skills and find a direction. It's good to be original, but remember you're still making a Pokemon game. And you still need to worry about clarity and making the game playable.
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  #43    
Old December 8th, 2011, 10:40 AM
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Quote:
Originally Posted by Abnegation View Post
Being honest, the graphics and the mapping in this game are some of the worst I've seen in a fan game, and that's simply a criticism. The sprites that you commissioned, such as the overworlds and trainer sprites are great. But the thing is, everything you've commissioned is far better than everything you've done. The graphics you did yourself for the battle system and the intro don't suit a Pokemon game at all. You're mixing pixel art with graphic design which does not work. It is a clash of style. The fogs are way too heavy and make the clarity of the game fall to zero. They're simply hiding the fact that there is terrible maps underneath. The maps I've seen on DA are open, messy, the paths don't work with the ground, empty, shapeless, and the pink trees and odd colours do not favour the game at all. This isn't a solid Pokemon game at all. The overworld maps and so on do not resemble a Pokemon game. It looked a lot better like this, despite being quite unoriginal it still had correct colours, and some semblance of decent mapping and clarity. I'm sorry to say, but you're not doing the game any favours with the direction you're going in with these graphics, tiles and the way you map.

The first thing I would actually suggest is that you get a tileset that works together, and don't put things like paths which go on grass onto mountains. I recommend that you go back to normal colours and avoid pink trees and brown water and so on. Then you're going to need to learn to map a lot better. Your routes are not playable. The player is simply going to walk through empty maps with open spaces and it's simply boring, as well as seeing hundreds of tile errors.

If you need help with any of these things do not be afraid to contact me. I think you need to hone your skills and find a direction. It's good to be original, but remember you're still making a Pokemon game. And you still need to worry about clarity and making the game playable.
True.
But I like the photoshop GUI, i think it looks better then the one Black/White had.
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  #44    
Old December 8th, 2011, 11:49 AM
Rayquaza.'s Avatar
Rayquaza.
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This game looks great, I look forward to it's completion!
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  #45    
Old December 9th, 2011, 07:09 AM
AmaranthProject's Avatar
AmaranthProject
 
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Quote:
Originally Posted by Abnegation View Post
Being honest, the graphics and the mapping in this game are some of the worst I've seen in a fan game, and that's simply a criticism. The sprites that you commissioned, such as the overworlds and trainer sprites are great. But the thing is, everything you've commissioned is far better than everything you've done. The graphics you did yourself for the battle system and the intro don't suit a Pokemon game at all. You're mixing pixel art with graphic design which does not work. It is a clash of style. The fogs are way too heavy and make the clarity of the game fall to zero. They're simply hiding the fact that there is terrible maps underneath. The maps I've seen on DA are open, messy, the paths don't work with the ground, empty, shapeless, and the pink trees and odd colours do not favour the game at all. This isn't a solid Pokemon game at all. The overworld maps and so on do not resemble a Pokemon game. It looked a lot better like this, despite being quite unoriginal it still had correct colours, and some semblance of decent mapping and clarity. I'm sorry to say, but you're not doing the game any favours with the direction you're going in with these graphics, tiles and the way you map.

The first thing I would actually suggest is that you get a tileset that works together, and don't put things like paths which go on grass onto mountains. I recommend that you go back to normal colours and avoid pink trees and brown water and so on. Then you're going to need to learn to map a lot better. Your routes are not playable. The player is simply going to walk through empty maps with open spaces and it's simply boring, as well as seeing hundreds of tile errors.

If you need help with any of these things do not be afraid to contact me. I think you need to hone your skills and find a direction. It's good to be original, but remember you're still making a Pokemon game. And you still need to worry about clarity and making the game playable.
Okay. I have just finished finals, I'm free to work on this project now without any hindrance. I think it would be good time to just step back and think about how I should make this work.

Thanks for your input, as always it is appreciated. =)
  #46    
Old December 9th, 2011, 10:27 AM
khkramer's Avatar
khkramer
 
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I hope you're not using Lucas in the final version.
I hate his hat
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  #47    
Old December 10th, 2011, 02:29 AM
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Master-Pixel
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Hmmm; overall a brilliant concept :D
The graphics are well made; and positioned in a ncie way on maps; creating that Pokemon-Esque feel, the storyline is awesome, and battle screens look good :D

However there are a few things which I'd suggest you'd change;
The Gym Leader Warning; I just feel it's unnessecary, you already know what type of Gym it is usually through the Gym Signs or the name of the Town or City - the Gym Leader Warning just seems to give to much away; in essence taking away that anticipation when you go fight the gym leader's first pokemon without knowing what Pokemon the Gym Leader has :/ Moreover having the warning; might possibly make the game to easy; as players would then adapt their team to suit the Gym Leader's; adapting to their Weaknesses and Strengths :/

Another thing is with the Battle Graphics's; the platform for the Pokemon aren't that appealing; they look more like a dip; rather then something they stand on :/

Bear in mind; this is my opinion - so don't go changing it due to what I think - just consider what I've said :D
Hopefully I've helped :D

Keep the good work up on Amaranth :D
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  #48    
Old April 20th, 2012, 04:01 AM
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No more updates? hope this isn't abandoned...
  #49    
Old April 20th, 2012, 04:51 AM
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Link
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I'm afraid this thread is well past it's revival date of 2 months. Try not to revive threads that old Shaly. I haven't seen any updates on it in a long time, so perhaps it has been. Either way, gonna close this one up.

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