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Reload this Page [Demo] Pokémon Mint Fantasy [Demo Released!]

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  #1    
Old December 7th, 2011 (04:46 PM). Edited 2 Days Ago by Pia Carrot.
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Pokémon Mint
Made in RPG Maker XP
By Pia Carrot


Intro:
Welcome to the Pokémon Mint thread!

Pokémon Mint is a game I've been working on for a long time now, about four years actually. It's been through several storyline changes and features, some of the prominent ones being Diagonal Movement, Mega Evolution, and a nostalgic vibe that everyone can enjoy.

The game takes a lot of inspiration from several games: Pokémon, Zelda, Oldschool RuneScape, and Fable: The Lost Chapters.

In this 2015 version, expect it to be the final draft. Lots of great features have been added, and with the new storyline changes, I am proud to call this my fangame, and I could not have done it alone. I hope you all enjoy the experience that is Pokémon Mint.

Once Mint is finished I will release a stripped version of it for developers to make their own full Pokémon games in the gen 2 style. All releases are unencrypted so you may use it as you please, with credits.


Storyline:

Welcome to the land of TRUJON! Play as MINA, the ace student of the LAMAERE ACADEMY, as you go on an adventure to collect badges, catch POKéMON, raise SKILLS, defeat villains, face the ELITE FOUR, join the regional mafia, and much more!

Plots begin to thicken in the land of TRUJON, as search for the legendary and mysterious GELTIA ISLAND begins to rise. TEAM ROCKET has infiltrated the region in search of the secret power the GELTIANS held, and the mafia of ORIN LAKE CITY isn't very happy about it.

MINA begins her adventure in her hometown of PATSU VILLAGE, on her graduation day. After submitting an exam, she receives her starting POKéMON and her essentials before setting off on her journey.


Features:
  • Diagonal Walking
  • Reputation System, which allows for perks such as Auction House entry
  • All 721 POKéMON are in the POKéDEX (Note, not all may be available)
  • A total of 18 different starter POKéMON to choose from
  • KALOS as a second region
  • Collectathons (Manuscripts, Map Pieces and more!)
  • Fairy Type
  • Mega Evolution (Press Z in battle while holding a Mega Stone)
  • Nuzlocke Mode
  • Four Skills: Archaeology, Mining, Woodcutting, and Lockpicking
  • Difficult Endgame Content
  • Tileset-based Day/Night System


Screenshots:

Mega Evolution











Downloads:



Bugs (We hate these!):
  • Diagonal doesn't work after Continuing your save (Fix is by opening Save menu and pressing "No")
  • Some animations play oddly or are in the top left corner of the screen.
  • While walking diagonally, encounters can stack, and trainers that spot you may behave oddly (doesn't break the game but may cause annoyance)



Credits and Thanks:

Poccil
Maruno
Sukiyami
COMBOY
ML
FL
Paradog
All that have contributed to POKéMON Essentials

BynineB
Chaoxys
Chris2Balls
ClawedNyasu
com3tiin
DarioEMeloD
Dragonball253
Fenneking
Frostpabble
Game Freak
Gors
Linnie
maarten
mutantyoshi
Neslug
NICKtendo DS
Perseus
Pia Carrot
Ploaj
Seiyouh
RenaTurnip
Solink
Solo993
Speed-X
Thor
Vic
IslandWalker of Bulbagarden (don't even know if you're still around man xD)
Poketto
Whack a Hack XY Devamp Dex Contributors

Special thanks to:
Elaynii
Linkandzelda
Mateo
Cilerba
Sera
and last and most definitely least, Catman

Skill System and other misc. things explained:
Spoiler:
Today I've written a successful Player Experience and Lockpicking system.

Lockpicking works like this:
Chests can have a lockpick difficulty of Easy, Medium, Hard, or Master. All Chest Locks have a Durability of 100%.

L is the Lockpicking level, and T is the tier of chest. Easy = 8, Medium = 6, Hard = 4, Master = 2.

(100-L)/T

So say your Lockpicking level is 90. A Master chest with 100% Durability minus 90 is 10, divided by 2 is 5. The chest now has an "open area" of less than 10, which is what all master chests are set to. If the open area was 11 or more, the lockpick would break and fail.

Opening any chest gives you 1000 Player Experience, or one level up.
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Old December 8th, 2011 (02:02 AM).
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So this is the project you were going on about

I never got up to the point with Yellow in Pokemon Adventures, but this game looks really impressive so far (I could learn something from you)

My only comment so far is that the Darkrai sprite looks a bit odd. His posing just seems awkward and it doesn't give off a good silhouette, but I'm not sure if you made that sprite.

Mapping wise, the one where Darkrai says "wrong one!" kind of stands out as the weakest because there is a lot of open space, and it looks a little too repetitive and bare. Maybe add some variation with the book cases (I think GSC has plenty of different types) to vary it a little.

I'm going to try your demo soon. By the way, do you need help with changing the text of the battle screen? I've done it before with my project and I can show you where to edit the text.
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  #3    
Old December 8th, 2011 (05:19 AM). Edited December 8th, 2011 by Pia Carrot.
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Yes I would appreciate that! I couldn't find that bit of code anywhere!

Also the Darkrai sprite is made by an old friend of mine. That room is gonna be remapped but for now it's simple...

BTW a facebook friend pointed out a glitch for me. THe cave does not have an exit warp so you cannot get out after you beat Nosferatu, sorry about that I'll fix it ASAP.

EDIT:


Mini update.
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Old December 8th, 2011 (03:49 PM).
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Haha, I was just about to mention the cave glitch ...
anyway it all seems good, a very nicely planned story and very nice maps ...
Good Luck! :D
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Old December 8th, 2011 (07:15 PM).
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thanks! I'm working on another project along with this one, so I don't get bored. So far I've mapped up to Loris Town, with almost no eventing.
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Old December 11th, 2011 (04:52 PM). Edited December 11th, 2011 by Pia Carrot.
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New screens. Beta 1.2 is uploading right now.
http://www.mediafire.com/?qtnatphc1ddz0mo
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  #7    
Old December 12th, 2011 (10:07 AM). Edited December 12th, 2011 by Lord Varion.
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I shall download it :3 I enjoyed 1.1, except fro the cave glitch... (which i hope to dear god is fixed!!)

EDIT (done aafter playing):
Oh good :3 The cave is fixed ... but! How am I suppose to defeat that weird guy with a 'n' on his head, when ChuChu doesn't know any decent moves -3-
So, I lost ... ending up in Elder's home, but the script from defeating him i think plays, and the game freezes. :/
Can ya fix it? This is a good game I really wanna keep going...
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Old December 12th, 2011 (11:31 AM).
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Yeah I gotta fix that (damn you Scythe!) TO beat him you need to catch a Pokémon from Tranquil Grove and grind its level. This game is very hard if you only use Chuchu (almost impossible). I'm also gonna make it so you can buy Thunderbolt in the shops, and Chuchu will know Thundershock. I won't have another update till the 9th, but expect great things.
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Old December 12th, 2011 (12:20 PM).
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Looks sweet! *downloading*

hopefully im not too busy to play.
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Old December 12th, 2011 (12:21 PM).
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Haha thanks. Just be aware of the glitch that Nintendork pointed out above ^.^
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Old December 12th, 2011 (01:36 PM).
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A pikachu knows thundershock from level 5 ... and I didn't think of pokemon ... No-one said i could catch any like they do in the officials.
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Old December 12th, 2011 (01:46 PM).
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Well it's not an official, or is it meant to be like one. Yellow is already supposed to be an experienced trainer, and this game is based off the traditional JRPG system where you figured things out on your own.
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Old December 14th, 2011 (08:27 AM).
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Update, update, read all about it (please)...

I know I said I wouldn't be updating till January but, I have given CHuchu a completely new Moveset, from level 1-36, still working on it. This way Chuchu will know some (badass) moves from start to finish to depict how much of a main character she is.

Anyone know how to disable putting a certain Pokémon in the PC? My theory is that I would have to define Chuchu as another kind of Pokémon in its own. I can script RGSS but Essentials really is a piece of work
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Old December 14th, 2011 (09:53 AM).
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Quote originally posted by Evil Arms:
Update, update, read all about it (please)...

I know I said I wouldn't be updating till January but, I have given CHuchu a completely new Moveset, from level 1-36, still working on it. This way Chuchu will know some (badass) moves from start to finish to depict how much of a main character she is.

Anyone know how to disable putting a certain Pokémon in the PC? My theory is that I would have to define Chuchu as another kind of Pokémon in its own. I can script RGSS but Essentials really is a piece of work
Yeah please do. I dislike the fact that Chuchu has no STAB move from the start. D:

For your question, I recommend get Maruno's help in the Essentials thread. He's pretty much the guy who's working with the tool at the moment.
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Old December 14th, 2011 (10:00 AM).
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Quote originally posted by Ratty524:
Yeah please do. I dislike the fact that Chuchu has no STAB move from the start. D:

For your question, I recommend get Maruno's help in the Essentials thread. He's pretty much the guy who's working with the tool at the moment.
That's what I thought I should do, but the guy seems pretty busy himself, and I don't want to burden him with more coding.

I decided that Yellow is gonna start off with her 6-pokemon team from the manga being:

Ratty Dody Gravvy Omny Kitty Chuchu Stole this from Bulbapedia 0_0
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Old December 16th, 2011 (12:00 AM).
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I like the idea of her starting off with that party, or maybe just two of them and have the rest scattered across Darkrai's world... Like when Darkrai puts Yellow in a coma, he also divides her Pokemon to keep her powerless, so that the point of the game will be partly centered around becoming stronger (by recovering your team). It might ruin the concept of catching your own team of pokemon, but from what I've played so far, this feels more like a story-oriented as oppose to the typical "catch-em-all" games. It's just a thought.

In addition, I want to point out a major bug I found with your latest demo. In the battle against the temporary sprite person (I didn't pay attention to his name ), I lost horribly to his Sableye because I had no attack moves that were not Normal type (this is why I like the idea of changing the movepool ). After the loss, I was transported to the PokeCenter, then I was taken to a cutscene where the guy was defeated... What? And after the monologue was finished, the game completely froze.

You need to add a conditional branch within your event that determines what happens when the player loses the battle.
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Old December 16th, 2011 (08:10 AM).
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Quote originally posted by Ratty524:
I like the idea of her starting off with that party, or maybe just two of them and have the rest scattered across Darkrai's world... Like when Darkrai puts Yellow in a coma, he also divides her Pokemon to keep her powerless, so that the point of the game will be partly centered around becoming stronger (by recovering your team). It might ruin the concept of catching your own team of pokemon, but from what I've played so far, this feels more like a story-oriented as oppose to the typical "catch-em-all" games. It's just a thought.

In addition, I want to point out a major bug I found with your latest demo. In the battle against the temporary sprite person (I didn't pay attention to his name ), I lost horribly to his Sableye because I had no attack moves that were not Normal type (this is why I like the idea of changing the movepool ). After the loss, I was transported to the PokeCenter, then I was taken to a cutscene where the guy was defeated... What? And after the monologue was finished, the game completely froze.

You need to add a conditional branch within your event that determines what happens when the player loses the battle.

I noticed the Scythe glitch T__T and since then I have fixed it. I like the idea about Darkrai scattering your Pokémon, will definitely do that. I'm planning on switched Sableye for something else, perhaps Houndour?
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Old December 16th, 2011 (08:19 AM).
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I just finished reading Yellow
So this is nice to see :D
I like how your game uses GSC graphics instead of the "boring" new graphics :p
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Old December 16th, 2011 (10:01 AM).
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Thanks khkramer! I have been writing a few Ideas simply because the intro obviously needs work (I'm thinking miniquest in the Diglett Tunnel )
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Old December 16th, 2011 (03:34 PM).
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Hah, kingdom hearts music nice!

That intro sequence is a mind***k. I like the storyline, very unique.
keep it up.
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Old December 17th, 2011 (08:06 AM).
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Lol kingsnivy fails at making logo's i see xD
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Old December 17th, 2011 (09:00 AM).
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@DarkDoom3000
Hey, thanks! That means alot coming from my biggest inspiration :D And yeah KH has some of the most beautiful music!

@khkramer
I like it xD It was my birthday gift from him and it was very sweet of him to do so.

Btw, I now have a new beta tester, thank you Gummywormz for volunteering :D
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Old January 3rd, 2012 (07:58 AM). Edited January 3rd, 2012 by Pia Carrot.
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Update!
New custom music!

Cave Theme


Town Theme


If anyone knows how to add drums it would be much appreciated!

Sorry for the bump.

This is the route right after Loris Town, and it's somewhat of a maze, it ends up leading to a witch infested forest.

Also, Im sorry to say i will no longer be updating here. If you want to see more progress check out the thread on this awesome forum, which is here, or my DA, which is in mah Siggeh.

I might post around if I need help or am helping others, but as of today Mint is no longer being updated here.
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Old January 15th, 2012 (02:15 PM). Edited January 15th, 2012 by Pia Carrot.
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Okay, I couldn't help but give everyone another update here. But please if you really do support mint please join the forum in my signature, you don't have to be active just post your game there and update once in awhile.

New thread CSS, many many screenshots, and new tiles.
Enjoy.

Also, first real dungeon ingame:
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Old January 15th, 2012 (02:40 PM).
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Did you make those trees yourself? They look nice.

One flaw I see is that you should allow a six-tile padding for the left and right sides of the map, so that the player will not see the black edges of the map.

This is where it's specifically located.
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