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  #76    
Old July 4th, 2012, 01:23 PM
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xalien95
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Quote:
Originally Posted by Crazyninjaguy View Post
Well i'll be working on it a lot more after your encouragements!

This is a bit of an ask, but to speed things along, could someone make a title screen for the kit?

I'm not fussed about the design, but if you make it, make it how you'd like to see it. I'm up for animating it with moving sections, pokemon scrolling across it, whatever you guys want.

It'll just speed things up, as I can get on with the coding of it!

The dimensions of the image(s) must be 512 x 385 (Width x height)

Thanks!
I've done something fast eheh

I haven't done the bg "
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  #77    
Old July 4th, 2012, 11:10 PM
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You've said that this starter kit will be much like Black and White, with 3D landscapes and such features. 3D as in the Black and White percieved depth.

I was wondering, will there be/is there an option to go back to the RSE era, not in 3D? I ask because the tiles I make are very RSE in style and I was wondering if they would be compatible. If not I'll work on some 3D things and have a browse around.
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  #78    
Old July 4th, 2012, 11:57 PM
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Quote:
Originally Posted by xalien95 View Post
I've done something fast eheh

-Snip-

I haven't done the bg "
Thanks :D
If I end up using it, I'll put your name in the credits!

Quote:
Originally Posted by Lucius View Post
You've said that this starter kit will be much like Black and White, with 3D landscapes and such features. 3D as in the Black and White percieved depth.

I was wondering, will there be/is there an option to go back to the RSE era, not in 3D? I ask because the tiles I make are very RSE in style and I was wondering if they would be compatible. If not I'll work on some 3D things and have a browse around.
At the moment, the Pseudo-3D effect is on the bench, I won't be adding it, if at all, until the main features are scripted in, and when it's added it'll be totally optional!
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  #79    
Old July 5th, 2012, 03:19 AM
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Quote:
At the moment, the Pseudo-3D effect is on the bench, I won't be adding it, if at all, until the main features are scripted in, and when it's added it'll be totally optional!
YIPPEE!!!!

I mean... splendid.

That will make tileling a for me. Don't mind me, I'll just sit here refreshing until the first edition comes out *posts and refreshes*
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  #80    
Old July 5th, 2012, 07:22 AM
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I'm curious about this project to.

I'm currently making my levels in VX Ace, wondering and hoping that the starters kit will be released soon lol.

Any idea when we can expect something?
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  #81    
Old July 5th, 2012, 07:27 AM
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I can't put a definite date on it, as it all depends on how things go!
Levels are defined in the scripts i'm afraid, it'd just be really confusing if I went from database to scripts all the time.

You can however edit these to your liking, and keep them ready for when the kit is released.

http://pastebin.com/raw.php?i=9m0NDmhr
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  #82    
Old July 5th, 2012, 07:36 AM
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Right, that's just blurry to me. Sorry.
I have to see the whole package in order to understand any of this.
Which is not going to happen right now. No worry.

What do you have already made for this pack?
Or what are your flaws in building the SK?
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  #83    
Old July 5th, 2012, 07:46 AM
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I think battin meant maps when he said levels.
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  #84    
Old July 5th, 2012, 07:50 AM
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Sorry, I should have explained better.

Each of the "Arrays" (These things: ERRATIC = []) is a growth rate.
Each value in the array is the amount of EXP that is needed to advance to the next level.
Levels are seperated by commas, so that the system can read them, and recognise it's seperate.

Already made:

Basic Pokemon Class
Basic Move Class
Basic MoveList Class
Experience Tables
Basic Trainer Class
HP and Stat Calculation
Animated Sprites (By Frames)
Credits Layout
Data Compiler

Some scripts have been written by Yanfly, not for this Kit of course but as part of their own package. Yanfly has been credited accordingly!

The only "flaws" I have right now, is graphics, I literally have none. If people could help me out with rips that'd be great!
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  #85    
Old July 5th, 2012, 07:57 AM
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About the Graphics, it's not easy to build them.
I have used the tiles that came with VX Ace, but i don't get how they are build.

For example:
I have grass, i have trees and i have houses.
I need to place the grass in "A" (as it's a ground tile) (THIS I KNOW)
I have to put the trees in "B", as they need to be defined as a seperate layer.
I have the Houses in "C", which is higher then B and should be placed over layer "B". Right?

That doesn't work.
For some reason, Layer "C" is placed on the same layer as "B". I can't get this to work.

When i know how to get this part right, i can help you with the tilesets.
So, anyone?
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  #86    
Old July 5th, 2012, 09:00 AM
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@ Battin: The VX Ace tilesets work on a much simpler concept than the XP tilesets. A is divided into 5 categories.
Spoiler:

A1 are the water tiles, each consisting of 3 frames that loop, A2 is ground tiles with addons like long grass, holes, dirt, and fences. A3 and A4 are exterior and interior tiles respectively, though some exteriors can be used as interiors and vice versa. Tile A5 are floor tiles, the first 2 spots usually reserved for a black and completely transparent tile.

Tiles B,C,D and E are the same as one another, they go above the A tiles. Yet if you place a C object over a B object, the B object will be erased.

Took me a while to get the hang of it too. Since most pokemon games have moving tiles that have more than three frames, it's hard to animate the tiles to look exactly the same, unless some sort of script is used and/or you use parallax mapping, which is a whole other kettle of fish.


@ crazyninjaguy: I can't help much with graphics, I'm not that good at ripping 3D stuff which Black and White have in droves. I can however provide you with something I use when I am spriting, it helps me a lot. I'm not sure if it will help you, but it lessens the field of what things you actually have to rip, and it has all the animations in frame form for all the pokemon.

http://spriters-resource.com/ds/poke...ite/index.html

No tiles, but lots of System graphics, like the battle interface.
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  #87    
Old July 5th, 2012, 09:27 AM
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Lucius, could you provide me with a small example of that you mentioned in the Spoiler tags? I understand it a little bit, but a picture with pokemon tiles would be usefull.
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  #88    
Old July 5th, 2012, 10:06 AM
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soooo looking forward to this
what yanfly scripts have you used?
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  #89    
Old July 5th, 2012, 11:19 AM
ppooookkkkkkk
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just asking will the tiles be adjusted as explained above or we have to adjust them by ourselves
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  #90    
Old July 5th, 2012, 11:31 AM
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Quote:
Originally Posted by p.claydon View Post
soooo looking forward to this
what yanfly scripts have you used?
Core Extension
Debug Extension
Event Chase Player
Event Window
Force Move Tiles
Gab Window
Slippery Tiles
Region Battlebacks
Common Event Shop
Menu Cursor

Quote:
Originally Posted by ppooookkkkkkk View Post
just asking will the tiles be adjusted as explained above or we have to adjust them by ourselves
With help from the community, I hope to have a complete tileset compilation by the first release.
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  #91    
Old July 5th, 2012, 12:59 PM
FlipelyFlip
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What tiles do you want? maybe I can put them together to fit into Ace tilesets (:
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  #92    
Old July 6th, 2012, 06:36 PM
ppooookkkkkkk
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oh yeah another thing will it include a full fledged editor like in the pokemon essentials

Last edited by ppooookkkkkkk; July 6th, 2012 at 06:37 PM. Reason: typos
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  #93    
Old July 7th, 2012, 02:29 AM
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Originally Posted by FlipelyFlip View Post
What tiles do you want? maybe I can put them together to fit into Ace tilesets (:
Any that you can muster up really!

Quote:
Originally Posted by ppooookkkkkkk View Post
oh yeah another thing will it include a full fledged editor like in the pokemon essentials
Perhaps, yes.
I'd hope that people are intelligent enough to add their own values to a text file, but for ease of use I probably will add one.
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  #94    
Old July 7th, 2012, 03:08 PM
ppooookkkkkkk
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i am i can add my own values like trainer values and new moves
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  #95    
Old July 10th, 2012, 12:05 AM
Kincaid777
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Will this include anything from Black 2 and White 2? Such as the World Tournament trainers?
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  #96    
Old July 10th, 2012, 01:27 AM
FlipelyFlip
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Okay, I'll make the BW-Tiles if it's okay for you (:

and do you need any other help beside the tiles? (:
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  #97    
Old July 10th, 2012, 05:45 AM
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Quote:
Originally Posted by ppooookkkkkkk View Post
i am i can add my own values like trainer values and new moves
Yes, you will be able to add your own values.

Quote:
Originally Posted by Kincaid777 View Post
Will this include anything from Black 2 and White 2? Such as the World Tournament trainers?
That's a great idea! Yes, after i've finished the main systems, i'll implement that!

Quote:
Originally Posted by FlipelyFlip View Post
Okay, I'll make the BW-Tiles if it's okay for you (:

and do you need any other help beside the tiles? (:
Thanks, that's great!
I'm not sure what else yet, but i'll have a think!
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  #98    
Old July 15th, 2012, 03:23 PM
ppooookkkkkkk
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so how much progess has been made
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  #99    
Old July 16th, 2012, 07:54 AM
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OMG, CNG i thought you stoped making pokemon stuff years ago :D im so happy to see you create yet another epic pokemon start kit!
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  #100    
Old July 21st, 2012, 07:06 AM
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Quote:
Originally Posted by ppooookkkkkkk View Post
so how much progess has been made
Just got back from Holiday, so not much!

Quote:
Originally Posted by Chris Marsh View Post
OMG, CNG i thought you stoped making pokemon stuff years ago :D im so happy to see you create yet another epic pokemon start kit!
Haha, I did!
Just kinda fell back into it lol.
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