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  #26    
Old April 9th, 2012 (1:35 PM).
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pokemonmasteraaron pokemonmasteraaron is offline
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I'm blind so 3d doesn't matter to me but it will to my players.
I think I'll release a 3d and a regular version since this 3d version is still in beta.
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  #27    
Old April 17th, 2012 (10:34 AM).
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do you think there will be a way to make 3D optional when this is completed? I was just thinking this would be good for my game, but only for one map.
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  #28    
Old April 18th, 2012 (4:22 AM).
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I know you say not to report anything about animated tiles or whatever, but I wanna make sure you know..

Water tiles seem to trap the player. Even if you try surfing, you'll get stuck as soon are you walk onto a water tile. You can't even escape it by holding CTRL.

Pretty sure you know the grass crashes though.

Anyway, looking good so far! It needs to be tidied up a little in terms of bugs, but it's coming along great!
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  #29    
Old April 18th, 2012 (5:43 AM).
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Quote:
Originally Posted by IceGod64 View Post
I know you say not to report anything about animated tiles or whatever, but I wanna make sure you know..

Water tiles seem to trap the player. Even if you try surfing, you'll get stuck as soon are you walk onto a water tile. You can't even escape it by holding CTRL.

Pretty sure you know the grass crashes though.

Anyway, looking good so far! It needs to be tidied up a little in terms of bugs, but it's coming along great!
no that's different, I meant the error report from grass tiles.
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  #30    
Old April 18th, 2012 (2:00 PM).
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Originally Posted by Ho-oh 112 View Post
no that's different, I meant the error report from grass tiles.
Oh, another idea...

Could you change the HMode07 data for the map to be read from map metadata or determine it by a maps ID from the script instead of by adding funky brackets and such that alter the maps name? A bit technical, but I'd imagine it's not too hard if you know the script, and since you adapted the script, I'm thinking you would.
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  #31    
Old April 19th, 2012 (4:59 AM).
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Originally Posted by IceGod64 View Post
Oh, another idea...

Could you change the HMode07 data for the map to be read from map metadata or determine it by a maps ID from the script instead of by adding funky brackets and such that alter the maps name? A bit technical, but I'd imagine it's not too hard if you know the script, and since you adapted the script, I'm thinking you would.

good idea I'll use that instead.
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  #32    
Old April 24th, 2012 (3:20 PM).
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It doesn't seem to be compatible with the new version of essentials.
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  #33    
Old April 25th, 2012 (5:36 AM).
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It doesn't seem to be compatible with the new version of essentials.
I needs ALOT of mods.... I'll get working on this soon I gotta finish working on my new website (yes this one is mine and I think people will like it.)
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  #34    
Old June 7th, 2012 (11:27 PM).
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Any news from this awesome project? :D
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  #35    
Old November 21st, 2012 (4:52 AM). Edited December 8th, 2013 by ultimatewolf.
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so far this is awesome i'll follow this project because i want to make a 3d game. and it would be cool if you could add the walking with pokemon script.
edit: can you import 3d models with blender.
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  #36    
Old June 18th, 2015 (6:06 AM).
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Hello , how can I adapt this h -mode 7 essentials DS ?
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  #37    
Old June 25th, 2015 (12:06 PM).
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So awesome! Well I think I'll have a video-screencapture of the h-mode 7 during important dialogues. Then I'll play it as normal video wnìith an event to don't get the pokégear glitch, but so I'd like to use that way to don't lag the game mut that takes you a long when you have to load the map. Where can I find it? (Sorry for my terrible English)
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Hello , how can I adapt this h -mode 7 essentials DS ?
Hi Alex! Speaking in English on forums is terrible, I know.
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  #38    
Old June 27th, 2015 (1:25 AM).
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Quote:
Originally Posted by FoxySeta View Post
So awesome! Well I think I'll have a video-screencapture of the h-mode 7 during important dialogues. Then I'll play it as normal video wnìith an event to don't get the pokégear glitch, but so I'd like to use that way to don't lag the game mut that takes you a long when you have to load the map. Where can I find it? (Sorry for my terrible English)

Hi Alex! Speaking in English on forums is terrible, I know.


Ah hello FoxySeta! if you remember me I already knew. In fact we are both Italian, you remember me right?
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  #39    
Old June 29th, 2015 (1:07 AM).
shiney570 shiney570 is offline
 
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Ah hello FoxySeta! if you remember me I already knew. In fact we are both Italian, you remember me right?
i hope you guys know that this thread is older then 3 years? i'm quite sure the author has quit his project.
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  #40    
Old August 17th, 2015 (3:34 AM).
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FoxySeta FoxySeta is offline
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i hope you guys know that this thread is older then 3 years? i'm quite sure the author has quit his project.
This project is not complete.
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  #41    
Old August 17th, 2015 (5:34 AM).
shiney570 shiney570 is offline
 
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This project is not complete.
sure it isn't complete. the author stopped the project.
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  #42    
Old August 19th, 2015 (1:01 AM).
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FoxySeta FoxySeta is offline
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Well, here you my error message:
Quote:
---------------------------
Pokémon Versione Ametista
---------------------------
Exception: ArgumentError

Message: wrong number of arguments(1 for 0)

Game_Eventin `initialize'

Game_Eventin `nf_particles_game_map_initialize'

ParticleEngine:591:in `initialize'

Game_Map:64:in `new'

Game_Map:64:in `setup_hm7_game_map'

Game_Map:63:in `each'

Game_Map:63:in `setup_hm7_game_map'

HM7 MODIFIED CLASSES:284:in `setup_hm7_test_game_map'

DEMO : TEST MULTI LAYERS:40:in `setup'

PField_Map:597:in `setup'



This exception was logged in

C:\Users\Stefano\Saved Games/Pokémon Versione Ametista/errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
I'm using Pokémon Essentials 15.1
Quote:
Originally Posted by shiney570 View Post
sure it isn't complete. the author stopped the project.
Oops! I didn't know. Sorry.
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