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View Poll Results: How should Pokemon storage be handled?
With Yanfly's script. 3 17.65%
With a separate, but unified box. 0 0%
With individual boxes that is a list of names. 2 11.76%
With individual boxes that shows the overworld graphics of the Pokemon. 12 70.59%
Another way. (Please tell me how) 0 0%
Voters: 17. You may not vote on this poll

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  #26    
Old January 2nd, 2013, 09:22 AM
Crystal Noel's Avatar
Crystal Noel
RPG Maker VX Ace Scripter
 
Join Date: Dec 2012
Gender: Male
Nature: Docile
Quote:
Originally Posted by Rayquaza. View Post
Almost done with compiling tiles...
How is everything set up? Pokémon trainer-wise and encounter-wise? Like in Pokémon Essentials for XP or like the Pokémon Script project?
It is done in the map's notebox.
Like so:
Code:
<region swaps>
1-70: 20, 25
570-30: 20, 26
</region swaps>
this sets the encounters of the map to be 70% chance of Bulbasaur and 30% chance of Zorua in region 0. Using [region: x] will change the region. Once the region is changed any new encounters added bellow that notetag are in that region. For more info see the script Region Swaps.
Trainers are done similarly. In the database create a new enemy and specify it is a trainer. Then type the opening trainer information note. Once done any information is info on the first pokemon. Using notes you can add more Pokemon and create multiple teams. Make sure that the trainer section is then closed.
Quote:
Originally Posted by p.claydon View Post
thats fine i use photoshop and the new version opens gif images as layers so will use that how would you like the file names
Name them just as they are in the folder with [anim] on the end. One row sheets.
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  #27    
Old January 3rd, 2013, 02:20 AM
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Zodiac.
Flannary Returns!
 
Join Date: Dec 2012
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Age: 18
Gender: Male
Judging by the screenshots you now have in the first post, the tiles and sprites (and text) looks horribly resized.
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  #28    
Old January 3rd, 2013, 04:16 PM
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Crystal Noel
RPG Maker VX Ace Scripter
 
Join Date: Dec 2012
Gender: Male
Nature: Docile
Quote:
Originally Posted by Zodiac. View Post
Judging by the screenshots you now have in the first post, the tiles and sprites (and text) looks horribly resized.
The text is the fonts from essentials at size 24. The tiles needed to be upsized from 16 by 16 to 32 by 32 because of VX Ace standards. The sprites are anti-aliased similarly to the Scale2x algorithm to a 1.5 scale to work with the doors. The main reason for this was the original size is too small and the double size is too big. This seems to be best at 1.5 for 2D.

@p.cladon: Could you make static images of the image's first frame under the original name. Some scenes and the frame detector need images that are the size of the frame.
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  #29    
Old January 4th, 2013, 01:25 AM
p.claydon
 
Join Date: Jan 2011
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yh should be able to do so will finish the conversion 1st tho (shouldnt take long to do the 1 frame static)
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  #30    
Old January 6th, 2013, 12:55 PM
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Crystal Noel
RPG Maker VX Ace Scripter
 
Join Date: Dec 2012
Gender: Male
Nature: Docile
This is something that I want to know before I create the command window in the Pokedex. What should I have in the window for options.
This is the Area, Cry, Info, Forms Window. Note that I plan to popup the data in windows instead of chancing the screen. What I need to know is:
  • Should area be done by popping up the map and highligtning the locations, with a list of areas that it is found at, or just take it out and use the Habbitat List function from BW2
  • Should form pop-up a window with all the froms and you can compare them or should it just cycle the forms in the main window.
  • What else could this window use?

Other than that
--------------------------------------
Update:
  • All ability names and descriptions are in the kit, starting on the effects
  • Fixed a bug with region effects
  • Added custom hit formula's for the more advanced members to use.
  • New additions to the critical hit system
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  #31    
Old January 9th, 2013, 07:42 PM
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Crystal Noel
RPG Maker VX Ace Scripter
 
Join Date: Dec 2012
Gender: Male
Nature: Docile
Update:
  • Added many new options for custom effects
  • Progresssive Timer
  • Can make events look like Pokemon in Your Party or your character(Now you can put Copycat from Kanto in your fangame)
  • States aquired from certain tiles
  • Parallex Mapping options avalible
  • Cast Animations (Messages go by fast, so this help you know who used what)
  • Moves like Fly and Dig are ready to be created
  • Additional conditions for events
  • Infective States (States can randomly be spread around the battle)
  • Custom Weather
  • Custom Transitions
  • Skill and item selection no longer hide the battlefield
  • Picture Gallery
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  #32    
Old January 9th, 2013, 08:20 PM
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DaSpirit
Mad Programmer
 
Join Date: Jul 2007
Location: New York City
Gender: Male
Nature: Quiet
You seem to make progress really fast. Is there a demo or anything we can try?
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  #33    
Old January 10th, 2013, 10:46 AM
p.claydon
 
Join Date: Jan 2011
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all sounding good hoping to see a demo soonish
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  #34    
Old January 11th, 2013, 11:32 AM
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Arandomgamemaker
Unhatched Egg
 
Join Date: Jan 2013
Gender: Male
Wow, this is pretty cool that you're making this! Do you need any help with sprites?
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  #35    
Old January 11th, 2013, 03:09 PM
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Crystal Noel
RPG Maker VX Ace Scripter
 
Join Date: Dec 2012
Gender: Male
Nature: Docile
Quote:
Originally Posted by DaSpirit View Post
You seem to make progress really fast. Is there a demo or anything we can try?
Depends. Define what should be in the demo at a minimum.

Quote:
Originally Posted by Arandomgamemaker View Post
Wow, this is pretty cool that you're making this! Do you need any help with sprites?
Yes. I have people doing most things. I don't have anyone on the following things.
  • VS Sequences. Make the images at the original size and I will use scale2x to re-size them. (Using the Gimp plug-in + the BIMP plug-in) I will attach the current VS image folder to this post, so you can see how it is done.
  • I could use some 96 x 96 pictures of items. Use the Dream World artwork it is the closest in size. If there is not dreamworld artwork then don't make a picture, I acknowledge that not everything can be found in the Dream World.
  • Pokemon window skins are a must have for this kit. I only have 4 I want about 20, so the player can cycle during the game.
  • An image to use for sandstorm weather and for intense sunlight.
  • A faceset for Eggs
  • BW2 Overworlds (e-mail me for the process on how to make the charactersets)
  • Move animations.

Any of the above are good.
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  #36    
Old January 11th, 2013, 03:21 PM
p.claydon
 
Join Date: Jan 2011
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I think I have b&w overworlds on my laptop also I've got custom eggs for most if not all pokémon (somewhere) I'll dig those out and send you them when I find them
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  #37    
Old January 11th, 2013, 04:24 PM
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DaSpirit
Mad Programmer
 
Join Date: Jul 2007
Location: New York City
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Quote:
Originally Posted by Crystal Noel View Post
Depends. Define what should be in the demo at a minimum.
Basic walking, few items and small battle.
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  #38    
Old January 11th, 2013, 05:33 PM
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Crystal Noel
RPG Maker VX Ace Scripter
 
Join Date: Dec 2012
Gender: Male
Nature: Docile
Quote:
Originally Posted by DaSpirit View Post
Basic walking, few items and small battle.
Should the battle be a working Pokemon Battle Engine or just a basic Default Battle to give you the feeling for what the battle will flow like.
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  #39    
Old January 11th, 2013, 10:27 PM
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Arandomgamemaker
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Join Date: Jan 2013
Gender: Male
Alright, I guess I'll try to do attack animations and item icons.

Some questions, though.
1.Do you need the animations VX Ace compatible, or just the sprites to make them?
2.For item icons, should they all be completely seperate?
3.Does it matter what generation these are from?
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  #40    
Old January 12th, 2013, 08:51 AM
Crystal Noel's Avatar
Crystal Noel
RPG Maker VX Ace Scripter
 
Join Date: Dec 2012
Gender: Male
Nature: Docile
Quote:
Originally Posted by Arandomgamemaker View Post
Alright, I guess I'll try to do attack animations and item icons.

Some questions, though.
1.Do you need the animations VX Ace compatible, or just the sprites to make them?
2.For item icons, should they all be completely seperate?
3.Does it matter what generation these are from?
  1. VX Ace Compatible. If you want to take it to the next level, then open VX Ace and set up the animations. Make them so that the Pokemon could be places anywhere in the battle field.
  2. They are image previews for Ace Item Menu by Yanfly
  3. Animations = Gen IV or V, Pictures = Dream World Artwork 96 by 96.
Attached Images
 
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  #41    
Old January 12th, 2013, 04:37 PM
p.claydon
 
Join Date: Jan 2011
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how are you gonna handle pokemon that change moveset with its form?
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  #42    
Old January 12th, 2013, 04:49 PM
Crystal Noel's Avatar
Crystal Noel
RPG Maker VX Ace Scripter
 
Join Date: Dec 2012
Gender: Male
Nature: Docile
Quote:
Originally Posted by p.claydon View Post
how are you gonna handle pokemon that change moveset with its form?
By placing a notetag in the class learning notebox something like <form: 1>. You can make it so you can only learn that skill if you only learn it in that form and when you change forms the game scans for skills learned in other forms only and deletes them and teaches skills that are learned at the same levels for that form. I know Kyurem does this.
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  #43    
Old January 17th, 2013, 07:18 PM
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Crystal Noel
RPG Maker VX Ace Scripter
 
Join Date: Dec 2012
Gender: Male
Nature: Docile
Update:
  • Created the RPG::Trainer and Game_Trainer classes.
  • Added all abilities up to Gluttony (alphabetically)
  • Working on the battle system, may be able to have a demo out in a few days
  • Working on capture animations (I may slow them down, I think that they are a little too fast)
  • Created and refined the Pokemon animations.
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  #44    
Old January 27th, 2013, 10:10 AM
Crystal Noel's Avatar
Crystal Noel
RPG Maker VX Ace Scripter
 
Join Date: Dec 2012
Gender: Male
Nature: Docile
Sorry that, I have not updated this in a while. I am working very hard on the battle system.
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  #45    
Old January 27th, 2013, 10:47 AM
Timber's Avatar
Timber
 
Join Date: Jan 2013
Gender: Male
It is not that bad, because you're doing enough work.
I'm new here. I signed up just because of your starter kit. :D
But if you can give us an alpha or something like that it would be nice.

PS. I'm from Germany
PPS. Hi

Last edited by Timber; January 27th, 2013 at 11:16 AM.
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  #46    
Old January 27th, 2013, 11:23 AM
Crystal Noel's Avatar
Crystal Noel
RPG Maker VX Ace Scripter
 
Join Date: Dec 2012
Gender: Male
Nature: Docile
That depends. The battle system is a lot more work than it seems. However, I am almost done with switching. I just need to add partner trainers.
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  #47    
Old February 2nd, 2013, 06:37 AM
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Timber
 
Join Date: Jan 2013
Gender: Male
How is everything going ?
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  #48    
Old February 3rd, 2013, 11:40 AM
F4ever
 
Join Date: Feb 2013
Gender: Male
Hello.
I just want you to know that you have my support and I'll look forward to try your project.
Cheers :D
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  #49    
Old February 9th, 2013, 08:44 AM
Crystal Noel's Avatar
Crystal Noel
RPG Maker VX Ace Scripter
 
Join Date: Dec 2012
Gender: Male
Nature: Docile
Update:
  • Switching is just about finished, I just need to add recall animations and make sure they work as a command
  • Attack both allies and enemies with the same move
  • Animated sprites finally work as intended
  • Can add custom commands to the window that gives you all the switch options
  • If you access Scene_Skill from battle you can't use skills from the menu, (i.e. using a move to heal from the menu and then keep battling)
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  #50    
Old February 13th, 2013, 06:01 PM
F4ever
 
Join Date: Feb 2013
Gender: Male
Hello,

Do you have any clue about demo release so we can follow your work and give some feedback?
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