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  #26    
Old March 29th, 2013 (09:32 PM).
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Quote originally posted by DaSpirit:
Well, if you put it on the Xbox store, it would be in a commercial environment even if you don't sell it so I don't think it would be allowed.
Not necessarily. If someone has an indie license, they can run it on their Xbox. Of course, if I did an Xbox version, I'd also make a version for Windows in which all that's different is how it runs so that it's optimized for the system it's on.
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  #27    
Old April 3rd, 2013 (03:50 AM).
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This looks amazing! I can't wait to see how it turns out. The second a download is available I'll be downloading it.

Also, will custom tiles be able to be imported? That would make this even better than it already looks.
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  #28    
Old April 9th, 2013 (06:44 PM).
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Quote originally posted by Rayziken 2:
This looks amazing! I can't wait to see how it turns out. The second a download is available I'll be downloading it.

Also, will custom tiles be able to be imported? That would make this even better than it already looks.
Yes, tilesets and entities will be completely modifiable however you want it.
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  #29    
Old April 12th, 2013 (03:42 AM).
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added tile logic scripting and layers



this patch of grass was created using only the grass script





This is the instant path tool using tile logic, you can draw sort of like paths with it, kinda useful when you quickly and accurately want to make good looking paths
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  #30    
Old April 12th, 2013 (05:09 AM).
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Quote originally posted by oxysoft:
added tile logic scripting and layers



this patch of grass was created using only the grass script





This is the instant path tool using tile logic, you can draw sort of like paths with it, kinda useful when you quickly and accurately want to make good looking paths
Will it always ,make the paths 3x3 tiles or can you shorten or lengthen it?
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  #31    
Old April 12th, 2013 (11:25 AM).
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Quote originally posted by Nintendork15:
Will it always ,make the paths 3x3 tiles or can you shorten or lengthen it?
currently no but i could add an option for that if that's something people want
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  #32    
Old April 12th, 2013 (03:56 PM).
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Quote originally posted by oxysoft:
currently no but i could add an option for that if that's something people want
Well, you can put my vote in the tin.
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  #33    
Old April 13th, 2013 (03:30 AM).
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You really should only draw paths on the tiles the user draws them on. It's not that much harder than what you've already done, in terms of choosing the right path graphic for each tile, and it's definitely what people expect to happen and may well want to happen.
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  #34    
Old April 13th, 2013 (04:26 AM).
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Quote originally posted by Maruno:
You really should only draw paths on the tiles the user draws them on. It's not that much harder than what you've already done, in terms of choosing the right path graphic for each tile, and it's definitely what people expect to happen and may well want to happen.
Well, at first, I only wanted to facilitate the making of paths so I made this brush but if I add some sort of width option for the path, set at 0 or 1, it would be what you want.

Anyway,
Here is a simple route map I have made in about 10 minutes yesterday to test the usability of the editor engine. I might have to add copy and pasting of entities and tiles.



You can see it's kind of lacking toward the end of it, I ran out of ideas and I was too lazy to continue it.
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  #35    
Old April 14th, 2013 (03:17 AM).
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I gotta say, that sure does look nice!
The connecting tiles such as paths and tall grass look nice, and make it easy since it's automatic.
I noticed that the trees' and rocks' (entities?) shadows overlapped the tall grass and water.
I'm guessing you put the tiles into one layer, and entities on a higher layer. And since the tiles are drawn first, entities then will then overlap tiles.
Is the water animated? What about the tall grass when you walk over it? The reason why Nintendo doesn't connect the tall grasses is probably because when you walk over it, the grass shakes (2-3 frames). Animating each piece of grass is hard, so they leave each one individual. I don't know if it's like that in the newer Pokemon games, since I don't play them, but it would look nice if the water and tall grass are animated.
This kinda motivates me to get back to Xna. Nice work! [I rarely comment]
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  #36    
Old April 14th, 2013 (07:33 AM). Edited April 14th, 2013 by oxysoft.
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Quote originally posted by WeNeedFocus:
I gotta say, that sure does look nice!
The connecting tiles such as paths and tall grass look nice, and make it easy since it's automatic.
I noticed that the trees' and rocks' (entities?) shadows overlapped the tall grass and water.
I'm guessing you put the tiles into one layer, and entities on a higher layer. And since the tiles are drawn first, entities then will then overlap tiles.
Is the water animated? What about the tall grass when you walk over it? The reason why Nintendo doesn't connect the tall grasses is probably because when you walk over it, the grass shakes (2-3 frames). Animating each piece of grass is hard, so they leave each one individual. I don't know if it's like that in the newer Pokemon games, since I don't play them, but it would look nice if the water and tall grass are animated.
This kinda motivates me to get back to Xna. Nice work! [I rarely comment]
Tiles are all rendered (all 16 layers from 0 to 16) then the entities are. Shadows are generated by the engine as you probably noticed. It will be possible to disable shadows for multiple entities if you wish or change some parameters modifiers to increase shadows or something.

Nothing is animated yet, but of course it'll be included in the future. The tall grass is actually from Heart Gold and Soul Silver. I will do my best to make it somewhat exactly like in those games but also editable so that those who want to use different tilesets of their own are not restricted by those animations.

I have updated the main post to have more information
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  #37    
Old April 15th, 2013 (03:32 PM).
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Look forward to using this program!
If I knew c# I would be less shy about using this, but...

So would this include like a wild editor? Or would that have to be programmed with the language?
I'll see for myself once you've got a usable version available.
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  #38    
Old April 15th, 2013 (04:59 PM).
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Quote originally posted by Nyndyll:
Look forward to using this program!
If I knew c# I would be less shy about using this, but...

So would this include like a wild editor? Or would that have to be programmed with the language?
I'll see for myself once you've got a usable version available.
What do you mean a wild editor? The whole game is to be made inside the map editor itself, no need for additional programs.
You will not have to know C# if you want to use the engine, though, some very basic LUA knowledge will be required for event scripting. I will have code samples for those interested.
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  #39    
Old April 16th, 2013 (12:47 PM).
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Quote originally posted by oxysoft:
What do you mean a wild editor? The whole game is to be made inside the map editor itself, no need for additional programs.
You will not have to know C# if you want to use the engine, though, some very basic LUA knowledge will be required for event scripting. I will have code samples for those interested.
I meant like in essentials, you need to use an external program to edit the wild pokemon. But since you say that that won't be necessary, then you answered my question!
I know a little lua, so that shouldn't be a huge issue.
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  #40    
Old April 16th, 2013 (04:16 PM).
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Quote originally posted by Nyndyll:
I meant like in essentials, you need to use an external program to edit the wild pokemon. But since you say that that won't be necessary, then you answered my question!
I know a little lua, so that shouldn't be a huge issue.
RPG maker wasn't made for pokemon
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  #41    
Old April 17th, 2013 (04:54 AM).
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When will it be available for download?
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  #42    
Old April 17th, 2013 (05:00 PM).
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Quote originally posted by bartyboy6:
When will it be available for download?
When it's done obviously
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  #43    
Old April 18th, 2013 (06:17 AM).
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Quote originally posted by oxysoft:
RPG maker wasn't made for pokemon :P
When he says 'an external program' he doesn't mean RPG Maker XP.
He's talking about Editor.exe
Which comes with the Essentials project folder.
It allows you to edit Metadata, connections for maps, wild pokemon, trainers, trainer types, animations, text, items, etc.
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  #44    
Old April 18th, 2013 (10:44 AM).
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Imo, this app looks promising, it will probably be better than Essentials once released.
Although I'm not trying to offend oxysoft in anyways, I'm kinda disappointed at how slow this is progressing. Maybe you can add a few more screen shots once in a while?

But overall, it looks great!
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  #45    
Old April 18th, 2013 (11:41 AM). Edited April 18th, 2013 by oxysoft.
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Quote originally posted by WeNeedFocus:
Imo, this app looks promising, it will probably be better than Essentials once released.
Although I'm not trying to offend oxysoft in anyways, I'm kinda disappointed at how slow this is progressing. Maybe you can add a few more screen shots once in a while?

But overall, it looks great!
Would progress faster if I wasn't so lazy during the week after school
I'm gonna try to force myself to code more now
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  #46    
Old April 18th, 2013 (01:38 PM).
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Quote originally posted by WeNeedFocus:
Imo, this app looks promising, it will probably be better than Essentials once released.
Although I'm not trying to offend oxysoft in anyways, I'm kinda disappointed at how slow this is progressing. Maybe you can add a few more screen shots once in a while?

But overall, it looks great!
I'd say he's progressing faster than most engines I've seen around actually. <3
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  #47    
Old April 18th, 2013 (03:21 PM).
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Quote originally posted by Varion:
I'd say he's progressing faster than most engines I've seen around actually. <3
If he posts images more often, it would seem like he is progressing even faster.
Also, oxysoft, if you ever get stuck on something and don't know how to handle it, or want a better way to implement it, just ask. I might be able to lend a hand.

I like where this editor is heading.
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  #48    
Old April 18th, 2013 (03:27 PM).
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Quote originally posted by WeNeedFocus:
If he posts images more often, it would seem like he is progressing even faster.
Also, oxysoft, if you ever get stuck on something and don't know how to handle it, or want a better way to implement it, just ask. I might be able to lend a hand. :)

I like where this editor is heading.
Eh, there's no need to mega update stuff.
Better off only showing major things, which oxysoft has been doing.
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  #49    
Old April 18th, 2013 (03:41 PM).
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Quote originally posted by Varion:
Eh, there's no need to mega update stuff.
Better off only showing major things, which oxysoft has been doing.
Well, I guess he doesn't have to show every little thing, but putting images to show progress keeps this going, and gets even more followers, imo.

And it keeps super-followers like me tied to the thread.
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  #50    
Old April 18th, 2013 (03:49 PM).
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Well sit there and keep following?
Asking more images is just pressure, which causing the OP to feel under pressure, and probably mess some things up.
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