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  #1351    
Old September 3rd, 2013 (2:19 AM).
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@Rayd12smitty: That's an excellent menu, I like it a lot. Good job man!
@Saving Raven: Never seen that before, it's a good idea, but I would make just clothes, because changing a player outfit completely seems too strange.
@carmaniac: Nice idea, adding new HM's makes the game have more options like that you're showing. Also, I liked the mapping, but adding a fog will make it look better.
@Rickyboy: That's absolutely amazing! I love this new battle scene.

I'll post some images soon
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  #1352    
Old September 10th, 2013 (10:06 AM).
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I've been working on a 3D wrapper for XP again, this is the results of it currently
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  #1353    
Old September 10th, 2013 (11:10 AM).
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Attachment 69576


I've been working on a 3D wrapper for XP again, this is the results of it currently
How is it resource-wise, and is it something you are going to port over to essentials? But it looks good, just a lot of polygons :/
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  #1354    
Old September 10th, 2013 (11:28 AM).
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How is it resource-wise, and is it something you are going to port over to essentials? But it looks good, just a lot of polygons :/
Explain by resource wise? I'm assuming you either mean what does it require to run (it uses Irrlicht, OpenGL, and my own wrapper), or how much system resources (which is not really to heavy)

It should work in essentials without any custom port (or at this stage before I do some serious modifications to it)
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  #1355    
Old September 23rd, 2013 (4:44 AM).
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Some Very Early Screenshots from something I am working on.

NOTE: Everything on these Screens is still a HEAVY Work in Progress and the content you see might not be the final content. Sprites, Environments and Events might change from these screens into the Final Product! For Instance, the Hero Sprite in these sprites is not the final one.

After a while here is finally a first batch of Screenshots from my work in progress Pokémon Fan Game - Pokémon: Dawn of Souls, as previsourly stated, these are still a very work in progress and they are not even close to what the first version of the project to be released is going to be - something that may still take a very good hand of months to happen.


Here is a list by screens:
First Screen - A Prototype Title Screen, the final tittle screen will be much more complete and will actually have a Version Number instead of "Prototype" in the bottom. Background will also probably change. Logo inspired in the latest Mystery Dungeon Logo.
Second Screen - Lumitron Town - "The White Town of Beauty" where you speak to a lady outside the laboratory that quickly tells you that Professor Pamila (Name most likely subject to change) is always a busy man. (Image contains a few errors that will be fixed)
Third Screen - Part of Route 601, with a PlaceHolder Youngester that isn't still programmed in.
Fourth Screen - A Work in Progress Battle Screen as well, with actual backgrounds.
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  #1356    
Old September 23rd, 2013 (9:23 AM).
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Quote:
Originally Posted by Aamelo View Post
Spoiler:
Some Very Early Screenshots from something I am working on.

NOTE: Everything on these Screens is still a HEAVY Work in Progress and the content you see might not be the final content. Sprites, Environments and Events might change from these screens into the Final Product! For Instance, the Hero Sprite in these sprites is not the final one.

After a while here is finally a first batch of Screenshots from my work in progress Pokémon Fan Game - Pokémon: Dawn of Souls, as previsourly stated, these are still a very work in progress and they are not even close to what the first version of the project to be released is going to be - something that may still take a very good hand of months to happen.


Here is a list by screens:
First Screen - A Prototype Title Screen, the final tittle screen will be much more complete and will actually have a Version Number instead of "Prototype" in the bottom. Background will also probably change. Logo inspired in the latest Mystery Dungeon Logo.
Second Screen - Lumitron Town - "The White Town of Beauty" where you speak to a lady outside the laboratory that quickly tells you that Professor Pamila (Name most likely subject to change) is always a busy man. (Image contains a few errors that will be fixed)
Third Screen - Part of Route 601, with a PlaceHolder Youngester that isn't still programmed in.
Fourth Screen - A Work in Progress Battle Screen as well, with actual backgrounds.
I like the looks of everything - question, are you implementing all new classes? or are you planning on a different class as an alternative to "youngster"

as far as I can tell everything is a good start, the only problem is the shots with the big trees, they seem out of place; while everything has some sort of detail to it, the big trees look blurry and a different style than everything else

also in the top right shot, there is a lamp post (or w/e you call it) infront of a house, they tend to be near houses, not next to them, it would look better in a different position

I would also like to say I love your title screen, it is very appealing
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  #1357    
Old September 23rd, 2013 (1:17 PM).
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Quote:
Originally Posted by Aamelo View Post

Here is a list by screens:
First Screen - A Prototype Title Screen, the final tittle screen will be much more complete and will actually have a Version Number instead of "Prototype" in the bottom. Background will also probably change. Logo inspired in the latest Mystery Dungeon Logo.
Is "Far From Finished a reference to VGA's A Hat In Time stream?
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  #1358    
Old September 23rd, 2013 (3:00 PM).
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Is "Far From Finished a reference to VGA's A Hat In Time stream?
Yep, first thing that came into my mind while doing the temporary Title Screen. Fits better than "Prototype" or "Work In Progress" Only.
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  #1359    
Old September 30th, 2013 (11:02 AM).
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Heads up!! Non-Pokémon.



Part of a college project, we're learning C++ to make something, our choice.
I decided to go with a Text Based RPG, so here it is so far.

For this, I've decided on the story approach already.

You'll be playing a Demon from the Underworld. Gender and Element is your choice.
Your mission is to restore darkness and shadows to the world, ever since heroes defeated the darkness many years ago.
You'll be coming across many obstacles, and tough battle to restore darkness to the world.

I'm think , when this is complete, to release a public version here on PC, if people want a TBRPG that is... :l
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  #1360    
Old September 30th, 2013 (12:38 PM).
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Heads up!! Non-Pokémon.



Part of a college project, we're learning C++ to make something, our choice.
I decided to go with a Text Based RPG, so here it is so far.
Ooh another C++ user! With how complicated C++ can be, making anything with it is an impressive accomplishment. Feel free to ask me for advice with programming if you need it. And good luck!
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  #1361    
Old October 30th, 2013 (1:04 AM).
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THUD!



Happy Halloween everyone.


Credits
System:Maruno, Poccil & Flameguru for their starter kit.
Graphics: Dewitty, Minorthreat, Alucus, Kyledove, PrinceLegendario, Erma96, Pokemoneclipse, BoOmxBiG, teaddiction, niknaks93, Light-PA, Lotusking, Tyranitardark, SirAzria.
Special Thanks: Cilerba, Chesu, F.M.P, Wichu, ~JV~, The Calis Projects Team, Abnegation, Murcurysky and everyone who supports this game.
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  #1362    
Old October 30th, 2013 (4:33 AM).
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Originally Posted by Varion View Post
Heads up!! Non-Pokémon.



Part of a college project, we're learning C++ to make something, our choice.
I decided to go with a Text Based RPG, so here it is so far.

For this, I've decided on the story approach already.

You'll be playing a Demon from the Underworld. Gender and Element is your choice.
Your mission is to restore darkness and shadows to the world, ever since heroes defeated the darkness many years ago.
You'll be coming across many obstacles, and tough battle to restore darkness to the world.

I'm think , when this is complete, to release a public version here on PC, if people want a TBRPG that is... :l
cool man! I have a real soft spot for text based adventure games.

Quote:
Originally Posted by ЩѻƦḽᶑʂḽдƴƹƦ™ View Post
THUD!



Happy Halloween everyone.


Credits
System:Maruno, Poccil & Flameguru for their starter kit.
Graphics: Dewitty, Minorthreat, Alucus, Kyledove, PrinceLegendario, Erma96, Pokemoneclipse, BoOmxBiG, teaddiction, niknaks93, Light-PA, Lotusking, Tyranitardark, SirAzria.
Special Thanks: Cilerba, Chesu, F.M.P, Wichu, ~JV~, The Calis Projects Team, Abnegation, Murcurysky and everyone who supports this game.
Nice! great enviornmental detal :D

----

Got my new enemy working for my other project: Nax of the Universe



Im really liking how the game is shaping up. combat is fast and fluid and even the graphics are coming together.
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  #1363    
Old October 30th, 2013 (8:30 AM).
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That looks amazing DarkDoom!

SSStylish!!!
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  #1364    
Old October 30th, 2013 (9:27 AM).
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Quote:
Originally Posted by Varion View Post
Heads up!! Non-Pokémon.



Part of a college project, we're learning C++ to make something, our choice.
I decided to go with a Text Based RPG, so here it is so far.

For this, I've decided on the story approach already.

You'll be playing a Demon from the Underworld. Gender and Element is your choice.
Your mission is to restore darkness and shadows to the world, ever since heroes defeated the darkness many years ago.
You'll be coming across many obstacles, and tough battle to restore darkness to the world.

I'm think , when this is complete, to release a public version here on PC, if people want a TBRPG that is... :l

This is a college project? This is all very basic.. cout and cin maybe a if/if else loop, some key press checks doesn't really seem college level, but anyways its a good start hope it works out for you




Looks really cool, love the tiles and the character sprite
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  #1365    
Old October 30th, 2013 (9:36 AM).
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Originally Posted by DarkDoom3000 View Post
Spoiler:
Got my new enemy working for my other project: Nax of the Universe



Im really liking how the game is shaping up. combat is fast and fluid and even the graphics are coming together.
I love the art style you've got going here, and gameplay looks nice and smooth. (Also, the "Damn!" and "Crazy!" indicators got me to grin for quite a while. )
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  #1366    
Old October 31st, 2013 (8:51 AM). Edited November 2nd, 2013 by Rayquaza..
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Happy Halloween everyone!

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  #1367    
Old October 31st, 2013 (9:34 AM).
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Originally Posted by Rayquaza. View Post
Happy Halloween everyone!

I like the idea, a lot of people are probably doing something like this, but I feel like the trees should be more orange, or something to set the mood and set it apart from normal every day run of the mill trees

other than that its a pretty cool little addition/idea/side quest/picture
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  #1368    
Old November 4th, 2013 (2:53 AM).
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Quote:
Originally Posted by KingCharizard View Post
This is a college project? This is all very basic.. cout and cin maybe a if/if else loop, some key press checks doesn't really seem college level, but anyways its a good start hope it works out for you




Looks really cool, love the tiles and the character sprite
It was the first assignment of the year.
The idea was a make a basic text adventure with 6-10 different areas you can travel to.

So basically yes, couts and cins and if/if else.
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  #1369    
Old November 9th, 2013 (8:54 PM). Edited November 9th, 2013 by Worldslayer608.
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Menu WIP





Just a mock up of the menu WIP. I will be adding a section for a clock, and a bag quick view (current ball count etc) in the left and right. The clock will open up the options menu, and the other will open up the bag.

The center button with the player OW sprite, will open up a sub menu for options like Pokedex, Trainer Card, and Save.

I want to have the selected button be brighter and have the icon animated, maybe have the name of what option is selected written at the bottom of the screen, such as the name of the Pokemon, or "Player" if the center is selected as in the example above.

It is all subject to change, since this is a mock up I would love some feedback on what I could change, etc.

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  #1370    
Old November 10th, 2013 (1:53 AM).
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Originally Posted by ЩѻƦḽᶑʂḽдƴƹƦ™ View Post
Menu WIP





Just a mock up of the menu WIP. I will be adding a section for a clock, and a bag quick view (current ball count etc) in the left and right. The clock will open up the options menu, and the other will open up the bag.

The center button with the player OW sprite, will open up a sub menu for options like Pokedex, Trainer Card, and Save.

I want to have the selected button be brighter and have the icon animated, maybe have the name of what option is selected written at the bottom of the screen, such as the name of the Pokemon, or "Player" if the center is selected as in the example above.

It is all subject to change, since this is a mock up I would love some feedback on what I could change, etc.

IMHO That looks amazing, very new and different. I like how you thought outside the box somewhat literally.
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  #1371    
Old November 10th, 2013 (3:00 AM).
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I always thought the point of a GUI element was that you could see it. That first version in particular is really quite dark. Also, which two Pokémon are going to be going into a double battle? I'm assuming the one at the top is the lead Pokémon.

How are you going to access the party screen? Please don't say you're getting rid of it, because seeing the information panels for all the Pokémon in your team at once (without having to hover over them) is very useful. And if you're keeping it, is it going to be arranged in hex form too for consistency?

I'm not keen on the idea of having to press a button again to get access to the other pause menu stuff (Dex, Card, etc.).
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  #1372    
Old November 10th, 2013 (8:52 AM). Edited November 11th, 2013 by Worldslayer608.
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IMHO That looks amazing, very new and different. I like how you thought outside the box somewhat literally.
Haha, thanks :D

Quote:
Originally Posted by Maruno View Post
I always thought the point of a GUI element was that you could see it. That first version in particular is really quite dark. Also, which two Pokémon are going to be going into a double battle? I'm assuming the one at the top is the lead Pokémon.
I need to lighten it up. I posted the summary many places, and I only made the comment about the visibility to Venom12 I believe, but it was a concern of mine. This was just a preliminary so I could get some feedback . I will probably just get rid of the border transparency and make the selected box a different color.

Party is arranged with slot 1 at the top, then going clockwise. Mewtwo is second, Zygarde is second... you get the idea.

Quote:
How are you going to access the party screen? Please don't say you're getting rid of it, because seeing the information panels for all the Pokémon in your team at once (without having to hover over them) is very useful. And if you're keeping it, is it going to be arranged in hex form too for consistency?
Brace yourself... the party screen has currently been tabled. It is not necessarily because I thought it was unnecessary, in fact I feel it is the most important screen. The idea is to create it's own space. So while ESC, or whatever button we go with, opens this menu, a second button will open another quick-view menu, which was the part of the UI I was actually starting last night.

My initial idea was to actually use the lower part of the screen to display information about each individual pokemon by just hovering over them, but it was a space issue.

Key binding for menus may seem strange for a Pokemon game, however people play other games and most games have specific keys opening up specific menus and I do not think that is asking too much of the player to remember the commands. It also makes that part of Oak's speech a little more important in my opinion. Time for people to tap into that old man's wisdom!

Quote:
I'm not keen on the idea of having to press a button again to get access to the other pause menu stuff (Dex, Card, etc.).
There is some give and take here, that I felt needed to be made, and that involved somewhat restructuring the schematics of the menu options. The interface is designed with trying to provide the most important "field" information as possible and as quickly as possible, while the less important information remains structured and confined within a sub menu to allow there to be more space for other things.

Important field items are things like the party quick access menu (WIP), the in game clock, for tracking time specific events, item inventory (showing how many Pokeballs, potions, or repels are on hand) and maybe there is more I am forgetting.

Thanks for your response Maruno (and hopefully future responses), that is why I wanted to post it early on, so I can adjust or redesign as needed. It is a User interface, not my interface

EDIT: MENU WIP


So I have filled in the side panels, strengthened the outline on the shapes, and lightened up the background tint. The highlight is now colored, to better distinguish the current selection

You will also see that there is a word under the menu, this will correspond with what selection you are on. Since the player is active, it will show their name. The pokemon name will appear if a pokemon is highlighted, "Settings" will appear when the clock is selected, and "Bag" when the items are selected.

Selecting a pokemon will open up the summary screen.

EDIT: MENU WIP2


Playing with the idea of coloring the pokemon's hexagon to indicate a status effect, such as sleep, paralyzed, etc. Purple is for poisoned. This idea may end up scrapped, I find it pretty distracting.


EDIT: MENU WIP3


Adjusted the brightness and darkness, scrapped the status colors, and removed the center option. I think the highlighted option is now more pronounced, which is what I was going for.

The player option has been removed for the time being. I think it looks better without the option in the center and I am not entirely sure how I want to work that sub menu now. Ideas?

EDIT: MENU WIP4


The party menu, this will open up with a secondary key, which is separate from the above menus. This is used for quick at a glance party info from a single key, rather than opening the menu and then selecting the pokemon option. Statuses such as Poisoned or burned, will have an icon appearing just like the classic screen.

Feedback?
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  #1373    
Old November 18th, 2013 (2:49 PM).
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Originally Posted by Rickyboy View Post
Our team is scrapping most of my graphical work for a few reasons(for the better in my opinion), so I thought I'd post'em just to get people's opinions so I know what to do better next time around. Please criticize anything, I've got tough shell



I already know they are in many different styles, please ignore that.

in order from left-right top-bottom

1. looks pretty good to me, except for the subtle black square around your text, i'm very picky about that kind of thing, either have it be separate from the rest of the pic or dont, and the way you have it set up it appears to be transparent, but really isnt and while most would not even really notice at first glance, it pops out to me as a sort of out of place sloppy work - you could have intended it to look like that, that's fine, if so then make the white lines you have also conect on the sides so it is separated from the background

2. I like the idea and the style and even the outcome, the only critique is the green "pokemon"/monster, iunno what they are in your game - the green guy is more of a sketch art and looks very out of place compared to the nicely shaded and finished looking other guys (it was the only critique, sorry if its just a showcasing WIP)

3. its nice, but the hands are out of place compared to the beautifully drawn machine - its needs detail and shading, also I know of no one who holds hand held devices in such a silly manner, as though it were to break if touched

4. same thing, the hand is given no detail and is not shaded - the trainer mug shot or w/e looks very out of place with all the nicely drawn things you have not just in that shot, but the game as a whole

5. the HP bar filled zone color thing (the actual thing that is reduced in the pic, not the number or title) needs to stand out more - I get that it changes colors (at least it looks like it does) but it needs to stand out more, be a lighter shade than that darker one
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  #1374    
Old November 22nd, 2013 (9:37 AM). Edited November 23rd, 2013 by Worldslayer608.
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Battle!


I am still unsure about the battle buttons, but they will be something like that :D. I may change them, I may leave them.
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  #1375    
Old November 23rd, 2013 (3:12 AM).
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Quote:
Originally Posted by Rickyboy View Post
Spoiler:
Our team is scrapping most of my graphical work for a few reasons(for the better in my opinion), so I thought I'd post'em just to get people's opinions so I know what to do better next time around. Please criticize anything, I've got tough shell :)



I already know they are in many different styles, please ignore that. Also, the hands, green fakemon, trainer mugshot were something quickly whipped up, they weren't final products.
  • I'm personally not a fan of the "I'm holding the item" style of UI, but that comes down to personal opinion, I guess!
  • I super like the party page, it feels kinda jrpg-y? the tall pokemon images are cool, anyway.
  • with the battle...I feel like the main problem for me is the fight/run/etc buttons; they look super out of place. I think it would look a lot better if that section mirrored the "what will X do" thing on the left more, like if the frame was the same size/shape, and the text was the same font/style. Also, the !!s don't look very professional, imo.
  • I agree with saving raven re: the title screen, it'd look a lot cooler if the black square was actually translucent.

Quote:
Originally Posted by ЩѻƦḽᶑʂḽдƴƹƦ™ View Post
Spoiler:
Battle!


I am still unsure about the battle buttons, but they will be something like that :D. I may change them, I may leave them.
quick pet peeve: I feel like as a community, we can move beyond "what will X do". the player knows that's the question, they don't need it in their face every turn, you know? I feel like a lot of fangame battle UIs I see are super cluttered, and that's mainly because they're trying to fit in that information, which imo is unnecessary. all you really need are the options

specific to your screenshot: I like the shape of your buttons, I don't love that fitting them together means the whole shape is asymmetrical. I feel like it would look better (in my opinion) if you got rid of the question, somehow made the shape of the option buttons symmetrical (maybe make the inner edge just a straight line, as opposed to the <? that way they could just fit together), and then centered it on that cool wavy black bar.

as an aside: super into your pokemon info bars! they look snazzy and informative without being too cluttered or out of place. they look very cool! I really like the subtle checkerboard pattern.
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