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  #51    
Old December 31st, 2007, 09:14 AM
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thompson - Just like what Wichu said, the game's setting is still based on the past, so it only involves the first gen plus the ones who were already revealed around the time of the first movie. And Pichu.

Wichu - Yeah, I have an account there, but it's been quite some time since I checked up on it. If I were to stick with RMXP, I'd see more about getting what I need, more specifically as far as compatibility goes. But since that seems so far gone, I'm just focusing on the graphics part now.

Perp- Not necessarily, I'm just stating what I know about because it's just easier to give for examples. I'll try to use BYOND either today or tomorrow, you wouldn't believe how busy this holiday vacation has been if I told you. First, I gotta get AB updated, though.
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  #52    
Old January 21st, 2008, 10:56 AM
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Just letting you know I'm on vacation in the US until mid Feb so I probably won't be able to work on anything in that time.
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  #53    
Old February 24th, 2008, 07:49 AM
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Let me know when you get back, if not already back. I think we can start a test bed pretty soon.
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  #54    
Old February 24th, 2008, 07:55 AM
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Are you the same kine that runs the Creative Worlds website?
Sorry for going off-topic.

EDIT: Yep I know those sigs.

Last edited by Da Man; February 24th, 2008 at 08:05 AM.
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  #55    
Old February 24th, 2008, 06:51 PM
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Quote:
Originally Posted by Kine View Post
Let me know when you get back, if not already back. I think we can start a test bed pretty soon.
Yeah, I'm back. I actually arrived back a few days ago... nice timing!
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  #56    
Old February 25th, 2008, 05:41 PM
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Your custom character sets are incredible. What you have so far is amazing, if maybe in need of a little decoration. Best of luck!
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  #57    
Old February 27th, 2008, 02:10 PM
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I don't think anyone quite understands the multitude of character sprites that's going into this game. I plan to eventually write about this on my site whenever I feel like updating it.

I mean, there's so many Rattata and Pikachu (for examples) variations it's borderline ridiculous. I haven't really done much more with the landscapes, but I already know each area has it's own set of scenary (different houses, etc).

Little details like this make me feel like I'm probably doing a lot more work than was even put into MOTHER 3, but knowing what I know, that isn't fair to say, because MOTHER 3 had to be cut down some just to fit into the GBA cart. However, the satisfaction will be worth it, I feel. I just hope people actually notice this (maybe I should include a statement in game that says HEY! Pay attention to the scenary!) It may be minimalist, but there'll be a lot to take in.

I swear, the production time will probably take the longest because of graphics alone. Scripting events can't possibly take as much time.

And that brings me to the test bed, because I will hurt somebody, a lot of somebodies, if I end up 100%-ing the graphics and can't do anything with them (that's not supposed to be a threat, heh, but just an idea of how upset I'll be).

And I wanna be able to just get right into finishing up the game by the time graphics ever reach completion. So having everything else tested and coded on the side will make the transition and process easier/faster.

Perpet8tor, I'll probably have to get back to you on the weekend with the full details of what we'll use, but I wanted to know if you knew about this engine, as I found it while you were gone. I admit I'm still not 100% rock solid on an engine yet, but I'm going to finalize it by the end of March, that's for certain. Time is...well not money in this case, but precious life, at least!

So anyway, heard of OHRRPGCE? If not, it's okay. I just saw it was mentioned while reading about another not-really-useful-beyond-a-dash-function upgrade to RPGMaker topic at Starmen.

Here's some stuff off hand that we'll have to test out during the time graphics are being made:

- Battle BGs (if using Byond)
- Caterpillar style party (up to six people, although you wouldn't control that many)
- Along with the above point, making a sort of helper character that can't be controlled in battle, but can't be harmed, and does random actions on their own (people who played EB even for a minute, think King/Pokey/Picky).
- Otherwise, up to five party members in battle that can be controlled.
- Dash function
- A kind of dynamic way to change landscape (it'll change probably by a fade out, but I mean to replace a sort of daytime version with a nighttime version. It's probably really easy, but I'd manage to fumble that up somehow)
- Sliding tiles, like ice tiles in Pokemon where when you touch them going a certain direction, you keep moving until you hit an object/wall/not-ice tile.
- Damaging tiles/objects in the overworld.
- Hp reduction system (does not have to be graphically spectatulor like EB/M3, just perhaps an incremental countdown after you get hit to the new total, as opposed to just cutting straight to it. If it can't be done easily enough, no big)
- A way to sort of have an event happen just because you did/didn't do something, but it's not a real event. For example, which doesn't exist in this game, you walk off the mountain ledge and a "cutscene" kicks in of you falling down from where you walked off, fade out, fade back in to you being in some particular spot X where you get back up. Game goes back to manual, and you'll have to try climbing up again now knowing what not to do.
- Underwater air meter/timer.
- Way to replenish said meter.

That's about all that comes to mind. Beyond those particulars, the game should be fairly straight foward construction.
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  #58    
Old February 27th, 2008, 03:27 PM
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Please accept my generic words of encouragement. You are very talented, and if not for our sake, for the Mother series' sake, the show must go on!

It's good that you have specific plans in place. This is always good.

Dude, if you need any help with overworld background graphics or something, drop me a line, PM-wise. I can try my hand at the Mother 3 style.

If not, I won't be hurt; I wouldn't let anyone else get near the graphics if I was making a game.

Good luck.
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  #59    
Old February 27th, 2008, 04:27 PM
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Ok, looks like you have a good list of things to do there. It's all looking quite possible. As for that engine, I'm afraid I've never seen it before in my life... In terms of it any any other games-making engines though, if you use it you'll most likely be able to do the game completely on your own with no assistance (which could be beneficial to you I guess) as opposed to using a coding-intensive language such as DM (BYOND). While I can definitely do all of the things you've listed so far with BYOND, it's really a decision that should be made based on what you'd prefer. I'll be fine if you don't need me in the end as well.
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  #60    
Old February 29th, 2008, 07:00 AM
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feltpens, if you'd like to try your hand at BG objects, I could have you start on something small like grade school supplies (scissors, crayon box, microscope, etc). If you wanna do it, I'll send you a lot of M3 BG objects just to get an idea. Or you can do house interiors, most of which I can probably do anyway as that's mostly game ripped.

Perp, I dunno so much if I'd wanna use something too simple, because I feel like the professional like presentation will be lost.

I did forget to mention one more thing on the list, the most important, a kind of bestiary, like a Pokedex, except that it only records important characters through events and not enemies through battle. Kinda like Astro Boy: Omega Factor for GBA if you've played it.

It's like some kind of photo album, and it's set for one of each Pokemon (157 was it?), and in two cases, 2 of the same Pokemon. So it'd be a list of 159 all together. It's not necessary to complete, and since the game is closed ended (ends when the game is over), you'd have to get them all midplay, but it's an extra that was supposed to be in the original game, for the sake of giving every Pokemon a chance to have a role, something that later, Poke Tales, would take further.
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  #61    
Old February 29th, 2008, 08:37 AM
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The graphics are lovely, and gameplay is hopefully good. Pleasing to the eye. Great work
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  #62    
Old February 29th, 2008, 12:19 PM
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How many pokemon are gonna be in this game?
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  #63    
Old February 29th, 2008, 12:26 PM
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It was posted 2 posts above yours. 157.
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  #64    
Old February 29th, 2008, 10:25 PM
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157? If I recall, Pokemon Red, Blue and Yellow only had 151 Pokemon altogether... are there extras?
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  #65    
Old March 1st, 2008, 07:34 AM
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Yeah, remember? I didn't even mention that a page ago, it's like at the top. (| _ |)
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  #66    
Old March 2nd, 2008, 04:38 PM
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Uhh... I am nowhere near a master at this, but I have a midi maker and I can actually make songs. If you'd like me to try, I'm willing to give it a shot, and then run the partially/fully completed songs by you for quality checking and feedback. That is, if there's a break in the coding or if you're not ready to start yet.
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  #67    
Old March 12th, 2008, 06:29 AM
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... The heck? Why did Pokecommunity truncate the last couple of posts?

Yeah, well I'm gonna reiterate what I said before, because it's necessary.

This game may take up to three years to complete, mainly determined by the amount of help I get on this. Sure, it's voluntary and people have other things that they want to, or have to, do, as do I. Buuuutttt, if I'm the only one doing anything, then no one can complain about the amount of time it takes to complete it.

Granted, I have some people helping here and there and I must say I'm grateful for it, because that really reduces the workload no matter how small. So it's not like I'm taking 100% credit for the effort.


I mentioned something about attacks. I'm going to use the EB PK Attack editor to make all the necessary RBY Pokemon attacks. At least that's my suggestion, so that they still look MOTHER 3-ish at best. Only other thing would be to just do it using Paint/something and drawing out the effects... unless the editor works by import anyway and it doesn't have an artistic program built in.

Either way, expect the attacks to be sort of abstract in the same way that EB/M3's PK attacks are.

And that's about it.
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  #68    
Old March 18th, 2008, 05:34 AM
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Wow, three years? Just how big is this game, or is it that you don't think you'll have the time to work on it?

Hmm... looking at all my posts, it seems I post too much. Mind you, maybe it's just because everyone else posts too little :P
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  #69    
Old March 18th, 2008, 02:53 PM
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It's not big a big game, the team's too small. That's why it'll take so long. If I had the 40-50 people Itoi had, well... we'd probably be done within a year and a half tops, and that's allowing room for people to take vacations/breaks/etc.

Of course, I don't know ANY fan game that's ever been the size of a full production team. So 40-50 is extremely unrealistic, but perhaps I can't even grasp how fast things'll go with a number that high. I honestly really can't.

About speaking too much, considering the simplicity involved in making a trainer type clone fan game (edit a few sprites, and that's kind of it beyond writing a story), more people get on board with that because... I dunno, familiarity. With this being more Mother and less Pokemon construction wise, I can't say too many people would quite understand what I'm doing in the first place.

Then again, Mother's no different than Dragon Quest, or so I know, but I've never played DQ.
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  #70    
Old March 25th, 2008, 11:44 AM
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Double Posting is bad, but the point is that once again I've updated with kind of new information. I don't think it says anything I didn't say here, though, I forget. Regardless...

This is why graphics takes so long.

And that's not even all of the variations of those two, either.
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  #71    
Old March 25th, 2008, 01:14 PM
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XD So funny (yet cute), I really like the man in black/lawyer Pikachu
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  #72    
Old March 26th, 2008, 03:06 AM
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Heh, now I'm posting too little! Uh anyway, I'm still here, just waiting for the go-ahead on whatever form of engine you want to use so I can start work. Until then, I'll keep working on my game, which is making good progress!
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  #73    
Old April 1st, 2008, 11:25 AM
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I've been working on a few BYOND tutorials, but I dunno, I have two questions that'll pretty much be the determining factor.

1) Is there any way to get rid of that chat window, or rather, just make a window for the game only? This should be presented like an SNES game, not an online game.

2) Maybe the tutorials just seem more code oriented, but is that all BYOND is? I mean, Game Maker and RMXP have both design and coding aspects, and what I can't really do in coding I could at least do more easily in design. Maybe the tuts I looked at didn't cover that... but if there's little to do in design time, I can't see how it'll be very helpful to me. It'll be just like my coding classes I couldn't pass all over again... too much abstract computations, not enough visualization*.


* As I recall, Visual Basic was at least sorta easy BECAUSE you could build in design time, but that's aside the point.
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  #74    
Old April 1st, 2008, 08:18 PM
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Ok, I can answer those.
1 - In the new BYOND, 4.0 there MAY be a way. I'd need to check, because I know you can't do it in 3.5, but 4.0 lets you mess with all the windows so possibly.

2 - Yes. You need to make a map file, which allows you to place things on it RPG-maker style almost. Thus, the map is the actual design/visual part, and the coding is what makes everything work. Kinda imagine RPG maker XP with the only trigger functions being made in Ruby. That's more or less how BYOND works.

Sorry for the short post, but I gotta go. I hope that explains it enough!
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  #75    
Old April 1st, 2008, 11:07 PM
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That game looks so cool! if there is a demo or something like that cause i want to play it
the rattata with the pikachu hat looks cute! :3
Did you made the game with XP? cause... wow i'll never could do something like that X3
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