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  #451    
Old March 1st, 2010, 04:29 PM
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This is to the game I'm making in Sphere. Kyledove is to credit for the tiles.
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  #452    
Old March 1st, 2010, 06:51 PM
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Hmmm good luck Tyler is there a similar starter kit for sphere if not it'll be hard to make a working battle system and such. coolninjaguy, Awesome it looked like it was just a regular menu I wish you good luck with it!
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  #453    
Old March 1st, 2010, 06:58 PM
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@ Tyler: I give it a 6/10. The map is a bit cramped for space (in my opinion), and the flowers, small trees and street lamps seem a bit out of place. It doesn't seem like there's much room outside around the houses. Unless that's how it's supposed to look...
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  #454    
Old March 1st, 2010, 06:59 PM
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Quote:
Originally Posted by Iarama View Post
Hmmm good luck Tyler is there a similar starter kit for sphere if not it'll be hard to make a working battle system and such. coolninjaguy, Awesome it looked like it was just a regular menu I wish you good luck with it!
No, there is no starter kit. This isn't the first time I'm making a game in sphere. I already have a lot of my system's coded, wasn't very hard at all.
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  #455    
Old March 1st, 2010, 07:40 PM
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Sounds cool I wish you good luck and if you ever need any help just ask me (idk how much I will be able to help since I use RMXP.)

The starting town for my to-be-announced game!
Spoiler:



Credit to Alister for ground and tree tiles
Credit to Kyledove for buildings, and signs
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  #456    
Old March 2nd, 2010, 01:22 PM
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@ Iarama... hmmm I give the map a 7/10. I love the tiles ^.^; but just a little more work on the mapping. You should put the town sign closer to the main road, towards the center of the town. The road rom the lowest house should be more straight than curvy, it seems to make the path erratic. Other than that... what would make that map look better would be pure opinion.
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  #457    
Old March 2nd, 2010, 01:51 PM
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Thanks I moved the sign to the center of the intersection and I;m working on getting some better tree tiles so there isnt that space in between them and I just noticed that I should've posted this in the map rating thread not here.
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  #458    
Old March 2nd, 2010, 02:47 PM
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@Dewwity : Woa, that's great. I love the leaf path.
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  #459    
Old March 2nd, 2010, 03:50 PM
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Screenshot for my to-be-announced game enjoy!
Spoiler:



Credits to:
Spoiler:

Kyledove- buildings and indoor tiles
Alistair- Outdoor ground tiles and trees
Newtiteuf- Indoor Tiles
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  #460    
Old March 2nd, 2010, 03:58 PM
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Iarama, your pic won't show. The one earlier didn't either. It might be me though, since at least one other person could see your map.
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  #461    
Old March 2nd, 2010, 06:27 PM
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I dont know what the problem is my albums are punblic must be you... I just got overlapping tree tiles from soul silver so the tree borders will look better in the actual game.
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  #462    
Old March 2nd, 2010, 06:45 PM
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Quote:
Originally Posted by Crazyninjaguy View Post
Decided to do a complete redo of my dual screen system.
It's basically just the HG/SS menu
Please ignore the map lol, i haven't had time to map properly yet, i switched my autotiles about and didn't replace them

I like the design. It must feel great being the first to actually post a dual screen system. After all, finding one of those things is like trying to get a shiny Kangaskhan in the wild on Pokémon Red...
You sure can expect me to support it.
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  #463    
Old March 3rd, 2010, 02:42 AM
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Thanks lol.
I'm not the first though, Blue Chrome and Special Adventures have them
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  #464    
Old March 3rd, 2010, 02:24 PM
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Ya and Pokemon Mithril 'have a working dual screen system' but I'm not believing it until I see a demo with it.
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  #465    
Old March 3rd, 2010, 02:35 PM
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Originally Posted by Crazyninjaguy View Post
Thanks lol.
I'm not the first though
First to give it away, of course.
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  #466    
Old March 3rd, 2010, 03:06 PM
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Here's a small preview of how my game is going to look(the character sprite is a place holder)

Credits to Alistair for the tiles.
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  #467    
Old March 3rd, 2010, 05:59 PM
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Looking pretty good I love Alistairs's tiles but the HGSS trees need to be a bit brighter to match good job!
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  #468    
Old March 3rd, 2010, 08:56 PM
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Quote:
Originally Posted by Iarama View Post
Ya and Pokemon Mithril 'have a working dual screen system' but I'm not believing it until I see a demo with it.
Believe it, because i added it to Pokemon Mithril.
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  #469    
Old March 4th, 2010, 04:48 AM
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Cool! It's just that the demo I downloaded didnt have it and it kind of sucked.
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  #470    
Old March 6th, 2010, 09:11 AM
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I have two things I wanna show off. First screens from my game
Pokemon Crystal Sun ~ Thread Coming Soon!
No its not a crystal remake, it has nothing to do with crystal.

Now with that done, my second screen is to get your opinion on how the trainer sprite looks, well here is a screenshot tell me if it needs to be improved or is it fine like it is.

Just focus on the Gentleman.
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  #471    
Old March 6th, 2010, 08:44 PM
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Quote:
Originally Posted by KingCharizard View Post
I have two things I wanna show off. First screens from my game
Pokemon Crystal Sun ~ Thread Coming Soon!
No its not a crystal remake, it has nothing to do with crystal.
Spoiler:
Spoiler:


Now with that done, my second screen is to get your opinion on how the trainer sprite looks, well here is a screenshot tell me if it needs to be improved or is it fine like it is.

Just focus on the Gentleman.
You're mixing and matching graphics from multiple generations, and to be honest it looks quite bad. You really need to stick to a certain style (R/S/E, FR/LG or D/P) rather than throwing in elements from all of them. Also, level 8 wild Vileplumes and Beautiflies seems very strange (especially given that their stats would be really skewed at that level).
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  #472    
Old March 6th, 2010, 09:00 PM
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Quote:
Originally Posted by Mrchewy View Post
You're mixing and matching graphics from multiple generations, and to be honest it looks quite bad. You really need to stick to a certain style (R/S/E, FR/LG or D/P) rather than throwing in elements from all of them. Also, level 8 wild Vileplumes and Beautiflies seems very strange (especially given that their stats would be really skewed at that level).
indoors are 3rd gen outdoors are 4th... maybe if you'd single out what pics your talking about i could explain better... and the above battle pics are samples not real battles just to show off the battle bg, and battle bases...

the battle screen with the gentle man was a test battle ran from the debug menu in RMXP not an actual battle scene

I wanna know does the trainer sprite(Gentleman) look a little off to anyone...
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  #473    
Old March 6th, 2010, 09:03 PM
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Originally Posted by KingCharizard View Post
indoors are 3rd gen outdoors are 4th... maybe if you'd single out what pics your talking about i could explain better... and the above battle pics are samples not real battles just to show off the battle bg, and battle bases...
That's exactly the point I'm making. Multiple generations of graphics just don't mix together. It looks a little odd.

Quote:
I wanna know does the trainer sprite(Gentleman) look a little off to anyone...
He's quite off-center, and given that you're using a DS sprite within a GBA-sized screen, he's too big.
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  #474    
Old March 6th, 2010, 09:15 PM
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Quote:
That's exactly the point I'm making. Multiple generations of graphics just don't mix together. It looks a little odd.
I actually think it looks different but I doubt i'd call it odd... I feel since the indoors/outdoors dont actually show in the same area of intrest it doesn't conflict.

Quote:
He's quite off-center, and given that you're using a DS sprite within a GBA-sized screen, he's too big.
Yeah i noticed. I am concidering using a ds sized screen but i dont know how it will look. I might actually try that later, I dunno i'll figure it out. I knew he didnt look right to me.
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  #475    
Old March 7th, 2010, 10:00 AM
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New screenshot of gentleman.
I'm trying new things. I want my game to look different. FR/LG Trainer sprite with D/P battle scenes...

so how does it look? Also DS size screen doesn't work for me.
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