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  #1526    
Old March 23rd, 2014 (4:57 PM).
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Originally Posted by th3shark View Post
I've been making several new moves for Pokemon Evoas, but this is my favorite so far:



Suplex! A basic fighting type move. Also Jigglypuff is now Normal-Fighting, as shown by the bandanna.
I said it the other night and I'll say it again, this is beautiful! It's amazing how much work you would put into just a single move.
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Old March 23rd, 2014 (5:32 PM).
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Thanks, this move took a while to get right! Suplex and Jigglypuff's new look were inspired by the smash bros. series.
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  #1528    
Old March 23rd, 2014 (6:32 PM).
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Making a small intro.
All I can think of is Pokemon Auburn.. you should change it more, it looks too similar, the text, map layout, the whole introduction is just a rip off.
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  #1529    
Old March 25th, 2014 (1:48 AM).
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Quote:
Originally Posted by Gexeys View Post
All I can think of is Pokemon Auburn.. you should change it more, it looks too similar, the text, map layout, the whole introduction is just a rip off.
It's not exactly "Auburn Exclusive" lots of games have used this as an intro.
And the map, I don't see how i've taken a map?

That's an island with a cave on.

iirc, There's no island with a cave in their intro sequence.

As for the font, it's the basic Pokémon font.
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  #1530    
Old March 27th, 2014 (4:53 PM).
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After a long time, I finally decided (finalized my decision, not changing again) which HMs I am going to include in Melanite. The last one, and the one that is not by default included in Pokemon Essentials is Rock Climb!

I added in the functioning for it and added some fancy rock climbing animations and am pretty happy with how it turned out! Rock Climb won't be usable until you defeat the 7th gym.

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Old March 27th, 2014 (6:24 PM).
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I have been trying to implement Rock Climb for a while. How did you do this?!
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  #1532    
Old March 27th, 2014 (7:09 PM).
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I have been trying to implement Rock Climb for a while. How did you do this?!
Pretty much copy and pasted waterfall, added a tile for the rocky wall, and changed everything that checked for waterfall to rockclimb, check for water tiles to my new rocky tile, and then made a few small edits. It was slightly harder making it work with the following pokemon script but I got it to work pretty good. Adding the animation was weird though XD everything was shifted around weird so I had to make some adjustments.
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  #1533    
Old March 28th, 2014 (12:30 AM).
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That looks really awesome Rayd!
Best of luck with your game!
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  #1534    
Old March 28th, 2014 (11:44 AM).
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Thanks to FL's help on helping us figure out how to bind fly to an item, and for my friend Mugendai for finishing the Mini Teleporter script for Touhoumon: Faith & Prayer Version based on FL's documentation, I was able to add the Mini Teleporter to my game. However, I decided to take it a step further.
A friend of mine commissioned a Touhoumon fangame out of me a while back, and the main character can fly around naturally. Unfortunately, without the fly code's knowledge cracked, I couldn't emulate this. Now that we have the knowledge, I managed to bind the code I have for the Mini Teleporter to the Pause Menu, so now the player can fly to locations they've visited without a fancy item or a Pokemon/Puppet who can use Fly.
Right now the code has some kinks that need to be worked out, like the pause menu doesn't disappear if you select Flight and then close out of it, and I have yet to test if this will actually work as Touhoumon Underground has no maps with flight points yet.
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  #1535    
Old April 3rd, 2014 (4:23 AM).
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I'm just messing around a bit with color and lighting with Generation 2 tiles in my continuing mostly-just-messing-around project. The particles floating around are meant to make it look dusty, so I'm going to have to work on them a bit.
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  #1536    
Old April 3rd, 2014 (6:19 AM).
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Quote:
Originally Posted by PuzzledPsyduck View Post

I'm just messing around a bit with color and lighting with Generation 2 tiles in my continuing mostly-just-messing-around project. The particles floating around are meant to make it look dusty, so I'm going to have to work on them a bit.
To get a nice dust effect, if possible, try to have them only visible in the light.
You can't really see dust in the dark, however it is common to see dust in rays of light, coming from lamps or windows.
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  #1537    
Old April 3rd, 2014 (6:38 AM).
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Quote:
Originally Posted by th3shark View Post
I've been making several new moves for Pokemon Evoas, but this is my favorite so far:



Suplex! A basic fighting type move. Also Jigglypuff is now Normal-Fighting, as shown by the bandanna.
Amazing!!

I'll definitely have to watch Evoas now (I've looked at the thread before ;) )

can jigglypuff suplex trains
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  #1538    
Old April 4th, 2014 (11:21 AM).
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Quote:
Originally Posted by Legendary_Trainer_Alexandre View Post
It's based on the state of Oregon where I live, so that's part of the reason why it may suck, also since I can't make the actual game (due to the economy) all I have is to make this map, I'll probably try to make it better by getting the materials, and starting from scratch. I know it's not the best, but again it's all I have so I'm going to do what I can to make it better, but don't expect awesome town maps.
If any one wants to try to make a better Oregon Region map using the map base I'm posting, please PM me with the map when you're done making it.
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Remake of Oregon Region map.png‎  
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  #1539    
Old April 4th, 2014 (1:59 PM).
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Quote:
Originally Posted by Legendary_Trainer_Alexandre View Post
If any one wants to try to make a better Oregon Region map using the map base I'm posting, please PM me with the map when you're done making it.
You shouldn't be relying on someone else making your map, I think most people around here have better things to do. However, if you listen to advice, make some adjustments or improvements of your own and post the results here I'm sure you'll get plenty of useful feedback.

Quote:
It's based on the state of Oregon where I live, so that's part of the reason why it may suck, also since I can't make the actual game (due to the economy) all I have is to make this map, I'll probably try to make it better by getting the materials, and starting from scratch. I know it's not the best, but again it's all I have so I'm going to do what I can to make it better, but don't expect awesome town maps.
Why does the town map have to be based on Oregon? It's not exactly the most interestingly shaped landmass. Maybe you could experiment a bit and try making up your own world? Remember that most maps serve as the basis for fun and interesting gameplay, meaning the route the player takes shouldn't be linear and should cover a diverse selection of terrain.
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  #1540    
Old April 6th, 2014 (8:27 PM).
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Seeing the discussion about region maps inspired me to have a go. I've done a number of HGSS-styled region maps before, but never a BW-styled one. A couple of hours of experimenting and tweaking later, I have a BW-styled custom region. I present to you: Serri.



All of the locations are aligned to the grid prescribed by Essentials, for easy in-game use if and when I decide to do so. Those two bridges in the middle still don't look like bridges, though. I blame verticality.
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  #1541    
Old April 7th, 2014 (2:37 AM).
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Originally Posted by jim42 View Post
Seeing the discussion about region maps inspired me to have a go. I've done a number of HGSS-styled region maps before, but never a BW-styled one. A couple of hours of experimenting and tweaking later, I have a BW-styled custom region. I present to you: Serri.



All of the locations are aligned to the grid prescribed by Essentials, for easy in-game use if and when I decide to do so. Those two bridges in the middle still don't look like bridges, though. I blame verticality.
There is no image here. Can you upload it to an alternate site, like imgur or photobucket?
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  #1542    
Old April 7th, 2014 (3:29 AM).
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There is no image here. Can you upload it to an alternate site, like imgur or photobucket?
I can see the image just fine.
Maybe there's a problem with your web browser?
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  #1543    
Old April 7th, 2014 (10:39 AM). Edited April 7th, 2014 by Rayquaza..
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Quote:
Originally Posted by jim42 View Post
Seeing the discussion about region maps inspired me to have a go. I've done a number of HGSS-styled region maps before, but never a BW-styled one. A couple of hours of experimenting and tweaking later, I have a BW-styled custom region. I present to you: Serri.



All of the locations are aligned to the grid prescribed by Essentials, for easy in-game use if and when I decide to do so. Those two bridges in the middle still don't look like bridges, though. I blame verticality.
Awesome map bro. If you want to fix the bridges I'd take a look at how gamefreak did it for this map.

See the shading? If you apply that to your map & experiment some more I think it'd make a flawless map.

Good luck.

On the topic of region maps, I've polished mine a bit and here's the result:
Spoiler:
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  #1544    
Old April 7th, 2014 (1:55 PM).
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Originally Posted by Rayquaza. View Post
On the topic of region maps, I've polished mine a bit and here's the result:
Spoiler:
I won't comment on the route-path design, because honestly, it doesn't really matter and yours look fine.
As for the actual graphics of the map:

+Good base spriting.
+Simple and good design

-The coasts of the land and islands are way too smooth. Look at official maps or jim42's. More irregular coasts look better.
-The same goes for the transitions. More irregularitys and not so smooth edges between sand and forest would be better.
-The water lack texture and the depth-transitions are kind of bland. It's really boring as it is, compared to the water in jim42's map for example. You can try simply adding a texture on top of the water layer, that should suffice, but I personally think improving the transitions between deep and shallow water is needed too.

7/10
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  #1545    
Old April 7th, 2014 (2:06 PM).
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Originally Posted by tImE View Post
I won't comment on the route-path design, because honestly, it doesn't really matter and yours look fine.
As for the actual graphics of the map:

+Good base spriting.
+Simple and good design

-The coasts of the land and islands are way too smooth. Look at official maps or jim42's. More irregular coasts look better.
-The same goes for the transitions. More irregularitys and not so smooth edges between sand and forest would be better.
-The water lack texture and the depth-transitions are kind of bland. It's really boring as it is, compared to the water in jim42's map for example. You can try simply adding a texture on top of the water layer, that should suffice, but I personally think improving the transitions between deep and shallow water is needed too.

7/10
Thanks. I'm fairly new to doing region maps and this'll really help for the next set of improvements. I currently don't know how to set about adding texture and how I should make the shores less smooth but I'll do a couple of experiments and resubmit later.

Thanks.
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  #1546    
Old April 7th, 2014 (4:16 PM).
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Originally Posted by Rayquaza. View Post
I currently don't know how to set about adding texture and how I should make the shores less smooth but I'll do a couple of experiments and resubmit later.
What I did was take the forest texture from here http://the-godlings-rapture.deviantart.com/art/Unova-Map-Kit-315598823 and overlay it on the water layer with a transparency of about 30%. Of course, this requires Photoshop or a similar program, so if you're using Paint you'll need to find another solution.

Quote:
Originally Posted by Rayquaza. View Post
Awesome map bro. If you want to fix the bridges I'd take a look at how gamefreak did it for this map.

See the shading? If you apply that to your map & experiment some more I think it'd make a flawless map.
Could you elaborate some more? The trouble I had lies in that the bridges are vertical (see between the BW and 3r watermarks) whereas the ones in Unova are (mostly) horizontal. As such, it's hard to make any clear distinction of height.
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  #1547    
Old April 7th, 2014 (10:09 PM). Edited April 7th, 2014 by Rayquaza..
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Originally Posted by jim42 View Post
What I did was take the forest texture from here http://the-godlings-rapture.deviantart.com/art/Unova-Map-Kit-315598823 and overlay it on the water layer with a transparency of about 30%. Of course, this requires Photoshop or a similar program, so if you're using Paint you'll need to find another solution.


Could you elaborate some more? The trouble I had lies in that the bridges are vertical (see between the BW and 3r watermarks) whereas the ones in Unova are (mostly) horizontal. As such, it's hard to make any clear distinction of height.
Thanks for the tip, as it happens that's what I used to make the map. Focusing on one thing at a time, how's this? I've made improvements to the sea parts:
Spoiler:


As for the vertical bridges, I'm stumped. I guess you could consider the shading required to make a horizontal bridge and somehow apply it to the vertical?
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  #1548    
Old April 8th, 2014 (12:41 AM).
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Originally Posted by Rayquaza. View Post
Thanks for the tip, as it happens that's what I used to make the map. Focusing on one thing at a time, how's this? I've made improvements to the sea parts:
Spoiler:


As for the vertical bridges, I'm stumped. I guess you could consider the shading required to make a horizontal bridge and somehow apply it to the vertical?
That is A LOT better!
Great job! :D

If you're in need of a good image editing program, I recommend Paint.NET. It's not as good as Photoshop or GIMP, but it's free and easier to use than GIMP imo.

And @jim42
You should try to add a shadow to the vertical bridges that bulges out to the right, since they are more elevated than the routes.
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  #1549    
Old April 8th, 2014 (1:16 AM).
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Originally Posted by tImE View Post
That is A LOT better!
Great job! :D

If you're in need of a good image editing program, I recommend Paint.NET. It's not as good as Photoshop or GIMP, but it's free and easier to use than GIMP imo.
Thanks. I'll work on the smooth edges now. I already use photoshop for all my graphical work and MS paint for simple vector graphics.
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  #1550    
Old April 9th, 2014 (6:21 PM).
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In my opinion, there should be a thread dedicated to showing off videos (Similar to the screenshot thread), because videos can be used to capture more nifity concepts. Buuuut until that point, I feel like showing off this little thingy I made (It took me an hour to get the event kinks worked out). The sequence is from Touhoumon Underground, a side project to Faith & Prayer Version
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