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View Poll Results: What you think about the project?
It's awesome! I NEED to play it! 201 61.28%
Its great, maybe ill use the userbar. 27 8.23%
Its good, like the others in this forum. 61 18.60%
Below average. 15 4.57%
I don't like it ¬¬ 24 7.32%
Voters: 328. You may not vote on this poll

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  #151    
Old January 18th, 2009, 06:46 AM
Zorin's Avatar
Zorin
Pixies Dance
 
Join Date: Dec 2007
Location: The Netherlands
Age: 21
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Sorry I haven't been doing stuff for your game, I've been lazy with pixel art as well as school. I have made two new fakemon though, just see if you like 'em.

New update is cool, I like the pokepod.
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Last edited by Zorin; January 18th, 2009 at 08:49 AM.
  #152    
Old January 19th, 2009, 04:21 AM
~JV~'s Avatar
~JV~
Dev of Pokémon Uranium
 
Join Date: Aug 2007
Location: Rio de Janeiro
Age: 20
Nature: Relaxed
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Im glad you liked it =p. Last week I started making my own battle animations, and guess what? I already have 90 animations done, and they are different for each move, and the best part is that im making them on my own style, that means that im not copying from the original games etc! Here is a teaser:



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  #153    
Old January 19th, 2009, 07:12 AM
victorspvl's Avatar
victorspvl
Beginning Trainer
 
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cool!!

This look awesome!!
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  #154    
Old January 19th, 2009, 07:46 AM
Nytkoi's Avatar
Nytkoi
Pokemon Copper!
 
Join Date: Aug 2007
Location: In your charasmatic fantasy.
Wow, amazing update. I really can't wait to see the animations in action! :]
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  #155    
Old January 19th, 2009, 08:01 AM
PokemonOI's Avatar
PokemonOI
Back To WORK!
 
Join Date: May 2008
Location: INSULA
Nature: Brave
That looks great man. I havent really seen people around here work on animations besides myself. It's great to see. In Infinite rainbow I had started the animations and now for malachite they are completely done. Great work! but I for one know how much work you still have to do.
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  #156    
Old January 19th, 2009, 08:12 AM
~JV~'s Avatar
~JV~
Dev of Pokémon Uranium
 
Join Date: Aug 2007
Location: Rio de Janeiro
Age: 20
Nature: Relaxed
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Quote:
Originally Posted by PokemonOI View Post
That looks great man. I havent really seen people around here work on animations besides myself. It's great to see. In Infinite rainbow I had started the animations and now for malachite they are completely done. Great work! but I for one know how much work you still have to do.
thats true, its hell lot of work to do. I have right now 106 done but I probably will need to make +100 of them I think. The types that I have already finished making the moves are:
Fighting, Fire, Flying, Bug, Grass, Steel, Dark, Ghost, Rock and Dragon.
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  #157    
Old January 19th, 2009, 11:19 AM
h POKE's Avatar
h POKE
angry kid and a keyboard
 
Join Date: Nov 2008
Location: CT
I like the new style of animations. That spider web must have taken you a really long time to create...
One thing I have to ask, though, is whether you are making new moves in this game. Seeing as how you are creating new tiles, new pokemon, a new region, and the whole nine yards, why don't you go the extra step with a greater movepool?
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  #158    
Old January 19th, 2009, 11:27 AM
PokemonOI's Avatar
PokemonOI
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Quote:
Originally Posted by h POKE View Post
I like the new style of animations. That spider web must have taken you a really long time to create...
One thing I have to ask, though, is whether you are making new moves in this game. Seeing as how you are creating new tiles, new pokemon, a new region, and the whole nine yards, why don't you go the extra step with a greater movepool?
Well i dont know what him and his team is doing with the animations but the spider web doesnt take anytime at all to put in the game.
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  #159    
Old January 19th, 2009, 11:31 AM
h POKE's Avatar
h POKE
angry kid and a keyboard
 
Join Date: Nov 2008
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Ehh... I'm no spriter. I just looked at the image, and it seemed to me to be pretty complex. However, I do agree that it would take little time to program the animation into the game.
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  #160    
Old January 19th, 2009, 12:09 PM
~JV~'s Avatar
~JV~
Dev of Pokémon Uranium
 
Join Date: Aug 2007
Location: Rio de Janeiro
Age: 20
Nature: Relaxed
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This web is from fr/lg, but I had to animate it for the game obviously. I had my first attempt at creating a gif and here it is...



NOTE: The actual animation has 4x more frames than that and also runs totally smoothly! I just couldnt take a screenshot of every animation frame!!
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  #161    
Old January 19th, 2009, 12:39 PM
PoKéMaKeR's Avatar
PoKéMaKeR
Pokemon Rancher creator!
 
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Location: The Netherlands :)
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Quote:
Originally Posted by ~JV~ View Post
This web is from fr/lg, but I had to animate it for the game obviously. I had my first attempt at creating a gif and here it is...



NOTE: The actual animation has 4x more frames than that and also runs totally smoothly! I just couldnt take a screenshot of every animation frame!!
MANKEY is burned, oh no.. it's not, it's almost dead, oh no.. not that either.. LOL
Nice and I mean real nice animation!
It looks totally pokémon!
Although you may want to reconsider the place for the BRN thing, because it looks not right in my opinion..
Anyway good luck on the game, and I hope to see something more in the near future!

PoKéMaKeR
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  #162    
Old January 19th, 2009, 02:52 PM
~JV~'s Avatar
~JV~
Dev of Pokémon Uranium
 
Join Date: Aug 2007
Location: Rio de Janeiro
Age: 20
Nature: Relaxed
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Quote:
Originally Posted by PoKéMaKeR View Post


MANKEY is burned, oh no.. it's not, it's almost dead, oh no.. not that either.. LOL
Nice and I mean real nice animation!
It looks totally pokémon!
Although you may want to reconsider the place for the BRN thing, because it looks not right in my opinion..
Anyway good luck on the game, and I hope to see something more in the near future!

PoKéMaKeR
Yeah, I had to let Smore use string shot on me three times to get enough frames, but between that he used ember on the mankey and it get burned xD. Also, Ill make new status icons to fit this box ;p.

@hPOKE: Im thinking on making some new moves for my game as you suggested ;p. Actually I already have some ideas for them...
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  #163    
Old January 20th, 2009, 02:01 PM
Zorin's Avatar
Zorin
Pixies Dance
 
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That looks amazing JV! I can't wait to see it ingame. I should really start doing some backsprites though.
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  #164    
Old January 20th, 2009, 02:19 PM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
Location: North Herts, England
Age: 21
Gender: Male
Nature: Naive
This might help :P
Spoiler:
Code:
# Animation Recording Script - made by Wichu

module Graphics
  unless defined?(record_update_graphics)
    class << Graphics
      alias record_update_graphics update
    end
  end
  def self.update
    record_update_graphics
    if $recordinganimation
      self.frame_rate=10
      pbAnimationCapture
    else
      self.frame_rate=40
    end
  end
end

module Input
  unless defined?(record_update_input)
    class << Input
      alias record_update_input update
    end
  end
  def self.update
    record_update_input
    if trigger?(Input::F6)
      if $recordinganimation==true
        $recordinganimation=false
        $animationcapture=0
      else
        300.times {|i|
        filename=sprintf("./Animation/Frame%03d.bmp",i)
        if FileTest.exist?(filename)
         File.delete(filename)
        end
        i+=1
       }
        $recordinganimation=true
      end
    end
  end
end

def pbAnimationCapture
 if !$animationcapture || $animationcapture>0
 $animationcapture=0 
 end
 if $animationcapture==0
 capturefile=nil
 300.times {|i|
  filename=sprintf("./Animation/Frame%03d.bmp",i)
  if !FileTest.exist?(filename)
   capturefile=filename
   break
  end
  i+=1
 }
 if capturefile
  takescreen=Win32API.new("rubyscreen.dll","TakeScreenshot","%w(p)","i")
  takescreen.call(capturefile)
 end
 end
$animationcapture+=1
end

It's a script I made (or rather, edited) to take a screenshot every frame. To use it, first copy the script to a new script section above Main, then make a folder in your project folder called Animation.
To record, simply press F6 during gameplay. To stop, press F6 again. The script automatically deletes the contents of the Animation folder every time you start recording a new animation, so it's advised that you create a gif file using the images before recording another one.
It will also make the game go really slowly while you use it; this is to give the game time to save each file before taking another screen. You can disable this by commenting the line "self.frame_rate=10"; however, this may reduce the quality of the animation.
EDIT: By the way, you should make each frame last 0.03 seconds (3 centiseconds) to get the approximate speed of RMXP, if you use this script (0.03 seconds * 40 FPS = 1.2 times slower, which is as close as you're going to get to the exact speed of RMXP).
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  #165    
Old January 20th, 2009, 02:33 PM
Blazers's Avatar
Blazers
L.A.S.E.R.S.
 
Join Date: Jan 2008
Location: Connecticut
Age: 19
haha wow that looks GREAT!
  #166    
Old January 20th, 2009, 03:15 PM
~JV~'s Avatar
~JV~
Dev of Pokémon Uranium
 
Join Date: Aug 2007
Location: Rio de Janeiro
Age: 20
Nature: Relaxed
Send a message via Skype™ to ~JV~
Quote:
Originally Posted by Wichu View Post
This might help :P
Spoiler:
Code:
# Animation Recording Script - made by Wichu

module Graphics
  unless defined?(record_update_graphics)
    class << Graphics
      alias record_update_graphics update
    end
  end
  def self.update
    record_update_graphics
    if $recordinganimation
      self.frame_rate=10
      pbAnimationCapture
    else
      self.frame_rate=40
    end
  end
end

module Input
  unless defined?(record_update_input)
    class << Input
      alias record_update_input update
    end
  end
  def self.update
    record_update_input
    if trigger?(Input::F6)
      if $recordinganimation==true
        $recordinganimation=false
        $animationcapture=0
      else
        300.times {|i|
        filename=sprintf("./Animation/Frame%03d.bmp",i)
        if FileTest.exist?(filename)
         File.delete(filename)
        end
        i+=1
       }
        $recordinganimation=true
      end
    end
  end
end

def pbAnimationCapture
 if !$animationcapture || $animationcapture>0
 $animationcapture=0 
 end
 if $animationcapture==0
 capturefile=nil
 300.times {|i|
  filename=sprintf("./Animation/Frame%03d.bmp",i)
  if !FileTest.exist?(filename)
   capturefile=filename
   break
  end
  i+=1
 }
 if capturefile
  takescreen=Win32API.new("rubyscreen.dll","TakeScreenshot","%w(p)","i")
  takescreen.call(capturefile)
 end
 end
$animationcapture+=1
end

It's a script I made (or rather, edited) to take a screenshot every frame. To use it, first copy the script to a new script section above Main, then make a folder in your project folder called Animation.
To record, simply press F6 during gameplay. To stop, press F6 again. The script automatically deletes the contents of the Animation folder every time you start recording a new animation, so it's advised that you create a gif file using the images before recording another one.
It will also make the game go really slowly while you use it; this is to give the game time to save each file before taking another screen. You can disable this by commenting the line "self.frame_rate=10"; however, this may reduce the quality of the animation.
EDIT: By the way, you should make each frame last 0.03 seconds (3 centiseconds) to get the approximate speed of RMXP, if you use this script (0.03 seconds * 40 FPS = 1.2 times slower, which is as close as you're going to get to the exact speed of RMXP).

Haha, cool script :p. It works perfectly, thanks!

Low Kick animation(using Wichu's script):
Spoiler:


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  #167    
Old January 20th, 2009, 03:18 PM
Blazers's Avatar
Blazers
L.A.S.E.R.S.
 
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Location: Connecticut
Age: 19
HA AWESOME!!
Great job dude.
  #168    
Old January 20th, 2009, 05:47 PM
h POKE's Avatar
h POKE
angry kid and a keyboard
 
Join Date: Nov 2008
Location: CT
I know I'm a bit late, but I agree with Pokemaker that the BRN thing is in the wrong place. You have a lot of space in that box, so why don't you put the icon between the name and the Lv10 thing? I think that might require extending the box some, though. Still, the animations have the correct feel to them, probably because of the fading effect you used on the attacks. It's all very D/P-ish.
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  #169    
Old January 20th, 2009, 11:42 PM
ultron90
Beginning Trainer
 
Join Date: Sep 2008
Gender:
wow. those animations look awesome. if i may ask, how did you make the animations on both sides? like how did you make the web go towards the opponent/player? can't seem to do that. sorry if this interrupts anything
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  #170    
Old January 21st, 2009, 03:35 AM
~JV~'s Avatar
~JV~
Dev of Pokémon Uranium
 
Join Date: Aug 2007
Location: Rio de Janeiro
Age: 20
Nature: Relaxed
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Quote:
Originally Posted by h POKE View Post
I know I'm a bit late, but I agree with Pokemaker that the BRN thing is in the wrong place. You have a lot of space in that box, so why don't you put the icon between the name and the Lv10 thing? I think that might require extending the box some, though. Still, the animations have the correct feel to them, probably because of the fading effect you used on the attacks. It's all very D/P-ish.
Problem already solved ;p. Actually I did exactly what you said, put the icon after the Pokémon name.



(I may make better icons later)

Quote:
Originally Posted by ultron90 View Post
wow. those animations look awesome. if i may ask, how did you make the animations on both sides? like how did you make the web go towards the opponent/player? can't seem to do that. sorry if this interrupts anything :)
Pokemon essentials show the enemy->player animation as the opposite of the player one ;p.
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  #171    
Old January 25th, 2009, 04:00 PM
~JV~'s Avatar
~JV~
Dev of Pokémon Uranium
 
Join Date: Aug 2007
Location: Rio de Janeiro
Age: 20
Nature: Relaxed
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I know that it looks like im double-posting but i'm not since it has been more than three days since my last post. I wanted to make a update to show you that Pokémon Uranium is getting prettier ;p.

~Night light effects:

Spoiler:


There is no reason to all the twons and even cities to be in total darkness during night. Cool light effects were added to the game, and they only appear during night or when it's needed...




~New Pokémon:

Is it rattata? sentret? zigzagoon? bidoof? No! It's Chyinunk!
Spoiler:

Yes, that little guy will take rattata role on PU, it will be the cute annoying rodent. It will also the first wild pokémon the hero(ine) will meet on the game!




~New move and it's animation:

Spoiler:
Coral Break is the first custom move I designed and I'm pretty satisfied how creative I were with it. Here is it description:
"-The user create water sound waves that hit the foe with full power. The foe has 15% chance of getting paralysied. (WATER)
ACC:95
POW:80"

Also here is a gif of it's animation:

(Chyinunk isn't supposed to learn that move!)


Thats all for today, but I will be showing you a lot of cool things these next days! Any constructive comment would be appreciated.
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  #172    
Old January 25th, 2009, 04:12 PM
CollosalPokemon's Avatar
CollosalPokemon
What's next?
 
Join Date: Aug 2007
Location: The Ruins Of Alph
Age: 19
Gender: Male
Nature: Adamant
JV,

Might I say that your graphics, pokemon, and story is great?




Because they are fine as is for now
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  #173    
Old January 25th, 2009, 04:12 PM
shinylugia249's Avatar
shinylugia249
I'm back
 
Join Date: Sep 2007
Great new move ~JV~! Can't wait to see all the other features you have. This game has gone a long way and I wish you luck!
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  #174    
Old January 25th, 2009, 05:25 PM
▲'s Avatar
Watch the Dev Section TOMORROW
 
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Nature: Adamant
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Quote:
Originally Posted by ~JV~ View Post
~Night light effects:
There is no reason to all the twons and even cities to be in total darkness during night. Cool light effects were added to the game, and they only appear during night or when it's needed...

I don't know...am I the only one not liking this idea? Towns are -not- in total darkness...go open up Sunyshore at night, and there are plenty of houses with the light in the windows that illuminates the area not any extra but plenty for what we care. Here, well, first, why are there two light posts so close together? Lose one. I'm not gonna lie--it's a different idea, but...the light circles are a little bleh. Look at what they do to the player's hair. Why not just alter the tiles in the vicinity of the light posts and change the player's hair when within that area?
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  #175    
Old January 29th, 2009, 09:11 AM
~JV~'s Avatar
~JV~
Dev of Pokémon Uranium
 
Join Date: Aug 2007
Location: Rio de Janeiro
Age: 20
Nature: Relaxed
Send a message via Skype™ to ~JV~
Quote:
Originally Posted by Agent Zero View Post
I don't know...am I the only one not liking this idea? Towns are -not- in total darkness...go open up Sunyshore at night, and there are plenty of houses with the light in the windows that illuminates the area not any extra but plenty for what we care. Here, well, first, why are there two light posts so close together? Lose one. I'm not gonna lie--it's a different idea, but...the light circles are a little bleh. Look at what they do to the player's hair. Why not just alter the tiles in the vicinity of the light posts and change the player's hair when within that area?
I understand your opinion, but till I find any better effect, I won't change that. Also, about your opinion about changing the player hair when next to a post wouldn't work because pokemon essentials doesnt support hero charset changes and it would be too much work for suck detail, I mean, creating one charset for each light angle etc.

Anyways, here is an small update, it's about the starters pokémon:

Spoiler:

All the starters are being revamped totally, including movepool, sprite, description etc. Thats too fit the current fakemon quality, thats is far superior than it was some time ago, when the starters were added. Here are the new Orchynx and Metalynx sprites:





More about them and the other pokémon will be revealed later.

~Cya =p.
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