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Old July 23rd, 2010, 09:36 PM
Meowth's Avatar
Meowth
That's Right!
Community Supporter
 
Join Date: Jan 2007
Location: TEAM ROCKET WAREHOUSE
Age: 23
Gender: Male
Nature: Impish
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Oi, Oi!



THIS DOES NOT USE THE POKEMON ESSENTIALS STARTER KIT.

For those who came to this thread through an external link or banner:

This isn't a hack, it's a game being developed for RPG Maker XP, and will be available to play on Windows computers once completed.

For the simple reason that I suck at scripting, you will no longer be able to choose your Pokemon to play throughout the game as. Instead, you will assume the role of... Wait for it...
Meowth and Squirtle. They were always my team in the first two games.

Now, I'm going with a MD/HGSS look to this game, as I'm not using MD Overworlds; they're all from HGSS. This game will contain the first 251 Pokemon, as per my usual tastes... unless I make a sequel or something where I may add the other bajillion into.

This game features an advanced sideview battle system and message system.

SCREENSHOTS
Spoiler:













Credits:
CrazyNinjaGuy: For some resources from his RMVX MD Starter kit (music mainly)
Reone662: Caterpillar Script
MGCaladtogel: Mode 7
Dargor: Party Scripts
Tatsuya Suou: Battle System
Spriters Resource: Random Sprites
DubeAlex: Advanced Message System
Unkown At the Moment: HGSS Pokemon OW Rips, HGSS Cave Tiles


TEAM
Meowth- Events, mapping, spriting, importing resources
AvatarKris- Events, mapping, spriting, importing resources

SUPPORT BARS







BUGS
None yet, fingers crossed!


SCRIPTERS OUT THERE:
I may have found a way to do the actual Mystery Dungeons.... but I need your help, and not even that much help in this case. You see, I've found the script, I just need it to work. It's actually Poccil's "RandomMap" script, which he's seemingly not supporting or hosting anymore. Here's the script for all who care to try using it:
Spoiler:
=begin

Random Map Script, by "tonbi", adapted by Peter O.

--------------------

Names of random maps have the following syntax:

[MapName],Random,[Type],[ObjCnt],[Connect]

MapName - Name of the map
Type - Map type:
0 - 2 layers, natural
1 - 2 layers, artificial
2 - 2 layers, natural, convex
3 - 2 layers, artificial, convex
4 - 2 layers, natural, hole/land/wall
5 - 2 layers, artificial, hole/land/wall
6 - 2 layers, natural, hole/land/wall
7 - 2 layers, artificial, hole/land/wall
ObjCnt - Density of objects on the map. Generally a number divisible by 100.
Connect - If this is equal to "false", the parts of the generated map can be disjoint.
This setting is optional.

------------------
In addition, the tiles used in the random map must be arranged in a certain way, depending
on the map type; please see the Random Map Sample for details:

http://www.mc.ccnw.ne.jp/sarada/tosh...mMapSample.exe

------------------

Each event on the map can be marked with these features.

Checkpoint - There will always be ground wherever this event is placed.
Thus, this event can serve to influence the shape of the generated map.
To Use: Name the event "MyEvent,Checkpoint" or use a Comment event
command consisting of the text "Checkpoint". ("MyEvent" is arbitrary.)
Fixed - This event will appear at a ground tile next to where this event is located.
To Use: Name the event "MyEvent,Fixed" or use a Comment event
command consisting of the text "Fixed". ("MyEvent" is arbitrary.)
TotallyFixed - This event will always remain at its position defined on the map.
To Use: Name the event "MyEvent,TotallyFixed" or use a Comment event
command consisting of the text "TotallyFixed". ("MyEvent" is arbitrary.)
WallFixture - Appears attached to a wall. May be followed by a comma and either
1 or 0 (0 means the object takes 1 tile space; 1 means 3 tiles).
To Use: Use a Comment event command consisting of the text "WallFixture,1"
WallFixtureFixed - Appears attached to a wall next to where this event is located.
May be followed by a comma and either 1 or 0 (0 means the object takes 1 tile space;
1 means 3 tiles).
To Use: Use a Comment event command consisting of the text "WallFixture,1"

Events without these features will be placed at a random spot on the generated map.

-------------------
=end

Events.onMapCreate+=proc {|sender, e|
mapID=e[0]
map=e[1]
tileset=e[2]
mapinfo = pbLoadRxData("Data/MapInfos")
next if !mapinfo[mapID]
if mapinfo[mapID].subname == "Random"
if mapinfo[mapID].subname(3)=="" or mapinfo[mapID].subname(3) == nil
p3 = 0
else
p3 = mapinfo[mapID].subname(3).to_i
end
if mapinfo[mapID].subname(4)=="false"
p4 = false
end
if map && tileset
generator=MapGenerator.new(map,tileset.passages,tileset.priorities)
generator.make_random_map(2,mapinfo[mapID].subname(2).to_i,p3,p4)
end
end
}

class MapGenerator
def initialize(map, passages, priorities)
@map=map
@passages=passages
@priorities=priorities
end
def mapBorder
for x in 0...@map.width
for y in 0...@map.height
if x<7 || y<6 || x>=@map.width-7 || y>=@map.height-6
@heightdata[x,y] = 1
end
end
end
end
def make_random_map(wall = 2, type = 0, objcnt = 0, connect = true)
wall = 0 if wall == nil
type = 0 if type == nil
objcnt = 0 if objcnt == nil
unless objcnt.is_a?(Numeric)
objcnt = 0
end
if objcnt < 0
objcnt = 0
end
connect = true if connect != false
@heightdata = Table.new(@map.width,@map.height)
@maskdata = Table.new(@map.width,@map.height)
@oneventdata = Table.new(@map.width,@map.height)
@masksetting = []
@makedata = []
@targettype=0
@chgtype=0
time = -1
for i in 0...@map.width
for j in 0...@map.height
time += 1
if time%2000 == 0
Graphics.update
end
@heightdata[i,j] = 0
@maskdata[i,j] = 0
end
end
for i in 0...100
@masksetting[i] = true
end
needposx = []
needposy = []
for i in @map.events.keys.sort
time += 1
if time%200 == 0
Graphics.update
end
if event_settype(i) == 1
if connect == true
needposx.push(@map.events[i].x)
needposy.push(@map.events[i].y)
needposx.push(@map.events[i].x)
needposy.push(@map.events[i].y)
else
needposx.push(@map.events[i].x)
needposy.push(@map.events[i].y)
end
end
end
if connect == true
needposx.shift
needposy.shift
end
loop do
if needposx.size <= 2
needposx.push(rand(@map.width))
needposy.push(rand(@map.height))
else
break
end
end
case type
when 0
@makedata.push([0,1,0])
@makedata.push([5,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,0,-15,4,0])
@makedata.push([1,1,1,1,1])
@makedata.push([6,0,needposx[i*2],needposy[i*2]])
@makedata.push([6,0,needposx[i*2+1],needposy[i*2+1]])
end

@makedata.push([4,0,1,1,1])
@makedata.push([4,0,1,1,1])
@makedata.push([4,1,1,1,1])

@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,0])
@makedata.push([2,1,2])
@makedata.push([5,1])
when 1
@makedata.push([0,1,0])
@makedata.push([5,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,0,-6,4,1,10])
@makedata.push([1,1,1,1,1])
@makedata.push([6,0,needposx[i*2],needposy[i*2]])
@makedata.push([6,0,needposx[i*2+1],needposy[i*2+1]])
end

@makedata.push([4,0,2,3,1])
@makedata.push([4,1,2,2,1])
@makedata.push([4,0,1,1,1])

@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,0])
@makedata.push([2,1,2])
@makedata.push([5,1])
when 2
@makedata.push([0,1,0])
@makedata.push([5,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,0,-15,4,0])
@makedata.push([1,1,1,1,1])
@makedata.push([6,0,needposx[i*2],needposy[i*2]])
@makedata.push([6,0,needposx[i*2+1],needposy[i*2+1]])
end

@makedata.push([4,0,2,2,1])
@makedata.push([4,1,1,1,1])

@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,0])
@makedata.push([2,1,2])
@makedata.push([5,-1])
when 3
@makedata.push([0,1,0])
@makedata.push([5,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,0,-15,4,1,10])
@makedata.push([1,1,1,1,1])
@makedata.push([6,0,needposx[i*2],needposy[i*2]])
@makedata.push([6,0,needposx[i*2+1],needposy[i*2+1]])
end

@makedata.push([4,0,2,2,1])
@makedata.push([4,1,1,1,1])

@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,0])
@makedata.push([2,1,2])
@makedata.push([5,-1])
when 4
@makedata.push([0,1,0])
@makedata.push([5,0])
@makedata.push([1,0,0,-1,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,0,-1,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,-1,0,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,0,-1,0,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([4,2,2,2,1])
for i in 0...(rand(12*@map.width*@map.height/40/40)+(5*@map.width*@map.height/40/40))
@makedata.push([1,3,3,8,8])
@makedata.push([6,0,rand(@map.width-10)+5,rand(@map.height-10)+5])
end
@makedata.push([7,2])
@makedata.push([4,2,1,1,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,1,-8,4,0,5])
@makedata.push([1,1,1,1,1])
@makedata.push([6,1,needposx[i*2],needposy[i*2]])
@makedata.push([6,1,needposx[i*2+1],needposy[i*2+1]])
end
@makedata.push([4,1,1,1,1])
@makedata.push([4,1,0,1,1])
@makedata.push([2,0,0])
@makedata.push([4,1,1,0,1])
@makedata.push([2,-1,1])
@makedata.push([4,2,1,1,1])
@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,-1])
@makedata.push([2,1,2])
@makedata.push([5,0])
@makedata.push([2,2,2])
@makedata.push([5,1])

when 5
@makedata.push([0,1,0])
@makedata.push([5,0])
@makedata.push([1,0,0,-1,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,0,-1,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,-1,0,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,0,-1,0,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([4,2,2,2,1])
for i in 0...(rand(12*@map.width*@map.height/40/40)+(5*@map.width*@map.height/40/40))
@makedata.push([1,3,3,8,8])
@makedata.push([6,0,rand(@map.width-10)+5,rand(@map.height-10)+5])
end
@makedata.push([7,2])
@makedata.push([4,2,1,1,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,1,-8,4,1,5])
@makedata.push([1,1,1,1,1])
@makedata.push([6,1,needposx[i*2],needposy[i*2]])
@makedata.push([6,1,needposx[i*2+1],needposy[i*2+1]])
end
@makedata.push([4,1,1,1,1])
@makedata.push([4,1,0,1,1])
@makedata.push([2,0,0])
@makedata.push([4,1,1,0,1])
@makedata.push([2,-1,1])
@makedata.push([4,2,1,1,1])
@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,-1])
@makedata.push([2,1,2])
@makedata.push([5,0])
@makedata.push([2,2,2])
@makedata.push([5,1])



when 6
@makedata.push([0,1,0])
@makedata.push([5,0])
@makedata.push([1,0,0,-1,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,0,-1,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,-1,0,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,0,-1,0,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([4,2,2,2,1])
for i in 0...(rand(12*@map.width*@map.height/40/40)+(5*@map.width*@map.height/40/40))
@makedata.push([1,1,1,3,3])
@makedata.push([6,0,rand(@map.width-10)+5,rand(@map.height-10)+5])
end
@makedata.push([4,0,2,2,0])
@makedata.push([4,0,1,2,1])
@makedata.push([7,2])
@makedata.push([4,2,1,1,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,1,-15,4,0,5])
@makedata.push([1,1,1,1,1])
@makedata.push([6,1,needposx[i*2],needposy[i*2]])
@makedata.push([6,1,needposx[i*2+1],needposy[i*2+1]])
end
@makedata.push([4,1,1,1,1])
@makedata.push([4,1,0,1,1])
@makedata.push([2,0,0])
@makedata.push([4,1,1,0,1])
@makedata.push([2,-1,1])
@makedata.push([4,2,1,1,1])
@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,-1])
@makedata.push([2,1,2])
@makedata.push([5,0])
@makedata.push([2,2,2])
@makedata.push([5,1])

when 7
@makedata.push([0,1,0])
@makedata.push([5,0])
@makedata.push([1,0,0,-1,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,0,-1,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,-1,-1,0,-1])
@makedata.push([3,2,-6,1,0])
@makedata.push([1,0,-1,0,0])
@makedata.push([3,2,-6,1,0])
@makedata.push([4,2,2,2,1])
for i in 0...(rand(12*@map.width*@map.height/40/40)+(5*@map.width*@map.height/40/40))
@makedata.push([1,1,1,3,3])
@makedata.push([6,0,rand(@map.width-10)+5,rand(@map.height-10)+5])
end
@makedata.push([4,0,2,2,0])
@makedata.push([4,0,1,2,1])
@makedata.push([7,2])
@makedata.push([4,2,1,1,1])
for i in 0...(needposx.size/2)
@makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
@makedata.push([3,1,-15,4,1,5])
@makedata.push([1,1,1,1,1])
@makedata.push([6,1,needposx[i*2],needposy[i*2]])
@makedata.push([6,1,needposx[i*2+1],needposy[i*2+1]])
end
@makedata.push([4,1,1,1,1])
@makedata.push([4,1,0,1,1])
@makedata.push([2,0,0])
@makedata.push([4,1,1,0,1])
@makedata.push([2,-1,1])
@makedata.push([4,2,1,1,1])
@makedata.push([0,0,0])
@makedata.push([2,0,2])
@makedata.push([5,-1])
@makedata.push([2,1,2])
@makedata.push([5,0])
@makedata.push([2,2,2])
@makedata.push([5,1])
end
for make_stat in @makedata
time += 1
if time%2 == 0
Graphics.update
end
case make_stat[0]
when 0
rndmap_chtarget(make_stat[1],make_stat[2])
when 1
rndmap_setstat(make_stat[1],make_stat[2],make_stat[3],make_stat[4])
when 2
rndmap_chmask(make_stat[1],make_stat[2])
when 3
rndmap_mkroad(make_stat[1],make_stat[2],make_stat[3],make_stat[4],make_stat[5])
when 4
rndmap_plus(make_stat[1],make_stat[2],make_stat[3],make_stat[4])
when 5
rndmap_allchg(make_stat[1])
when 6
rndmap_putpos(make_stat[1],make_stat[2],make_stat[3])
when 7
rndmap_edge(make_stat[1])
end
end
@tilesetting = Table.new(3,40,3)
for i in [0,1,2]
for k in 0...40
for j in [0,1,2]
@tilesetting[j,k,i] = @map.data[j,k,i]
end
end
end
time = 0
for k in 0...@map.height
for j in 0...@map.width
time += 1
if time%500 == 0
Graphics.update
end
if @heightdata[j,k] == 1
if @heightdata[j,k+1]==-1
@heightdata[j,k+1] = 0
if @heightdata[j,k+2]==-1 and
@heightdata[j,k+3] == 0
@heightdata[j,k+2] = 0
end
end
end

end
end
time = 0
for k in 0...@map.height
for j in 0...@map.width
time += 1
if time%500 == 0
Graphics.update
end
if @heightdata[j,k] == 0
if @heightdata[j,k+1] == -1 or
@heightdata[j,k-1] == -1 or
@heightdata[j+1,k] == -1 or
@heightdata[j-1,k] == -1
set_mapdata2(j,k,0,8)
else
set_mapdata2(j,k,0,0)
end
elsif @heightdata[j,k] == 1
if @heightdata[j,k+1] == -1 or
@heightdata[j,k-1] == -1 or
@heightdata[j+1,k] == -1 or
@heightdata[j-1,k] == -1
set_mapdata2(j,k,0,8)
elsif @heightdata[j,k+1] == 0 or
@heightdata[j,k-1] == 0 or
@heightdata[j+1,k] == 0 or
@heightdata[j-1,k] == 0
set_mapdata2(j,k,0,0)
else
set_mapdata2(j,k,1,4)
end
else
set_mapdata2(j,k,0,8)
end
end
end
time = 0
for k in 0...@map.height
for j in 0...@map.width
time += 1
if time%500 == 0
Graphics.update
end
if @heightdata[j,k] == 0
if @heightdata[j,k+1] == -1
if @heightdata[j-1,k] == -1
for i in [0,1,2]
set_mapdata(j,k+i,0,13+i,1)
end
elsif @heightdata[j+1,k] == -1
for i in [0,1,2]
set_mapdata(j,k+i,2,13+i,1)
end
else
for i in [0,1,2]
set_mapdata(j,k+i,1,13+i,1)
end
end
elsif @heightdata[j,k-1] == -1
if @heightdata[j-1,k] == -1 or
(@heightdata[j-1,k] == 1 and
@heightdata[j-1,k-1] == -1)
set_mapdata(j,k,0,11,2)
elsif @heightdata[j+1,k] == -1 or
(@heightdata[j+1,k] == 1 and
@heightdata[j+1,k-1] == -1)
set_mapdata(j,k,2,11,2)
else
set_mapdata(j,k,1,11,2)
end
elsif @heightdata[j-1,k] == -1 or
(@heightdata[j-1,k] == 1 and
@heightdata[j-1,k-1] == -1)
set_mapdata(j,k,0,12,1)
elsif @heightdata[j+1,k] == -1 or
(@heightdata[j+1,k] == 1 and
@heightdata[j+1,k-1] == -1)
set_mapdata(j,k,2,12,1)
elsif @heightdata[j-1,k-1] == -1
set_mapdata(j,k,0,9,1)
elsif @heightdata[j-1,k+1] == -1
set_mapdata(j,k,0,10,1)
elsif @heightdata[j+1,k-1] == -1
set_mapdata(j,k,1,9,1)
elsif @heightdata[j+1,k+1] == -1
set_mapdata(j,k,1,10,1)
end
end
if @heightdata[j,k] == 1 and
@heightdata[j,k-1] != -1

if @heightdata[j,k+1] == -1
if @heightdata[j-1,k] == -1
for i in [0,1,2]
end
elsif @heightdata[j+1,k] == -1
for i in [0,1,2]
end
else
for i in [0,1,2]
end
end
elsif @heightdata[j,k-1] == -1
if @heightdata[j-1,k] == -1
set_mapdata(j,k,0,11,2)
elsif @heightdata[j+1,k] == -1
set_mapdata(j,k,2,11,2)
else
set_mapdata(j,k,1,11,2)
end
elsif @heightdata[j-1,k] == -1
set_mapdata(j,k,0,12,1)
elsif @heightdata[j+1,k] == -1
set_mapdata(j,k,2,12,1)
elsif @heightdata[j-1,k-1] == -1
set_mapdata(j,k,0,9,1)
elsif @heightdata[j-1,k+1] == -1
set_mapdata(j,k,0,10,1)
elsif @heightdata[j+1,k-1] == -1
set_mapdata(j,k,1,9,1)
elsif @heightdata[j+1,k+1] == -1
set_mapdata(j,k,1,10,1)
end
end
end
end
time = 0
for k in 0...@map.height
for j in 0...@map.width
time += 1
if time%500 == 0
Graphics.update
end
if @heightdata[j,k] == 1
if @heightdata[j,k+1] == 0 or
@heightdata[j,k+1] == -1
if @heightdata[j-1,k] == 0 or
@heightdata[j-1,k] == -1
set_mapdata(j,k+0,0,5+0,5)
set_mapdata(j,k+1,0,5+1,5)
set_mapdata(j,k+2,0,5+2,4)
if @heightdata[j,k+3] != 0 and
@heightdata[j,k+2] != 1 and
(@heightdata[j,k+2] != 0 or @heightdata[j-1,k+2] != 0)
set_mapdata(j,k+2,0,16,5)
for i in [0,1]
set_mapdata(j,k+3+i,0,14+i,1)
if @heightdata[j,k+3+i] != -1
break
end
end
end
elsif @heightdata[j+1,k] == 0 or
@heightdata[j+1,k] == -1
set_mapdata(j,k+0,2,5+0,5)
set_mapdata(j,k+1,2,5+1,5)
set_mapdata(j,k+2,2,5+2,4)
if @heightdata[j,k+3] != 0 and
@heightdata[j,k+2] != 1 and
(@heightdata[j,k+2] != 0 or @heightdata[j+1,k+2] != 0)
set_mapdata(j,k+2,2,16,5)
for i in [0,1]
set_mapdata(j,k+3+i,2,14+i,1)
if @heightdata[j,k+3+i] != -1
break
end
end
end
else
set_mapdata(j,k+0,1,5+0,5)
set_mapdata(j,k+1,1,5+1,5)
set_mapdata(j,k+2,1,5+2,4)
if @heightdata[j,k+3] != 0 and
@heightdata[j,k+2] != 1
set_mapdata(j,k+2,1,16,5)
for i in [0,1]
set_mapdata(j,k+3+i,1,14+i,1)
if @heightdata[j,k+3+i] != -1
break
end
end
end
end
elsif @heightdata[j,k-1] == 0 or
@heightdata[j,k-1] == -1
if @heightdata[j-1,k] == 0 or
@heightdata[j-1,k] == -1
set_mapdata(j,k,0,3,4)
elsif @heightdata[j+1,k] == 0 or
@heightdata[j+1,k] == -1
set_mapdata(j,k,2,3,4)
else
set_mapdata(j,k,1,3,4)
end
elsif @heightdata[j-1,k] == 0 or
@heightdata[j-1,k] == -1
set_mapdata(j,k,0,4,4)
elsif @heightdata[j+1,k] == 0 or
@heightdata[j+1,k] == -1
set_mapdata(j,k,2,4,4)
elsif @heightdata[j-1,k-1] == 0 or
@heightdata[j-1,k-1] == -1
set_mapdata(j,k,0,1,4)
elsif @heightdata[j-1,k+1] == 0 or
@heightdata[j-1,k+1] == -1
set_mapdata(j,k,0,2,4)
elsif @heightdata[j+1,k-1] == 0 or
@heightdata[j+1,k-1] == -1
set_mapdata(j,k,1,1,4)
elsif @heightdata[j+1,k+1] == 0 or
@heightdata[j+1,k+1] == -1
set_mapdata(j,k,1,2,4)
end
end
end
end
playerpos_reset($game_temp.player_new_x,$game_temp.player_new_y)
@oneventdata[$game_temp.player_new_x,$game_temp.player_new_y] = 1

time = 0
for i in @map.events.keys.sort
time += 1
if time%100 == 0
Graphics.update
end
case event_settype(i)
when 3
@oneventdata[@map.events[i].x,@map.events[i].y] = 1
end
end
for i in @map.events.keys.sort
time += 1
if time%100 == 0
Graphics.update
end
case event_settype(i)
when 1
set_defeventpos(i,@map.events[i].x,@map.events[i].y)
@oneventdata[@map.events[i].x,@map.events[i].y] = 1
end
end
for i in @map.events.keys.sort
time += 1
if time%100 == 0
Graphics.update
end
j = event_settype(i)
case j
when 0
set_defeventpos(i,rand(@map.width-4)+2,rand(@map.width-4)+2)
@oneventdata[@map.events[i].x,@map.events[i].y] = 1
when 2
set_defeventpos(i,@map.events[i].x,@map.events[i].y)
@oneventdata[@map.events[i].x,@map.events[i].y] = 1
when 100..199
set_defeventpos_wall(i,rand(@map.width-4)+2,rand(@map.width-4)+2,j-100)
@oneventdata[@map.events[i].x,@map.events[i].y] = 1
@oneventdata[@map.events[i].x,@map.events[i].y-1] = 1
for k in 1..(j-100)
@oneventdata[@map.events[i].x+k,@map.events[i].y] = 1
@oneventdata[@map.events[i].x+k,@map.events[i].y-1] = 1
@oneventdata[@map.events[i].x-k,@map.events[i].y] = 1
@oneventdata[@map.events[i].x-k,@map.events[i].y-1] = 1
end
when 200..299
set_defeventpos_wall(i,@map.events[i].x,@map.events[i].y,j-200)
@oneventdata[@map.events[i].x,@map.events[i].y] = 1
@oneventdata[@map.events[i].x,@map.events[i].y-1] = 1
for k in 1..(j-200)
@oneventdata[@map.events[i].x+k,@map.events[i].y] = 1
@oneventdata[@map.events[i].x+k,@map.events[i].y-1] = 1
@oneventdata[@map.events[i].x-k,@map.events[i].y] = 1
@oneventdata[@map.events[i].x-k,@map.events[i].y-1] = 1
end
end
end
for i in 0...(rand(objcnt)+objcnt/2)
time += 1
if time%500 == 0
Graphics.update
end
j = rand([@map.width,@map.height].max)
k = rand([@map.width,@map.height].max)
case rand(10)
when 0..4
if standable_newtile?(1,0)
if standable?(j,k)
set_mapdata_obj(j,k,1,0,6)
end
else
if standable2?(j,k)
set_mapdata_obj(j,k,1,0,6)
end
end
when 5..7
if standable_newtile?(2,0)
if standable?(j,k)
set_mapdata_obj(j,k,2,0,6)
end
else
if standable2?(j,k)
set_mapdata_obj(j,k,2,0,6)
end
end
when 8..9
if standable2?(j,k)
if @map.data[j,k-1,2]==0 and
(@map.data[j,k,1]==0 or @map.data[j,k,2]==0)
if set_mapdata_obj(j,k,2,2,4)
set_mapdata(j,k-1,2,1,4)
end
end
end
end
end
@heightdata.resize(0,0)
@maskdata.resize(0,0)
@oneventdata.resize(0,0)
@masksetting.clear
@makedata.clear
@tilesetting.resize(0,0,0)
end
def event_settype(i)
if @map.events[i].subname == "Checkpoint"
return 1
end
if @map.events[i].subname == "Fixed"
return 2
end
if @map.events[i].subname == "TotallyFixed"
return 3
end
for j in 0..1000
if @map.events[i].pages[0].list[j].code != 108
break
end
if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "Checkpoint"
return 1
end
if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "TotallyFixed"
return 3
end
if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "Fixed"
return 2
end
if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "WallFixture"
if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[1] == nil
return 100
else
k = @map.events[i].pages[0].list[j].parameters[0].split(/,/)[1]
k = k.to_i
return 100+k
end
end
if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "WallFixtureFixed"
if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[1] == nil
return 200
else
k = @map.events[i].pages[0].list[j].parameters[0].split(/,/)[1]
k = k.to_i
return 200+k
end
end
end
return 0
end
def set_defeventpos(id,x,y)
if standable2?(x,y)
@map.events[id].x=x
@map.events[id].y=y
return
end
for i in 1..([@map.width,@map.height].max)
if standable2?(x,y+i)
@map.events[id].x=x
@map.events[id].y=y+i
return
end
for j in 1..i
if standable2?(x-j,y+i)
@map.events[id].x=x-j
@map.events[id].y=y+i
return
end
if standable2?(x+j,y+i)
@map.events[id].x=x+j
@map.events[id].y=y+i
return
end
if standable2?(x-j,y-i)
@map.events[id].x=x-j
@map.events[id].y=y-i
return
end
if standable2?(x+j,y-i)
@map.events[id].x=x+j
@map.events[id].y=y-i
return
end
end
end
end
def set_defeventpos_wall(id,x,y,p4)
if standable3?(x,y,p4)
@map.events[id].x=x
@map.events[id].y=y
return
end
for i in 1..([@map.width,@map.height].max)
if standable3?(x,y+i,p4)
@map.events[id].x=x
@map.events[id].y=y+i
return
end
for j in 1..i
if standable3?(x-j,y+i,p4)
@map.events[id].x=x-j
@map.events[id].y=y+i
return
end
if standable3?(x+j,y+i,p4)
@map.events[id].x=x+j
@map.events[id].y=y+i
return
end
if standable3?(x-j,y-i,p4)
@map.events[id].x=x-j
@map.events[id].y=y-i
return
end
if standable3?(x+j,y-i,p4)
@map.events[id].x=x+j
@map.events[id].y=y-i
return
end
end
end
end
def playerpos_reset(x,y)
if standable?(x,y)
$game_temp.player_new_x=x
$game_temp.player_new_y=y
return
end
for i in 1..([@map.width,@map.height].max)
if standable?(x,y+i)
$game_temp.player_new_x=x
$game_temp.player_new_y=y+i
return
end
for j in 0..i
if standable?(x-j,y+i)
$game_temp.player_new_x=x-j
$game_temp.player_new_y=y+i
return
end
if standable?(x+j,y+i)
$game_temp.player_new_x=x+j
$game_temp.player_new_y=y+i
return
end
if standable?(x-j,y-i)
$game_temp.player_new_x=x-j
$game_temp.player_new_y=y-i
return
end
if standable?(x+j,y-i)
$game_temp.player_new_x=x+j
$game_temp.player_new_y=y-i
return
end
end
end
end
def standable_newtile?(p1,p2)
for i in [2, 1, 0]
tile_id = @tilesetting[p1, p2, i]
if tile_id == nil
return false
elsif @passages[tile_id] & 0x0f == 0x0f
return false
elsif @priorities[tile_id] == 0
return true
end
end
return true
end
def standable?(p1,p2)
if @heightdata[p1,p2] != 0
return false
end
if @oneventdata[p1,p2] ==1
return false
end
for i in [2, 1, 0]
tile_id = @map.data[p1, p2, i]
if tile_id == nil
return false
elsif @passages[tile_id] & 0x0f == 0x0f
return false
elsif @priorities[tile_id] == 0
return true
end
end
return true
end
def standable2?(p1,p2)
unless standable?(p1,p2)
return false
end
if standable?(p1+1,p2-1) == false or
standable?(p1+1,p2) == false or
standable?(p1+1,p2+1) == false
if standable?(p1-1,p2-1) == false or
standable?(p1-1,p2) == false or
standable?(p1-1,p2+1) == false
if standable?(p1,p2-1) == true and
standable?(p1,p2+1) == true
return false
end
end
end
if standable?(p1+1,p2+1) == false or
standable?(p1,p2+1) == false or
standable?(p1-1,p2+1) == false
if standable?(p1+1,p2-1) == false or
standable?(p1,p2-1) == false or
standable?(p1-1,p2-1) == false
if standable?(p1-1,p2) == true and
standable?(p1+1,p2) == true
return false
end
end
end
if standable?(p1,p2-1) == false and
(standable?(p1-1,p2+1) == false or
standable?(p1,p2+1) == false or
standable?(p1+1,p2+1) == false)
return false
end
if standable?(p1,p2+1) == false and
(standable?(p1-1,p2-1) == false or
standable?(p1+1,p2-1) == false or
standable?(p1+1,p2-1) == false)
return false
end
if standable?(p1-1,p2) == false and
(standable?(p1+1,p2-1) == false or
standable?(p1+1,p2) == false or
standable?(p1+1,p2+1) == false)
return false
end
if standable?(p1+1,p2) == false and
(standable?(p1-1,p2-1) == false or
standable?(p1-1,p2) == false or
standable?(p1-1,p2+1) == false)
return false
end

return true
end
def standable3?(p1,p2,p3)
unless standable?(p1,p2+1)
return false
end
if @oneventdata[p1,p2] == 1 or
@oneventdata[p1,p2-1] == 1 or
@heightdata[p1,p2-2] != 1 or
@heightdata[p1,p2-1] == 1 or
@heightdata[p1,p2+1] != 0
return false
end
for i in 1...p3+1
if@heightdata[p1+i,p2-2] != 1 or
@heightdata[p1+i,p2-1] == 1 or
@heightdata[p1+i,p2+1] != 0
return false
end
if@heightdata[p1-i,p2-2] != 1 or
@heightdata[p1-i,p2-1] == 1 or
@heightdata[p1-i,p2+1] != 0
return false
end
end
for i in 1...p3+1
if @oneventdata[p1+i,p2] == 1 or
@oneventdata[p1+i,p2-1] == 1
return false
end
if @oneventdata[p1-i,p2] == 1 or
@oneventdata[p1-i,p2-1] == 1
return false
end
end
return true
end
def valid?(x, y)
return (x >= 0 and x < @map.width and y >= 0 and y < @map.height)
end
def set_mapdata_obj(p1,p2,p3,p4,p5 = 0)
# checks for:
# X - - - - X - X - - - -
# - O - - O - - O - X O X
# - - X X - - - X - - - -
# where the object would block the way
if (!standable?(p1-1,p2-1)) &&
(!standable?(p1+1,p2+1))
return false
end
if (!standable?(p1+1,p2-1)) &&
(!standable?(p1-1,p2+1))
return false
end
if (!standable?(p1,p2-1)) &&
(!standable?(p1,p2+1))
return false
end
if (!standable?(p1-1,p2)) &&
(!standable?(p1+1,p2))
return false
end
return set_mapdata(p1,p2,p3,p4,p5)
end
def set_mapdata(p1,p2,p3,p4,p5 = 0)
unless self.valid?(p1, p2)
return false
end
if @tilesetting[p3,p4,0] != 0
@map.data[p1,p2,0] = @tilesetting[p3,p4,0]
return true
end
case p5
when 0
if @tilesetting[p3,p4,1] != 0
@map.data[p1,p2,1] = @tilesetting[p3,p4,1]
return true
end
if @tilesetting[p3,p4,2] != 0
@map.data[p1,p2,2] = @tilesetting[p3,p4,2]
return true
end
when 1
if @tilesetting[p3,p4,1] != 0
@map.data[p1,p2,1] = @tilesetting[p3,p4,1]
return true
end
when 2
if @tilesetting[p3,p4,1] != 0
@map.data[p1,p2,2] = @tilesetting[p3,p4,1]
return true
end
when 3
if @tilesetting[p3,p4,1] != 0
if @map.data[p1,p2,1] != 0
@map.data[p1,p2,2] = @map.data[p1,p2,1]
end
@map.data[p1,p2,1] = @tilesetting[p3,p4,1]
return true
end
when 4
if @tilesetting[p3,p4,1] != 0
if @map.data[p1,p2,2] != 0
@map.data[p1,p2,1] = @map.data[p1,p2,2]
end
@map.data[p1,p2,2] = @tilesetting[p3,p4,1]
return true
end
when 5
if @tilesetting[p3,p4,1] != 0
@map.data[p1,p2,1] = @tilesetting[p3,p4,1]
return true
end
if @tilesetting[p3,p4,1] != 0
@map.data[p1,p2,2] = @tilesetting[p3,p4,1]
return true
end
when 6
if @map.data[p1,p2,1] == 0
@map.data[p1,p2,1] = @tilesetting[p3,p4,1]
return true
elsif @map.data[p1,p2,2] == 0
@map.data[p1,p2,2] = @tilesetting[p3,p4,1]
return true
end
end
return false
end
def set_mapdata2(p1,p2,p3,p4)
@map.data[p1,p2,0] = @tilesetting[p3,p4,0]
@map.data[p1,p2,1] = @tilesetting[p3,p4,1]
@map.data[p1,p2,2] = @tilesetting[p3,p4,2]
end
def set_height(p1,p2,p3)
return if p1<0
return if p1>=@map.width
return if p2<0
return if p2>=@map.height
@heightdata[p1,p2]=p3
end
def set_grounddata(p1,p2,p3)
return if p1<0
return if p1>=@map.width
return if p2<0
return if p2>=@map.height
if @masksetting[@maskdata[p1,p2]] == true
if @targettype==0
if @chgtype==0
@heightdata[p1,p2]=p3
elsif @chgtype==1
@heightdata[p1,p2]+=p3
end
elsif @targettype==1
if @chgtype==0
@maskdata[p1,p2]=p3
elsif @chgtype==1
@maskdata[p1,p2]+=p3
end
end
end
end
def rndmap_chtarget(p1,p2)
@targettype=p1
@chgtype=p2
end
def rndmap_setstat(p1,p2,p3,p4)
@minx=p1
@miny=p2
@maxx=p3
@maxy=p4
end
def rndmap_chmask(p1,p2)
if p1>=0
if p2==0
@masksetting[p1]=false
elsif p2 == 1
@masksetting[p1]=true
elsif p2 == 2
for i in 0...100
@masksetting[i]=false
end
@masksetting[p1]=true
end
end
if p1==-1
if p2==0
for i in 0...100
@masksetting[i]=false
end
else
for i in 0...100
@masksetting[i]=true
end
end
end
end
def rndmap_mkroad(p1,p2,p3,p4,p5 = 5)
p5 = 5 if p5 == nil

localdata = Table.new(@map.width,@map.height)
aposx = []
aposy = []
aflag = []
for i in 0...@map.width
for j in 0...@map.height
localdata[i,j] = 0
end
end

if p2<0
p2=(p2*-1)*@map.width*@map.height/40/40
end
aposx[0]=@minx
aposy[0]=@miny
aposx[1]=@maxx
aposy[1]=@maxy

if aposx[0]<0
aposx[0]=@map.width+aposx[0]
end
if (aposx[0]>=1000) and (aposx[0]<=1100)
aposx[0]=@map.width*(aposx[0]-1000)/100
end

if aposy[0]<0
aposy[0]=@map.height+aposy[0]
end
if (aposy[0]>=1000) and (aposy[0]<=1100)
aposy[0]=@map.height*(aposy[0]-1000)/100
end


if aposx[1]<0
aposx[1]=@map.width+aposx[1]
end
if (aposx[1]>=1000) and (aposx[1]<=1100)
aposx[1]=@map.width*(aposx[1]-1000)/100
end


if aposy[1]<0
aposy[1]=@map.height+aposy[1]
end
if (aposy[1]>=1000) and (aposy[1]<=1100)
aposy[1]=@map.height*(aposy[1]-1000)/100
end

if p4==0 or p4==1 or p4==2
if p4 == 2
i4 = rand(2)
end
aflag[0] = true
aflag[1] = false
for i in 2...(p2+2)
aposx[i] = rand(@map.width-p3*2) + p3
aposy[i] = rand(@map.height-p3*2) + p3
aflag[i] = false
end
i3=0
i1=aposx[i3]
i2=aposy[i3]

localdata[i1,i2] = 1

for i in 0...p2+2
i7=5000000
for j in 0...p2+2
if aflag[j] == false
i4 = aposx[j]-i1
i4=i4*-1 if i4 < 0
i5 = aposy[j]-i2
i5=i5*-1 if i5 < 0
if (i4**2+i5**2) <=(p5**2) and j != 1
aflag[j] = true
elsif i7 > (i4**2+i5**2)
i7=(i4**2+i5**2)
i6=j
end
end
end
if p4==0
if aposx[i3] > aposx[i6]
i8 = aposx[i3]
i9 = aposy[i3]
i10 = aposx[i6]
i11 = aposy[i6]
else
i8 = aposx[i6]
i9 = aposy[i6]
i10 = aposx[i3]
i11 = aposy[i3]
end
if i8!=i10
for i in 0..(i8-i10)
localdata[i+i10,(i9-i11)*i/(i8-i10)+i11] = 1
end
end
if aposy[i3] > aposy[i6]
i8 = aposx[i3]
i9 = aposy[i3]
i10 = aposx[i6]
i11 = aposy[i6]
else
i8 = aposx[i6]
i9 = aposy[i6]
i10 = aposx[i3]
i11 = aposy[i3]
end
if i9!=i11
for i in 0..(i9-i11)
localdata[(i8-i10)*i/(i9-i11)+i10,i+i11] = 1
end
end
end
if p4==1
i4 = rand(2)
if i4==0
for i in 0..([aposx[i3]-aposx[i6],aposx[i6]-aposx[i3]].max)
localdata[i+[aposx[i3],aposx[i6]].min,aposy[i3]] = 1
end
for i in 0..([aposy[i3]-aposy[i6],aposy[i6]-aposy[i3]].max)
localdata[aposx[i6],i+[aposy[i3],aposy[i6]].min] = 1
end
else
for i in 0..([aposx[i3]-aposx[i6],aposx[i6]-aposx[i3]].max)
localdata[i+[aposx[i3],aposx[i6]].min,aposy[i6]] = 1
end
for i in 0..([aposy[i3]-aposy[i6],aposy[i6]-aposy[i3]].max)
localdata[aposx[i3],i+[aposy[i3],aposy[i6]].min] = 1
end
end
end
i3=i6
i1=aposx[i3]
i2=aposy[i3]
aflag[i3]=true
if i3==1
break
end
end
end
for i in 0...@map.width
for j in 0...@map.height
if localdata[i,j] == 1
set_grounddata(i,j,p1)
end
end
end
end
def rndmap_plus(p1,p2,p3,p4)
localdata = Table.new(@map.width,@map.height)
for i in 0...@map.width
for j in 0...@map.height
if @targettype==0
localdata[i,j] = @heightdata[i,j]
elsif @targettype==1
localdata[i,j] = @maskdata[i,j]
end
end
end
if p4 == 0
for i in 0...@map.width
for j in 0...@map.height
if p1==localdata[i,j]
for k in 1..p2
set_grounddata(i+k,j,p1)
set_grounddata(i-k,j,p1)
end
for k in 1..p3
set_grounddata(i,j+k,p1)
set_grounddata(i,j-k,p1)
end
end
end
end
elsif p4 == 1
for i in 0...@map.width
for j in 0...@map.height
if p1==localdata[i,j]
for k in (i-p2)..(i+p2)
for l in (j-p3)..(j+p3)
set_grounddata(k,l,p1)
end
end
end
end
end
end
end
def rndmap_allchg(p1)
for i in 0...@map.width
for j in 0...@map.height
set_grounddata(i,j,p1)
end
end
end
def rndmap_putpos(p1,p2,p3)
i = rand(@maxx-@minx+1)+@minx
j = rand(@maxy-@miny+1)+@miny
for k in (p2-i)..(p2+i)
for l in (p3-j)..(p3+j)
set_grounddata(k,l,p1)
end
end
end
def rndmap_edge(p1)
for i in 0...@map.width
set_grounddata(i,0,p1)
set_grounddata(i,@map.height-1,p1)
end
for i in 0...@map.height
set_grounddata(0,i,p1)
set_grounddata(@map.width-1,i,p1)
end
end
end

module RPG
class MapInfo
def name
name = @name.split(/,/)[0]
return name != nil ? name : ''
end
def subname(i = 1)
name = @name.split(/,/)[i]
return name != nil ? name : ""
end
end
end
module RPG
class Event
def name
name = @name.split(/,/)[0]
return name != nil ? name : ''
end
def subname(i = 1)
name = @name.split(/,/)[i]
return name != nil ? name : ""
end
end
end


If you could help me get that in the game, I would be much obliged, and of course you would have a place in the credits, or on the team
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Last edited by Meowth; September 14th, 2010 at 09:25 PM.
  #2    
Old July 24th, 2010, 07:59 AM
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You might want to use a new picture for your menu there, as it displays sever 'nonexistent' Pokemon. :D
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Old July 24th, 2010, 08:02 AM
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I know, that's why it says in red text "temporary" haha. If I find some nice good quality art like that but with only first and second gen Pokemon... I'll most likely replace it, but it will also probably only be temp until I can do my own art :D
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  #4    
Old July 24th, 2010, 08:06 AM
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Yeah, I have trouble reading colored text, I just can't see it unless I look for it. :\
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Old July 24th, 2010, 08:09 AM
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Quote:
Originally Posted by Yuoaman View Post
Yeah, I have trouble reading colored text, I just can't see it unless I look for it. :\
Ahh, yeah... I have a different layout theme applied right now than most people though.

Also: Added a few more screenshots.
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  #6    
Old July 24th, 2010, 08:17 AM
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Oh cool, it looks really good so far ... You never see mystery dungeon games, it'll be cool to see you try this out !

But dude Pikachu is too obvious ... choose meowth ... that's right !
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  #7    
Old July 24th, 2010, 08:19 AM
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I was thinkin' about it... Meowth with Squirtle as the partner, as that was my team in the first two Mystery Dungeon games.

Hmm...... I'd like input though. I'd wanna see what people have to say. :D
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  #8    
Old July 24th, 2010, 09:14 AM
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The outline on diglett's nose is green...
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Old July 24th, 2010, 10:05 AM
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That's the way they were ripped, bud. I didn't make them :D
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  #10    
Old July 24th, 2010, 10:20 AM
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Nice, looks really great with Mode 7. Why are you using HG/SS sprites if this is a mystery dungeon game though?
  #11    
Old July 24th, 2010, 11:04 AM
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Mainly because all the Overworlds are already ripped and it saves me a LOT of work... ;

There are probably MD RMXP Charsets out there, but most likely not the first 251, which is what I need. I'm using my brother's computer, and I don't have photoshop or fireworks, so it's not worth it. Unless I find a resource pack with them, then I'll be sticking with these.


EDIT: Battlebacks are fixed! :D Screenshots updated.
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Last edited by Meowth; July 24th, 2010 at 11:26 AM.
  #12    
Old July 24th, 2010, 11:59 AM
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Oh so you found CNG's VX kit?
He said it was far from finished but this so far looks nice. cant wait to see the outcome.
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  #13    
Old July 24th, 2010, 12:09 PM
Poeman
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It isn't CNG's kit. T_T
Read up before you post.

Anyways, I think adding Mystery Dungeon is a dangerous idea, this strays away from the whole mystery dungeon theme of random caves, with battles taking place on the map(it was a rogue-like game) you made it more like an RPG. Just a thought.

Otherwise, the 3D effect isn't the greatest. I don't think you should use it, but if you must, change the rock formations to be like the ladder and stand up, it looks terrible otherwise, the stairs even look flat.
The ladder going down to a floor below looks bad also but I wouldn't know how to fix that.
  #14    
Old July 24th, 2010, 12:22 PM
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Quote:
Originally Posted by Poeman View Post
It isn't CNG's kit. T_T
Read up before you post.

Anyways, I think adding Mystery Dungeon is a dangerous idea, this strays away from the whole mystery dungeon theme of random caves, with battles taking place on the map(it was a rogue-like game) you made it more like an RPG. Just a thought.

Otherwise, the 3D effect isn't the greatest. I don't think you should use it, but if you must, change the rock formations to be like the ladder and stand up, it looks terrible otherwise, the stairs even look flat.
The ladder going down to a floor below looks bad also but I wouldn't know how to fix that.
I know it's not really a Mystery Dungeon game, because that would obviously require actual randomized dungeons. But, most people here haven't tried another Mystery Dungeon game, such as Izuna for the DS... so they think of this style of RPG. I still haven't come up with a name for it yet, but since I'm going for a theme like the Red and Blue Rescue teams, the name shall remain for now.

The rocks which stand up ARE standing up against the ground. The mountain things, if you mean that, cannot be done that way because they will literally stand on a Z axis like a stopsign stands against the ground in real life. The ladder to go down isn't hard to fix, I just started this less than 48 hours ago: I'll simply need to edit it so it's a transparent tile that hovers over the hole. I'm keeping the Mode7 because most games don't use it, and it's not all flat like the Pokemon Essentials Kit's perspective setting; this system allows for things to stand up.

I'm currently ripping and setting up some things from Red Rescue team as a tileset, with help from Mystery_Dungeon from The Spriters Resource for what he's already ripped.

Example:
Spoiler:
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Last edited by Meowth; July 24th, 2010 at 12:47 PM.
  #15    
Old July 24th, 2010, 01:04 PM
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Looks pretty good,
why dont you just name it "Pokemon Rescue Squad" or something along thoes lines.
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Old July 24th, 2010, 01:27 PM
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PLEASE HAVE GIBLE IN GAME!!!!!!!!!
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Old July 24th, 2010, 01:33 PM
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Quote:
Originally Posted by DarkDoom3000 View Post
Looks pretty good,
why dont you just name it "Pokemon Rescue Squad" or something along thoes lines.
Just another Rescue team game... for what I have planned, it's gonna work that way. I'm going to have it so you team up with other 2-man rescue teams in other towns as you travel around.

Quote:
Originally Posted by AceDragonite View Post
PLEASE HAVE GIBLE IN GAME!!!!!!!!!
Sorry, only the first 2 generations.
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  #18    
Old July 24th, 2010, 01:33 PM
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Quote:
Originally Posted by AceDragonite View Post
PLEASE HAVE GIBLE IN GAME!!!!!!!!!
"First 251" does not include Gible, so idk why you'd ask him that...lol


Anyway, it feels like a pretty rare occasion to see a Mystery Dungeon game here. I haven't even played the official ones because I don't own a DS haha. Hope all goes well with it, good luck
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  #19    
Old July 24th, 2010, 01:39 PM
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Quote:
Originally Posted by brokenxnote View Post
Anyway, it feels like a pretty rare occasion to see a Mystery Dungeon game here. I haven't even played the official ones because I don't own a DS haha. Hope all goes well with it, good luck
There's one for GBA yanno... Red Rescue Team for GBA is almost the same as Blue Rescue team for the DS

And... I hope you like mine then :D

Spoiler:


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Last edited by Meowth; July 24th, 2010 at 02:51 PM.
  #20    
Old July 24th, 2010, 03:10 PM
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Nice, i support the 251 thing. first and second generation had the best pokemon.
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  #21    
Old July 24th, 2010, 03:17 PM
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I agree completely. I'm planning on having it so there are all Kanto pokemon to start, then after you do a series of events to save some legendaries, you follow the malicious team (Gotta have one, probably not a Gengar-lead trio though ) into a new area where there are Johto pokemon.
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  #22    
Old July 25th, 2010, 03:50 PM
Poeman
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Ah if you can only have 3D walls/billboarding, that is an issue :/
Well at least have an option to turn it off? I don't think I would play with everything looking slanted and flat if I had the option.
  #23    
Old July 25th, 2010, 04:34 PM
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I don't have the scripting ability to do that, sorry. That's far too complex.

EDIT: For the record, I can hardly script anything. I can edit things, but can't do things on my own. Right now I'm stuck in a lot of places because of that...
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Last edited by Meowth; July 25th, 2010 at 09:56 PM.
  #24    
Old July 25th, 2010, 07:45 PM
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Quote:
Originally Posted by Poeman View Post
It isn't CNG's kit. T_T
Read up before you post.

Anyways, I think adding Mystery Dungeon is a dangerous idea, this strays away from the whole mystery dungeon theme of random caves, with battles taking place on the map(it was a rogue-like game) you made it more like an RPG. Just a thought.

Otherwise, the 3D effect isn't the greatest. I don't think you should use it, but if you must, change the rock formations to be like the ladder and stand up, it looks terrible otherwise, the stairs even look flat.
The ladder going down to a floor below looks bad also but I wouldn't know how to fix that.
Actually he said he is using part of it.And What I said was,He found the kit, which isnt really published, just on his website that Im apart of.Read MY post before you post.
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contact me here or at [email protected].

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  #25    
Old July 25th, 2010, 08:39 PM
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Quote:
Originally Posted by Karel_Kazuki View Post
Actually he said he is using part of it.And What I said was,He found the kit, which isnt really published, just on his website that Im apart of.Read MY post before you post.

Exactly Graphics and sound files... not that there was much more on there. too lazy to convert the VX charsets to RMXP, especially since I would have to add all the other pokemon manually... so as I said, HGSS remains.

Also; I may have found a way to add actual "Mystery Dungeons" of some sort. Credit to Mr. Peter Occil again, for converting a japanese script to English.
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