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View Poll Results: How good is CDest, now, in your opinion?
EXCELLENT! Keep up the good work! 43 67.19%
Uh, GREAT! Keep on going! 15 23.44%
I'm not sure... 4 6.25%
Uh, I suggest that you need to improve, BIG TIME!!! 0 0%
What?! You call this a game?! 2 3.13%
Voters: 64. You may not vote on this poll

 
 
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  #276    
Old March 20th, 2005 (06:20 PM).
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I was talking bout this part.. It might affect the rest of your game.
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  #277    
Old March 21st, 2005 (05:16 AM).
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I think that's just where Peekimon has copied and pasted small sections of the map into MSPaint and joined it all up. Because, if you look carefully, the ledges and trees parallel to that part of the bridge are also about one pixel out.
  #278    
Old March 21st, 2005 (06:23 AM). Edited March 21st, 2005 by Peekimon.
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Yeah, what Phoenix said. I couldn't fi the whole map because RMXP makes very definite magnifications. I wasn't able to modify the magnification so I had to "join up" the maps together..
Here's what it looks like with no edits and no joinups, just the original thing. I was able to take only the one important part where graphical errors were at most:


Thanks for your concern!

I'm now working on Sea Route 1. I need the deep water Autotile for the deep water around the rocks. Know where I can find some?

--Edit--- Sea Route 1 (incomplete, though), In game, in front of a secret cave...

To Decode it, there will be an item called the TRANSLATOR. It would translate different languages and ancient ones. I'm thinking of putting in a different languages system to make it better. (Not real languages, made up ones like the english language backwards.)
Please tell if this is a good idea or bad idea to include other "languages". But the ancient languages translator is set and will be in the game.

Notice the sign? Is it good or needs to be better? Comment:
  #279    
Old March 22nd, 2005 (06:51 AM).
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Sorry for double posting.
But,
A Mini Update:
Screenshot of Sea Route 1 ! :
In complete, just I need the deep water tilesets, then would be complete!

By the way, the 3 Stone Monuments are like hidden light sources. Legend has it that the Johkens would light these three monuments in honor of the Great "Magu". This "Magu" is said to be powerful, thus, every 12 years, as tradition, one would venture around the caves and light the three monuments. This is a side quest in CDest. And that 12 years is nearing...
  #280    
Old March 22nd, 2005 (04:40 PM).
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I love that story, Peekimon!!! I can tell that you're a very good story telling and placing it at the right place and right time in your game! Nice screens by the way!
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  #281    
Old March 23rd, 2005 (07:31 AM). Edited March 23rd, 2005 by Peekimon.
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Thanks for your comments, Jeff

An update!
Here's Sea Route 1, with dark patches and some added stuff:


And, I've decided to ditch the dynamic windows (for now, no flaming, please)
Because, I'm able to resize the message windows to be like the pokmon games!

Examples:
2 Lined text and nearly pokemon sized message windows!



A mini Poll:
Should I keep the dynamic windows?

Yes [ 0 ]
No [ 0 ]

Reply with an answer.
  #282    
Old March 23rd, 2005 (07:34 AM).
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Nice screens! The text needs to be moved slightle to the right of the message box though. I say keep the dynamic windows, it adds something unique to your game.
  #283    
Old March 23rd, 2005 (07:41 AM).
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-----Mini Poll Update-----
A mini Poll:
Should I keep the dynamic windows?

Yes [ 1 ]
No [ 0 ]

Reply with an answer.
-----Mini Poll Update-----

Thanks for your comments, Phoenix

The main reasons I ditched the dynamic windows is:
1 > The window would appear all over the place and the player would have to constantly move their eyes from left to right, until it gets fruistrating.
2 > It isn't um..."traditionally" pokemon styled, so, I'm trying to keep the "traditions" of the pokemon games intact.

NOTE:
If you don't understand the second reason, please ignore it, as I was kind of exaggerating with the "traditions" thing, ok?
  #284    
Old March 23rd, 2005 (07:54 AM).
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i like ur screens

and yeah, keep ur dynamic windows, i like them.
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  #285    
Old March 23rd, 2005 (08:01 AM). Edited March 23rd, 2005 by Peekimon.
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Ooh...2 votes to keep the windows...
To tell you the truth, I really didn't like them, but, since YOU (The people)
are the ones who are actually going to PLAY the game, so, I must take your opinions.
Anyway, I vote against Dynamic Windows so, No = +1

Anyway, in this vote, I will NOT Cheat in anyway, just I'll vote fairly.
I'll put down the names of those who voted so, I can keep count on who voted already.

This poll will be taken in the BSP Forums as well as Pokmon Community, so,
-----Mini Poll Update-----
A Mini Poll:
Should I keep the dynamic windows?
---------
Yes [ 3 ]
No [ 2 ]
---------
Voted "Yes" >> Phoenix316 | Neo-Dragon | Shadow2000
Voted "No" >> Peekimon | Tull
Reply with an answer.
-----Mini Poll Update-----


EDIT:
Thanks for your comments, Neo-Dragon, By the way!!!

Edit 2:
Edited the vote counts.

Edit 3:
Same as Edit 2

Edit 4:
Same as Edits 2 & 3
  #286    
Old March 23rd, 2005 (08:25 AM).
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Nice screens Peekimon. Yes, you should keep the Dynamic Windows. :D
  #287    
Old March 24th, 2005 (04:06 AM). Edited March 24th, 2005 by Peekimon.
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:: A Mini Poll Update ::
Should I keep the dynamic windows?
Yes [ 3 ]
No [ 7 ]

Voted "Yes" >> Phoenix316 | Neo-Dragon | Shadow2000
Voted "No" >> Peekimon | Tull | Jeff_PKLight | 3 Members from BSP | JonneyM
This mini poll is only until March 27th, 2005, Sunday.

Start Voting!

Expect an update either today or tomorrow.

--Edit--
1 Vote against Dynamic Windows
  #288    
Old March 24th, 2005 (11:10 PM). Edited March 24th, 2005 by Peekimon.
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As expected, an update:
Route JML 4:
http://img.photobucket.com/albums/v677/peekimon_gall/cdest_pics/rjml4.png
I've decided to put it in a link, because its width is too big and may mess up the forum layout. It took some time to make it,but, the time was worth it.

And Cities & Mottos/Slogans:
Ceruliteak City: http://img.photobucket.com/albums/v677/peekimon_gall/cdest_pics/cteak_ingame.png
Cirtcele City: Part 1 | Part 2
It has two parts because the whole slogan won't fit in the second line.
Granrock City: http://img.photobucket.com/albums/v677/peekimon_gall/cdest_pics/grock_ingame.png

Those are some of the cities' slogans or mottos.
  #289    
Old March 24th, 2005 (11:32 PM).
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I'm only guessing but here's the deep water autotile for you.
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  #290    
Old March 24th, 2005 (11:37 PM).
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Just an idea to make it look a little better, I saw on one your maps, your trees all have wierd shadow, like one tree has a shadow like its bunched with others. Make the single trees have as much shadow.
  #291    
Old March 24th, 2005 (11:46 PM).
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@RM2k3kid:
I already have the deep water auto tile. Thanks anyway

@StreetxXxBadass:
Which map exactly?
  #292    
Old March 24th, 2005 (11:57 PM).
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lol I didn't look hard enough I only saw the un-updated version lol.
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  #293    
Old March 24th, 2005 (11:58 PM).
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Well i see it on all the ones that got trees.

Like you lok at the ones that are alone, than also the ones that are on the outside of groups, that have shadow of ones on both sides.
  #294    
Old March 25th, 2005 (12:01 AM). Edited March 25th, 2005 by Peekimon.
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@StreetxXxBadass:
That's how it looks in the official games, I think

@RM2K3Kid:
NO problem, thanks for the auto tile anyway.

-=Edit=-
Who remembers the screenshot while you were choosing your pokemon?
Here's a temporary version of it.
Comments if the box needs improving or what:
  #295    
Old March 25th, 2005 (01:39 AM). Edited March 25th, 2005 by StreetxXxBadass.
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Well aprt of it is, but with what i'm saying its like that in the game, with what you have it isn't, not trying to like be mean or anything, just trying to help. Here let me see if i can find something to show.....

Here ya go, this is a pic of route 1 from my game....



In the red is a tree by itself kinda, doesn't have the shadows like i'm saying, red part also shows the outside of the bunch not having shadows, in the blue, trees in a bunch with those shadows. Now yours have the shadows like in the blue. Take out the shadow part on the outside of bunches and off those ones by themselfs.

Does that help??
  #296    
Old March 25th, 2005 (03:29 AM).
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Oh, now I know what you meant.
But, that is a very minor graphical error which I will change later and not now.
No one has complained about it yet and I've made about 12 Maps with trees and I'm too lazy to change something too minor. Of course, I'll take your suggestion to thought. Thanks, by the way.
  #297    
Old March 25th, 2005 (04:42 AM).
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Route JML4 looks ok, but there are a few errors i thought i'd point out

a) The rocks look like they're r/s style
b) When the Grass is on those raised rocks, at the end you can see the dungeon looking floor, I have a pic (see blue circle)

The Pokemon Choosing thing looks very original

And i like the sea-route very official looking!

Keep up the good work, I really like this game and how original the map work among other stuff is!
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  #298    
Old March 25th, 2005 (05:01 AM).
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That torchic screens looks cool. I really like the look of the torchic box thingy.
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  #299    
Old March 25th, 2005 (05:35 AM).
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Thanks for all your comments

For the Constructive Critiscism of Esai:
a) I like to use a little variety (for the rocks at least)
b) I don't get you.
>> UPDATE >>
Ok, here's the upgraded version of choosing your pokemon.
The colors are based on the pokemon's elements:
Bulbasaur >>

Torchic >>

Totodile >>

Comments, please.
  #300    
Old March 25th, 2005 (05:39 AM).
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Looks very cool, like the bar on the right of the pokemon box.
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