The PokéCommunity Forums  

Go Back   The PokéCommunity Forums > Creative Discussions > Game Development
Sign Up Rules/FAQ Live Battle Blogs Mark Forums Read

Notices

Game Development Your number one stop for anything related to creating games (except ROM hacks). You can even make your own!


Reply
Click here to go to the first staff post in this thread.  
Thread Tools
  #1    
Old November 27th, 2013, 06:30 PM
Worldslayer608's Avatar
Worldslayer608
ಥдಥ
Community Supporter
 
Join Date: Mar 2008
Location: San Diego
Age: 25
Gender: Male
Nature: Calm
This is something that has been on my mind a bit lately, and I have discussed it with a couple developers in private so far and I decided I would like a bit more feedback from people I do not directly speak to.

We currently have Pokemon Essential for RMXP, which is a 2D starter kit aimed at allowing players to create a complete generation 3 style game complete with a few mini games and essential features.

The Engine and Language
However, what about a kit that branches into another engine with a more widely used language such as C#, C++ or Java?

Something like Unity offers the ability to port languages as well as work with 2D or 3D, even a mixture of the two more akin to generation 4,5 and even generation 6.

The Style
What kind of style would people like to see a new kit in? The same 2D system we are use to, which allows for easier implementation and customization? Perhaps a 3D style more representative of the Pokemon world as seen in the anime, with a more dynamic battle system and story telling or a classic take such as X and Y. How about a blend of 2D and 3D, allowing flexibility in resource inclusion and customization, reflecting a game style more similar to the gen 4, and 5 games?

The Game Play
What kind of game play would you like to see this kit capture? A classical handheld way to play? Something similar to Pokemon Mystery Dungeon? Pokemon Stadium?

Pokemon seem to be on the horizon of a new era, so what kind of kit would you like to see?
__________________


Pokemon Pillars of Destiny - Starters
To vanquish without peril is to triumph without glory...

Voted Best Game Designer 2011 on PC
Reply With Quote
  #2    
Old November 28th, 2013, 12:10 PM
Rayquaza.'s Avatar
Rayquaza.
Lead Dev in Pokémon Chaos
 
Join Date: Sep 2011
Location: United Kingdom
Age: 17
Gender: Male
Nature: Adamant
Recently I have been thinking the same thing. What I would love to see is a 3D mapping system; where you create a landscape of textures (tiles) and events (objects) onto a map (saved as a 3D model).
Obviously too much to ask but a good idea, in my opinion.
__________________
Reply With Quote
  #3    
Old November 28th, 2013, 01:56 PM
MKGirlism's Avatar
MKGirlism
3DS and Wii U Game Developer
 
Join Date: Feb 2013
Location: Netherlands
Age: 22
Gender: Female
Nature: Calm
Send a message via Skype™ to MKGirlism
Quote:
Originally Posted by Rayquaza. View Post
Recently I have been thinking the same thing. What I would love to see is a 3D mapping system; where you create a landscape of textures (tiles) and events (objects) onto a map (saved as a 3D model).
Obviously too much to ask but a good idea, in my opinion.
This entire Post basically goes against each other.
3D is definitely a whole different story than 2D, it not only requires way better Math Skills than 2D when Programming it in, it's much more than just Model + Texture too.
There's a reason you need to use external Apps (Blender, Maya, 3D Studio Max, etc.) for creating 3D stuff, it's just to hard to create a 'simple' 3D Modelling Tool.
Also, Models aren't Tiles, it's possible, but you should get Voxels (3D Pixels) for this (a notable example is Minecraft).

When creating 3D, it requires you to:
1. Create a Model in a 3D making App, and for performance reasons, High-Poly is not allowed.
2. Got decent UV Mapping on it (or else, Textures will look ****ed).
3. Give it Textures, using a 2D making App (Photoshop, or similar).
4. Give it Joints/Bones and Animate it.
5. Test it in an Engine/Framework if it all goes well.

I'm probably missing out some stuff, I'm not an Artist.
Reply With Quote
  #4    
Old November 28th, 2013, 05:44 PM
Vociferocity's Avatar
Vociferocity
[ bad girls do it well ]
 
Join Date: Sep 2008
Location: Australia
Age: 22
Gender: Female
Nature: Impish
Send a message via Skype™ to Vociferocity
yeah, I feel like 3d is probably a little out of the scope of this community. in all the times I've popped in, it's never been much of an "alright guys we all banded together & created something amazing" kind of place. which is a tragedy! because obviously a pokemon framework for unity would be the coolest new starter kit.

talking about gameplay though: I think we could stick the the rpgmaker we all know and love(?) if there were starter kits based around other kinds of gameplay. like, there's that harvest moon kit in the scripts forum, & I can't stop thinking about how awesome a pokemon-themed harvest moon would be. a pmd starter kit would be amazing too, or one based around pokemon conquest (did anyone but me even play that? because it was quality & I never hear people talking about it)
__________________
Reply With Quote
  #5    
Old November 29th, 2013, 08:40 AM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
I've always said that RMXP is a good program for making an RPG. I think the best kind of "kit" would be a Pokémon-oriented version of RMXP with improved versions of the existing systems. For example, allow multiple tilesets and unlimited autotiles per map, have many more Pokémon-ish event commands, have templates for certain kinds of events (trainer, door, item ball, etc.) for easy use, and so on.

One feature I'd really like to see is a "sanity checker" function. This would go through the game's data and find inconsistencies/problems and let you know about them. For example, teleports to maps which don't exist, or point out unused autotiles/music which could be removed to save space.

The engine should be completely free, of course, and not rely on anything you need to pay for (i.e. RMXP). The programming language it uses probably doesn't matter that much, so long as it's faster than the old Ruby and RGSS that RMXP uses. Support for multiple programming languages would be ideal, of course, but not a big thing to worry about.

2D or 3D? There's three main styles I can think of: classic full 2D (Gen 1-3), sprites in a 3D world (gen 4-5) and full 3D (gen 6). Again, support for all three would be ideal. I imagine mixing 2D sprites and a 3D world would be harder to do than a pure one-or-the-other, but that would be the best balance between being pretty and being easy to use (sprites are easier to make than models).

One of the main features of the "kit" would be the map-maker, and I'm sure it's possible to make a "3D tile"-based map editor using primitive "tiles" (e.g. a cliff corner or a fence section). The "kit" would of course come with a set of primitive tiles and textures, in the same way that RMXP comes with an RTP, and the user can always make more of them if they want and have the skills.

As far as gameplay goes, I think it'd be best to stick to the official games, at least to begin with. Turn-based battles and all that. Doing so will make the "kit" appeal to the largest audience and make it the most worthwhile thing to make. Variations (e.g. Mystery Dungeon-type combat, etc.) can be left to mods or later additions.
__________________
Reply With Quote
  #6    
Old November 30th, 2013, 01:50 PM
FL's Avatar
FL
Pokémon Island Creator
 
Join Date: Sep 2010
Gender: Male
Nah, RPG Maker XP + Essentials is enough for me.

I only wish to do some things that aren't easy only with these two things, generally more global Ctrl+F features(for text, resources, script at events, etc...) and other useful things like ability to create loops at musics only with the engine.

I just wish that Essentials be more complete, with the effect of gen IV/V/VI among others features like Triple/Rotation/Horde Battles.

A 3D engine will make the people spends a bigger time to do the resources, specially the 3D animated models. A tip: Don't try 3D before you mastered 2D.
__________________
Reply With Quote
  #7    
Old December 4th, 2013, 07:54 AM
abnegation's Avatar
abnegation
proudly paired with adventure
 
Join Date: Apr 2009
Age: 21
I would like to see engines with a lot more portability to begin with. The prospect that RMXP is very limited on what you can play the finished product on, is off-putting. Aside from that, it would be nice to see engines with more powerful language bases, depending on what the style is. Of course games that are 3D should be written with a form of C, and preferably C++. It would be nice to see engines with more original concepts also. There's scores of engines in which are trying to re-create pre-3D Pokémon games, but it would be nice to see more attempts at re-creating some of the spin-offs, or even something completely original such as a side-scroller with Pokémon battling elements. Diversity and portability is all we lack, I feel we have good engines, but they're weathering with time and not as relevant as the world pushes towards adaptability to handheld devices.
Reply With Quote
  #8    
Old December 4th, 2013, 08:51 AM
Worldslayer608's Avatar
Worldslayer608
ಥдಥ
Community Supporter
 
Join Date: Mar 2008
Location: San Diego
Age: 25
Gender: Male
Nature: Calm
Unity allows you to port to handheld devices running Android as well as iOS. You can also write a 3D game in Javascript through Unity that is fully functional.

Personally, Javascript as well as C++ seem less efficient than C#. Chances are that if I start working on something in Unity, it will be in Javascript or C# and that really depends on if I go into the project alone or what another programmer knows as far as other languages.
__________________


Pokemon Pillars of Destiny - Starters
To vanquish without peril is to triumph without glory...

Voted Best Game Designer 2011 on PC
Reply With Quote
  #9    
Old December 4th, 2013, 09:13 AM
abnegation's Avatar
abnegation
proudly paired with adventure
 
Join Date: Apr 2009
Age: 21
Yeah I used Unity while I was studying Game Devlopment, for my degree. You can do some pretty incredible stuff, even with such a "starter" engine. It's also quite great for 2D platformers, they're bringing in a 2D platforming engine with their next update, which could be a fantastic base for a Pokémon game that side-scrolls. Naturally the language ultimately depends on what you're doing and what engine you're running, C# is going to be the strongest with Unity. But it's great that something as simple as Javascript can be used for it also. Personally, I'd love to see an engine created in Unity, especially after they release their 2D update.
Reply With Quote
  #10    
Old December 4th, 2013, 09:22 AM
MKGirlism's Avatar
MKGirlism
3DS and Wii U Game Developer
 
Join Date: Feb 2013
Location: Netherlands
Age: 22
Gender: Female
Nature: Calm
Send a message via Skype™ to MKGirlism
I'm currently using Unity for Wii U, as the Game Engine for my Wii U games.
I really like this Engine, but it does have its limitations, although it can do almost everything.
However, I've recently got challenged by the Nintendo 3DS, which has no Unity, and after months of hopelessly asking a variety of 3DS Developers to build an Engine for us, I decided to experiment totally from scratch (without Engine).
As soon as I've got used to all required components, I started to regret to not think about it before.
Seriously, I enjoy making something from scratch even more than using an Engine!

It's not just because of the freedom it gives me, and the fact it reminds me to PHP (which I also do from scratch, since the very beginning), it also gives me more of a feeling that it's my own Product (same feeling as when I make something in PHP).
__________________
~Yami
Reply With Quote
  #11    
Old January 3rd, 2014, 05:12 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
As far as portability is concerned, I suppose Java would be the best option. It has some libraries specifically for games, such as lwjgl and Slick2D, as well as OpenGL stuff for 3D if you really want it. I imagine it would be fast enough for purposes, perhaps even before optimisation.

It seems to me that the best kind of engine would be basically a clone of Essentials (i.e. a 2D engine) but with fewer limitations and more options. 3D is nice and all, but models are on a whole other level to sprites, and we all know how long it takes for anyone to make a 2D game around here, let alone also needing to gather/make models and animations and all that.

I've been thinking a lot about this topic recently, specifically about retiring Essentials and moving on to something better (a truly free engine with fewer limitations, better usability and so forth). Would this be a good move to make, do you think?
__________________
Reply With Quote
  #12    
Old January 3rd, 2014, 06:02 PM
joeyhugg's Avatar
joeyhugg
 
Join Date: Apr 2013
Gender: Male
Quote:
Originally Posted by Maruno View Post
As far as portability is concerned, I suppose Java would be the best option. It has some libraries specifically for games, such as lwjgl and Slick2D, as well as OpenGL stuff for 3D if you really want it. I imagine it would be fast enough for purposes, perhaps even before optimisation.

It seems to me that the best kind of engine would be basically a clone of Essentials (i.e. a 2D engine) but with fewer limitations and more options. 3D is nice and all, but models are on a whole other level to sprites, and we all know how long it takes for anyone to make a 2D game around here, let alone also needing to gather/make models and animations and all that.

I've been thinking a lot about this topic recently, specifically about retiring Essentials and moving on to something better (a truly free engine with fewer limitations, better usability and so forth). Would this be a good move to make, do you think?
That would be cool, but Essentials shouldn't be abandoned also. I think they should both be worked on.
__________________
Reply With Quote
  #13    
Old January 4th, 2014, 12:53 AM
MKGirlism's Avatar
MKGirlism
3DS and Wii U Game Developer
 
Join Date: Feb 2013
Location: Netherlands
Age: 22
Gender: Female
Nature: Calm
Send a message via Skype™ to MKGirlism
Honestly, Java is a language I should definitely NOT use for Game Development.
Java might be cross-platform and easy to use, but it's very slow, compared to C++, and speed is very important to games.
But in the end, Java might still not work as cross-platform is it's advertised, I've seen Java Programmers making Apps that work for Windows, but they can't get those to work on Linux or OS X, and vice versa.

But Java still remains a good language for beginners.
__________________
~Yami
Reply With Quote
  #14    
Old January 4th, 2014, 06:26 AM
Worldslayer608's Avatar
Worldslayer608
ಥдಥ
Community Supporter
 
Join Date: Mar 2008
Location: San Diego
Age: 25
Gender: Male
Nature: Calm
Quote:
Originally Posted by Maruno View Post
It seems to me that the best kind of engine would be basically a clone of Essentials (i.e. a 2D engine) but with fewer limitations and more options. 3D is nice and all, but models are on a whole other level to sprites, and we all know how long it takes for anyone to make a 2D game around here, let alone also needing to gather/make models and animations and all that.
I know you and I have personally touched on this topic together a bit, and it came up again, fairly recently in fact.

I think we both agreed (or at least that was my takeaway) that the engine should be capable of supporting both 2D and 3D should a developer want to move into 3D space with it.

Personally, 3D modeling is a fun and interactive hobby to pick up and work with. I feel as if there was something like a kit supporting the use of 3D in the Pokemon FG community, you would get a lot of people open to exploring it.

I have actually grown pretty fond of the 3D/2D idea the more I have thought about it, and a basic mapping tileset is easy to create or gather, there are tons of free model resources out there.

Quote:
I've been thinking a lot about this topic recently, specifically about retiring Essentials and moving on to something better (a truly free engine with fewer limitations, better usability and so forth). Would this be a good move to make, do you think?
I think this is really going to boil down to what the starter kit offers. If it is simply a clone of Essentials in a different engine, I feel as if most people would ask why you would even bother if Essentials is working fine for the average user. Is there something else setting this apart from the Classic Essentials for the average user, other than the engine and language?

That Azure project that was going on is a good example of what I feel a new kit should offer... something new.

Quote:
Originally Posted by joeyhugg View Post
That would be cool, but Essentials shouldn't be abandoned also. I think they should both be worked on.
Other than the Project 6 (Gen 6 add-on) and The All Animations Project, isn't Maruno the only one actually actively working on Essentials? Retiring Essentials does not mean there would not be add-ons for it, just that the core itself would not really be updated any further. At least that is what I feel Maruno is saying when he talks about retiring it.

I stated this before in another thread, but Essentials to me is a not just an RMXP add on, it is an entire project regardless of the engine or language.
__________________


Pokemon Pillars of Destiny - Starters
To vanquish without peril is to triumph without glory...

Voted Best Game Designer 2011 on PC
Reply With Quote
  #15    
Old January 4th, 2014, 09:03 AM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
Quote:
Originally Posted by MKGirlism View Post
Honestly, Java is a language I should definitely NOT use for Game Development.
Java might be cross-platform and easy to use, but it's very slow, compared to C++, and speed is very important to games.
But in the end, Java might still not work as cross-platform is it's advertised, I've seen Java Programmers making Apps that work for Windows, but they can't get those to work on Linux or OS X, and vice versa.

But Java still remains a good language for beginners.
Speed is important, you're right. However, how resource-intensive would a Pokémon game be, really? Minecraft is in Java, and that's made up of many thousands of blocks in a 3D world plus many other objects and AI, and it's been extensively added to by mods while still being playable. Okay, it'll have better optimisation than a hypothetical Pokémon game engine will due to the calibre of programmers, but I don't think speed would be a problem here.

Quote:
Originally Posted by ЩѻƦḽᶑʂḽдƴƹƦ™ View Post
I think this is really going to boil down to what the starter kit offers. If it is simply a clone of Essentials in a different engine, I feel as if most people would ask why you would even bother if Essentials is working fine for the average user. Is there something else setting this apart from the Classic Essentials for the average user, other than the engine and language?

That Azure project that was going on is a good example of what I feel a new kit should offer... something new.
Unlimited autotiles/map layers, faster, more compatibility with other OSes, better support of gifs and audio files, etc. Being designed specifically to make Pokémon games rather than generic RPGs (e.g. almost all of RMXP's Database is unused in Essentials because it doesn't work how it needs to, thus PBS files). Free.

And if that's somehow not enough, then we can look at new features. Potential support for 3D. A more computer-based game design, including better screen resizing and mouse input (if you want). These are all possible much more easily in, say, Java than they are in a decade-old Ruby-based program.

Quote:
Originally Posted by ЩѻƦḽᶑʂḽдƴƹƦ™ View Post
Other than the Project 6 (Gen 6 add-on) and The All Animations Project, isn't Maruno the only one actually actively working on Essentials? Retiring Essentials does not mean there would not be add-ons for it, just that the core itself would not really be updated any further. At least that is what I feel Maruno is saying when he talks about retiring it.

I stated this before in another thread, but Essentials to me is a not just an RMXP add on, it is an entire project regardless of the engine or language.
Retiring Essentials wouldn't prevent anyone from using it. I also said in the same sentence: "moving on to something better". A spiritual successor to Essentials. It wouldn't be the end of making Pokémon games; it'd just mean that a new engine came out which I personally would support. I wouldn't want to work on that and Essentials at the same time, and given I am indeed the only person working on Essentials, that would effectively mean Essentials would be discontinued in favour of the new engine.

Of course, if someone else wanted to take over Essentials once I've moved on, they'd be welcome to do so.

My question was: would it be worth making a new engine to succeed Essentials?
__________________
Reply With Quote
  #16    
Old January 4th, 2014, 11:35 AM
FL's Avatar
FL
Pokémon Island Creator
 
Join Date: Sep 2010
Gender: Male
Quote:
Originally Posted by Maruno View Post
Speed is important, you're right. However, how resource-intensive would a Pokémon game be, really? Minecraft is in Java, and that's made up of many thousands of blocks in a 3D world plus many other objects and AI, and it's been extensively added to by mods while still being playable. Okay, it'll have better optimisation than a hypothetical Pokémon game engine will due to the calibre of programmers, but I don't think speed would be a problem here.


Unlimited autotiles/map layers, faster, more compatibility with other OSes, better support of gifs and audio files, etc. Being designed specifically to make Pokémon games rather than generic RPGs (e.g. almost all of RMXP's Database is unused in Essentials because it doesn't work how it needs to, thus PBS files). Free.

And if that's somehow not enough, then we can look at new features. Potential support for 3D. A more computer-based game design, including better screen resizing and mouse input (if you want). These are all possible much more easily in, say, Java than they are in a decade-old Ruby-based program.


Retiring Essentials wouldn't prevent anyone from using it. I also said in the same sentence: "moving on to something better". A spiritual successor to Essentials. It wouldn't be the end of making Pokémon games; it'd just mean that a new engine came out which I personally would support. I wouldn't want to work on that and Essentials at the same time, and given I am indeed the only person working on Essentials, that would effectively mean Essentials would be discontinued in favour of the new engine.

Of course, if someone else wanted to take over Essentials once I've moved on, they'd be welcome to do so.

My question was: would it be worth making a new engine to succeed Essentials?
I am totally against this.

We have advantages like the ones that you cited, but the biggest element is: The time that this engine will spend to have even half of thing that Essentials have. You need years and years for this engine have HALF of things that Essentials already have. We have to wait a huge time, and, even after this time maybe you get bored and give up too, ended with a engine that haven't even half of the features than Essentials have.

I always prefer to unite ours efforts than try separate engines. In my opinion the benefits really not worth it.

If you do this, I suggest the Mono platform. You code in C# (very similar language than Java) and can run at Windows, Linux, OS X, Android and IOS. Players will love to play the games in all of these OSs.

The Unity 3D engine uses Mono too, maybe you can make a plugin for it, the engine is very flexible and you can make plugin than really change the engine. The lastest Unity have 2D support good enough to work as a 2D engine.
__________________
Reply With Quote
  #17    
Old January 4th, 2014, 11:48 AM
MKGirlism's Avatar
MKGirlism
3DS and Wii U Game Developer
 
Join Date: Feb 2013
Location: Netherlands
Age: 22
Gender: Female
Nature: Calm
Send a message via Skype™ to MKGirlism
The Mono that comes with Unity3D is a modification of the original Mono, but what's different, I don't know.
You can even replace it by Visual Studio, if you like, and it'll still work with Unity, Plugin-less.
__________________
~Yami
Reply With Quote
  #18    
Old January 4th, 2014, 12:14 PM
Worldslayer608's Avatar
Worldslayer608
ಥдಥ
Community Supporter
 
Join Date: Mar 2008
Location: San Diego
Age: 25
Gender: Male
Nature: Calm
I am going to say that Unity is a bit more complex than most users would be able to handle. I am sure many members can just pick up unity and figure it out, but the majority most likely will not.

It is not the most basic of game making engines.
__________________


Pokemon Pillars of Destiny - Starters
To vanquish without peril is to triumph without glory...

Voted Best Game Designer 2011 on PC
Reply With Quote
  #19    
Old January 4th, 2014, 12:23 PM
MKGirlism's Avatar
MKGirlism
3DS and Wii U Game Developer
 
Join Date: Feb 2013
Location: Netherlands
Age: 22
Gender: Female
Nature: Calm
Send a message via Skype™ to MKGirlism
It's indeed not basic, but it doesn't automatically mean it's hard.
In fact, there are so many Unity3D users, you can easily find support from any corner.
__________________
~Yami
Reply With Quote
  #20    
Old January 4th, 2014, 01:12 PM
Gamer2020's Avatar
Gamer2020
This love is a sickness...
 
Join Date: Jun 2008
Location: Violet city!
Gender: Male
Nature: Bold
Send a message via AIM to Gamer2020 Send a message via Windows Live Messenger to Gamer2020 Send a message via Yahoo to Gamer2020 Send a message via Skype™ to Gamer2020
I'd really think 3D would be an awesome new way to go put I don't have much experience with 3D objects. I do however know that it is possible to rip the 3D Pokemon from the GC/Wii games so resources wouldn't be too much of a problem.

I also think C would be a good way to go as far as the programing language.
__________________
I find it amusing how people my steal ideas and then claim to be the first one to do something.

A present to people learning to make ROM hacking tools. - https://dl.dropboxusercontent.com/u/..._Functions.zip

If you want a successor to PGE then download this: http://www.pokecommunity.com/showthread.php?t=311461

If someone can create a Pokémon colosseum remake with graphics and scripting that are very appealing to my eyes I will help them with implementing actual shadow Pokémon.
Reply With Quote
  #21    
Old January 4th, 2014, 01:42 PM
FL's Avatar
FL
Pokémon Island Creator
 
Join Date: Sep 2010
Gender: Male
Quote:
Originally Posted by ЩѻƦḽᶑʂḽдƴƹƦ™ View Post
I am going to say that Unity is a bit more complex than most users would be able to handle. I am sure many members can just pick up unity and figure it out, but the majority most likely will not.

It is not the most basic of game making engines.
Unity alone isn't easy. But there some plugins that make some things like 2D tile mapping very easier and mask/simplifier other things, you can easily create a menu bar command than generates a new trainer with default values. I aren't sure, but with the certains plugins is possible to create an entire game (with object that works like "Events") only using these commands, without creating/modifying prefabs. Of corse, is easier that a new user mess with something if this user didn't read the instructions.

Quote:
Originally Posted by Gamer2020 View Post
I'd really think 3D would be an awesome new way to go put I don't have much experience with 3D objects. I do however know that it is possible to rip the 3D Pokemon from the GC/Wii games so resources wouldn't be too much of a problem.

I also think C would be a good way to go as far as the programing language.
In my opinion 3D should be only an add-on, basically this:

Quote:
Originally Posted by Maruno View Post
3D is nice and all, but models are on a whole other level to sprites, and we all know how long it takes for anyone to make a 2D game around here, let alone also needing to gather/make models and animations and all that.
__________________
Reply With Quote
  #22    
Old January 4th, 2014, 01:55 PM
Worldslayer608's Avatar
Worldslayer608
ಥдಥ
Community Supporter
 
Join Date: Mar 2008
Location: San Diego
Age: 25
Gender: Male
Nature: Calm
Quote:
Originally Posted by MKGirlism View Post
It's indeed not basic, but it doesn't automatically mean it's hard.
In fact, there are so many Unity3D users, you can easily find support from any corner.
Unity is a pretty open-ended engine out of the box. You will not find support on the Unity forums fir your fan-game project. While unity has amazing support, you generally need to provide focused context when asking for support.

I think you severely overestimate the competence of the kind of people that want to make a pokemon fan game. We has an issue recently, where a member did not even understand file structures, in fact Maruno has even had to contemplate putting the Pokemin Pack back into the actual main download for essentials. I don't mean to bash here, but the engine should probably take that into account and I am not entirely sure Unity is that engine if you are wanting something simple for simple people.

Quote:
Originally Posted by Gamer2020 View Post
I'd really think 3D would be an awesome new way to go put I don't have much experience with 3D objects. I do however know that it is possible to rip the 3D Pokemon from the GC/Wii games so resources wouldn't be too much of a problem.

I also think C would be a good way to go as far as the programing language.
The Pokemin models themselves are out there on the internet, it is mainly world building models you would need. And even those can just be pretty simplistic.

I think unless the engine is promoting a new kind of pokemon game base, 3D should cap at a more Black abd White like base. Something like the Azure project had going on.

Even 2D can just be revamped though, such as the sprites in my signature, would be nice to see in a new kit. Just to breathe new life into it.
__________________


Pokemon Pillars of Destiny - Starters
To vanquish without peril is to triumph without glory...

Voted Best Game Designer 2011 on PC
Reply With Quote
  #23    
Old January 4th, 2014, 02:01 PM
MKGirlism's Avatar
MKGirlism
3DS and Wii U Game Developer
 
Join Date: Feb 2013
Location: Netherlands
Age: 22
Gender: Female
Nature: Calm
Send a message via Skype™ to MKGirlism
Quote:
Originally Posted by ЩѻƦḽᶑʂḽдƴƹƦ™ View Post
Unity is a pretty open-ended engine out of the box. You will not find support on the Unity forums fir your fan-game project. While unity has amazing support, you generally need to provide focused context when asking for support.

I think you severely overestimate the competence of the kind of people that want to make a pokemon fan game. We has an issue recently, where a member did not even understand file structures, in fact Maruno has even had to contemplate putting the Pokemin Pack back into the actual main download for essentials. I don't mean to bash here, but the engine should probably take that into account and I am not entirely sure Unity is that engine if you are wanting something simple for simple people.
Wut?
Unity Scripting really gets on the same principles, like any other form of Game Programming.
Actually, only people new to Programming think you need to be as specific as possible, if it was, then everyone should be dependent on one single person, which knows every single thing on this Planet.......and that person doesn't even exist.

Also, is "Pokemin" a combination of Pokémon and Pikmin?
__________________
~Yami
Reply With Quote
  #24    
Old January 4th, 2014, 02:19 PM
Worldslayer608's Avatar
Worldslayer608
ಥдಥ
Community Supporter
 
Join Date: Mar 2008
Location: San Diego
Age: 25
Gender: Male
Nature: Calm
I have been in Unity working on an indie title and just getting used to the interface, and I assure you, the majority of users here would be giving up as soon as they open Unity. It is more than just the programming side of things that make it daunting for the kind of people that want to make a pokemon fan game.

A spelling error, I am on my phone in between meetings and appointments, bear with me for now.
__________________


Pokemon Pillars of Destiny - Starters
To vanquish without peril is to triumph without glory...

Voted Best Game Designer 2011 on PC
Reply With Quote
  #25    
Old January 4th, 2014, 02:28 PM
MKGirlism's Avatar
MKGirlism
3DS and Wii U Game Developer
 
Join Date: Feb 2013
Location: Netherlands
Age: 22
Gender: Female
Nature: Calm
Send a message via Skype™ to MKGirlism
Then in this case, okay, I get your point now.
The Editor indeed isn't something you should understand at initial boot, but I really can't figure out how Game Maker works.
I know Unity3D isn't pure Programming, but it does take care of 3D Collisions for you, which is great, because it takes away so much worries from you.
__________________
~Yami
Reply With Quote
Reply
Quick Reply

Sponsored Links
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Minimum Characters Per Post: 25



All times are UTC -8. The time now is 12:55 AM.


Style by Nymphadora, artwork by Sa-Dui.
Like our Facebook Page Follow us on Twitter © 2002 - 2014 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2014 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.