View Full Version : The future of game making

April 11th, 2007, 12:53 PM
What do you guys think will happen in the future of game making after d/p comes out and people get the rom onto their computer or they start to study d/p in every way shape and form, and they make Pokemon games based on that? Do you think games in the near future will have d/p like graphics, and MAYBE if they come out with cheaper NDS chips, that you'll be able to play "Pokemon (insert cool Pokemon game name here)" on your ds? And maybe even be able to play via wifi? What do you think? As for me i think that in a little while if we all hop to it, that we will have Pokemon games, among others that will be able to be played via wifi, and in your ds. Wouldn't that be cool? Also are you planning on making a d/p style game in the future? Do you have any plans of how you might do this, and please explain why you feel you want to do this?

April 11th, 2007, 1:23 PM
That idea would be more suited to Rom hacking as it pretty much can be done. If you have a FlashMe cart for your Nintendo DS, you can load a patched hacked ROM onto it and play it. So Your idea would, should, and I guess will happen within the Rom hacking space.

In regards to Game Development, I'm not sure Diamond and Pearl will effect game developers that much at all. The graphics will get used.... thats a given. The graphics are already being used. Even I have started ripping from the DS rom of Diamond and used the menu style in my game.
Many I'm sure will do the same.

Just like Firered graphics got rid of ruby/sapphire graphics in this section, in time, Diamond and Pearl graphics will replace the firered/leafgreen ones. I see custom tiles being used alot more in the future. Custom "Advanced" tiles and custom "DS" tiles too.

Also, I think the Game Dev community itself wll set the tone. What I mean by that is, developers will be making more complex systems and new systems, which will drive everyone to do the same.
I don't mean steal the idea of somebody, but say "hey, that was a great Idea, I think I'll add that in my game."

And finally, I see another big massive community based project will happen within the next 6 months or so.

April 11th, 2007, 1:33 PM
So you think that d/p will effect game making greatly, but not to the extent that we may be playing our friend in Hong Kong via Pokemon (insert cool sounding pokemon game name here)?

April 11th, 2007, 3:10 PM
Online play in fan games has still a long way to come. I don't think you will be playing people from across the world for a good long time.
Oh and....
I kinda made a mistake in my first post.
I said, D/P won't effect game devs' much at all, I ment to say at the begining. As I said in that first post I made, it's only a matter of time before we start getting rid of the FR/LG look and feel to our games and usher in the D/P look and feel.

So to sum up, the impact of D/P won't be a bang as soon as the US games hit, it will be slow at the begining but it will climb up and up.

April 12th, 2007, 6:41 AM
As pointed out by Neo-Dragon, this would suit more the Rom-Hacking section, or maybe even the the Consoles section.

Also, there was a similar thread (http://www.pkmncommunity.com/showthread.php?t=80957) like this, where the points of visual appearance and gameplay of D/P roms were discussed. Personally, I don't think Online stuff like that is going to happen anytime soon (via WiFi). For that, you should consider some political and geographical matters...


April 12th, 2007, 6:54 AM
I think it would be like it is now, they would never get done

.-'Infernal Hylian'-.
April 12th, 2007, 11:33 AM
Lol XD i am with him ^^ I am just reading all i can on game making and all different code languages then when a really decent n64 rom hack tool or 3D game maker comes out i am going to make a cool zelda game XD, as for D/P i dont theink it will change pokemon dramatically, Expect 3d colleseum graphics on nintys next portable though 2D is starting to go out...

The Dash
April 12th, 2007, 12:07 PM
There are plenty of 3d game makers, you just need to know where to look.. Most of them aren't very dynamic though.

.-'Infernal Hylian'-.
April 12th, 2007, 12:18 PM
Precisely i often wonder ow all the major companys make their games... My father told me that they use their own programmes...

The Dash
April 12th, 2007, 3:32 PM
Yes they do.. Unless it's a 3d game in which case most of the graphics are made in a program such as 3d Studio Max.

April 12th, 2007, 4:05 PM
errrr... I think Mass fangames on DS are a little farther away. I'm sure, however that people will eithr a.)use the d/p graphics in fangames, or b.) use the R/S/E graphics with Mode 07 which would give you the same effect.

April 12th, 2007, 4:17 PM
Mode 07 what's that? I've never herd of such a thing. Explain it in detail please.

April 12th, 2007, 4:33 PM
ok, Mode 07 is a display system that tilts the "camera" in a 2d game in a way that the buildings and such remain in the same orientation, but the ground moves. this results in the 2d/3d look of d/p where the 2d buildings don't lie flat against the also 2d ground. make sense?

April 12th, 2007, 4:35 PM
The term Mode 7 originated on the Super NES video game console, on which it describes a simple texture mapping graphics mode that allows a background layer to be rotated and scaled. By modifying the scaling and positioning of the layer on a scanline-by-scanline basis a simple perspective effect can be applied, transforming the layer into a 2D horizontal texture-mapped plane that trades height for depth.
Screenshot of a basic GBA demo using this graphical effect
Screenshot of a basic GBA demo using this graphical effect

Mode 7-style rendering is generally used on systems with strong 2D capabilities but no dedicated 3D support. Classic Mode 7 games include the Super NES titles Secret of Mana, F-Zero and Super Mario Kart. The effect was later revisited in Game Boy Advance incarnations of F-Zero, Super Mario Kart and Driver.

The Super NES console has eight modes, numbered from 0 to 7, for displaying background layers, the last one having a single background layer that can be scaled and rotated. The Game Boy Advance version has scaling and rotation for traditional tiled backgrounds in its modes 1 and 2 and scaling and rotation for bitmaps in modes 3 through 5 (used less often because of technical limitations). On each machine supporting this effect, it is possible to change the scaling/rotation values during the horizontal blanking period of each scanline in order to draw a flat plane in a perspective projection; this became thought of as the characteristic "Mode 7" effect. More complex effects such as fuzz are possible by using other equations for the position, scaling, and rotation of each line. This graphical method was not only suited to racing games, it was also (and still is on GBA) used extensively for the overworld sections of roleplaying games such as Square Co., Ltd.'s popular 1994 hit Final Fantasy VI. The effect enabled developers to create the impression of sprawling worlds that continued forever in the distance. Mode 7 was also heavily used in other Square Co., Ltd. RPGs for magical spells.

On the Super NES, a variation of Mode 7 allows pixels of the background layer to be in front of sprites. Examples are Contra III: The Alien Wars (stage 2) and Tiny Toon Adventures (intro screen). The GBA can make the same effect by using mode 2, which provides two "Mode 7" layers, and putting the sprites between the layers.

Many PC games, most notably Wacky Wheels, have a Mode 7 effect made by a completely software-based method. In addition, there is a Mode 7 extension for the software authoring program Multimedia Fusion which allows creators to make semi-3D games.

During the days of the Super NES, Mode 7 was one of Nintendo's favorite selling points (Nintendo Power, SNES Player's Guide). For example, when the game Teenage Mutant Ninja Turtles: Turtles in Time was ported from the arcade to the SNES, a level was changed from side-scrolling to Mode 7.
Taken from wikipedia, since I'm not allowed to post links without having 15 posts yet.

April 12th, 2007, 5:03 PM
Demon fires explanation was much easier to understand, but thanks Legacy. So if these things are both the same then why why haven't we seen a 3d-ish pokemon game out yet? We've had these games for like 5 years now.

April 12th, 2007, 5:10 PM
Well, you did ask for it to be explained in detail. That's what you got.

April 12th, 2007, 5:13 PM
I know, but that was very complicated. >.< I wanted something that would tell me what it is simply, but also in detail. But i still like your explanation too Legacy. =}

April 12th, 2007, 5:14 PM
Heh, it's not -my- explanation. I snagged it from Wikipedia, like I said, but I'm not able to post direct links yet.

April 13th, 2007, 12:48 AM
I remember seeing and trying out a Mode 7 script for RPG MAKER XP. It was really buggy. Buildings would mess up once they got into that background and trees would disappear. You can find the script just by typing it into google if you want to try it.

April 13th, 2007, 10:11 AM
Mode 7 seems to work like Google Earth's ability to change the angle of the map. Am I right?


April 13th, 2007, 12:07 PM
Yeah sort of, ever played Zelda Link To The Past for SNES/GBA? If so its pretty much the system that displays the world map as I recall. The RMXP Mode 7 script just lets you set the angle that the map is viewed at although it is buggy as Neo-Dragon said.

April 13th, 2007, 8:02 PM
The Only Mode-07 script I've seen is on rpg-palace