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  1. CelticsPhan
    December 31st, 2016 11:48 PM
    Thanks for the reply, that helps me out. I'm still thinking about adding the EXP All to older games with Essentials.
  2. CelticsPhan
    November 22nd, 2016 8:37 PM
    Hey, I was wondering if you were able to get the Gen 6 EXP All working in Pokemon Essentials, since I'm also interested in putting it in the old games. It's not that hard, right?
  3. 塗 ゆり
    June 23rd, 2016 3:55 AM
    塗 ゆり
    Thanks :3
  4. 塗 ゆり
    June 22nd, 2016 1:50 AM
    塗 ゆり
    I hope you could do anything ^^
    (Otherwise ask for a tutorial I'll probably try to do something :p)

    Pokémon SDK is a French starter kit in development, currently there's no official download link because I want it to be correct for the official release so only project like Pokémon Forêt Eternelle and Pokémon Gemme has the actual Pokémon SDK. (link to the topic about SDK : )

    I don't know if PSDK (we call it like this or SDK) will be better thant Essentials since Essentials has a community (PSDK only have really great makers and me) but the things I can say is :
    - It'll have a 6th gen data base, probably the 7th gen database
    - It'll have native online battle and trade
    - It has a database editor (that'll be translated to english)
    - It has multilang support (english, german, french, japanese, italian, spanish).
    - It has functionnal script like Follow Me, berry system, 6th Gen daycare etc.

    And it'll evolve with the needs of the maker :p
    I'll probably post a subjet here when the thing will be available :p
  5. 塗 ゆり
    June 19th, 2016 4:31 AM
    塗 ゆり
    Hey :)

    It's not made in Pokémon Essentials but in Pokémon SDK ^^
    I don't know how to do this in Pokémon Essentials because I never really used this but I can explain how it works :
    Before animating the stuff, I load 8 sprites :
    - The moving background (the little square)
    - The 3 Halo (the wind particles)
    - The little light in the midle of the screen
    - The small battler sprite, the big battler sprite and the shadow of the big sprite.

    Once the sprite are loaded up there's a function I call every frame with a counter that do two things :
    - Draw the little black square on the screenshot of the map
    - Move the background, the halo and the light
    - Move the little sprite to the middle
    - Tell the battle script that the little sprite has been completly moved and the big sprite is shown (so the battle script can tell Trainer Y challenged you to a battle !)
    - Moving the big sprite outside the screen and lauching the balls of the trainer

    Once everything is done, a dispose function is called and the battle script do its work.

    Basically, I wrote an independant module that works when asked to and I added the right function call inside my battle script (that is clearly not like essentials ^^')

    The whole thing is in the angle of the sprite, the moving speed and some drawing to do ^^

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