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  1. Delta231
    September 14th, 2017 12:43 AM
    are u still working on this project?
  2. AlphaPro_25
    June 25th, 2017 2:47 AM
    I have installed PyQt5 and pillow using the commands and when I opened doesn't work. Please, help me.
  3. Anthroyd
    January 10th, 2017 3:26 PM
    Geez, sorry for the constant questions, but why are there only 10 palette slots to work with? The multichoice box displays the options 0x0 - 0xA, but it's missing the remaining six.
  4. Anthroyd
    January 10th, 2017 2:57 PM
    That was quick! And yeah being able to see the palette slot helps a ton with understanding what's going on. I was confused on how there were no miscolored OWs on the screen if you literally put every single OW in existence onto the map, since there are hundreds of OWs and only 16 slots. Turns out, all of the OWs share the same 16 palette IDs, making this possible. How... unstable, lol.

    Thanks for updating :)
  5. Anthroyd
    January 10th, 2017 9:52 AM
    Would you please let me know when it's released? Thanks for the info btw! :)
  6. Anthroyd
    January 10th, 2017 6:40 AM
    Ohh! So let me get this straight: OWs with different palettes cannot share the same slot, unless it's slot 0xA. We can't use 0x0 like that since the player is on screen most of the time, so it's basically a static slot also.

    So if we insert new OWs, they're all going to have to use slot 0xA since the others are already taken. That means we can't have more than one new OW on screen at any time. Right?

    My last question is how we are supposed to know which OWs have what slots. Like, when I insert a new OW into the table, I need to set its slot to 0xA, but I can't. Does it automatically get set to 0xA?
  7. Anthroyd
    January 9th, 2017 1:11 PM
    Yes, I think it should be added. If it's left out, wouldn't it be impossible to know if your OW sprites are being loaded under the same palette slot?

    Let's say I have two sprites on the screen. The first sprite is set to load to palette slot 0xA. The second sprite is set to load to palette slot 0xA, also. Because they are both trying to use slot 0xA at the same time, one of them will be miscolored since only one of them can use slot 0xA at any time. If we could edit which slot the sprites loaded to, we could avoid this problem simply by setting one of the sprites to slot 0x0 and one to 0xA, instead of both of them being set to 0xA. Is this right or am I missing something?
  8. Anthroyd
    January 9th, 2017 12:26 PM
    Long time no see, Kimonas.

    I'm working on that overworld sprite editing video I mentioned several months ago. I noticed that you rewrote OW Manager using Qt, so I decided to update before starting anything. I'm a little confused. I remember the old version allowing me to set both the palette ID for each OW and the palette slot for each OW. The program adds palette IDs as needed, but there are only 16 palette slots, 0x0 and 0xA being the only dynamic ones, which we talked about. I don't see the box for specifying a palette slot anymore, nor do I see any indication of it anywhere on the GUI. Where can I find which OW is using which palette slot?
  9. Phantom Phoenix
    December 17th, 2016 9:52 AM
    Phantom Phoenix
    1.2.1 also has sand footprints bug
  10. Phantom Phoenix
    December 17th, 2016 9:37 AM
    Phantom Phoenix
    haven't tried ur newly coded OWM yet.
    I have a question though. where Owm repoints ow table when first opened is pre specified or own searches for free space and repoints?
    Btw, I never mentioned a bug from v. 1.2.1
    when resizing ows if I put 0 in number of frames field all existing ow becomes buggy . So you should do something so that it don't take values less than 1.
  11. Phantom Phoenix
    December 16th, 2016 6:13 PM
    Phantom Phoenix
    hmm....I don't have pyqt5 or pillow. can u give me their link. .windows 7
  12. Phantom Phoenix
    November 19th, 2016 8:34 AM
    Phantom Phoenix
    hi Kimonas! How r u?
    I am getting sand footprints bug after using ur tool......
    When I walk in sand tile ( which has behavior byte set
    to 21 for footprints ) instead of showing walking sand footprints animation it shows animation of raiding a bycle in sand ..
  13. thedarkdragon11
    September 25th, 2016 4:47 PM
    Personally, I find them weird because some huge Pokémon are at 32x32, 64x64 also seems to be huge for a Pokémon OW...
  14. thedarkdragon11
    September 25th, 2016 9:12 AM
    By the way, do you have plans to make a 32x32 OWs of those Pokémon who has 64x64 OWs (Steelix, Lugia, Ho-oh, Wailord, Kyogre, Groudon, Rayquaza, Dialga, Palkia, Regigigas, Giratina, Arceus, Reshiram, Zekrom and Kyurem)?
  15. thedarkdragon11
    September 25th, 2016 9:06 AM
    Thanks! Well, last year, this site was hacked I think... And most of the attachments prior to that day were broken and that includes your attachment there...

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