Recent content by GOLDstandard

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    Graphics: Sugimori Palettes: The DS-style 64x64 Pokémon Sprite Resource

    *weeps of happiness* Nice work! Very close to finishing gen 4 as well.
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    Graphics: Sugimori Palettes: The DS-style 64x64 Pokémon Sprite Resource

    With these frames added, you're about ~50 frames away from finishing both gen III and gen IV! Pretty even at ~25 of each gen left! You've got this!!!
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    Development: New Battle System

    Why wouldn't Deoxys and Castform be necessary? Also, I know that Unown have default indices in the game, but that doesn't mean that we have to structure this engine in the same way. IMO it makes more sense to keep all forms that are not a change in Pokedex number to be in the forms/megas section.
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    Development: New Battle System

    An oversight on my part, will edit now. Thanks for noticing. I did have some questions for FBI though. As far as graphics go, I take it we're going to use 64x64 sprites correct? In terms of other sprites like sprites for items, are we going to keep sizing consistent with cannon firered (24x24...
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    Development: New Battle System

    I tried to post this on Github a while ago but I see that it's not changed so maybe I didn't post it correctly. So here are all the forms and megas with the POKE_ prefix I used certain forms as standard:
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    Development: New Battle System

    I have never used github before so... What does that even mean? All I tried to do was submit an edit to the repo online. Is that what a fork is? Also, what is a PR? hahaha, sorry for the questions Edit: added megas
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    Development: New Battle System

    I modified the pokemon.h file with the forms added, and I intend to do the megas soon after :)
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    Development: New Battle System

    Hey, I'm impressed with how much work has been done. I don't know C but I do code and the damage calc looks honestly amazing. I'm curious how this engine will work in terms of emulating the game? Does this engine function as an emulator? Or will we still use VBA? Edit: On lines 290-310...
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    Graphics: Gen VI: DS-Style 64x64 Pokemon Sprite Resource

    I see very little (actually, no difference at all) in comparing the two sprites side by side and even pasting over and un-pasting to really try and see a difference. The pallet choice, which looks fine to me, was likely done as the Sugimori art portrayed Mega-Houndoom because Mr. ds uses that...
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    Graphics: Sugimori Palettes: The DS-style 64x64 Pokémon Sprite Resource

    I tried to make a second frame for Regigigas based off the Platinum second frame and using the colors you picked for the single frame. Hope you can use it :) Edit: Darmanitan to complete Sky High's Darumaka. The right arm is raised and the flames are shorter and differently shaped. Based off...
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    Graphics: Gen VI: DS-Style 64x64 Pokemon Sprite Resource

    I know that this is more work, but it might be fun to keep a Completed sprites sheet with all the megas to track your progress like you did with gen 6. It is definitely not necessary, but I know that when I work on a project, I like to see the whole culmination of my work in one place. It makes...
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    Graphics: Gen VI: DS-Style 64x64 Pokemon Sprite Resource

    I am absolutely obsessed with the Yveltal sprite but I feel like the shading on the xerneas body and head could be improved with some QC down the line. The sprite looks flat with the shading around the neck and head but that might just be do to the 16 color limitation. Good luck with hoopa...
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    Quick Questions & Answers / "Where do I post this?"

    I have a quick question: how do I change my username without creating a new account? Thank you! :)
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    Graphics: Gen VI: DS-Style 64x64 Pokemon Sprite Resource

    SO CLOSE!!! YOU'RE SO CLOSE TO FINSIHING GEN 6!!!! YOU'VE GOT THIS I apologize if you've answered this before, but are you doing hoopa-unbound? It would probably be the same level of difficulty as M-Rayquaza :/
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    Code: Ability Resource Thread

    So I have been trying to learn ASM to help out in this thread, and I've been trying to implement the ability Frisk. I think my code is okay so far but I have gotten to the point where I need to store the opponent's held item name as text and the name is 14 bytes long. How can I store this text...
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