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You're not referring to Pokemon Chromatic, are you? I'd pretty much gotten the open world mechanics how I wanted them and released a demo a couple years ago.
You don't need to do too much for balancing, really, unless you're going to feature multiplayer. Add a new type if it makes thematic sense, but consider your game experience. If it's good against a majority of your gym leaders/challenges/whatever, then consider making the type less available in...
Whoops - I'd only skimmed and seen your recommendation to check Kyledove's tiles, which were drawn with that 3/4ths view to resemble 4th generation Pokemon tiles. Using the rips from Gen 4/5 would definitely be the easiest option.
The real issue is that we're talking about two different sets of terminology - top-down in this case isn't referring to the 3/4ths view that a regular tileset has, but from an absolutely straight down perspective(like a geographical map). For a 3d model you'd want that rather than a tileset like...
Haha, no worries! Sorry to assume! Just keep an eye out for trig functions in your math classes; they're surprisingly useful in game dev! All you'd need for your purposes is to find the ratio of height to width then take the inverse tangent of that on a calculator. That'll give you the desired...
In for a penny, in for a pound - use whatever you want until the Powers that Be tell you to stop it. Just don't try and make any money on it(that includes ad revenue around your download link, a Patreon, or trying to break even!)
Camera Angle and Position
I've put a LOT of thought into this, not only for a Pokemon game but for any top-down RPG. The approach I used was one which should take you back to high school math classes. Basically, I started with how much "weight" I wanted each face of a building to have. If you...
Do Gen 2 if you can get the style consistently or are interested in pursuing any sort of future in making games - it does a great job teaching you to work with very strict limitations, and if you see a change in the style you want to make, you'll have to justify it to yourself before doing so...
Theoretically with each "popular" fangame's release(yeah, there isn't really a good yardstick, but I think in the end it boils down to "has a large following and could be difficult to distinguish from an actual product"), Nintendo has to, because if they didn't, a scenario like what you...
You want an honest opinion? If you're making a fangame, you're assuming all the risks. Making a fangame is like carving a name into the sand on the beach - it can fade quickly and be forgotten in an instant.
A lot of fans are upset by this notion, but realize that Nintendo HAS to take action -...
Biggest concern I'd have with that map is that you don't really have a good gauge of depth - In particular, the trees are taller than a single cliff face, but you've got a bridge going over them from a 1-high ledge.
Hey, as long as you understand what you're getting into :P
All due respect, I wish you luck.
That may be so, but also consider how few offline projects see completion. An online layer added on top of that will more likely than not mitigate your progress - unofficial online gaming will often...