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  #26    
Old June 1st, 2015 (6:20 AM).
LilaTraube's Avatar
LilaTraube LilaTraube is offline
     
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    Love u <3 Nice work :)
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      #27    
    Old June 1st, 2015 (1:19 PM).
    tymime's Avatar
    tymime tymime is offline
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      Very nice, though a bit rough around the edges still. Looking forward to improvements in the next update!
      One thing that stood out was how the text was rendered. It's not quite in the same positions as the original games, and it's also not monospaced... it was a little distracting, but maybe that's just me.
      I'd also suggest using the font from the TCG game for anything that needs to be narrower than usual- just to give it that authentic Gameboy look, y'know? http://fontstruct.com/fontstructions/show/729678
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        #28    
      Old June 15th, 2015 (2:55 PM). Edited June 15th, 2015 by Pia Carrot.
      Pia Carrot's Avatar
      Pia Carrot Pia Carrot is offline
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      Sukiyami worked out proper font and spacing when our team was working on Ancient Emerald. I'll refer him to this thread if he is willing to post it (assuming he remembers, that was like 3 years ago)

      EDIT: Replace your Game_Player with this if you would like camera alignment like the actual games;

      Spoiler:
      Code:
      #===============================================================================
      # ** Game_Player
      #-------------------------------------------------------------------------------
      #  This class handles the player. Its functions include event starting
      #  determinants and map scrolling. Refer to "$game_player" for the one
      #  instance of this class.
      #===============================================================================
      class Game_Player < Game_Character
        attr_accessor :bump_se
      
        def map
          @map=nil
          return $game_map
        end
      
        def initialize(*arg)
          super(*arg)
          @lastdir=0
          @lastdirframe=0
          @bump_se=0
        end
      
        def pbHasDependentEvents?
          return $PokemonGlobal.dependentEvents.length>0   
        end
      
        def move_down(turn_enabled = true)
          if turn_enabled
            turn_down
          end
          if passable?(@x, @y, 2)
            return if pbLedge(0,1)
            return if pbEndSurf(0,1)
            turn_down
            @y += 1
            $PokemonTemp.dependentEvents.pbMoveDependentEvents
            increase_steps
          else
            if !check_event_trigger_touch(@x, @y+1)
              if [email protected]_se || @bump_se<=0
                pbSEPlay("bump"); @bump_se=10
              end
            end
          end
        end
      
        def move_left(turn_enabled = true)
          if turn_enabled
            turn_left
          end
          if passable?(@x, @y, 4)
            return if pbLedge(-1,0)
            return if pbEndSurf(-1,0)
            turn_left
            @x -= 1
            $PokemonTemp.dependentEvents.pbMoveDependentEvents
            increase_steps
          else
            if !check_event_trigger_touch(@x-1, @y)
              if [email protected]_se || @bump_se<=0
                pbSEPlay("bump"); @bump_se=10
              end
            end
          end
        end
      
        def move_right(turn_enabled = true)
          if turn_enabled
            turn_right
          end
          if passable?(@x, @y, 6)
            return if pbLedge(1,0)
            return if pbEndSurf(1,0)
            turn_right
            @x += 1
            $PokemonTemp.dependentEvents.pbMoveDependentEvents
            increase_steps
          else
            if !check_event_trigger_touch(@x+1, @y)
              if [email protected]_se || @bump_se<=0
                pbSEPlay("bump"); @bump_se=10
              end
            end
          end
        end
      
        def move_up(turn_enabled = true)
          if turn_enabled
            turn_up
          end
          if passable?(@x, @y, 8)
            return if pbLedge(0,-1)
            return if pbEndSurf(0,-1)
            turn_up
            @y -= 1
            $PokemonTemp.dependentEvents.pbMoveDependentEvents
            increase_steps
          else
            if !check_event_trigger_touch(@x, @y-1)
              if [email protected]_se || @bump_se<=0
                pbSEPlay("bump"); @bump_se=10
              end
            end
          end
        end
      
        def pbTriggeredTrainerEvents(triggers,checkIfRunning=true)
          result = []
          # If event is running
          if checkIfRunning && $game_system.map_interpreter.running?
            return result
          end
          # All event loops
          for event in $game_map.events.values
            next if !event.name[/^Trainer\((\d+)\)$/]
            distance=$~[1].to_i
            # If event coordinates and triggers are consistent
            if pbEventCanReachPlayer?(event,self,distance) and triggers.include?(event.trigger)
                # If starting determinant is front event (other than jumping)
              if not event.jumping? and not event.over_trigger?
                result.push(event)
              end
            end
          end
          return result
        end
      
        def pbTriggeredCounterEvents(triggers,checkIfRunning=true)
          result = []
          # If event is running
          if checkIfRunning && $game_system.map_interpreter.running?
            return result
          end
          # All event loops
          for event in $game_map.events.values
            next if !event.name[/^Counter\((\d+)\)$/]
            distance=$~[1].to_i
            # If event coordinates and triggers are consistent
            if pbEventFacesPlayer?(event,self,distance) and triggers.include?(event.trigger)
                # If starting determinant is front event (other than jumping)
              if not event.jumping? and not event.over_trigger?
                result.push(event)
              end
            end
          end
          return result
        end
      
        def pbCheckEventTriggerAfterTurning
        end
      
        def pbCheckEventTriggerFromDistance(triggers)
          ret=pbTriggeredTrainerEvents(triggers)
          ret.concat(pbTriggeredCounterEvents(triggers))
          return false if ret.length==0
          for event in ret
            event.start
          end
          return true
        end
      
        def pbFacingEvent
          if $game_system.map_interpreter.running?
            return nil
          end
          new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
          new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
          for event in $game_map.events.values
            if event.x == new_x and event.y == new_y
              if not event.jumping? and not event.over_trigger?
                return event
              end
            end
          end
          if $game_map.counter?(new_x, new_y)
            new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
            new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
            for event in $game_map.events.values
              if event.x == new_x and event.y == new_y
                if not event.jumping? and not event.over_trigger?
                  return event
                end
              end
            end
          end
          return nil
        end
        #-----------------------------------------------------------------------------
        # * Passable Determinants
        #     x : x-coordinate
        #     y : y-coordinate
        #     d : direction (0,2,4,6,8)
        #         * 0 = Determines if all directions are impassable (for jumping)
        #-----------------------------------------------------------------------------
        def passable?(x, y, d)
          # Get new coordinates
          new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
          new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
          # If coordinates are outside of map
          unless $game_map.validLax?(new_x, new_y)
            # Impassable
            return false
          end
          if !$game_map.valid?(new_x, new_y)
            return false if !$MapFactory
            return $MapFactory.isPassableFromEdge?(new_x, new_y)
          end
          # If debug mode is ON and ctrl key was pressed
          if $DEBUG and Input.press?(Input::CTRL)
            # Passable
            return true
          end
          super
        end
        #-----------------------------------------------------------------------------
        # * Set Map Display Position to Center of Screen
        #-----------------------------------------------------------------------------
        def center(x, y)
          # X coordinate in the center of the screen
          center_x = (Graphics.width/2 - 16 - Game_Map::TILEWIDTH/2) * Game_Map::XSUBPIXEL 
          # Y coordinate in the center of the screen   
          center_y = (Graphics.height/2 - Game_Map::TILEHEIGHT/2) * Game_Map::YSUBPIXEL
          max_x = (self.map.width - Graphics.width*1.0/Game_Map::TILEWIDTH) * Game_Map.realResX
          max_y = (self.map.height - Graphics.height*1.0/Game_Map::TILEHEIGHT) * Game_Map.realResY
          dispx=x * Game_Map.realResX - center_x
          dispy=y * Game_Map.realResY - center_y
          self.map.display_x = dispx
          self.map.display_y = dispy
        end
        #-----------------------------------------------------------------------------
        # * Move to Designated Position
        #     x : x-coordinate
        #     y : y-coordinate
        #-----------------------------------------------------------------------------
        def moveto(x, y)
          super
          # Centering
          center(x, y)
          # Make encounter count
          make_encounter_count
        end
        #-----------------------------------------------------------------------------
        # * Get Encounter Count
        #-----------------------------------------------------------------------------
        def encounter_count
          return @encounter_count
        end
        #-----------------------------------------------------------------------------
        # * Make Encounter Count
        #-----------------------------------------------------------------------------
        def make_encounter_count
          # Image of two dice rolling
          if $game_map.map_id != 0
            n = $game_map.encounter_step
            @encounter_count = rand(n) + rand(n) + 1
          end
        end
        #-----------------------------------------------------------------------------
        # * Refresh
        #-----------------------------------------------------------------------------
        def refresh
          @opacity = 255
          @blend_type = 0
        end
        #-----------------------------------------------------------------------------
        # * Same Position Starting Determinant
        #-----------------------------------------------------------------------------
        def check_event_trigger_here(triggers)
          result = false
          # If event is running
          if $game_system.map_interpreter.running?
            return result
          end
          # All event loops
          for event in $game_map.events.values
            # If event coordinates and triggers are consistent
            if event.x == @x and event.y == @y and triggers.include?(event.trigger)
              # If starting determinant is same position event (other than jumping)
              if not event.jumping? and event.over_trigger?
                event.start
                result = true
              end
            end
          end
          return result
        end
        #-----------------------------------------------------------------------------
        # * Front Event Starting Determinant
        #-----------------------------------------------------------------------------
        def check_event_trigger_there(triggers)
          result = false
          # If event is running
          if $game_system.map_interpreter.running?
            return result
          end
          # Calculate front event coordinates
          new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
          new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
          # All event loops
          for event in $game_map.events.values
            # If event coordinates and triggers are consistent
            if event.x == new_x and event.y == new_y and
               triggers.include?(event.trigger)
              # If starting determinant is front event (other than jumping)
              if not event.jumping? and (!event.over_trigger?)
                event.start
                result = true
              end
            end
          end
          # If fitting event is not found
          if result == false
            # If front tile is a counter
            if $game_map.counter?(new_x, new_y)
              # Calculate 1 tile inside coordinates
              new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
              new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
              # All event loops
              for event in $game_map.events.values
                # If event coordinates and triggers are consistent
                if event.x == new_x and event.y == new_y and
                   triggers.include?(event.trigger)
                  # If starting determinant is front event (other than jumping)
                  if not event.jumping? and (!event.over_trigger?)
                    event.start
                    result = true
                  end
                end
              end
            end
          end
          return result
        end
        #-----------------------------------------------------------------------------
        # * Touch Event Starting Determinant
        #-----------------------------------------------------------------------------
        def check_event_trigger_touch(x, y)
          result = false
          # If event is running
          if $game_system.map_interpreter.running?
            return result
          end
          # All event loops
          for event in $game_map.events.values
            if event.name[/^Trainer\((\d+)\)$/]
              distance=$~[1].to_i
              next if !pbEventCanReachPlayer?(event,self,distance)
            end
            if event.name[/^Counter\((\d+)\)$/]
              distance=$~[1].to_i
              next if !pbEventFacesPlayer?(event,self,distance)
            end
            # If event coordinates and triggers are consistent
            if event.x == x and event.y == y and [1,2].include?(event.trigger)
              # If starting determinant is front event (other than jumping)
              if not event.jumping? and not event.over_trigger?
                event.start
                result = true
              end
            end
          end
          return result
        end
        #-----------------------------------------------------------------------------
        # * Frame Update
        #-----------------------------------------------------------------------------
        def update
          # Remember whether or not moving in local variables
          last_moving = moving?
          # If moving, event running, move route forcing, and message window
          # display are all not occurring
          dir=Input.dir4
          unless moving? or $game_system.map_interpreter.running? or
                 @move_route_forcing or $game_temp.message_window_showing or
                 $PokemonTemp.miniupdate
            # Move player in the direction the directional button is being pressed
            if [email protected] && [email protected]>2
              case dir
                when 2
                  move_down
                when 4
                  move_left
                when 6
                  move_right
                when 8
                  move_up
              end
            elsif [email protected]
              case dir
                when 2
                  turn_down
                when 4
                  turn_left
                when 6
                  turn_right
                when 8
                  turn_up
              end
            end
          end
          $PokemonTemp.dependentEvents.updateDependentEvents
          if [email protected]
            @lastdirframe=Graphics.frame_count
          end
          @lastdir=dir
          # Remember coordinates in local variables
          last_real_x = @real_x
          last_real_y = @real_y
          super
          center_x = (Graphics.width/2 - 16 - Game_Map::TILEWIDTH/2) * 
                    Game_Map::XSUBPIXEL   # Center screen x-coordinate * 4
          center_y = (Graphics.height/2 - Game_Map::TILEHEIGHT/2) * 
                    Game_Map::YSUBPIXEL   # Center screen y-coordinate * 4
          # If character moves down and is positioned lower than the center
          # of the screen
          if @real_y > last_real_y and @real_y - $game_map.display_y > center_y
            # Scroll map down
            $game_map.scroll_down(@real_y - last_real_y)
          end
          # If character moves left and is positioned more left on-screen than
          # center
          if @real_x < last_real_x and @real_x - $game_map.display_x < center_x
            # Scroll map left
            $game_map.scroll_left(last_real_x - @real_x)
          end
          # If character moves right and is positioned more right on-screen than
          # center
          if @real_x > last_real_x and @real_x - $game_map.display_x > center_x
            # Scroll map right
            $game_map.scroll_right(@real_x - last_real_x)
          end
          # If character moves up and is positioned higher than the center
          # of the screen
          if @real_y < last_real_y and @real_y - $game_map.display_y < center_y
            # Scroll map up
            $game_map.scroll_up(last_real_y - @real_y)
          end
          # Count down the time between allowed bump sounds
          @bump_se-=1 if @bump_se && @bump_se>0
          # If not moving
          unless moving?
            # If player was moving last time
            if last_moving
              $PokemonTemp.dependentEvents.pbTurnDependentEvents
              result = pbCheckEventTriggerFromDistance([2])
              # Event determinant is via touch of same position event
              result |= check_event_trigger_here([1,2])
              # If event which started does not exist
              Kernel.pbOnStepTaken(result) # *Added function call
            end
            # If C button was pressed
            if Input.trigger?(Input::C) && !$PokemonTemp.miniupdate
              # Same position and front event determinant
              check_event_trigger_here([0])
              check_event_trigger_there([0,2]) # *Modified to prevent unnecessary triggers
            end
          end
        end
      end
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        #29    
      Old June 17th, 2015 (4:46 AM). Edited June 17th, 2015 by GiraKoth.
      GiraKoth's Avatar
      GiraKoth GiraKoth is offline
         
        Join Date: Nov 2014
        Location: France
        Nature: Quiet
        Posts: 28
        Wow, that's really awesome!

        Now, I have to admit that I don't know if I should move my project to this engine or keep using the one I actually have (Pokémon Script Project). Both have advantages and disadvantages : the need to translate everything in french for the first one (yeah, because if I can release the game in french and english it would be better) or to finish some scripts for the second one =x

        Anyway, just a question to finish : does the engine support 2*2 display? Or is it only 1*1?

        Edit : nevermind, the demo is indeed in 2*2.
        However, I've got an error on title screen :
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          #30    
        Old June 19th, 2015 (3:58 PM).
        Youspin's Avatar
        Youspin Youspin is offline
           
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          Gender: Male
          Posts: 9
          To resize the game graphics:
          Method 1:
          In a script, use 'pbSetResizeFactor (factor)' # Replace factor with a double value. Ex : 1.5 or 2.0
          This script should give you the result: size of graphics * factor = new graphics size.
          Method 2:
          Around the line 138 in SpriteResizer, replace '$ResizeFactor=1.0' with '$ResizeFactor=yourownvalue'

          I think that is important to be sure that you installed all the necessary fonts included in the game to correct your error
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            #31    
          Old June 20th, 2015 (6:09 AM).
          Pia Carrot's Avatar
          Pia Carrot Pia Carrot is offline
          Let's play a game...
           
          Join Date: Aug 2010
          Age: 22
          Gender: Male
          Nature: Adamant
          Posts: 795
          Another quick fix for you all. In battle, your Pokemon sprite and your status bar will bounce up and down a pixel, this is a thing in gen III but in Gen II this isn't how it works. Here's how to fix it:

          Code:
          Line 510 of PokeBattle_ActualScene
          
          Change @spriteYExtra=2 to @SpriteYExtra=0
          
          Delete the +2 on lines 845 and 847
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            #32    
          Old June 21st, 2015 (12:49 AM).
          GiraKoth's Avatar
          GiraKoth GiraKoth is offline
             
            Join Date: Nov 2014
            Location: France
            Nature: Quiet
            Posts: 28
            Quote:
            Originally Posted by Youspin View Post
            I think that is important to be sure that you installed all the necessary fonts included in the game to correct your error
            I reinstalled every fonts but still not working.
            Any ideas?
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              #33    
            Old June 21st, 2015 (12:19 PM). Edited June 21st, 2015 by COMBOY.
            COMBOY's Avatar
            COMBOY COMBOY is offline
            Pokémon Crimson & Navy
               
              Join Date: May 2011
              Location: Cybertron, Chile
              Age: 29
              Gender: Male
              Nature: Calm
              Posts: 81
              Quote:
              Originally Posted by Pia Carrot View Post
              Sukiyami worked out proper font and spacing when our team was working on Ancient Emerald. I'll refer him to this thread if he is willing to post it (assuming he remembers, that was like 3 years ago)

              EDIT: Replace your Game_Player with this if you would like camera alignment like the actual games;

              Spoiler:
              Code:
              #===============================================================================
              # ** Game_Player
              #-------------------------------------------------------------------------------
              #  This class handles the player. Its functions include event starting
              #  determinants and map scrolling. Refer to "$game_player" for the one
              #  instance of this class.
              #===============================================================================
              class Game_Player < Game_Character
                attr_accessor :bump_se
              
                def map
                  @map=nil
                  return $game_map
                end
              
                def initialize(*arg)
                  super(*arg)
                  @lastdir=0
                  @lastdirframe=0
                  @bump_se=0
                end
              
                def pbHasDependentEvents?
                  return $PokemonGlobal.dependentEvents.length>0   
                end
              
                def move_down(turn_enabled = true)
                  if turn_enabled
                    turn_down
                  end
                  if passable?(@x, @y, 2)
                    return if pbLedge(0,1)
                    return if pbEndSurf(0,1)
                    turn_down
                    @y += 1
                    $PokemonTemp.dependentEvents.pbMoveDependentEvents
                    increase_steps
                  else
                    if !check_event_trigger_touch(@x, @y+1)
                      if [email protected]_se || @bump_se<=0
                        pbSEPlay("bump"); @bump_se=10
                      end
                    end
                  end
                end
              
                def move_left(turn_enabled = true)
                  if turn_enabled
                    turn_left
                  end
                  if passable?(@x, @y, 4)
                    return if pbLedge(-1,0)
                    return if pbEndSurf(-1,0)
                    turn_left
                    @x -= 1
                    $PokemonTemp.dependentEvents.pbMoveDependentEvents
                    increase_steps
                  else
                    if !check_event_trigger_touch(@x-1, @y)
                      if [email protected]_se || @bump_se<=0
                        pbSEPlay("bump"); @bump_se=10
                      end
                    end
                  end
                end
              
                def move_right(turn_enabled = true)
                  if turn_enabled
                    turn_right
                  end
                  if passable?(@x, @y, 6)
                    return if pbLedge(1,0)
                    return if pbEndSurf(1,0)
                    turn_right
                    @x += 1
                    $PokemonTemp.dependentEvents.pbMoveDependentEvents
                    increase_steps
                  else
                    if !check_event_trigger_touch(@x+1, @y)
                      if [email protected]_se || @bump_se<=0
                        pbSEPlay("bump"); @bump_se=10
                      end
                    end
                  end
                end
              
                def move_up(turn_enabled = true)
                  if turn_enabled
                    turn_up
                  end
                  if passable?(@x, @y, 8)
                    return if pbLedge(0,-1)
                    return if pbEndSurf(0,-1)
                    turn_up
                    @y -= 1
                    $PokemonTemp.dependentEvents.pbMoveDependentEvents
                    increase_steps
                  else
                    if !check_event_trigger_touch(@x, @y-1)
                      if [email protected]_se || @bump_se<=0
                        pbSEPlay("bump"); @bump_se=10
                      end
                    end
                  end
                end
              
                def pbTriggeredTrainerEvents(triggers,checkIfRunning=true)
                  result = []
                  # If event is running
                  if checkIfRunning && $game_system.map_interpreter.running?
                    return result
                  end
                  # All event loops
                  for event in $game_map.events.values
                    next if !event.name[/^Trainer\((\d+)\)$/]
                    distance=$~[1].to_i
                    # If event coordinates and triggers are consistent
                    if pbEventCanReachPlayer?(event,self,distance) and triggers.include?(event.trigger)
                        # If starting determinant is front event (other than jumping)
                      if not event.jumping? and not event.over_trigger?
                        result.push(event)
                      end
                    end
                  end
                  return result
                end
              
                def pbTriggeredCounterEvents(triggers,checkIfRunning=true)
                  result = []
                  # If event is running
                  if checkIfRunning && $game_system.map_interpreter.running?
                    return result
                  end
                  # All event loops
                  for event in $game_map.events.values
                    next if !event.name[/^Counter\((\d+)\)$/]
                    distance=$~[1].to_i
                    # If event coordinates and triggers are consistent
                    if pbEventFacesPlayer?(event,self,distance) and triggers.include?(event.trigger)
                        # If starting determinant is front event (other than jumping)
                      if not event.jumping? and not event.over_trigger?
                        result.push(event)
                      end
                    end
                  end
                  return result
                end
              
                def pbCheckEventTriggerAfterTurning
                end
              
                def pbCheckEventTriggerFromDistance(triggers)
                  ret=pbTriggeredTrainerEvents(triggers)
                  ret.concat(pbTriggeredCounterEvents(triggers))
                  return false if ret.length==0
                  for event in ret
                    event.start
                  end
                  return true
                end
              
                def pbFacingEvent
                  if $game_system.map_interpreter.running?
                    return nil
                  end
                  new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
                  new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
                  for event in $game_map.events.values
                    if event.x == new_x and event.y == new_y
                      if not event.jumping? and not event.over_trigger?
                        return event
                      end
                    end
                  end
                  if $game_map.counter?(new_x, new_y)
                    new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
                    new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
                    for event in $game_map.events.values
                      if event.x == new_x and event.y == new_y
                        if not event.jumping? and not event.over_trigger?
                          return event
                        end
                      end
                    end
                  end
                  return nil
                end
                #-----------------------------------------------------------------------------
                # * Passable Determinants
                #     x : x-coordinate
                #     y : y-coordinate
                #     d : direction (0,2,4,6,8)
                #         * 0 = Determines if all directions are impassable (for jumping)
                #-----------------------------------------------------------------------------
                def passable?(x, y, d)
                  # Get new coordinates
                  new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
                  new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
                  # If coordinates are outside of map
                  unless $game_map.validLax?(new_x, new_y)
                    # Impassable
                    return false
                  end
                  if !$game_map.valid?(new_x, new_y)
                    return false if !$MapFactory
                    return $MapFactory.isPassableFromEdge?(new_x, new_y)
                  end
                  # If debug mode is ON and ctrl key was pressed
                  if $DEBUG and Input.press?(Input::CTRL)
                    # Passable
                    return true
                  end
                  super
                end
                #-----------------------------------------------------------------------------
                # * Set Map Display Position to Center of Screen
                #-----------------------------------------------------------------------------
                def center(x, y)
                  # X coordinate in the center of the screen
                  center_x = (Graphics.width/2 - 16 - Game_Map::TILEWIDTH/2) * Game_Map::XSUBPIXEL 
                  # Y coordinate in the center of the screen   
                  center_y = (Graphics.height/2 - Game_Map::TILEHEIGHT/2) * Game_Map::YSUBPIXEL
                  max_x = (self.map.width - Graphics.width*1.0/Game_Map::TILEWIDTH) * Game_Map.realResX
                  max_y = (self.map.height - Graphics.height*1.0/Game_Map::TILEHEIGHT) * Game_Map.realResY
                  dispx=x * Game_Map.realResX - center_x
                  dispy=y * Game_Map.realResY - center_y
                  self.map.display_x = dispx
                  self.map.display_y = dispy
                end
                #-----------------------------------------------------------------------------
                # * Move to Designated Position
                #     x : x-coordinate
                #     y : y-coordinate
                #-----------------------------------------------------------------------------
                def moveto(x, y)
                  super
                  # Centering
                  center(x, y)
                  # Make encounter count
                  make_encounter_count
                end
                #-----------------------------------------------------------------------------
                # * Get Encounter Count
                #-----------------------------------------------------------------------------
                def encounter_count
                  return @encounter_count
                end
                #-----------------------------------------------------------------------------
                # * Make Encounter Count
                #-----------------------------------------------------------------------------
                def make_encounter_count
                  # Image of two dice rolling
                  if $game_map.map_id != 0
                    n = $game_map.encounter_step
                    @encounter_count = rand(n) + rand(n) + 1
                  end
                end
                #-----------------------------------------------------------------------------
                # * Refresh
                #-----------------------------------------------------------------------------
                def refresh
                  @opacity = 255
                  @blend_type = 0
                end
                #-----------------------------------------------------------------------------
                # * Same Position Starting Determinant
                #-----------------------------------------------------------------------------
                def check_event_trigger_here(triggers)
                  result = false
                  # If event is running
                  if $game_system.map_interpreter.running?
                    return result
                  end
                  # All event loops
                  for event in $game_map.events.values
                    # If event coordinates and triggers are consistent
                    if event.x == @x and event.y == @y and triggers.include?(event.trigger)
                      # If starting determinant is same position event (other than jumping)
                      if not event.jumping? and event.over_trigger?
                        event.start
                        result = true
                      end
                    end
                  end
                  return result
                end
                #-----------------------------------------------------------------------------
                # * Front Event Starting Determinant
                #-----------------------------------------------------------------------------
                def check_event_trigger_there(triggers)
                  result = false
                  # If event is running
                  if $game_system.map_interpreter.running?
                    return result
                  end
                  # Calculate front event coordinates
                  new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
                  new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
                  # All event loops
                  for event in $game_map.events.values
                    # If event coordinates and triggers are consistent
                    if event.x == new_x and event.y == new_y and
                       triggers.include?(event.trigger)
                      # If starting determinant is front event (other than jumping)
                      if not event.jumping? and (!event.over_trigger?)
                        event.start
                        result = true
                      end
                    end
                  end
                  # If fitting event is not found
                  if result == false
                    # If front tile is a counter
                    if $game_map.counter?(new_x, new_y)
                      # Calculate 1 tile inside coordinates
                      new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
                      new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
                      # All event loops
                      for event in $game_map.events.values
                        # If event coordinates and triggers are consistent
                        if event.x == new_x and event.y == new_y and
                           triggers.include?(event.trigger)
                          # If starting determinant is front event (other than jumping)
                          if not event.jumping? and (!event.over_trigger?)
                            event.start
                            result = true
                          end
                        end
                      end
                    end
                  end
                  return result
                end
                #-----------------------------------------------------------------------------
                # * Touch Event Starting Determinant
                #-----------------------------------------------------------------------------
                def check_event_trigger_touch(x, y)
                  result = false
                  # If event is running
                  if $game_system.map_interpreter.running?
                    return result
                  end
                  # All event loops
                  for event in $game_map.events.values
                    if event.name[/^Trainer\((\d+)\)$/]
                      distance=$~[1].to_i
                      next if !pbEventCanReachPlayer?(event,self,distance)
                    end
                    if event.name[/^Counter\((\d+)\)$/]
                      distance=$~[1].to_i
                      next if !pbEventFacesPlayer?(event,self,distance)
                    end
                    # If event coordinates and triggers are consistent
                    if event.x == x and event.y == y and [1,2].include?(event.trigger)
                      # If starting determinant is front event (other than jumping)
                      if not event.jumping? and not event.over_trigger?
                        event.start
                        result = true
                      end
                    end
                  end
                  return result
                end
                #-----------------------------------------------------------------------------
                # * Frame Update
                #-----------------------------------------------------------------------------
                def update
                  # Remember whether or not moving in local variables
                  last_moving = moving?
                  # If moving, event running, move route forcing, and message window
                  # display are all not occurring
                  dir=Input.dir4
                  unless moving? or $game_system.map_interpreter.running? or
                         @move_route_forcing or $game_temp.message_window_showing or
                         $PokemonTemp.miniupdate
                    # Move player in the direction the directional button is being pressed
                    if [email protected] && [email protected]>2
                      case dir
                        when 2
                          move_down
                        when 4
                          move_left
                        when 6
                          move_right
                        when 8
                          move_up
                      end
                    elsif [email protected]
                      case dir
                        when 2
                          turn_down
                        when 4
                          turn_left
                        when 6
                          turn_right
                        when 8
                          turn_up
                      end
                    end
                  end
                  $PokemonTemp.dependentEvents.updateDependentEvents
                  if [email protected]
                    @lastdirframe=Graphics.frame_count
                  end
                  @lastdir=dir
                  # Remember coordinates in local variables
                  last_real_x = @real_x
                  last_real_y = @real_y
                  super
                  center_x = (Graphics.width/2 - 16 - Game_Map::TILEWIDTH/2) * 
                            Game_Map::XSUBPIXEL   # Center screen x-coordinate * 4
                  center_y = (Graphics.height/2 - Game_Map::TILEHEIGHT/2) * 
                            Game_Map::YSUBPIXEL   # Center screen y-coordinate * 4
                  # If character moves down and is positioned lower than the center
                  # of the screen
                  if @real_y > last_real_y and @real_y - $game_map.display_y > center_y
                    # Scroll map down
                    $game_map.scroll_down(@real_y - last_real_y)
                  end
                  # If character moves left and is positioned more left on-screen than
                  # center
                  if @real_x < last_real_x and @real_x - $game_map.display_x < center_x
                    # Scroll map left
                    $game_map.scroll_left(last_real_x - @real_x)
                  end
                  # If character moves right and is positioned more right on-screen than
                  # center
                  if @real_x > last_real_x and @real_x - $game_map.display_x > center_x
                    # Scroll map right
                    $game_map.scroll_right(@real_x - last_real_x)
                  end
                  # If character moves up and is positioned higher than the center
                  # of the screen
                  if @real_y < last_real_y and @real_y - $game_map.display_y < center_y
                    # Scroll map up
                    $game_map.scroll_up(last_real_y - @real_y)
                  end
                  # Count down the time between allowed bump sounds
                  @bump_se-=1 if @bump_se && @bump_se>0
                  # If not moving
                  unless moving?
                    # If player was moving last time
                    if last_moving
                      $PokemonTemp.dependentEvents.pbTurnDependentEvents
                      result = pbCheckEventTriggerFromDistance([2])
                      # Event determinant is via touch of same position event
                      result |= check_event_trigger_here([1,2])
                      # If event which started does not exist
                      Kernel.pbOnStepTaken(result) # *Added function call
                    end
                    # If C button was pressed
                    if Input.trigger?(Input::C) && !$PokemonTemp.miniupdate
                      # Same position and front event determinant
                      check_event_trigger_here([0])
                      check_event_trigger_there([0,2]) # *Modified to prevent unnecessary triggers
                    end
                  end
                end
              end
              Quote:
              Originally Posted by Pia Carrot View Post
              Another quick fix for you all. In battle, your Pokemon sprite and your status bar will bounce up and down a pixel, this is a thing in gen III but in Gen II this isn't how it works. Here's how to fix it:

              Code:
              Line 510 of PokeBattle_ActualScene
              
              Change @spriteYExtra=2 to @SpriteYExtra=0
              
              Delete the +2 on lines 845 and 847
              I can't thank you enough for your help, Pia Carrot! Let me tell you that your "Gold Engine" was one of the inspirations to create Essentials GS, and that camera alignment along with the "stop bouncing graphics in battle" feature were the elements I was trying to figure out how to edit for a long time!

              And about the GB font, I chose "Pokémon-Red" from Fonstruction for two facts:
              - It has vowel Spanish accents (á, é, í, ó & ú) and the "Ñ" letter, along with male and female symbols interpreted with "{" and "}".
              - Almost all the message bars have open spaces in both sides, so long texts can't fit very well, and worse with the GB text proper spacing, but Pokémon-Red and its non-proper spacing can fit in that limited text space.

              But still, we won't let it to be like that, don't we? I hope we can put the proper spacing in the text font and expand the message bar space so they would look just like the Gen 1 and 2 messages, and don't forget the vowel accents and the Ñ letter, they're so important for Spanish orthography.

              ... And welcome to the staff, Pia Carrot! :)
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                #34    
              Old June 26th, 2015 (10:33 AM).
              mewlover22's Avatar
              mewlover22 mewlover22 is offline
              Pokemon Creator
                 
                Join Date: Oct 2008
                Location: South Carolina
                Gender: Male
                Nature: Quiet
                Posts: 326
                so this is just version 13 with modified scripts because it looks really cool going to try it out when i get home and see how it like it.
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                  #35    
                Old July 14th, 2015 (9:17 AM). Edited July 14th, 2015 by lolandbeer.
                lolandbeer lolandbeer is offline
                   
                  Join Date: Feb 2010
                  Gender: Male
                  Posts: 92
                  Will this ever support animated battlers? So we can use Crystal's front battlers. If someone were to code it, remember the animation isn't meant to loop and only display once, then go back to frame one and freeze.

                  Edit: Found an issue. PBS->tm->Swift is only learned by Pokémon up to Generation Four.


                  I am currently cropping all data (moves, pokemon) and their files (icons, sounds, sprites) to up to Celebi (251). If someone wants a copy for whatever reason, don't hesitate to tell me.
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                    #36    
                  Old September 6th, 2015 (9:17 AM).
                  Mantager's Avatar
                  Mantager Mantager is offline
                     
                    Join Date: Aug 2015
                    Gender: Male
                    Posts: 55
                    Hey there, I love this engine. However I was wondering if there was a way to get the old style of day and night tinting back.
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                      #37    
                    Old November 4th, 2015 (2:51 PM).
                    COMBOY's Avatar
                    COMBOY COMBOY is offline
                    Pokémon Crimson & Navy
                       
                      Join Date: May 2011
                      Location: Cybertron, Chile
                      Age: 29
                      Gender: Male
                      Nature: Calm
                      Posts: 81
                      UPDATE 11/04/2015: VERSION 1.1, NOW AVAILABLE!

                      New features:

                      - More coloured GSC berry trees
                      - Re-edited some Pokémon battle sprites
                      - Overworld camera alignment, now 100% GSC accurate (Thanks to PiaCarrot)
                      - Static battle sprites (They don't shake anymore like in the original Essentials) (Thanks to PiaCarrot)
                      - Updated underwater map.
                      - PokemonStorage's "weird-placed icons" bug when moving Pokémon, FIXED! (Thanks to kiedisticelixer)
                      __________________
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                        #38    
                      Old November 28th, 2015 (3:21 PM). Edited December 3rd, 2015 by TBM_Christopher.
                      TBM_Christopher's Avatar
                      TBM_Christopher TBM_Christopher is offline
                      Semi-pro Game Dev
                         
                        Join Date: Jan 2010
                        Location: Lincoln, NE
                        Age: 24
                        Gender: Male
                        Nature: Quiet
                        Posts: 449
                        Hello, I've been using Pokemon Essentials GS for my fangame project and appreciate the work that has been put into an Essentials kit which REALLY taps at my own nostalgia for the GSC days, and had a couple questions, both regarding version 1.1 and in general.

                        • For starters, I'm attempting to implement Mega Evolution in my game, and while it looks like all the requisite elements are present by default(except for the actual mega stone), when implementing the mega stone(let's just say Venusaurite), despite Mega Ring ownership being enabled and Venusaur holding the item with the proper internal ID of :VENUSAURITE, the interface element for Mega Evolution is still not present(though pressing Z will activate Mega Evolution if it's an option). Is there an additional step I must take to render the button?
                        • When you say that the overworld camera is 100% GSC accurate, do you mean that it only displays whole tiles and the player is slightly off-center? (And while I appreciate the attention to detail if that's the case, is there a toggle to re-center if I upgrade? )
                        • Is there a list of edited Pokemon battle sprites that have been edited?
                        • With my own project, I find myself creating several unique GSC-styled battle sprites that might prove useful for others' projects(such as the currently-canon mega evolutions, the ghost from Lavender Tower, the fossils from Pewter Museum, etc.). Provided you felt they were stylistically consistent, would you be interested in these for future versions of the kit?
                        __________________


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                          #39    
                        Old November 29th, 2015 (4:19 AM).
                        FL's Avatar
                        FL FL is offline
                        Pokémon Island Creator
                           
                          Join Date: Sep 2010
                          Gender: Male
                          Posts: 1,742
                          I finally tested out. This kit is too awesome! 649 pokémon with sprites (and backsprites) GSC style!

                          But I get an error when I try Safari Zone, as already reporter:

                          Code:
                          Exception: NoMethodError
                          Message: undefined method `isMega?' for #<PokeBattle_FakeBattler:0x9643eb8>
                          PokeBattle_ActualScene:748:in `refresh'
                          PokeBattle_ActualScene:651:in `initialize'
                          PokeBattle_ActualScene:1886:in `new'
                          PokeBattle_ActualScene:1886:in `pbStartBattle'
                          PokeBattle_SafariZone:101:in `pbStartBattle'
                          PokemonSafari:114:in `pbSafariBattle'
                          PokemonSafari:113:in `pbSceneStandby'
                          PokemonSafari:115:in `pbSafariBattle'
                          PokemonSafari:112:in `pbBattleAnimation'
                          PokemonSafari:112:in `pbSafariBattle'
                          If you wish, I can take a look.
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                            #40    
                          Old November 29th, 2015 (12:11 PM).
                          Rot8er_ConeX's Avatar
                          Rot8er_ConeX Rot8er_ConeX is offline
                             
                            Join Date: May 2015
                            Location: The Dissa Region
                            Gender: Male
                            Posts: 823
                            Quote:
                            Originally Posted by FL View Post
                            I finally tested out. This kit is too awesome! 649 pokémon with sprites (and backsprites) GSC style!

                            But I get an error when I try Safari Zone, as already reporter:

                            Code:
                            Exception: NoMethodError
                            Message: undefined method `isMega?' for #<PokeBattle_FakeBattler:0x9643eb8>
                            PokeBattle_ActualScene:748:in `refresh'
                            PokeBattle_ActualScene:651:in `initialize'
                            PokeBattle_ActualScene:1886:in `new'
                            PokeBattle_ActualScene:1886:in `pbStartBattle'
                            PokeBattle_SafariZone:101:in `pbStartBattle'
                            PokemonSafari:114:in `pbSafariBattle'
                            PokemonSafari:113:in `pbSceneStandby'
                            PokemonSafari:115:in `pbSafariBattle'
                            PokemonSafari:112:in `pbBattleAnimation'
                            PokemonSafari:112:in `pbSafariBattle'
                            If you wish, I can take a look.
                            Fairly certain that the fix for this is as simple as adding
                            Code:
                            def isMega?; return false; end
                            in the PokeBattle_SafariZone script section.
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                              #41    
                            Old December 14th, 2015 (1:07 PM).
                            TheShinyMew's Avatar
                            TheShinyMew TheShinyMew is offline
                            Ravioli ravioli, give me the formuoli.
                               
                              Join Date: May 2010
                              Location: Unknown
                              Age: 28
                              Gender: Female
                              Nature: Hardy
                              Posts: 110
                              Can I use the one of the creator's Azurill battler sprite to recolor and revamp?
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                                #42    
                              Old December 30th, 2015 (2:04 PM). Edited January 1st, 2016 by Pumone.
                              Pumone Pumone is offline
                                 
                                Join Date: Oct 2013
                                Gender: Female
                                Posts: 50
                                Hey, I think you should use these awesome sprites in your project!
                                http://www.pokecommunity.com/showthread.php?t=338470
                                http://axel-comics.deviantart.com/gallery/
                                http://gb-style-fakemon.deviantart.com/gallery/46451903/Devamps-Generation-6?set=46451903&offset=0

                                Credits:
                                Blue Emerald
                                Soloo993
                                Chamber
                                Lake
                                Neslug
                                Pikachu253
                                Ryta
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                                  #43    
                                Old January 7th, 2016 (8:28 AM).
                                COMBOY's Avatar
                                COMBOY COMBOY is offline
                                Pokémon Crimson & Navy
                                   
                                  Join Date: May 2011
                                  Location: Cybertron, Chile
                                  Age: 29
                                  Gender: Male
                                  Nature: Calm
                                  Posts: 81
                                  Quote:
                                  Originally Posted by TBM_Christopher View Post
                                  Hello, I've been using Pokemon Essentials GS for my fangame project and appreciate the work that has been put into an Essentials kit which REALLY taps at my own nostalgia for the GSC days, and had a couple questions, both regarding version 1.1 and in general.

                                  • For starters, I'm attempting to implement Mega Evolution in my game, and while it looks like all the requisite elements are present by default(except for the actual mega stone), when implementing the mega stone(let's just say Venusaurite), despite Mega Ring ownership being enabled and Venusaur holding the item with the proper internal ID of :VENUSAURITE, the interface element for Mega Evolution is still not present(though pressing Z will activate Mega Evolution if it's an option). Is there an additional step I must take to render the button?
                                  I remember there were looking for a solution to that little bug, because the original Essentials developers weren't interested in fixing that... Yeah, that sucks. :|

                                  Quote:
                                  Originally Posted by TBM_Christopher View Post
                                  • When you say that the overworld camera is 100% GSC accurate, do you mean that it only displays whole tiles and the player is slightly off-center? (And while I appreciate the attention to detail if that's the case, is there a toggle to re-center if I upgrade? )
                                  Yep! Pia Carrot helped with that detail of the camera alignment, but if you want to center the camera again, just replace the entire Game_Player script with the original one from Version 13 of Essentials.

                                  Quote:
                                  Originally Posted by TBM_Christopher View Post
                                  • Is there a list of edited Pokemon battle sprites that have been edited?
                                  I forgot to write that list, sorry. :P I'll write one as soon as possible.

                                  Quote:
                                  Originally Posted by TBM_Christopher View Post
                                  • With my own project, I find myself creating several unique GSC-styled battle sprites that might prove useful for others' projects(such as the currently-canon mega evolutions, the ghost from Lavender Tower, the fossils from Pewter Museum, etc.). Provided you felt they were stylistically consistent, would you be interested in these for future versions of the kit?
                                  Of course! any new contribution would be welcomed!

                                  Quote:
                                  Originally Posted by FL View Post
                                  I finally tested out. This kit is too awesome! 649 pokémon with sprites (and backsprites) GSC style!

                                  But I get an error when I try Safari Zone, as already reporter:

                                  Code:
                                  Exception: NoMethodError
                                  Message: undefined method `isMega?' for #<PokeBattle_FakeBattler:0x9643eb8>
                                  PokeBattle_ActualScene:748:in `refresh'
                                  PokeBattle_ActualScene:651:in `initialize'
                                  PokeBattle_ActualScene:1886:in `new'
                                  PokeBattle_ActualScene:1886:in `pbStartBattle'
                                  PokeBattle_SafariZone:101:in `pbStartBattle'
                                  PokemonSafari:114:in `pbSafariBattle'
                                  PokemonSafari:113:in `pbSceneStandby'
                                  PokemonSafari:115:in `pbSafariBattle'
                                  PokemonSafari:112:in `pbBattleAnimation'
                                  PokemonSafari:112:in `pbSafariBattle'
                                  If you wish, I can take a look.
                                  As I said before, any contributions are more than welcomed, specially from you FL! :)

                                  Quote:
                                  Originally Posted by TheShinyMew View Post
                                  Can I use the one of the creator's Azurill battler sprite to recolor and revamp?
                                  Yep, but give Neslug credit.

                                  Quote:
                                  Originally Posted by Pumone View Post
                                  Hey, I think you should use these awesome sprites in your project!
                                  http://www.pokecommunity.com/showthread.php?t=338470
                                  http://axel-comics.deviantart.com/gallery/
                                  http://gb-style-fakemon.deviantart.c...51903&offset=0

                                  Credits:
                                  Blue Emerald
                                  Soloo993
                                  Chamber
                                  Lake
                                  Neslug
                                  Pikachu253
                                  Ryta
                                  The mini sprites look great, maybe I could make a .zip with them to use as optional sprites for anyone, of course, the credits goes to their respective spriters.
                                  I could consider to use some of those battle sprites from Deviantart for next version, they look interesting.
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                                    #44    
                                  Old January 20th, 2016 (7:06 PM). Edited January 21st, 2016 by IceGod64.
                                  IceGod64's Avatar
                                  IceGod64 IceGod64 is offline
                                  In the Lost & Found bin!
                                     
                                    Join Date: Oct 2008
                                    Location: Castelia City
                                    Age: 30
                                    Gender: Male
                                    Nature: Naive
                                    Posts: 626
                                    This looks awesome, I really want to use it.

                                    Is there any chance of it getting updated to the v16.1 base?

                                    Edit: Also, useful tidbit: The Gameboy Color doesn't display 255,255,255 white. The highest is can go is 248,248,248. I've noticed a could of faint color discrepancies in this, and I'd imagine that's why.
                                    For this engine, the text and speech frames also don't need to be separate options.
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                                      #45    
                                    Old February 4th, 2016 (12:42 PM).
                                    kingkaiultraron's Avatar
                                    kingkaiultraron kingkaiultraron is offline
                                    kingkaiultraron
                                       
                                      Join Date: Feb 2016
                                      Gender: Male
                                      Posts: 52
                                      Loving this so far. I was planning on modifying the new essentials version to suit Gen 1.
                                      This is looking really good and I look forward to trying it out.
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                                        #46    
                                      Old March 14th, 2016 (5:48 PM).
                                      nullcakes's Avatar
                                      nullcakes nullcakes is offline
                                         
                                        Join Date: Feb 2013
                                        Location: California
                                        Gender: Male
                                        Posts: 35
                                        Personally I would like to thank you for this engine! I am using it currently on a new project of mine.
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                                          #47    
                                        Old April 2nd, 2016 (7:45 PM).
                                        COMBOY's Avatar
                                        COMBOY COMBOY is offline
                                        Pokémon Crimson & Navy
                                           
                                          Join Date: May 2011
                                          Location: Cybertron, Chile
                                          Age: 29
                                          Gender: Male
                                          Nature: Calm
                                          Posts: 81
                                          Quote:
                                          Originally Posted by IceGod64 View Post
                                          This looks awesome, I really want to use it.

                                          Is there any chance of it getting updated to the v16.1 base?

                                          Edit: Also, useful tidbit: The Gameboy Color doesn't display 255,255,255 white. The highest is can go is 248,248,248. I've noticed a could of faint color discrepancies in this, and I'd imagine that's why.
                                          For this engine, the text and speech frames also don't need to be separate options.
                                          Of course there will be an updated version made with v16.1 or the next one, but first I have to make and collect every Gen 6 Pokémon and mega evolutions in GBC format around the internet. And about the white pallette, I'll change it to 248,248,248 for accuracy in the updated version, so don't worry. :)
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                                            #48    
                                          Old May 11th, 2016 (1:55 PM).
                                          marillmau5's Avatar
                                          marillmau5 marillmau5 is offline
                                             
                                            Join Date: Oct 2012
                                            Posts: 25
                                            Hey I would love a 16.1 update. i noticed you took some stuff off like the border maybe you can put it as an option and other newer features and we can just disable it if we want.

                                            I guess I'll just plan out my game and wait for the new update in the future.
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                                              #49    
                                            Old October 22nd, 2016 (9:15 AM).
                                            kentasaiba kentasaiba is offline
                                               
                                              Join Date: Aug 2012
                                              Gender: Male
                                              Posts: 64
                                              How can I prevent that the pokedex entrys will be cut off?
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                                                #50    
                                              Old January 3rd, 2017 (10:00 AM).
                                              Deathkof Deathkof is offline
                                                 
                                                Join Date: Jan 2017
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                                                Posts: 7
                                                Wow i am very excited to see these pictures
                                                It is a very noble project and the truth fascinates me
                                                Keep it up, I hope I see more
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