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  #76    
Old October 4th, 2009 (9:31 AM). Edited October 4th, 2009 by Franlandia.
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Franlandia Franlandia is offline
I use the translator of google
     
    Join Date: Jul 2009
    Location: Argentina
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    Quote:
    Originally Posted by Legendaries View Post
    This is correct for RPG Maker:
    I have fixed the problem with the Kanto and Johto overworlds
    Look at them
    Attached Files
    File Type: rar kanto.rar‎ (409.2 KB, 204 views) (Save to Dropbox)
    File Type: rar jotho.rar‎ (288.7 KB, 184 views) (Save to Dropbox)
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      #77    
    Old October 4th, 2009 (9:35 AM).
    Legendaries's Avatar
    Legendaries Legendaries is offline
    Ginzuishou/Heavy-Metal-Lover
       
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      Quote:
      Originally Posted by Luka S.J. View Post
      Theoretically that format is wrong because for RMXP the frames next to each other. But if you play through HGSS you'll notice that the pokemon sprite animates slower than the player, this is because there are only two different frames that loop around.
      Ok, you're right, but Wichu wrote that he "converted the HG/SS OWs to RMXP format" and it's not proper RM format, that's why I reacted :)

      Quote:
      Originally Posted by Franlandia View Post
      I have fixed the problem with the overworlds of kanto
      Look at them
      Oh, you are wonderful :) I'd be grateful if you make the rest of it :) Thanks a lot!
        #78    
      Old October 5th, 2009 (8:13 AM).
      Wichu's Avatar
      Wichu Wichu is offline
      Project Amethyst
         
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        Quote:
        Originally Posted by Luka S.J. View Post
        Theoretically that format is wrong because for RMXP the frames next to each other. But if you play through HGSS you'll notice that the pokemon sprite animates slower than the player, this is because there are only two different frames that loop around.
        That's correct; the sprite bobs up and down twice as fast as it changes frames, which is reflected in my sprites.
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          #79    
        Old October 5th, 2009 (9:51 AM).
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        Legendaries Legendaries is offline
        Ginzuishou/Heavy-Metal-Lover
           
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          Quote:
          Originally Posted by Wichu View Post
          That's correct; the sprite bobs up and down twice as fast as it changes frames, which is reflected in my sprites.
          Yeah, maybe. But if Pokemon makes just one step its legs don't even move.. Whatever.
            #80    
          Old October 8th, 2009 (1:27 PM).
          |Maximus|'s Avatar
          |Maximus| |Maximus| is offline
          I'm back~
             
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            Here are all of the HGSS Trainer sprites. They aren't mine so give credit to DeathStar.

              #81    
            Old October 11th, 2009 (1:54 AM).
            Diaruga222 Diaruga222 is offline
               
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              Is there any overlord of Giratina Origina and Shaymin Sky from Pokemon HG/ss ?
                #82    
              Old November 7th, 2009 (5:56 PM).
              <~F.M.P~>'s Avatar
              <~F.M.P~> <~F.M.P~> is offline
              I got you whistling Blue Box!
              • Silver Tier
               
              Join Date: Jul 2006
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              Alright thankfully a problem with the Alignment tool was brought to my attention.
              The previous one was resized due to the uploading sites limits, so I've put it in a .rar this time around. This should fix the problem of it not being properly sized with the Tileset.

              Now everyone. Don't start getting on me whether you like the Idea or not, but I've created a simple Alignment tool for newcomers to Game design. This tool is made for ppl who have a tough time with tile alignment.


              Yes it's a simple Idea and in order to use It I've provided a link to a program I use to align the tiles with.

              http://paint.net/

              To use the tile alignment tool simply drag and drop your tileset into Paint.net, click image--->Resize and if you're using RMXP you'll have a width of 256(I'm not sure about other programs...In order for this tool to work you must set the width of the tileset to 128 so just type that into the width box and push OK. Also as an added not. If the Resize option says this Resampling : Best Quality. Please change it to nearest neighbor.

              After you've done all that take the image I've provided, save it to your desktop, then drag and drop it onto the image of your tileset. You should then get a pop up info screen like so.
              Spoiler:


              Push Add into Layer and this is your next image.

              Spoiler:


              That red marker just indicates how far you can go until you hit another tile DO NOT EXCEED THAT Marker unless you have no tiles underneath the one you're placing...It'll be white for you all. I hope you all find this useful and good luck.

                #83    
              Old November 10th, 2009 (7:17 PM).
              shadowfoxx92's Avatar
              shadowfoxx92 shadowfoxx92 is offline
                 
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                Quote:
                Originally Posted by Shun View Post
                Hello guys, i know you some off you want to use the DPPl tiles in your games so i made a tileset.

                The tiles were made by Kyledove so give credit to him for use of his tiles.

                they are in the attacments below
                wow that's some good stuff, can i use it in sphere?
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                  #84    
                Old December 17th, 2009 (11:49 AM).
                TypeiroZySopy's Avatar
                TypeiroZySopy TypeiroZySopy is offline
                   
                  Join Date: Dec 2009
                  Location: Bulgaria
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                  I guess I can visit the IRC when Ill find a nice quiet moment I believe I can check the freeorion too, in case you need some code not dealing with graphics/sounds... After all, MOO1 was my favourite game back then. So thumbs Up for both projects
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