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Old July 23rd, 2010 (9:36 PM). Edited September 14th, 2010 by Danno.
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Danno Danno is offline
Formerly Meowth
     
    Join Date: Jan 2007
    Location: New England
    Age: 26
    Gender: Male
    Nature: Naive
    Posts: 1,217
    Oi, Oi!



    THIS DOES NOT USE THE POKEMON ESSENTIALS STARTER KIT.

    For those who came to this thread through an external link or banner:

    This isn't a hack, it's a game being developed for RPG Maker XP, and will be available to play on Windows computers once completed.

    For the simple reason that I suck at scripting, you will no longer be able to choose your Pokemon to play throughout the game as. Instead, you will assume the role of... Wait for it...
    Meowth and Squirtle. They were always my team in the first two games.

    Now, I'm going with a MD/HGSS look to this game, as I'm not using MD Overworlds; they're all from HGSS. This game will contain the first 251 Pokemon, as per my usual tastes... unless I make a sequel or something where I may add the other bajillion into.

    This game features an advanced sideview battle system and message system.

    SCREENSHOTS
    Spoiler:













    Credits:
    CrazyNinjaGuy: For some resources from his RMVX MD Starter kit (music mainly)
    Reone662: Caterpillar Script
    MGCaladtogel: Mode 7
    Dargor: Party Scripts
    Tatsuya Suou: Battle System
    Spriters Resource: Random Sprites
    DubeAlex: Advanced Message System
    Unkown At the Moment: HGSS Pokemon OW Rips, HGSS Cave Tiles


    TEAM
    Meowth- Events, mapping, spriting, importing resources
    AvatarKris- Events, mapping, spriting, importing resources

    SUPPORT BARS







    BUGS
    None yet, fingers crossed!


    SCRIPTERS OUT THERE:
    I may have found a way to do the actual Mystery Dungeons.... but I need your help, and not even that much help in this case. You see, I've found the script, I just need it to work. It's actually Poccil's "RandomMap" script, which he's seemingly not supporting or hosting anymore. Here's the script for all who care to try using it:
    Spoiler:
    =begin

    Random Map Script, by "tonbi", adapted by Peter O.

    --------------------

    Names of random maps have the following syntax:

    [MapName],Random,[Type],[ObjCnt],[Connect]

    MapName - Name of the map
    Type - Map type:
    0 - 2 layers, natural
    1 - 2 layers, artificial
    2 - 2 layers, natural, convex
    3 - 2 layers, artificial, convex
    4 - 2 layers, natural, hole/land/wall
    5 - 2 layers, artificial, hole/land/wall
    6 - 2 layers, natural, hole/land/wall
    7 - 2 layers, artificial, hole/land/wall
    ObjCnt - Density of objects on the map. Generally a number divisible by 100.
    Connect - If this is equal to "false", the parts of the generated map can be disjoint.
    This setting is optional.

    ------------------
    In addition, the tiles used in the random map must be arranged in a certain way, depending
    on the map type; please see the Random Map Sample for details:

    http://www.mc.ccnw.ne.jp/sarada/toshi/down/RandomMapSample.exe

    ------------------

    Each event on the map can be marked with these features.

    Checkpoint - There will always be ground wherever this event is placed.
    Thus, this event can serve to influence the shape of the generated map.
    To Use: Name the event "MyEvent,Checkpoint" or use a Comment event
    command consisting of the text "Checkpoint". ("MyEvent" is arbitrary.)
    Fixed - This event will appear at a ground tile next to where this event is located.
    To Use: Name the event "MyEvent,Fixed" or use a Comment event
    command consisting of the text "Fixed". ("MyEvent" is arbitrary.)
    TotallyFixed - This event will always remain at its position defined on the map.
    To Use: Name the event "MyEvent,TotallyFixed" or use a Comment event
    command consisting of the text "TotallyFixed". ("MyEvent" is arbitrary.)
    WallFixture - Appears attached to a wall. May be followed by a comma and either
    1 or 0 (0 means the object takes 1 tile space; 1 means 3 tiles).
    To Use: Use a Comment event command consisting of the text "WallFixture,1"
    WallFixtureFixed - Appears attached to a wall next to where this event is located.
    May be followed by a comma and either 1 or 0 (0 means the object takes 1 tile space;
    1 means 3 tiles).
    To Use: Use a Comment event command consisting of the text "WallFixture,1"

    Events without these features will be placed at a random spot on the generated map.

    -------------------
    =end

    Events.onMapCreate+=proc {|sender, e|
    mapID=e[0]
    map=e[1]
    tileset=e[2]
    mapinfo = pbLoadRxData("Data/MapInfos")
    next if !mapinfo[mapID]
    if mapinfo[mapID].subname == "Random"
    if mapinfo[mapID].subname(3)=="" or mapinfo[mapID].subname(3) == nil
    p3 = 0
    else
    p3 = mapinfo[mapID].subname(3).to_i
    end
    if mapinfo[mapID].subname(4)=="false"
    p4 = false
    end
    if map && tileset
    generator=MapGenerator.new(map,tileset.passages,tileset.priorities)
    generator.make_random_map(2,mapinfo[mapID].subname(2).to_i,p3,p4)
    end
    end
    }

    class MapGenerator
    def initialize(map, passages, priorities)
    @map=map
    @passages=passages
    @priorities=priorities
    end
    def mapBorder
    for x in [email protected]
    for y in [email protected]
    if x<7 || y<6 || x>[email protected] || y>[email protected]
    @heightdata[x,y] = 1
    end
    end
    end
    end
    def make_random_map(wall = 2, type = 0, objcnt = 0, connect = true)
    wall = 0 if wall == nil
    type = 0 if type == nil
    objcnt = 0 if objcnt == nil
    unless objcnt.is_a?(Numeric)
    objcnt = 0
    end
    if objcnt < 0
    objcnt = 0
    end
    connect = true if connect != false
    @heightdata = Table.new(@map.width,@map.height)
    @maskdata = Table.new(@map.width,@map.height)
    @oneventdata = Table.new(@map.width,@map.height)
    @masksetting = []
    @makedata = []
    @targettype=0
    @chgtype=0
    time = -1
    for i in [email protected]
    for j in [email protected]
    time += 1
    if time%2000 == 0
    Graphics.update
    end
    @heightdata[i,j] = 0
    @maskdata[i,j] = 0
    end
    end
    for i in 0...100
    @masksetting[i] = true
    end
    needposx = []
    needposy = []
    for i in @map.events.keys.sort
    time += 1
    if time%200 == 0
    Graphics.update
    end
    if event_settype(i) == 1
    if connect == true
    needposx.push(@map.events[i].x)
    needposy.push(@map.events[i].y)
    needposx.push(@map.events[i].x)
    needposy.push(@map.events[i].y)
    else
    needposx.push(@map.events[i].x)
    needposy.push(@map.events[i].y)
    end
    end
    end
    if connect == true
    needposx.shift
    needposy.shift
    end
    loop do
    if needposx.size <= 2
    needposx.push(rand(@map.width))
    needposy.push(rand(@map.height))
    else
    break
    end
    end
    case type
    when 0
    @makedata.push([0,1,0])
    @makedata.push([5,1])
    for i in 0...(needposx.size/2)
    @makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
    @makedata.push([3,0,-15,4,0])
    @makedata.push([1,1,1,1,1])
    @makedata.push([6,0,needposx[i*2],needposy[i*2]])
    @makedata.push([6,0,needposx[i*2+1],needposy[i*2+1]])
    end

    @makedata.push([4,0,1,1,1])
    @makedata.push([4,0,1,1,1])
    @makedata.push([4,1,1,1,1])

    @makedata.push([0,0,0])
    @makedata.push([2,0,2])
    @makedata.push([5,0])
    @makedata.push([2,1,2])
    @makedata.push([5,1])
    when 1
    @makedata.push([0,1,0])
    @makedata.push([5,1])
    for i in 0...(needposx.size/2)
    @makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
    @makedata.push([3,0,-6,4,1,10])
    @makedata.push([1,1,1,1,1])
    @makedata.push([6,0,needposx[i*2],needposy[i*2]])
    @makedata.push([6,0,needposx[i*2+1],needposy[i*2+1]])
    end

    @makedata.push([4,0,2,3,1])
    @makedata.push([4,1,2,2,1])
    @makedata.push([4,0,1,1,1])

    @makedata.push([0,0,0])
    @makedata.push([2,0,2])
    @makedata.push([5,0])
    @makedata.push([2,1,2])
    @makedata.push([5,1])
    when 2
    @makedata.push([0,1,0])
    @makedata.push([5,1])
    for i in 0...(needposx.size/2)
    @makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
    @makedata.push([3,0,-15,4,0])
    @makedata.push([1,1,1,1,1])
    @makedata.push([6,0,needposx[i*2],needposy[i*2]])
    @makedata.push([6,0,needposx[i*2+1],needposy[i*2+1]])
    end

    @makedata.push([4,0,2,2,1])
    @makedata.push([4,1,1,1,1])

    @makedata.push([0,0,0])
    @makedata.push([2,0,2])
    @makedata.push([5,0])
    @makedata.push([2,1,2])
    @makedata.push([5,-1])
    when 3
    @makedata.push([0,1,0])
    @makedata.push([5,1])
    for i in 0...(needposx.size/2)
    @makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
    @makedata.push([3,0,-15,4,1,10])
    @makedata.push([1,1,1,1,1])
    @makedata.push([6,0,needposx[i*2],needposy[i*2]])
    @makedata.push([6,0,needposx[i*2+1],needposy[i*2+1]])
    end

    @makedata.push([4,0,2,2,1])
    @makedata.push([4,1,1,1,1])

    @makedata.push([0,0,0])
    @makedata.push([2,0,2])
    @makedata.push([5,0])
    @makedata.push([2,1,2])
    @makedata.push([5,-1])
    when 4
    @makedata.push([0,1,0])
    @makedata.push([5,0])
    @makedata.push([1,0,0,-1,0])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([1,-1,0,-1,-1])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([1,-1,-1,0,-1])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([1,0,-1,0,0])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([4,2,2,2,1])
    for i in 0...(rand(12*@map.width*@map.height/40/40)+(5*@map.width*@map.height/40/40))
    @makedata.push([1,3,3,8,8])
    @makedata.push([6,0,rand(@map.width-10)+5,rand(@map.height-10)+5])
    end
    @makedata.push([7,2])
    @makedata.push([4,2,1,1,1])
    for i in 0...(needposx.size/2)
    @makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
    @makedata.push([3,1,-8,4,0,5])
    @makedata.push([1,1,1,1,1])
    @makedata.push([6,1,needposx[i*2],needposy[i*2]])
    @makedata.push([6,1,needposx[i*2+1],needposy[i*2+1]])
    end
    @makedata.push([4,1,1,1,1])
    @makedata.push([4,1,0,1,1])
    @makedata.push([2,0,0])
    @makedata.push([4,1,1,0,1])
    @makedata.push([2,-1,1])
    @makedata.push([4,2,1,1,1])
    @makedata.push([0,0,0])
    @makedata.push([2,0,2])
    @makedata.push([5,-1])
    @makedata.push([2,1,2])
    @makedata.push([5,0])
    @makedata.push([2,2,2])
    @makedata.push([5,1])

    when 5
    @makedata.push([0,1,0])
    @makedata.push([5,0])
    @makedata.push([1,0,0,-1,0])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([1,-1,0,-1,-1])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([1,-1,-1,0,-1])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([1,0,-1,0,0])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([4,2,2,2,1])
    for i in 0...(rand(12*@map.width*@map.height/40/40)+(5*@map.width*@map.height/40/40))
    @makedata.push([1,3,3,8,8])
    @makedata.push([6,0,rand(@map.width-10)+5,rand(@map.height-10)+5])
    end
    @makedata.push([7,2])
    @makedata.push([4,2,1,1,1])
    for i in 0...(needposx.size/2)
    @makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
    @makedata.push([3,1,-8,4,1,5])
    @makedata.push([1,1,1,1,1])
    @makedata.push([6,1,needposx[i*2],needposy[i*2]])
    @makedata.push([6,1,needposx[i*2+1],needposy[i*2+1]])
    end
    @makedata.push([4,1,1,1,1])
    @makedata.push([4,1,0,1,1])
    @makedata.push([2,0,0])
    @makedata.push([4,1,1,0,1])
    @makedata.push([2,-1,1])
    @makedata.push([4,2,1,1,1])
    @makedata.push([0,0,0])
    @makedata.push([2,0,2])
    @makedata.push([5,-1])
    @makedata.push([2,1,2])
    @makedata.push([5,0])
    @makedata.push([2,2,2])
    @makedata.push([5,1])



    when 6
    @makedata.push([0,1,0])
    @makedata.push([5,0])
    @makedata.push([1,0,0,-1,0])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([1,-1,0,-1,-1])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([1,-1,-1,0,-1])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([1,0,-1,0,0])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([4,2,2,2,1])
    for i in 0...(rand(12*@map.width*@map.height/40/40)+(5*@map.width*@map.height/40/40))
    @makedata.push([1,1,1,3,3])
    @makedata.push([6,0,rand(@map.width-10)+5,rand(@map.height-10)+5])
    end
    @makedata.push([4,0,2,2,0])
    @makedata.push([4,0,1,2,1])
    @makedata.push([7,2])
    @makedata.push([4,2,1,1,1])
    for i in 0...(needposx.size/2)
    @makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
    @makedata.push([3,1,-15,4,0,5])
    @makedata.push([1,1,1,1,1])
    @makedata.push([6,1,needposx[i*2],needposy[i*2]])
    @makedata.push([6,1,needposx[i*2+1],needposy[i*2+1]])
    end
    @makedata.push([4,1,1,1,1])
    @makedata.push([4,1,0,1,1])
    @makedata.push([2,0,0])
    @makedata.push([4,1,1,0,1])
    @makedata.push([2,-1,1])
    @makedata.push([4,2,1,1,1])
    @makedata.push([0,0,0])
    @makedata.push([2,0,2])
    @makedata.push([5,-1])
    @makedata.push([2,1,2])
    @makedata.push([5,0])
    @makedata.push([2,2,2])
    @makedata.push([5,1])

    when 7
    @makedata.push([0,1,0])
    @makedata.push([5,0])
    @makedata.push([1,0,0,-1,0])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([1,-1,0,-1,-1])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([1,-1,-1,0,-1])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([1,0,-1,0,0])
    @makedata.push([3,2,-6,1,0])
    @makedata.push([4,2,2,2,1])
    for i in 0...(rand(12*@map.width*@map.height/40/40)+(5*@map.width*@map.height/40/40))
    @makedata.push([1,1,1,3,3])
    @makedata.push([6,0,rand(@map.width-10)+5,rand(@map.height-10)+5])
    end
    @makedata.push([4,0,2,2,0])
    @makedata.push([4,0,1,2,1])
    @makedata.push([7,2])
    @makedata.push([4,2,1,1,1])
    for i in 0...(needposx.size/2)
    @makedata.push([1,needposx[i*2],needposy[i*2],needposx[i*2+1],needposy[i*2+1]])
    @makedata.push([3,1,-15,4,1,5])
    @makedata.push([1,1,1,1,1])
    @makedata.push([6,1,needposx[i*2],needposy[i*2]])
    @makedata.push([6,1,needposx[i*2+1],needposy[i*2+1]])
    end
    @makedata.push([4,1,1,1,1])
    @makedata.push([4,1,0,1,1])
    @makedata.push([2,0,0])
    @makedata.push([4,1,1,0,1])
    @makedata.push([2,-1,1])
    @makedata.push([4,2,1,1,1])
    @makedata.push([0,0,0])
    @makedata.push([2,0,2])
    @makedata.push([5,-1])
    @makedata.push([2,1,2])
    @makedata.push([5,0])
    @makedata.push([2,2,2])
    @makedata.push([5,1])
    end
    for make_stat in @makedata
    time += 1
    if time%2 == 0
    Graphics.update
    end
    case make_stat[0]
    when 0
    rndmap_chtarget(make_stat[1],make_stat[2])
    when 1
    rndmap_setstat(make_stat[1],make_stat[2],make_stat[3],make_stat[4])
    when 2
    rndmap_chmask(make_stat[1],make_stat[2])
    when 3
    rndmap_mkroad(make_stat[1],make_stat[2],make_stat[3],make_stat[4],make_stat[5])
    when 4
    rndmap_plus(make_stat[1],make_stat[2],make_stat[3],make_stat[4])
    when 5
    rndmap_allchg(make_stat[1])
    when 6
    rndmap_putpos(make_stat[1],make_stat[2],make_stat[3])
    when 7
    rndmap_edge(make_stat[1])
    end
    end
    @tilesetting = Table.new(3,40,3)
    for i in [0,1,2]
    for k in 0...40
    for j in [0,1,2]
    @tilesetting[j,k,i] = @map.data[j,k,i]
    end
    end
    end
    time = 0
    for k in [email protected]
    for j in [email protected]
    time += 1
    if time%500 == 0
    Graphics.update
    end
    if @heightdata[j,k] == 1
    if @heightdata[j,k+1]==-1
    @heightdata[j,k+1] = 0
    if @heightdata[j,k+2]==-1 and
    @heightdata[j,k+3] == 0
    @heightdata[j,k+2] = 0
    end
    end
    end

    end
    end
    time = 0
    for k in [email protected]
    for j in [email protected]
    time += 1
    if time%500 == 0
    Graphics.update
    end
    if @heightdata[j,k] == 0
    if @heightdata[j,k+1] == -1 or
    @heightdata[j,k-1] == -1 or
    @heightdata[j+1,k] == -1 or
    @heightdata[j-1,k] == -1
    set_mapdata2(j,k,0,8)
    else
    set_mapdata2(j,k,0,0)
    end
    elsif @heightdata[j,k] == 1
    if @heightdata[j,k+1] == -1 or
    @heightdata[j,k-1] == -1 or
    @heightdata[j+1,k] == -1 or
    @heightdata[j-1,k] == -1
    set_mapdata2(j,k,0,8)
    elsif @heightdata[j,k+1] == 0 or
    @heightdata[j,k-1] == 0 or
    @heightdata[j+1,k] == 0 or
    @heightdata[j-1,k] == 0
    set_mapdata2(j,k,0,0)
    else
    set_mapdata2(j,k,1,4)
    end
    else
    set_mapdata2(j,k,0,8)
    end
    end
    end
    time = 0
    for k in [email protected]
    for j in [email protected]
    time += 1
    if time%500 == 0
    Graphics.update
    end
    if @heightdata[j,k] == 0
    if @heightdata[j,k+1] == -1
    if @heightdata[j-1,k] == -1
    for i in [0,1,2]
    set_mapdata(j,k+i,0,13+i,1)
    end
    elsif @heightdata[j+1,k] == -1
    for i in [0,1,2]
    set_mapdata(j,k+i,2,13+i,1)
    end
    else
    for i in [0,1,2]
    set_mapdata(j,k+i,1,13+i,1)
    end
    end
    elsif @heightdata[j,k-1] == -1
    if @heightdata[j-1,k] == -1 or
    (@heightdata[j-1,k] == 1 and
    @heightdata[j-1,k-1] == -1)
    set_mapdata(j,k,0,11,2)
    elsif @heightdata[j+1,k] == -1 or
    (@heightdata[j+1,k] == 1 and
    @heightdata[j+1,k-1] == -1)
    set_mapdata(j,k,2,11,2)
    else
    set_mapdata(j,k,1,11,2)
    end
    elsif @heightdata[j-1,k] == -1 or
    (@heightdata[j-1,k] == 1 and
    @heightdata[j-1,k-1] == -1)
    set_mapdata(j,k,0,12,1)
    elsif @heightdata[j+1,k] == -1 or
    (@heightdata[j+1,k] == 1 and
    @heightdata[j+1,k-1] == -1)
    set_mapdata(j,k,2,12,1)
    elsif @heightdata[j-1,k-1] == -1
    set_mapdata(j,k,0,9,1)
    elsif @heightdata[j-1,k+1] == -1
    set_mapdata(j,k,0,10,1)
    elsif @heightdata[j+1,k-1] == -1
    set_mapdata(j,k,1,9,1)
    elsif @heightdata[j+1,k+1] == -1
    set_mapdata(j,k,1,10,1)
    end
    end
    if @heightdata[j,k] == 1 and
    @heightdata[j,k-1] != -1

    if @heightdata[j,k+1] == -1
    if @heightdata[j-1,k] == -1
    for i in [0,1,2]
    end
    elsif @heightdata[j+1,k] == -1
    for i in [0,1,2]
    end
    else
    for i in [0,1,2]
    end
    end
    elsif @heightdata[j,k-1] == -1
    if @heightdata[j-1,k] == -1
    set_mapdata(j,k,0,11,2)
    elsif @heightdata[j+1,k] == -1
    set_mapdata(j,k,2,11,2)
    else
    set_mapdata(j,k,1,11,2)
    end
    elsif @heightdata[j-1,k] == -1
    set_mapdata(j,k,0,12,1)
    elsif @heightdata[j+1,k] == -1
    set_mapdata(j,k,2,12,1)
    elsif @heightdata[j-1,k-1] == -1
    set_mapdata(j,k,0,9,1)
    elsif @heightdata[j-1,k+1] == -1
    set_mapdata(j,k,0,10,1)
    elsif @heightdata[j+1,k-1] == -1
    set_mapdata(j,k,1,9,1)
    elsif @heightdata[j+1,k+1] == -1
    set_mapdata(j,k,1,10,1)
    end
    end
    end
    end
    time = 0
    for k in [email protected]
    for j in [email protected]
    time += 1
    if time%500 == 0
    Graphics.update
    end
    if @heightdata[j,k] == 1
    if @heightdata[j,k+1] == 0 or
    @heightdata[j,k+1] == -1
    if @heightdata[j-1,k] == 0 or
    @heightdata[j-1,k] == -1
    set_mapdata(j,k+0,0,5+0,5)
    set_mapdata(j,k+1,0,5+1,5)
    set_mapdata(j,k+2,0,5+2,4)
    if @heightdata[j,k+3] != 0 and
    @heightdata[j,k+2] != 1 and
    (@heightdata[j,k+2] != 0 or @heightdata[j-1,k+2] != 0)
    set_mapdata(j,k+2,0,16,5)
    for i in [0,1]
    set_mapdata(j,k+3+i,0,14+i,1)
    if @heightdata[j,k+3+i] != -1
    break
    end
    end
    end
    elsif @heightdata[j+1,k] == 0 or
    @heightdata[j+1,k] == -1
    set_mapdata(j,k+0,2,5+0,5)
    set_mapdata(j,k+1,2,5+1,5)
    set_mapdata(j,k+2,2,5+2,4)
    if @heightdata[j,k+3] != 0 and
    @heightdata[j,k+2] != 1 and
    (@heightdata[j,k+2] != 0 or @heightdata[j+1,k+2] != 0)
    set_mapdata(j,k+2,2,16,5)
    for i in [0,1]
    set_mapdata(j,k+3+i,2,14+i,1)
    if @heightdata[j,k+3+i] != -1
    break
    end
    end
    end
    else
    set_mapdata(j,k+0,1,5+0,5)
    set_mapdata(j,k+1,1,5+1,5)
    set_mapdata(j,k+2,1,5+2,4)
    if @heightdata[j,k+3] != 0 and
    @heightdata[j,k+2] != 1
    set_mapdata(j,k+2,1,16,5)
    for i in [0,1]
    set_mapdata(j,k+3+i,1,14+i,1)
    if @heightdata[j,k+3+i] != -1
    break
    end
    end
    end
    end
    elsif @heightdata[j,k-1] == 0 or
    @heightdata[j,k-1] == -1
    if @heightdata[j-1,k] == 0 or
    @heightdata[j-1,k] == -1
    set_mapdata(j,k,0,3,4)
    elsif @heightdata[j+1,k] == 0 or
    @heightdata[j+1,k] == -1
    set_mapdata(j,k,2,3,4)
    else
    set_mapdata(j,k,1,3,4)
    end
    elsif @heightdata[j-1,k] == 0 or
    @heightdata[j-1,k] == -1
    set_mapdata(j,k,0,4,4)
    elsif @heightdata[j+1,k] == 0 or
    @heightdata[j+1,k] == -1
    set_mapdata(j,k,2,4,4)
    elsif @heightdata[j-1,k-1] == 0 or
    @heightdata[j-1,k-1] == -1
    set_mapdata(j,k,0,1,4)
    elsif @heightdata[j-1,k+1] == 0 or
    @heightdata[j-1,k+1] == -1
    set_mapdata(j,k,0,2,4)
    elsif @heightdata[j+1,k-1] == 0 or
    @heightdata[j+1,k-1] == -1
    set_mapdata(j,k,1,1,4)
    elsif @heightdata[j+1,k+1] == 0 or
    @heightdata[j+1,k+1] == -1
    set_mapdata(j,k,1,2,4)
    end
    end
    end
    end
    playerpos_reset($game_temp.player_new_x,$game_temp.player_new_y)
    @oneventdata[$game_temp.player_new_x,$game_temp.player_new_y] = 1

    time = 0
    for i in @map.events.keys.sort
    time += 1
    if time%100 == 0
    Graphics.update
    end
    case event_settype(i)
    when 3
    @oneventdata[@map.events[i].x,@map.events[i].y] = 1
    end
    end
    for i in @map.events.keys.sort
    time += 1
    if time%100 == 0
    Graphics.update
    end
    case event_settype(i)
    when 1
    set_defeventpos(i,@map.events[i].x,@map.events[i].y)
    @oneventdata[@map.events[i].x,@map.events[i].y] = 1
    end
    end
    for i in @map.events.keys.sort
    time += 1
    if time%100 == 0
    Graphics.update
    end
    j = event_settype(i)
    case j
    when 0
    set_defeventpos(i,rand(@map.width-4)+2,rand(@map.width-4)+2)
    @oneventdata[@map.events[i].x,@map.events[i].y] = 1
    when 2
    set_defeventpos(i,@map.events[i].x,@map.events[i].y)
    @oneventdata[@map.events[i].x,@map.events[i].y] = 1
    when 100..199
    set_defeventpos_wall(i,rand(@map.width-4)+2,rand(@map.width-4)+2,j-100)
    @oneventdata[@map.events[i].x,@map.events[i].y] = 1
    @oneventdata[@map.events[i].x,@map.events[i].y-1] = 1
    for k in 1..(j-100)
    @oneventdata[@map.events[i].x+k,@map.events[i].y] = 1
    @oneventdata[@map.events[i].x+k,@map.events[i].y-1] = 1
    @oneventdata[@map.events[i].x-k,@map.events[i].y] = 1
    @oneventdata[@map.events[i].x-k,@map.events[i].y-1] = 1
    end
    when 200..299
    set_defeventpos_wall(i,@map.events[i].x,@map.events[i].y,j-200)
    @oneventdata[@map.events[i].x,@map.events[i].y] = 1
    @oneventdata[@map.events[i].x,@map.events[i].y-1] = 1
    for k in 1..(j-200)
    @oneventdata[@map.events[i].x+k,@map.events[i].y] = 1
    @oneventdata[@map.events[i].x+k,@map.events[i].y-1] = 1
    @oneventdata[@map.events[i].x-k,@map.events[i].y] = 1
    @oneventdata[@map.events[i].x-k,@map.events[i].y-1] = 1
    end
    end
    end
    for i in 0...(rand(objcnt)+objcnt/2)
    time += 1
    if time%500 == 0
    Graphics.update
    end
    j = rand([@map.width,@map.height].max)
    k = rand([@map.width,@map.height].max)
    case rand(10)
    when 0..4
    if standable_newtile?(1,0)
    if standable?(j,k)
    set_mapdata_obj(j,k,1,0,6)
    end
    else
    if standable2?(j,k)
    set_mapdata_obj(j,k,1,0,6)
    end
    end
    when 5..7
    if standable_newtile?(2,0)
    if standable?(j,k)
    set_mapdata_obj(j,k,2,0,6)
    end
    else
    if standable2?(j,k)
    set_mapdata_obj(j,k,2,0,6)
    end
    end
    when 8..9
    if standable2?(j,k)
    if @map.data[j,k-1,2]==0 and
    (@map.data[j,k,1]==0 or @map.data[j,k,2]==0)
    if set_mapdata_obj(j,k,2,2,4)
    set_mapdata(j,k-1,2,1,4)
    end
    end
    end
    end
    end
    @heightdata.resize(0,0)
    @maskdata.resize(0,0)
    @oneventdata.resize(0,0)
    @masksetting.clear
    @makedata.clear
    @tilesetting.resize(0,0,0)
    end
    def event_settype(i)
    if @map.events[i].subname == "Checkpoint"
    return 1
    end
    if @map.events[i].subname == "Fixed"
    return 2
    end
    if @map.events[i].subname == "TotallyFixed"
    return 3
    end
    for j in 0..1000
    if @map.events[i].pages[0].list[j].code != 108
    break
    end
    if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "Checkpoint"
    return 1
    end
    if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "TotallyFixed"
    return 3
    end
    if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "Fixed"
    return 2
    end
    if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "WallFixture"
    if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[1] == nil
    return 100
    else
    k = @map.events[i].pages[0].list[j].parameters[0].split(/,/)[1]
    k = k.to_i
    return 100+k
    end
    end
    if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[0] == "WallFixtureFixed"
    if @map.events[i].pages[0].list[j].parameters[0].split(/,/)[1] == nil
    return 200
    else
    k = @map.events[i].pages[0].list[j].parameters[0].split(/,/)[1]
    k = k.to_i
    return 200+k
    end
    end
    end
    return 0
    end
    def set_defeventpos(id,x,y)
    if standable2?(x,y)
    @map.events[id].x=x
    @map.events[id].y=y
    return
    end
    for i in 1..([@map.width,@map.height].max)
    if standable2?(x,y+i)
    @map.events[id].x=x
    @map.events[id].y=y+i
    return
    end
    for j in 1..i
    if standable2?(x-j,y+i)
    @map.events[id].x=x-j
    @map.events[id].y=y+i
    return
    end
    if standable2?(x+j,y+i)
    @map.events[id].x=x+j
    @map.events[id].y=y+i
    return
    end
    if standable2?(x-j,y-i)
    @map.events[id].x=x-j
    @map.events[id].y=y-i
    return
    end
    if standable2?(x+j,y-i)
    @map.events[id].x=x+j
    @map.events[id].y=y-i
    return
    end
    end
    end
    end
    def set_defeventpos_wall(id,x,y,p4)
    if standable3?(x,y,p4)
    @map.events[id].x=x
    @map.events[id].y=y
    return
    end
    for i in 1..([@map.width,@map.height].max)
    if standable3?(x,y+i,p4)
    @map.events[id].x=x
    @map.events[id].y=y+i
    return
    end
    for j in 1..i
    if standable3?(x-j,y+i,p4)
    @map.events[id].x=x-j
    @map.events[id].y=y+i
    return
    end
    if standable3?(x+j,y+i,p4)
    @map.events[id].x=x+j
    @map.events[id].y=y+i
    return
    end
    if standable3?(x-j,y-i,p4)
    @map.events[id].x=x-j
    @map.events[id].y=y-i
    return
    end
    if standable3?(x+j,y-i,p4)
    @map.events[id].x=x+j
    @map.events[id].y=y-i
    return
    end
    end
    end
    end
    def playerpos_reset(x,y)
    if standable?(x,y)
    $game_temp.player_new_x=x
    $game_temp.player_new_y=y
    return
    end
    for i in 1..([@map.width,@map.height].max)
    if standable?(x,y+i)
    $game_temp.player_new_x=x
    $game_temp.player_new_y=y+i
    return
    end
    for j in 0..i
    if standable?(x-j,y+i)
    $game_temp.player_new_x=x-j
    $game_temp.player_new_y=y+i
    return
    end
    if standable?(x+j,y+i)
    $game_temp.player_new_x=x+j
    $game_temp.player_new_y=y+i
    return
    end
    if standable?(x-j,y-i)
    $game_temp.player_new_x=x-j
    $game_temp.player_new_y=y-i
    return
    end
    if standable?(x+j,y-i)
    $game_temp.player_new_x=x+j
    $game_temp.player_new_y=y-i
    return
    end
    end
    end
    end
    def standable_newtile?(p1,p2)
    for i in [2, 1, 0]
    tile_id = @tilesetting[p1, p2, i]
    if tile_id == nil
    return false
    elsif @passages[tile_id] & 0x0f == 0x0f
    return false
    elsif @priorities[tile_id] == 0
    return true
    end
    end
    return true
    end
    def standable?(p1,p2)
    if @heightdata[p1,p2] != 0
    return false
    end
    if @oneventdata[p1,p2] ==1
    return false
    end
    for i in [2, 1, 0]
    tile_id = @map.data[p1, p2, i]
    if tile_id == nil
    return false
    elsif @passages[tile_id] & 0x0f == 0x0f
    return false
    elsif @priorities[tile_id] == 0
    return true
    end
    end
    return true
    end
    def standable2?(p1,p2)
    unless standable?(p1,p2)
    return false
    end
    if standable?(p1+1,p2-1) == false or
    standable?(p1+1,p2) == false or
    standable?(p1+1,p2+1) == false
    if standable?(p1-1,p2-1) == false or
    standable?(p1-1,p2) == false or
    standable?(p1-1,p2+1) == false
    if standable?(p1,p2-1) == true and
    standable?(p1,p2+1) == true
    return false
    end
    end
    end
    if standable?(p1+1,p2+1) == false or
    standable?(p1,p2+1) == false or
    standable?(p1-1,p2+1) == false
    if standable?(p1+1,p2-1) == false or
    standable?(p1,p2-1) == false or
    standable?(p1-1,p2-1) == false
    if standable?(p1-1,p2) == true and
    standable?(p1+1,p2) == true
    return false
    end
    end
    end
    if standable?(p1,p2-1) == false and
    (standable?(p1-1,p2+1) == false or
    standable?(p1,p2+1) == false or
    standable?(p1+1,p2+1) == false)
    return false
    end
    if standable?(p1,p2+1) == false and
    (standable?(p1-1,p2-1) == false or
    standable?(p1+1,p2-1) == false or
    standable?(p1+1,p2-1) == false)
    return false
    end
    if standable?(p1-1,p2) == false and
    (standable?(p1+1,p2-1) == false or
    standable?(p1+1,p2) == false or
    standable?(p1+1,p2+1) == false)
    return false
    end
    if standable?(p1+1,p2) == false and
    (standable?(p1-1,p2-1) == false or
    standable?(p1-1,p2) == false or
    standable?(p1-1,p2+1) == false)
    return false
    end

    return true
    end
    def standable3?(p1,p2,p3)
    unless standable?(p1,p2+1)
    return false
    end
    if @oneventdata[p1,p2] == 1 or
    @oneventdata[p1,p2-1] == 1 or
    @heightdata[p1,p2-2] != 1 or
    @heightdata[p1,p2-1] == 1 or
    @heightdata[p1,p2+1] != 0
    return false
    end
    for i in 1...p3+1
    [email protected][p1+i,p2-2] != 1 or
    @heightdata[p1+i,p2-1] == 1 or
    @heightdata[p1+i,p2+1] != 0
    return false
    end
    [email protected][p1-i,p2-2] != 1 or
    @heightdata[p1-i,p2-1] == 1 or
    @heightdata[p1-i,p2+1] != 0
    return false
    end
    end
    for i in 1...p3+1
    if @oneventdata[p1+i,p2] == 1 or
    @oneventdata[p1+i,p2-1] == 1
    return false
    end
    if @oneventdata[p1-i,p2] == 1 or
    @oneventdata[p1-i,p2-1] == 1
    return false
    end
    end
    return true
    end
    def valid?(x, y)
    return (x >= 0 and x < @map.width and y >= 0 and y < @map.height)
    end
    def set_mapdata_obj(p1,p2,p3,p4,p5 = 0)
    # checks for:
    # X - - - - X - X - - - -
    # - O - - O - - O - X O X
    # - - X X - - - X - - - -
    # where the object would block the way
    if (!standable?(p1-1,p2-1)) &&
    (!standable?(p1+1,p2+1))
    return false
    end
    if (!standable?(p1+1,p2-1)) &&
    (!standable?(p1-1,p2+1))
    return false
    end
    if (!standable?(p1,p2-1)) &&
    (!standable?(p1,p2+1))
    return false
    end
    if (!standable?(p1-1,p2)) &&
    (!standable?(p1+1,p2))
    return false
    end
    return set_mapdata(p1,p2,p3,p4,p5)
    end
    def set_mapdata(p1,p2,p3,p4,p5 = 0)
    unless self.valid?(p1, p2)
    return false
    end
    if @tilesetting[p3,p4,0] != 0
    @map.data[p1,p2,0] = @tilesetting[p3,p4,0]
    return true
    end
    case p5
    when 0
    if @tilesetting[p3,p4,1] != 0
    @map.data[p1,p2,1] = @tilesetting[p3,p4,1]
    return true
    end
    if @tilesetting[p3,p4,2] != 0
    @map.data[p1,p2,2] = @tilesetting[p3,p4,2]
    return true
    end
    when 1
    if @tilesetting[p3,p4,1] != 0
    @map.data[p1,p2,1] = @tilesetting[p3,p4,1]
    return true
    end
    when 2
    if @tilesetting[p3,p4,1] != 0
    @map.data[p1,p2,2] = @tilesetting[p3,p4,1]
    return true
    end
    when 3
    if @tilesetting[p3,p4,1] != 0
    if @map.data[p1,p2,1] != 0
    @map.data[p1,p2,2] = @map.data[p1,p2,1]
    end
    @map.data[p1,p2,1] = @tilesetting[p3,p4,1]
    return true
    end
    when 4
    if @tilesetting[p3,p4,1] != 0
    if @map.data[p1,p2,2] != 0
    @map.data[p1,p2,1] = @map.data[p1,p2,2]
    end
    @map.data[p1,p2,2] = @tilesetting[p3,p4,1]
    return true
    end
    when 5
    if @tilesetting[p3,p4,1] != 0
    @map.data[p1,p2,1] = @tilesetting[p3,p4,1]
    return true
    end
    if @tilesetting[p3,p4,1] != 0
    @map.data[p1,p2,2] = @tilesetting[p3,p4,1]
    return true
    end
    when 6
    if @map.data[p1,p2,1] == 0
    @map.data[p1,p2,1] = @tilesetting[p3,p4,1]
    return true
    elsif @map.data[p1,p2,2] == 0
    @map.data[p1,p2,2] = @tilesetting[p3,p4,1]
    return true
    end
    end
    return false
    end
    def set_mapdata2(p1,p2,p3,p4)
    @map.data[p1,p2,0] = @tilesetting[p3,p4,0]
    @map.data[p1,p2,1] = @tilesetting[p3,p4,1]
    @map.data[p1,p2,2] = @tilesetting[p3,p4,2]
    end
    def set_height(p1,p2,p3)
    return if p1<0
    return if p1>[email protected]
    return if p2<0
    return if p2>[email protected]
    @heightdata[p1,p2]=p3
    end
    def set_grounddata(p1,p2,p3)
    return if p1<0
    return if p1>[email protected]
    return if p2<0
    return if p2>[email protected]
    if @masksetting[@maskdata[p1,p2]] == true
    if @targettype==0
    if @chgtype==0
    @heightdata[p1,p2]=p3
    elsif @chgtype==1
    @heightdata[p1,p2]+=p3
    end
    elsif @targettype==1
    if @chgtype==0
    @maskdata[p1,p2]=p3
    elsif @chgtype==1
    @maskdata[p1,p2]+=p3
    end
    end
    end
    end
    def rndmap_chtarget(p1,p2)
    @targettype=p1
    @chgtype=p2
    end
    def rndmap_setstat(p1,p2,p3,p4)
    @minx=p1
    @miny=p2
    @maxx=p3
    @maxy=p4
    end
    def rndmap_chmask(p1,p2)
    if p1>=0
    if p2==0
    @masksetting[p1]=false
    elsif p2 == 1
    @masksetting[p1]=true
    elsif p2 == 2
    for i in 0...100
    @masksetting[i]=false
    end
    @masksetting[p1]=true
    end
    end
    if p1==-1
    if p2==0
    for i in 0...100
    @masksetting[i]=false
    end
    else
    for i in 0...100
    @masksetting[i]=true
    end
    end
    end
    end
    def rndmap_mkroad(p1,p2,p3,p4,p5 = 5)
    p5 = 5 if p5 == nil

    localdata = Table.new(@map.width,@map.height)
    aposx = []
    aposy = []
    aflag = []
    for i in [email protected]
    for j in [email protected]
    localdata[i,j] = 0
    end
    end

    if p2<0
    p2=(p2*-1)*@map.width*@map.height/40/40
    end
    aposx[0][email protected]
    aposy[0][email protected]
    aposx[1][email protected]
    aposy[1][email protected]

    if aposx[0]<0
    aposx[0][email protected]+aposx[0]
    end
    if (aposx[0]>=1000) and (aposx[0]<=1100)
    aposx[0][email protected]*(aposx[0]-1000)/100
    end

    if aposy[0]<0
    aposy[0][email protected]+aposy[0]
    end
    if (aposy[0]>=1000) and (aposy[0]<=1100)
    aposy[0][email protected]*(aposy[0]-1000)/100
    end


    if aposx[1]<0
    aposx[1][email protected]+aposx[1]
    end
    if (aposx[1]>=1000) and (aposx[1]<=1100)
    aposx[1][email protected]*(aposx[1]-1000)/100
    end


    if aposy[1]<0
    aposy[1][email protected]+aposy[1]
    end
    if (aposy[1]>=1000) and (aposy[1]<=1100)
    aposy[1][email protected]*(aposy[1]-1000)/100
    end

    if p4==0 or p4==1 or p4==2
    if p4 == 2
    i4 = rand(2)
    end
    aflag[0] = true
    aflag[1] = false
    for i in 2...(p2+2)
    aposx[i] = rand(@map.width-p3*2) + p3
    aposy[i] = rand(@map.height-p3*2) + p3
    aflag[i] = false
    end
    i3=0
    i1=aposx[i3]
    i2=aposy[i3]

    localdata[i1,i2] = 1

    for i in 0...p2+2
    i7=5000000
    for j in 0...p2+2
    if aflag[j] == false
    i4 = aposx[j]-i1
    i4=i4*-1 if i4 < 0
    i5 = aposy[j]-i2
    i5=i5*-1 if i5 < 0
    if (i4**2+i5**2) <=(p5**2) and j != 1
    aflag[j] = true
    elsif i7 > (i4**2+i5**2)
    i7=(i4**2+i5**2)
    i6=j
    end
    end
    end
    if p4==0
    if aposx[i3] > aposx[i6]
    i8 = aposx[i3]
    i9 = aposy[i3]
    i10 = aposx[i6]
    i11 = aposy[i6]
    else
    i8 = aposx[i6]
    i9 = aposy[i6]
    i10 = aposx[i3]
    i11 = aposy[i3]
    end
    if i8!=i10
    for i in 0..(i8-i10)
    localdata[i+i10,(i9-i11)*i/(i8-i10)+i11] = 1
    end
    end
    if aposy[i3] > aposy[i6]
    i8 = aposx[i3]
    i9 = aposy[i3]
    i10 = aposx[i6]
    i11 = aposy[i6]
    else
    i8 = aposx[i6]
    i9 = aposy[i6]
    i10 = aposx[i3]
    i11 = aposy[i3]
    end
    if i9!=i11
    for i in 0..(i9-i11)
    localdata[(i8-i10)*i/(i9-i11)+i10,i+i11] = 1
    end
    end
    end
    if p4==1
    i4 = rand(2)
    if i4==0
    for i in 0..([aposx[i3]-aposx[i6],aposx[i6]-aposx[i3]].max)
    localdata[i+[aposx[i3],aposx[i6]].min,aposy[i3]] = 1
    end
    for i in 0..([aposy[i3]-aposy[i6],aposy[i6]-aposy[i3]].max)
    localdata[aposx[i6],i+[aposy[i3],aposy[i6]].min] = 1
    end
    else
    for i in 0..([aposx[i3]-aposx[i6],aposx[i6]-aposx[i3]].max)
    localdata[i+[aposx[i3],aposx[i6]].min,aposy[i6]] = 1
    end
    for i in 0..([aposy[i3]-aposy[i6],aposy[i6]-aposy[i3]].max)
    localdata[aposx[i3],i+[aposy[i3],aposy[i6]].min] = 1
    end
    end
    end
    i3=i6
    i1=aposx[i3]
    i2=aposy[i3]
    aflag[i3]=true
    if i3==1
    break
    end
    end
    end
    for i in [email protected]
    for j in [email protected]
    if localdata[i,j] == 1
    set_grounddata(i,j,p1)
    end
    end
    end
    end
    def rndmap_plus(p1,p2,p3,p4)
    localdata = Table.new(@map.width,@map.height)
    for i in [email protected]
    for j in [email protected]
    if @targettype==0
    localdata[i,j] = @heightdata[i,j]
    elsif @targettype==1
    localdata[i,j] = @maskdata[i,j]
    end
    end
    end
    if p4 == 0
    for i in [email protected]
    for j in [email protected]
    if p1==localdata[i,j]
    for k in 1..p2
    set_grounddata(i+k,j,p1)
    set_grounddata(i-k,j,p1)
    end
    for k in 1..p3
    set_grounddata(i,j+k,p1)
    set_grounddata(i,j-k,p1)
    end
    end
    end
    end
    elsif p4 == 1
    for i in [email protected]
    for j in [email protected]
    if p1==localdata[i,j]
    for k in (i-p2)..(i+p2)
    for l in (j-p3)..(j+p3)
    set_grounddata(k,l,p1)
    end
    end
    end
    end
    end
    end
    end
    def rndmap_allchg(p1)
    for i in [email protected]
    for j in [email protected]
    set_grounddata(i,j,p1)
    end
    end
    end
    def rndmap_putpos(p1,p2,p3)
    i = rand(@[email protected]+1)[email protected]
    j = rand(@[email protected]+1)[email protected]
    for k in (p2-i)..(p2+i)
    for l in (p3-j)..(p3+j)
    set_grounddata(k,l,p1)
    end
    end
    end
    def rndmap_edge(p1)
    for i in [email protected]
    set_grounddata(i,0,p1)
    set_grounddata(i,@map.height-1,p1)
    end
    for i in [email protected]
    set_grounddata(0,i,p1)
    set_grounddata(@map.width-1,i,p1)
    end
    end
    end

    module RPG
    class MapInfo
    def name
    name = @name.split(/,/)[0]
    return name != nil ? name : ''
    end
    def subname(i = 1)
    name = @name.split(/,/)[i]
    return name != nil ? name : ""
    end
    end
    end
    module RPG
    class Event
    def name
    name = @name.split(/,/)[0]
    return name != nil ? name : ''
    end
    def subname(i = 1)
    name = @name.split(/,/)[i]
    return name != nil ? name : ""
    end
    end
    end


    If you could help me get that in the game, I would be much obliged, and of course you would have a place in the credits, or on the team
    __________________

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      #2    
    Old July 24th, 2010 (7:59 AM).
    Yuoaman's Avatar
    Yuoaman Yuoaman is offline
    Legen- wait for it...
    • Silver Tier
     
    Join Date: Jul 2005
    Location: Ontario, Canada
    Age: 25
    Gender: Male
    Nature: Relaxed
    Posts: 4,675
    You might want to use a new picture for your menu there, as it displays sever 'nonexistent' Pokemon. :D
    __________________

    Suit Up!
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    "pps new screenie" - No, really shut up yuoaman.

    Haaave you read my LP?
    Pokémon Quartz - The only one of mine really worth reading.

    What about my [Un]Abridged series?
    Aquaman the Unabridged Parody Series - Language warning.

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    83% of this signature is empty space.

    -dary!
      #3    
    Old July 24th, 2010 (8:02 AM).
    Danno's Avatar
    Danno Danno is offline
    Formerly Meowth
       
      Join Date: Jan 2007
      Location: New England
      Age: 26
      Gender: Male
      Nature: Naive
      Posts: 1,217
      I know, that's why it says in red text "temporary" haha. If I find some nice good quality art like that but with only first and second gen Pokemon... I'll most likely replace it, but it will also probably only be temp until I can do my own art :D
      __________________
        #4    
      Old July 24th, 2010 (8:06 AM).
      Yuoaman's Avatar
      Yuoaman Yuoaman is offline
      Legen- wait for it...
      • Silver Tier
       
      Join Date: Jul 2005
      Location: Ontario, Canada
      Age: 25
      Gender: Male
      Nature: Relaxed
      Posts: 4,675
      Yeah, I have trouble reading colored text, I just can't see it unless I look for it. :\
      __________________

      Suit Up!
      Awesome REGULAR MEMBER THAT OCCASIONALLY FREQUENTS FORUMS.

      "pps new screenie" - No, really shut up yuoaman.

      Haaave you read my LP?
      Pokémon Quartz - The only one of mine really worth reading.

      What about my [Un]Abridged series?
      Aquaman the Unabridged Parody Series - Language warning.

      The Playbook: My Anime List | Raptr | BackLoggery | Twitter


      83% of this signature is empty space.

      -dary!
        #5    
      Old July 24th, 2010 (8:09 AM).
      Danno's Avatar
      Danno Danno is offline
      Formerly Meowth
         
        Join Date: Jan 2007
        Location: New England
        Age: 26
        Gender: Male
        Nature: Naive
        Posts: 1,217
        Quote:
        Originally Posted by Yuoaman View Post
        Yeah, I have trouble reading colored text, I just can't see it unless I look for it. :\
        Ahh, yeah... I have a different layout theme applied right now than most people though.

        Also: Added a few more screenshots.
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          #6    
        Old July 24th, 2010 (8:17 AM).
        ! AvatarKris !'s Avatar
        ! AvatarKris ! ! AvatarKris ! is offline
        ! Esteemed Medical Professional !
           
          Join Date: Jun 2008
          Location: Caribbean
          Age: 22
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          Nature: Modest
          Posts: 141
          Oh cool, it looks really good so far ... You never see mystery dungeon games, it'll be cool to see you try this out !

          But dude Pikachu is too obvious ... choose meowth ... that's right !
          __________________
          I am AvatarKris.
          I'm not active on PokeCommunity anymore, but I am experienced in spriting, tileing and (RMXP) eventing.
          Also shout out to InnerMobius, a long time friend who I met on this site years ago whom changed my life.


            #7    
          Old July 24th, 2010 (8:19 AM).
          Danno's Avatar
          Danno Danno is offline
          Formerly Meowth
             
            Join Date: Jan 2007
            Location: New England
            Age: 26
            Gender: Male
            Nature: Naive
            Posts: 1,217
            I was thinkin' about it... Meowth with Squirtle as the partner, as that was my team in the first two Mystery Dungeon games.

            Hmm...... I'd like input though. I'd wanna see what people have to say. :D
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              #8    
            Old July 24th, 2010 (9:14 AM).
            Neo-Spriteman's Avatar
            Neo-Spriteman Neo-Spriteman is offline
            or goloog. that works too.
               
              Join Date: Mar 2009
              Location: MD
              Age: 20
              Gender: Male
              Nature: Relaxed
              Posts: 209
              The outline on diglett's nose is green...
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                #9    
              Old July 24th, 2010 (10:05 AM).
              Danno's Avatar
              Danno Danno is offline
              Formerly Meowth
                 
                Join Date: Jan 2007
                Location: New England
                Age: 26
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                Nature: Naive
                Posts: 1,217
                That's the way they were ripped, bud. I didn't make them :D
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                  #10    
                Old July 24th, 2010 (10:20 AM).
                DaSpirit's Avatar
                DaSpirit DaSpirit is offline
                Mad Programmer
                   
                  Join Date: Jul 2007
                  Location: New York City
                  Gender: Male
                  Nature: Quiet
                  Posts: 240
                  Nice, looks really great with Mode 7. Why are you using HG/SS sprites if this is a mystery dungeon game though?
                    #11    
                  Old July 24th, 2010 (11:04 AM). Edited July 24th, 2010 by Danno.
                  Danno's Avatar
                  Danno Danno is offline
                  Formerly Meowth
                     
                    Join Date: Jan 2007
                    Location: New England
                    Age: 26
                    Gender: Male
                    Nature: Naive
                    Posts: 1,217
                    Mainly because all the Overworlds are already ripped and it saves me a LOT of work... ;

                    There are probably MD RMXP Charsets out there, but most likely not the first 251, which is what I need. I'm using my brother's computer, and I don't have photoshop or fireworks, so it's not worth it. Unless I find a resource pack with them, then I'll be sticking with these.


                    EDIT: Battlebacks are fixed! :D Screenshots updated.
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                      #12    
                    Old July 24th, 2010 (11:59 AM).
                    Karel_Kazuki's Avatar
                    Karel_Kazuki Karel_Kazuki is offline
                    Wants to Learn about PKMN Rmxp
                       
                      Join Date: Feb 2008
                      Location: U.s.a.
                      Gender: Male
                      Nature: Quiet
                      Posts: 375
                      Oh so you found CNG's VX kit?
                      He said it was far from finished but this so far looks nice. cant wait to see the outcome.
                      __________________
                      Yes,I am Karel Kazuki or Kareru.
                      Im an all around guy who does everything,from play sports to trying to learn to design games.

                      I am a university student, currently studying C# and looking for any practice pertaining to building my skills.I'm also a concept designer and storyline designer.

                      contact me here or at [email protected].

                      Screw Banners.I support all that is made.But Join these Forums!

                      http://z15.invisionfree.com/Pokemon_BN/index.php?act=idx
                        #13    
                      Old July 24th, 2010 (12:09 PM).
                      Poeman Poeman is offline
                      Banned
                         
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                        Age: 22
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                        Posts: 760
                        It isn't CNG's kit. T_T
                        Read up before you post.

                        Anyways, I think adding Mystery Dungeon is a dangerous idea, this strays away from the whole mystery dungeon theme of random caves, with battles taking place on the map(it was a rogue-like game) you made it more like an RPG. Just a thought.

                        Otherwise, the 3D effect isn't the greatest. I don't think you should use it, but if you must, change the rock formations to be like the ladder and stand up, it looks terrible otherwise, the stairs even look flat.
                        The ladder going down to a floor below looks bad also but I wouldn't know how to fix that.
                          #14    
                        Old July 24th, 2010 (12:22 PM). Edited July 24th, 2010 by Danno.
                        Danno's Avatar
                        Danno Danno is offline
                        Formerly Meowth
                           
                          Join Date: Jan 2007
                          Location: New England
                          Age: 26
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                          Nature: Naive
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                          Quote:
                          Originally Posted by Poeman View Post
                          It isn't CNG's kit. T_T
                          Read up before you post.

                          Anyways, I think adding Mystery Dungeon is a dangerous idea, this strays away from the whole mystery dungeon theme of random caves, with battles taking place on the map(it was a rogue-like game) you made it more like an RPG. Just a thought.

                          Otherwise, the 3D effect isn't the greatest. I don't think you should use it, but if you must, change the rock formations to be like the ladder and stand up, it looks terrible otherwise, the stairs even look flat.
                          The ladder going down to a floor below looks bad also but I wouldn't know how to fix that.
                          I know it's not really a Mystery Dungeon game, because that would obviously require actual randomized dungeons. But, most people here haven't tried another Mystery Dungeon game, such as Izuna for the DS... so they think of this style of RPG. I still haven't come up with a name for it yet, but since I'm going for a theme like the Red and Blue Rescue teams, the name shall remain for now.

                          The rocks which stand up ARE standing up against the ground. The mountain things, if you mean that, cannot be done that way because they will literally stand on a Z axis like a stopsign stands against the ground in real life. The ladder to go down isn't hard to fix, I just started this less than 48 hours ago: I'll simply need to edit it so it's a transparent tile that hovers over the hole. I'm keeping the Mode7 because most games don't use it, and it's not all flat like the Pokemon Essentials Kit's perspective setting; this system allows for things to stand up.

                          I'm currently ripping and setting up some things from Red Rescue team as a tileset, with help from Mystery_Dungeon from The Spriters Resource for what he's already ripped.

                          Example:
                          Spoiler:
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                            #15    
                          Old July 24th, 2010 (1:04 PM).
                          DarkDoom3000's Avatar
                          DarkDoom3000 DarkDoom3000 is offline
                          Super Pokemon Eevee Edition
                             
                            Join Date: Jul 2004
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                            Looks pretty good,
                            why dont you just name it "Pokemon Rescue Squad" or something along thoes lines.
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                              #16    
                            Old July 24th, 2010 (1:27 PM).
                            Planetes.'s Avatar
                            Planetes. Planetes. is offline
                            @n_diiv
                               
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                              PLEASE HAVE GIBLE IN GAME!!!!!!!!!
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                              paired to kaori & vrai
                                #17    
                              Old July 24th, 2010 (1:33 PM).
                              Danno's Avatar
                              Danno Danno is offline
                              Formerly Meowth
                                 
                                Join Date: Jan 2007
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                                Quote:
                                Originally Posted by DarkDoom3000 View Post
                                Looks pretty good,
                                why dont you just name it "Pokemon Rescue Squad" or something along thoes lines.
                                Just another Rescue team game... for what I have planned, it's gonna work that way. I'm going to have it so you team up with other 2-man rescue teams in other towns as you travel around.

                                Quote:
                                Originally Posted by AceDragonite View Post
                                PLEASE HAVE GIBLE IN GAME!!!!!!!!!
                                Sorry, only the first 2 generations.
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                                  #18    
                                Old July 24th, 2010 (1:33 PM).
                                brokenxnote's Avatar
                                brokenxnote brokenxnote is offline
                                   
                                  Join Date: Aug 2009
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                                  Quote:
                                  Originally Posted by AceDragonite View Post
                                  PLEASE HAVE GIBLE IN GAME!!!!!!!!!
                                  "First 251" does not include Gible, so idk why you'd ask him that...lol


                                  Anyway, it feels like a pretty rare occasion to see a Mystery Dungeon game here. I haven't even played the official ones because I don't own a DS haha. Hope all goes well with it, good luck
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                                    #19    
                                  Old July 24th, 2010 (1:39 PM). Edited July 24th, 2010 by Danno.
                                  Danno's Avatar
                                  Danno Danno is offline
                                  Formerly Meowth
                                     
                                    Join Date: Jan 2007
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                                    Quote:
                                    Originally Posted by brokenxnote View Post
                                    Anyway, it feels like a pretty rare occasion to see a Mystery Dungeon game here. I haven't even played the official ones because I don't own a DS haha. Hope all goes well with it, good luck
                                    There's one for GBA yanno... Red Rescue Team for GBA is almost the same as Blue Rescue team for the DS

                                    And... I hope you like mine then :D

                                    Spoiler:


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                                      #20    
                                    Old July 24th, 2010 (3:10 PM).
                                    DarkDoom3000's Avatar
                                    DarkDoom3000 DarkDoom3000 is offline
                                    Super Pokemon Eevee Edition
                                       
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                                      Nice, i support the 251 thing. first and second generation had the best pokemon.
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                                        #21    
                                      Old July 24th, 2010 (3:17 PM).
                                      Danno's Avatar
                                      Danno Danno is offline
                                      Formerly Meowth
                                         
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                                        I agree completely. I'm planning on having it so there are all Kanto pokemon to start, then after you do a series of events to save some legendaries, you follow the malicious team (Gotta have one, probably not a Gengar-lead trio though ) into a new area where there are Johto pokemon.
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                                          #22    
                                        Old July 25th, 2010 (3:50 PM).
                                        Poeman Poeman is offline
                                        Banned
                                           
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                                          Ah if you can only have 3D walls/billboarding, that is an issue :/
                                          Well at least have an option to turn it off? I don't think I would play with everything looking slanted and flat if I had the option.
                                            #23    
                                          Old July 25th, 2010 (4:34 PM). Edited July 25th, 2010 by Danno.
                                          Danno's Avatar
                                          Danno Danno is offline
                                          Formerly Meowth
                                             
                                            Join Date: Jan 2007
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                                            I don't have the scripting ability to do that, sorry. That's far too complex.

                                            EDIT: For the record, I can hardly script anything. I can edit things, but can't do things on my own. Right now I'm stuck in a lot of places because of that...
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                                              #24    
                                            Old July 25th, 2010 (7:45 PM).
                                            Karel_Kazuki's Avatar
                                            Karel_Kazuki Karel_Kazuki is offline
                                            Wants to Learn about PKMN Rmxp
                                               
                                              Join Date: Feb 2008
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                                              Posts: 375
                                              Quote:
                                              Originally Posted by Poeman View Post
                                              It isn't CNG's kit. T_T
                                              Read up before you post.

                                              Anyways, I think adding Mystery Dungeon is a dangerous idea, this strays away from the whole mystery dungeon theme of random caves, with battles taking place on the map(it was a rogue-like game) you made it more like an RPG. Just a thought.

                                              Otherwise, the 3D effect isn't the greatest. I don't think you should use it, but if you must, change the rock formations to be like the ladder and stand up, it looks terrible otherwise, the stairs even look flat.
                                              The ladder going down to a floor below looks bad also but I wouldn't know how to fix that.
                                              Actually he said he is using part of it.And What I said was,He found the kit, which isnt really published, just on his website that Im apart of.Read MY post before you post.
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                                                #25    
                                              Old July 25th, 2010 (8:39 PM).
                                              Danno's Avatar
                                              Danno Danno is offline
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                                                Quote:
                                                Originally Posted by Karel_Kazuki View Post
                                                Actually he said he is using part of it.And What I said was,He found the kit, which isnt really published, just on his website that Im apart of.Read MY post before you post.

                                                Exactly Graphics and sound files... not that there was much more on there. too lazy to convert the VX charsets to RMXP, especially since I would have to add all the other pokemon manually... so as I said, HGSS remains.

                                                Also; I may have found a way to add actual "Mystery Dungeons" of some sort. Credit to Mr. Peter Occil again, for converting a japanese script to English.
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