Pokemon Solar And Lunar Editions, Rm2k

Started by DarkMage31 December 29th, 2003 1:16 PM
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It's official:the new CBS will be the "official" one. Should I personalize/improve it

None of your beeswax!
Seen November 24th, 2007
Posted September 14th, 2005
1,981 posts
19.4 Years
Hello! I am just announcing the production of one of the best rm2k generated pokemon games! I am working with a friend on it, and with the exception of the battle system and a few personal touches, it will replicate the "Pokemon Style" very well. Here's some early screen shots!

Let me know what you think, I'm open to suggestions. My next challenge is on the menue, the Pokemon screen that displays your pokemon. If you have any ideas tell me.

Also, I am writing an in-depth tutorial for mimicking the traditional pkmn battle system and creating the "Pokemon style" in case you were interested. It won't be done for a while though, it's really complex!
None of your beeswax!
Seen November 24th, 2007
Posted September 14th, 2005
1,981 posts
19.4 Years
Sorry for the double post, but I have more pictures I want to share. In the ones before, I have the CMS (custom menue system), the title screen, two pics from the intro, and other stuff. In this, I have the Custom Battle System (I purposefully made it different from the official type, although it is within my power) as well as other misc. stuff
Age 32
Florida, United States
Seen January 17th, 2004
Posted January 17th, 2004
1,242 posts
19.5 Years
Those pictures are great. Keep me updated. I love dark pokemon. HEHEH! And a game fre them. Asome!
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None of your beeswax!
Seen November 24th, 2007
Posted September 14th, 2005
1,981 posts
19.4 Years
What do you mean, "MINES!" Do you mean it looks like yours? I made that with my own flesh and blood, I didn't steal coding even from the most ambitious rm2k games like Kindred Saga. Do you mean the graphics? I think I found the chipset on this message board, yes. Is the chipset yours? If so, I'll give credit to you.

In any case, I just updated the OPTIONS menue in my CMS to change boarders. Now I have three options for System Sets: Classical (in screens) Modern (Ruby/Saphire) and RM2K style (liteblue in RTP)

And the day and night system is complete. I set it to change every five seconds for now so I can see the changes, but eventually it's going to be every ten or fifteen minutes. And what's great is I figured out how to make the screen stay the same tone when inside a building while keeping the timer running!

One more thing: Does anyone have any good ideas for Run probability in battle? I'm not sure what formula to use. It should involve some random probability, the opponents speed, and your active pkmn's speed, right? Right now I just have it set for a 3 in 25 chance you'll not make it, but that has no dependency on the two pkmn's speed. And no, I'm doing 1 on 1 fights, not 2 on 2

EDIT: Whoopse, I didn't see the "is" in "IS like MINES" but I'm still not clear on what you meant.
None of your beeswax!
Seen November 24th, 2007
Posted September 14th, 2005
1,981 posts
19.4 Years
I just updated the appearence rate methods! every five to ten steps there will be an encounter. Does that sound right to you?

Any ideas about RUN probability?

I also updated my day and night system so there is NO LAG!

All that's left is finishing some menue items and creating the actual game. The systems are almost complete!
Age 30
San Antonio, Texas
Seen April 19th, 2005
Posted April 19th, 2005
267 posts
19.4 Years
I just updated the appearence rate methods! every five to ten steps there will be an encounter. Does that sound right to you?

Any ideas about RUN probability?

I also updated my day and night system so there is NO LAG!

All that's left is finishing some menue items and creating the actual game. The systems are almost complete!
Yes, it does, but make sure it's only in the grass.
And the RUN probability should be speed or level(i suggest speed)
None of your beeswax!
Seen November 24th, 2007
Posted September 14th, 2005
1,981 posts
19.4 Years
I am planning the release of a demo about next month, depending on how my friend and I progress. I'm doing all the coding and system stuff and he's making the actual game. When he sends me what he's done so far and I fix it up a little and impliment my CBS's and CMS's, I'll compile a demo available for download and test-play, exclusively to you guys at pokecommunity. Maybe I'll get some feedback.

Yes, appearences are only in the grass. Do you think there should be a sound effect for every step in the grass too? like a swish or something that sounds like wadding through deep grass?

Any RM2K gurus know how I can impliment speed into the run code? What formula should I use? I found a tutorial online, but I think it is more indepth than pokemon goes, so if you poke experts have any ideas that seem to be similar to the real pokemon, let me know.
Age 30
San Antonio, Texas
Seen April 19th, 2005
Posted April 19th, 2005
267 posts
19.4 Years
I am planning the release of a demo about next month, depending on how my friend and I progress. I'm doing all the coding and system stuff and he's making the actual game. When he sends me what he's done so far and I fix it up a little and impliment my CBS's and CMS's, I'll compile a demo available for download and test-play, exclusively to you guys at pokecommunity. Maybe I'll get some feedback.

Yes, appearences are only in the grass. Do you think there should be a sound effect for every step in the grass too? like a swish or something that sounds like wadding through deep grass?

Any RM2K gurus know how I can impliment speed into the run code? What formula should I use? I found a tutorial online, but I think it is more indepth than pokemon goes, so if you poke experts have any ideas that seem to be similar to the real pokemon, let me know.
Cool. Yes you should put a se for walking in grass.
None of your beeswax!
Seen November 24th, 2007
Posted September 14th, 2005
1,981 posts
19.4 Years
Well, thank you Miroku! Where is your topic? I'll do a search for it, but it would be easier if you just posted a link.

Game update: I finished the sprites (male + female) for your characters reflection in water. The only problem is some minor lag in the movement of the reflection. I'm trying to come up with a better code as I type.

Until next time,
-DM31
None of your beeswax!
Seen November 24th, 2007
Posted September 14th, 2005
1,981 posts
19.4 Years
Sorry for the double post (hereafter referred to as DP, mods)

I just finished the hero's reflection in water. Here's a screen of it! The only problem is the reflection is a little slow; just a tad behind your character. It's a tolerable error though; I don't know how to fix it!

Also, check out this tutorial I found on Don Miguel's site for the Run probability. Does it sound like the chances in pokemon?

EDIT: I found your thread, and do you mind if I use some of those Chipsets?
None of your beeswax!
Seen November 24th, 2007
Posted September 14th, 2005
1,981 posts
19.4 Years
Here's some more:
And see my pervious post

UPDATE: I finally fixed water reflection! Now it's in perfect synch with your character! YAY!
-DM31