• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Dawn, Gloria, Juliana, or Summer - which Pokémon protagonist is your favorite? Let us know by voting in our poll!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Other] Creating/Editing your own 'mons

  • 232
    Posts
    6
    Years
    • Seen Apr 16, 2024
    Yo everyone.

    It's been a while. My mates and I have a new ongoing project to make a prehistoric-based Gen III Kanto hack.

    So I wondered. I'm all au fait with how to edit sprites and such, but we wanted to take it to the next level and implement our own roster of dino/extinct based Pokemans properly. And perhaps edit the base stats, moves, types, etc. I've been playing a bit of Fakemon Fire Red (which if you haven't played it, I definitely recommend doing so), so I know that implementing your own Fakemon is at least possible.

    My only problem is that it's proving dfiffcult to find any info on how to do such a thing. Like even if to start with we just change the names to match our newly invented ones that correspond to existing Pokes, that would be a good stepping stone, but I can't seem to find a guide on how to do so.

    Is there one out there that is eluding me, or is anyone more experienced than me able to point me in the right direction to help Twigomizer, here become reality?

    Thanks humans
     

    Attachments

    • [PokeCommunity.com] Creating/Editing your own 'mons
      Twigomizer.png
      1.5 KB · Views: 53
    So you have the properly formatted pixel art already?
    Try out the program PGE, it can edit Pokémon information. Name, base stats, type, all that good stuff. I haven't actually tried sprite insertion using PGE (yet, it's on my to do list) but I think that is also possible.
     
    Yeah, got the random encounter sprites as well as the box sprites all happening with NSE. It's actually super fun!. But thanks. I'll check out this PGE business. Sounds like exactly what I'm after!
     
    You should use YAPE for the stat stuff, I don't remember if it's capable of editing mon names, you should try it.
    The easiest way is search ''<Thing to edit (Names, trainers, etc)> + editor pokemon gba''
    NSE and YAPE will work fine for the mons.
    Also, I reccomend you to write a chart with every evolutionary line you wanna add, and edit a Pokemon with the same quantity of stages, for example: A little Dino that evolves into a mid-sized Velociraptor, and finally into a powerful grown up one, should replace a three stage pokemon. Using that 'strategy', you don't have to edit the evolutions for new mons.
     
    Thanks. I've seen YAPE mentioned a couple of times. So I'll check it out!

    And yeah my mate and I are both engineers, so naturally we've already got a spreadsheet set up where we're devising each 'mon and replacing it with the corresponding Kanto "equivalents" as we go. :D
    Like, Cubone and Marowak are becoming an Oviraptor style thing with an egg for a head instead of a skull. Just as an example
     
    Last edited:
    So you have the properly formatted pixel art already?
    Try out the program PGE, it can edit Pokémon information. Name, base stats, type, all that good stuff. I haven't actually tried sprite insertion using PGE (yet, it's on my to do list) but I think that is also possible.

    As a side note. Sprite insertion is way easy with PGE. You can just make a .png Sprite Sheet at 256 x 64 pixels and it does all four (non-shiny, shiny, back, shiny back) at once.
     
    Back
    Top