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PokeDev-E [Game Creation Tool C#]
Name is temporary I'm sure it has been used but for now keeping it PokeDev-E.
Video Example: Colors are slightly off due to recording method having HDR enabled my bad.
Interior tiles scale Test:
![[PokeCommunity.com] [Editor] PokeDev-E [PokeCommunity.com] [Editor] PokeDev-E](https://data.pokecommunity.com/attachments/87/87804-29dcf78f90c18a5188a68632b69a3ded.jpg)
Current Progress - 0.01% based on amount still needing to be done and things to be decided.
(I'm a noob coder, but in creating a game I lack some of the creative enthusiasm,
so I figured why not create a tool so others can create Pokemon like games in a different manner than usual)
Current Stage 0: Map Editor Creation.
My current focus is on map region creation and will likely be for a while.
So far I have begun setting up scalable layering, grid layout, tile placement and removal, region saving/loading, etc...
Focuses on 32x32px grid pieces with 20x20 regions, I will update regions to be editable in size but never more than 20x20.
(Although with a black-tile, 20x20 should work all around for smaller regions tbh so idk yet every region may be 20x20 always)
I did just think about it, I could create a project config that allows the grid pieces to be other sizes than 32x32px instead, this way if someone wants their game to have lets say 64x or 128x defaulted tile sets that won't be a problem. (Will likely do).
This is severely early progress preview. By default for legal reasons of course, this tool will not contain any Pokemon assets or art. (In short, it could likely be used to create non pokemon-games although the focus will be pokemon like intended structuring and layout) [Put Simply: Made for Pokemon Fan Games]
Another feature that will likely not be liked as it is now is the TileMap images, each piece must be a separate 32x32 image you can not place everything on one sheet and load it (for now I might update it but as of right now I don't plan to change it) (Tiles currently autoload from one targeted folder, I'm not sure if everyone would rather have separate folders or just all tiles in one place like it is now)
Much of the data I plan to have as JSON, this is for ease of saving and editing/etc. with this I can later create the way it will run/display the regions and link them with more ease.
As of this early preview some features base pieces are implemented but not changable/used, such as Walkable/Collisioned Tiles. Tile IDs will later be used in an event driven sense, meaning regardless of the tile art/etc each tile will be capable of having a custom ID for event handling/etc. There is A LOT to setup and do.
I do plan to add Flood-fill and the typical selection-filling I guess I would call it. I will likely get to adding a selection-tool that copies all Tiles(aka every layer) so when you setup things like trees/etc you can copy and paste them or even better save them as prefabs to load in or something.
My hope is that I don't get burned out (due to things such as a lack of community desire for such a thing, although not a major concern), just a hobby and its not like I'm getting paid, if people like the concept enough and its permitted I could always open a Discord/Patreon if permittable to reference on this site. I could potentially open-source it at some point and have it be community built on github, still deciding on that part though. If I don't get burned out, I will likely not put it on github except for releases.
My program by default will never use the term Pokemon anywhere within it only (Poke), the Pokemon references and text can be done by users via Setup/Configuration, this is an attempt to avoid any conflict with Nintendo/etc.
Let me know what you think so far! Also things you might like to see in the Map Editor/Features. The goal is to make it easy to use while still allowing more advanced editing to be done as well.
Once I finish with the MapEditor and get it solid for creating the game-world I will move onto the other things that are needed piece by piece.
From my understanding I placed this in the correct section hopefully!
Name is temporary I'm sure it has been used but for now keeping it PokeDev-E.
Video Example: Colors are slightly off due to recording method having HDR enabled my bad.
Interior tiles scale Test:
![[PokeCommunity.com] [Editor] PokeDev-E [PokeCommunity.com] [Editor] PokeDev-E](https://data.pokecommunity.com/attachments/87/87804-29dcf78f90c18a5188a68632b69a3ded.jpg)
Current Progress - 0.01% based on amount still needing to be done and things to be decided.
(I'm a noob coder, but in creating a game I lack some of the creative enthusiasm,
so I figured why not create a tool so others can create Pokemon like games in a different manner than usual)
Current Stage 0: Map Editor Creation.
My current focus is on map region creation and will likely be for a while.
So far I have begun setting up scalable layering, grid layout, tile placement and removal, region saving/loading, etc...
Focuses on 32x32px grid pieces with 20x20 regions, I will update regions to be editable in size but never more than 20x20.
(Although with a black-tile, 20x20 should work all around for smaller regions tbh so idk yet every region may be 20x20 always)
I did just think about it, I could create a project config that allows the grid pieces to be other sizes than 32x32px instead, this way if someone wants their game to have lets say 64x or 128x defaulted tile sets that won't be a problem. (Will likely do).
This is severely early progress preview. By default for legal reasons of course, this tool will not contain any Pokemon assets or art. (In short, it could likely be used to create non pokemon-games although the focus will be pokemon like intended structuring and layout) [Put Simply: Made for Pokemon Fan Games]
Another feature that will likely not be liked as it is now is the TileMap images, each piece must be a separate 32x32 image you can not place everything on one sheet and load it (for now I might update it but as of right now I don't plan to change it) (Tiles currently autoload from one targeted folder, I'm not sure if everyone would rather have separate folders or just all tiles in one place like it is now)
Much of the data I plan to have as JSON, this is for ease of saving and editing/etc. with this I can later create the way it will run/display the regions and link them with more ease.
As of this early preview some features base pieces are implemented but not changable/used, such as Walkable/Collisioned Tiles. Tile IDs will later be used in an event driven sense, meaning regardless of the tile art/etc each tile will be capable of having a custom ID for event handling/etc. There is A LOT to setup and do.
I do plan to add Flood-fill and the typical selection-filling I guess I would call it. I will likely get to adding a selection-tool that copies all Tiles(aka every layer) so when you setup things like trees/etc you can copy and paste them or even better save them as prefabs to load in or something.
My hope is that I don't get burned out (due to things such as a lack of community desire for such a thing, although not a major concern), just a hobby and its not like I'm getting paid, if people like the concept enough and its permitted I could always open a Discord/Patreon if permittable to reference on this site. I could potentially open-source it at some point and have it be community built on github, still deciding on that part though. If I don't get burned out, I will likely not put it on github except for releases.
My program by default will never use the term Pokemon anywhere within it only (Poke), the Pokemon references and text can be done by users via Setup/Configuration, this is an attempt to avoid any conflict with Nintendo/etc.
Let me know what you think so far! Also things you might like to see in the Map Editor/Features. The goal is to make it easy to use while still allowing more advanced editing to be done as well.
Once I finish with the MapEditor and get it solid for creating the game-world I will move onto the other things that are needed piece by piece.
From my understanding I placed this in the correct section hopefully!
Last edited: