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General game making help

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Sorry if this is the wrong thread to post this in. But it seemed like the right place to ask this. Does anyone know any good free software I could use to create Fake Pokemon cries for my Fakemon? Or more simply put, does anyone know any good free software for making sound effects?
Poccil recommend Audacity:
audacity.sourceforge.net
 
Does anyone know how to change default font & font color? For any text? :) (Pokemon Essentials)
There's no easy way to change the default font color (we had this discussion in the Essentials thread a while back), as you basically have to find every place that the text properties are defined and alter them to your liking. There's plenty of them, so it may take some effort. Also, what do you mean by default? Essentials has a "default" font in that, if no others are specified, it will use Arial. However, if any of the other (included) fonts exist, it will use Power Green Small (if I'm not mistaken). SpriteWindow line1349 should be about what you're looking for, as that's where it checks if the fonts are present (in a particular order).
 
mapping help

hi i have a few questions and was wondering if someone could help me and ssrry if there dumb questions im new at this.

1. how do u move buildings around in towns (GBA roms)?
2. how come i cant walk in the grass when i delete trees and put grass there(GBA roms)?
3. is there a way to change the gameplay of the game?
4. and lastly does anyone have a-mart and advance tool that works for gba?
 
hi i have a few questions and was wondering if someone could help me and ssrry if there dumb questions im new at this.

1. how do u move buildings around in towns (GBA roms)?
2. how come i cant walk in the grass when i delete trees and put grass there(GBA roms)?
3. is there a way to change the gameplay of the game?
4. and lastly does anyone have a-mart and advance tool that works for gba?

Try to ask in the Rom-Hacking Section.
 
When I edit a sprite say like Red or Crystal, and move around on the sprite, the screen will glitch and lag a little?

Any help/advice? ;i
 
I'm having a little problem with RMXP. I used to insert my tiles by just loading them into RMXP after editing them. Everything went okay, except the last time... For some reason, the transparency went wrong and I can't fix it! Can anybody help me?

Screenshot: https://www.plaatjesupload.nl/bekijk/2010/10/17/1287321224-310.png
 
I'm having a little problem with RMXP. I used to insert my tiles by just loading them into RMXP after editing them. Everything went okay, except the last time... For some reason, the transparency went wrong and I can't fix it! Can anybody help me?

Screenshot: https://www.plaatjesupload.nl/bekijk/2010/10/17/1287321224-310.png

All I can think of is trying to import it again and set the gray color as the transparent. I'm assuming you have those on a layer other than the first, right?
 
All I can think of is trying to import it again and set the gray color as the transparent. I'm assuming you have those on a layer other than the first, right?

I do! Thanks for the help, though it doesn't really work..
 
Would you mind sending me the tileset then? I may be able to get it to work, but I can't guarantee anything.
I'm happy you want so help me ^^
I'm going to upload the tileset and i'll send it to you!
 
Help

Code:
here is the script.

#==============================================================================
# - Scene_Pokegear
#------------------------------------------------------------------------------
# Modified By Harshboy
# Modified by Peter O.
# Also Modified By OblivionMew
#==============================================================================
class Scene_Pokegear
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  #def initialize(menu_index = 0)
   # @menu_index = menu_index
  #end
  #--------------------------------------------------------------------------
  # main
  #--------------------------------------------------------------------------
  def main

# Main Menu settings you can add or change these
    #commands=[
    #  _INTL("Map"),
    #  _INTL("Radio"),
    #  _INTL("Phone"),
    #  _INTL("Exit")
    #]
    @choose=0
    @sprites={}
    #@sprites["command_window"] = Window_CommandPokemon.new(commands,160)
    #@sprites["command_window"].index = @menu_index
    #@sprites["command_window"].x = (Graphics.width - @sprites["command_window"].width) - 8
    #@sprites["command_window"].y = 640
    @sprites["card"] = IconSprite.new(0,0)
    @sprites["card"].setBitmap("Graphics/Pictures/Pokegearback")
    @sprites["map_icon"] = IconSprite.new(16,150)
    @sprites["map_icon"].setBitmap("Graphics/Pictures/mapicon")
    #@sprites["button_up"] = IconSprite.new(320,80)
    #@sprites["button_up"].setBitmap("Graphics/Pictures/buttonunp")
    #@sprites["button_down"] = IconSprite.new(320,165)
    #@sprites["button_down"].setBitmap("Graphics/Pictures/buttonunp")
    @sprites["arr_icon"]=AnimatedSprite.create("Graphics/Pictures/Select-2",2,10)
    @sprites["arr_icon"].x = 16
    @sprites["arr_icon"].y = 150
    @sprites["arr_icon"].z=99999
    @sprites["arr_icon"].start
    @sprites["radio_icon"] = IconSprite.new(133,150)
    @sprites["radio_icon"].setBitmap("Graphics/Pictures/radicon")
    @sprites["phone_icon"] = IconSprite.new(251,150)
    @sprites["phone_icon"].setBitmap("Graphics/Pictures/phonicon")
    @sprites["exit_icon"] = IconSprite.new(368,150)
    @sprites["exit_icon"].setBitmap("Graphics/Pictures/exicon")
    #@sprites["trainer"] = IconSprite.new(220,370)
    #@sprites["trainer"].setBitmap(sprintf("Graphics/Characters/trainer%03d",$Trainer.trainertype))
    #@sprites["trainer"].z = 99999
    @sprites["info"] = Window_UnformattedTextPokemon.new("")
    @sprites["info"].height = 92 #Graphics.height / 4 + 16
    @sprites["info"].width = 352 #Graphics.width / 2
    @sprites["info"].x = 64
    @sprites["info"].y = 52
    @sprites["info"].z = 99999
    @sprites["info"].letterbyletter=false
    @sprites["album"] = IconSprite.new(0,320)
    
    @photofile=nil
    50.times {|@i|
      filename=sprintf("Graphics/Photo/Photo-%03d.bmp",@i)
      if FileTest.exist?(filename)
       @photofile=filename
       break
      end
      @i+=1
     }
    @sprites["album"].setBitmap(@photofile)
    
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    pbDisposeSpriteHash(@sprites)
  end
  #--------------------------------------------------------------------------
  # update the scene
  #--------------------------------------------------------------------------
  def update
    pbUpdateSpriteHash(@sprites)
    @CurrentTime = Time.now.to_s# + Time.now.minute.to_s
    #@sprites["info"].setTextToFit(_INTL(@CurrentTime))
    @sprites["info"].text=(@CurrentTime)
    
   if Input.press?(Input::UP)
     @i-=1
     @photofile=sprintf("Graphics/Photo/Photo-%03d.bmp",@i)
     if FileTest.exist?(@photofile)
       @sprites["album"].setBitmap(@photofile)
       break
     else
       @i+=1
     end
   end
   if Input.press?(Input::DOWN)
     @i+=1
     @photofile=sprintf("Graphics/Photo/Photo-%03d.bmp",@i)
     if FileTest.exist?(@photofile)
       @sprites["album"].setBitmap(@photofile)
       break
     else
       @i-=1
     end
   end
   if Input.press?(Input::LEFT)
     @choose-=1
     if @choose==-1
       @choose=3
     end
     pbWait(7)
   end
   if Input.press?(Input::RIGHT)
     @choose+=1
     if @choose==4
       @choose=0
     end
     pbWait(7)
   end
   
 [S-HIGHLIGHT]  if Mouse.mouse_in_area?(16,150,96,64)
     if Mouse.click?(1)
      pbPlayCancelSE()
      $scene = Scene_Map.new
      end
    end[/S-HIGHLIGHT]
    
    if Input.trigger?(Input::C)
      case @choose
      when 0
        pbPlayDecisionSE()
        pbFadeOutIn(99999) {
         scene=PokemonRegionMapScene.new
         screen=PokemonRegionMap.new(scene)
         screen.pbStartScreen
        } 
      when 1
        pbPlayDecisionSE()
        $scene = Scene_Jukebox.new
      when 2
        pbPlayDecisionSE()
        pbFadeOutIn(99999) {
           PokemonPhoneScene.new.start
        }
      when 3
        pbPlayDecisionSE()
        $scene = Scene_Map.new
      end
      #return
    end
  
  case @choose
   when 0
 @sprites["map_icon"].x = 16
 @sprites["phone_icon"].x = 251
 @sprites["radio_icon"].x = 133
 @sprites["exit_icon"].x = 368
 @sprites["arr_icon"].x=16
 when 1
 @sprites["map_icon"].x = 16
 @sprites["phone_icon"].x = 251
 @sprites["radio_icon"].x = 133
 @sprites["exit_icon"].x = 368
 @sprites["arr_icon"].x=133
 when 2
 @sprites["map_icon"].x = 16
 @sprites["phone_icon"].x = 251
 @sprites["radio_icon"].x = 133
 @sprites["exit_icon"].x = 368
 @sprites["arr_icon"].x=251
 when 3
 @sprites["map_icon"].x = 16
 @sprites["phone_icon"].x = 251
 @sprites["radio_icon"].x = 133
 @sprites["exit_icon"].x = 368
 @sprites["arr_icon"].x=368
  
end
    #update command window and the info if it's active
    #if @sprites["command_window"].active
    #  update_command
    #  update_info
    #  return
    #end
 
  end
  #--------------------------------------------------------------------------
  # update the command window
  #--------------------------------------------------------------------------
  [S-HIGHLIGHT]def update_command
   if Mouse.mouse_in_area?(16,150,96,64)
     if Mouse.click?(1)
      pbPlayCancelSE()
      $scene = Scene_Map.new
      end
    end[/S-HIGHLIGHT]
    
    if Input.trigger?(Input::C)
      case @choose
      when 0
        pbPlayDecisionSE()
        pbFadeOutIn(99999) {
         scene=PokemonRegionMapScene.new
         screen=PokemonRegionMap.new(scene)
         screen.pbStartScreen
        } 
      when 1
        pbPlayDecisionSE()
        $scene = Scene_Jukebox.new
      when 2
        pbPlayDecisionSE()
        pbFadeOutIn(99999) {
           PokemonPhoneScene.new.start
        }
      when 3
        pbPlayDecisionSE()
        $scene = Scene_Map.new
      end
      return
    end
  end
  def update_info
    #case @choose
    #when 0
    #  @sprites["info"].setTextToFit(_INTL("A Map\r\nShows visited Places."))
    #when 1
    #  @sprites["info"].setTextToFit(_INTL("A Radio\r\nUsed to listen to Music."))
    #when 2
    #  @sprites["info"].setTextToFit(_INTL("A Phone\r\nUsed to call People."))
    #when 3
    #  @sprites["info"].setTextToFit(_INTL("Closes the PokeGear and\r\nreturns to the game."))
    #end
    #pbBottomRight(@sprites["info"])
  end
end


ca somebody tell me what im doing wrong with those parts and the intire script.

credit to help-14
 
This is a copy paste of my questions in another thread, which I guess was in the wrong place:

So there are some certain programs used often for making hacks, and I'm sure they can be used for making non-pokemon RPG's or other games, right?

How much coding do you need to know to make one of these basically from scratch? And what kinds of coding?

Also, the numbers that go into the game for the RPG elements (Damage amounts, exp, etc.), are those built in easily with the program or do those need to be made from scratch?

Is it possible to make an adventure game or something without any real RPG elements?


I don't know much about coding, but I definitely want to try my hand at making a game. :D

I never got any of these questions answered, and I hate to keep pushing them, but I would really like to know.

If the answers are too long to explain, then could someone maybe push me in the right direction on how to get started with this stuff?
 
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