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General game making help

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FL

Pokémon Island Creator
2,453
Posts
13
Years
    • Seen May 10, 2024
    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
     

    KitsuneKouta

    狐 康太
    442
    Posts
    14
    Years
    • Seen Nov 20, 2017
    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).
     
    15
    Posts
    13
    Years
  • 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?
     

    Gigatom~

    Pokemon Ruthenium Creator ~
    117
    Posts
    14
    Years
    • Seen May 25, 2012
    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.
     

    zingzags

    PokemonGDX creator
    536
    Posts
    15
    Years
  • How do I display the % of the experience bar. For example the pokemon has 500 exp / 1000
    it would display 50%, and it wont display decimals.
     

    iCharlie

    Programmer of DarkDust
    13
    Posts
    13
    Years
    • Seen Oct 20, 2010
    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
     

    Conan Edogawa

    One Truth Prevails
    1,061
    Posts
    15
    Years
  • 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?
     

    Himalama

    Ghost and Psychic type addict
    52
    Posts
    13
    Years
    • Seen Nov 16, 2013
    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..
     

    Himalama

    Ghost and Psychic type addict
    52
    Posts
    13
    Years
    • Seen Nov 16, 2013
    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!
     

    Pichuichu

    Creator Of (Insert Here)
    271
    Posts
    14
    Years
  • 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
     

    SIN1488

    Dedicated FluoroCarbons :P
    1,139
    Posts
    15
    Years
  • 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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