Pokemon Liquid

What do you think of Pokemon Liquid?

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hi you guys i think you noticed i havent been here for awhile and i need to ask one question...is the sequel get released yet?
 
No the sequel is still in the planning stage! Oh sorry guys I was a tad busy today so no screens. I'll see if I can get them tommorrow...
 
Sorry for the double post but I got those new screens for you! Enjoy! Oh and the new heros were made by kyledove!

[PokeCommunity.com] Pokemon Liquid
[PokeCommunity.com] Pokemon Liquid


[PokeCommunity.com] Pokemon Liquid
[PokeCommunity.com] Pokemon Liquid


[PokeCommunity.com] Pokemon Liquid
[PokeCommunity.com] Pokemon Liquid


[PokeCommunity.com] Pokemon Liquid
[PokeCommunity.com] Pokemon Liquid


[PokeCommunity.com] Pokemon Liquid
[PokeCommunity.com] Pokemon Liquid
 
those new heroes looks cool :D
man, can't wait for a new demo :D
 
I really hope you're not editing with the standard procedural protocol 62$ code on... otherwise XP users are going to experience mega delayed game lag because of the hex dec 7 codes will be slightly biased for it will want to translate to assembler. Best bet is to switch the splines as to that they reticulate, which you can SIMPLY do by this: Open up the compiled file, translate it into a .scr (conversion method) open the program using any standard hex editor (Can't before the year 2000 or the global floats arrays may cause a serious rash break in the ex.start functions) and find the codes: OD CD 12 65 72 00 00 0A 06 67 33 45 72 01 78 T8 4Y P4 0H 74 33 9F 6R 2U 3D 66 23 32 00 00 00 00 00 0A A7 8A, and find the value which is modified simply by opening up your tile editor and trying to input a set of tiles into the hexed values, which should change the output to: OF CR 50 76 33 45 10 00 00 01 67 82 34 H4 8U 04 81 HG. Therefore not only does it substaintially make it less risky for the secuirty reasons in that the local function classes won't be public as they will be private, but the splines also are now opened. Once the splines are succsessfully opened, convert it back to your file extension and re-compile using RMA2KDLL.API.

Hope that helps!
Message me if you need help :bandit:
 
Uhhh.. How did you get the idea that we were using a hex editor or roms or anything like that? This is the game dev forum, not the emulation forum..
Rm2k3kid made all that from scratch.. It's done really well too :)
 
Lol... silly. ROM stands for the saved file project--Not a ROM file. Silly boy. Hex edit it to maintain values that boost it and cause the errors to go away--Duh.
 
Krazy_Meerkat said:
Thats very nice... We use a program called rpg maker 2003.. Nothing to do with hex.
Please keep on-topic if you are going to continue posting here.


As should you. When you save a file in RM2K3, you can hex the save file... very common. Read ANY RM2K3 forum and look under "Hexing the bytes" Quite simple.
 
GenoMew said:
I really hope you're not editing with the standard procedural protocol 62$ code on... otherwise XP users are going to experience mega delayed game lag because of the hex dec 7 codes will be slightly biased for it will want to translate to assembler. Best bet is to switch the splines as to that they reticulate, which you can SIMPLY do by this: Open up the compiled file, translate it into a .scr (conversion method) open the program using any standard hex editor (Can't before the year 2000 or the global floats arrays may cause a serious rash break in the ex.start functions) and find the codes: OD CD 12 65 72 00 00 0A 06 67 33 45 72 01 78 T8 4Y P4 0H 74 33 9F 6R 2U 3D 66 23 32 00 00 00 00 00 0A A7 8A, and find the value which is modified simply by opening up your tile editor and trying to input a set of tiles into the hexed values, which should change the output to: OF CR 50 76 33 45 10 00 00 01 67 82 34 H4 8U 04 81 HG. Therefore not only does it substaintially make it less risky for the secuirty reasons in that the local function classes won't be public as they will be private, but the splines also are now opened. Once the splines are succsessfully opened, convert it back to your file extension and re-compile using RMA2KDLL.API.

Hope that helps!
Message me if you need help :bandit:
So I imagine that this all has something to do with hexing the save files?
I didn't think so
 
Yes, indeed it does.

Don't question mah authoritah.

SP, Bam.
 
Thanks guys! Kyledove is one awesome pixel artist!

Krazy_Meerkat : In the following options menu you can only choose one thing... that is to turn the follower on/off... but it has the current status of the follower eg none, human or pkmn.. I'll show a screen of that soon. Now in the battle system options menu you can turn the animitions on/off and you can well thats the secret bit... I almost forgot about them.. ah heh heh... Maybe some more screens tomorrow! Bye bye!

EDIT: I also have a new bag for the hero's courtesy of kyledove... screens soon!
 
thanks Im still working on the rest of the charset sprites =\
[PokeCommunity.com] Pokemon Liquid

the tree bottom right is missing the top of it...just incase you didnt know o-o

I was working on overworld lapras and I wanted to test it out so uhh...its a lapras race! =D

[PokeCommunity.com] Pokemon Liquid
 
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Awesome laprases! In the cliff part, the corners of the grass look a tad too sharp to me. Just my personal opinion.

Rm2K3kid, in regard to the options screen you posted a few above: the blue bar to the right of each menu item looks a LOT like a recollored version of the decorative bar on Booda Sack's battle system. Just to let you know.
 
Nice screens and I agree with Darkmage...is there a place where you found those?
 
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