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Pokemon Purple

46
Posts
14
Years
    • Seen Aug 25, 2013
    Pokemon Purple is, in a nutshell, a complete re-imagining of Pokemon Red and Blue version, featuring crossover from the Neon Genesis Evangelion universe.

    It will feature all 151 original Generation 1 Pokemon, as well as any evolutionary forms of the original 151 that were introduced in Generation 2. It will also have some entirely new Pokemon based on the Angels from Neon Genesis Evangelion.

    The game will take place in a heavily modified version of the Kanto region, and will also have gameplay mechanics that have been significantly reworked. The basic overall goals of the game is the same though: Catch Pokemon, beat the Gym Leaders and defeat the Elite Four.

    Speaking of Gym Leaders, here they are:

    Ryoji Kaji
    01_PewterGym_RyojiKaji.png


    Asuka Langley Soryu
    02_CeruleanGym_AsukaLangleySoryu.png


    Lieutenant Shigeru Aoba
    03_VermillionGym_LtShigeruAoba.png


    Mari Makinami
    04_CeladonGym_MariMakinami.png


    Toji Suzuhara
    05_FuschiaGym_TojiSuzuhara.png


    Rei Ayanami
    06_SaffronGym_ReiAyanami.png


    Gendo Ikari
    07_CinnabarGym_GendoIkari.png


    Kozo Fuyutsuki
    08_ViridianGym_KozoFuyutsuki.png


    And here's the Elite Four:

    Naoko Akagi
    E01_NaokoAkagi.png


    Keel Lorenz
    E02_KeelLorenz.png


    Pen Pen
    E03_PenPen.png


    Misato Katsuragi
    E04_MisatoKatsuragi.png


    And last but not least, the rival, Kaworu Nagisa:
    RIVAL_KaworuNagisa.png


    Screenshots:
    purple001.png
    purple002.png


    purple003.png
    purple004.png


    purple005.png
    purple006.png


    purple007.png


    The screenshots above are not necessarily representative of what the final project will look like. Some things might end up looking very different by the time the game is complete. For instance, I've decided I'll be switching to a "widescreen" 300x180 resolution instead of the standard GBA resolution. I'm aiming for a December 4 release, but that might be a bit ambitious, so don't be surprised if setbacks end up pushing the date back to sometime in 2013. And being that I'm an adult with a full-time military obligation, and with some particularly hectic stuff going on in and around December for me, it'll probably be released mid/late 2013 if it does end up getting pushed back past Dec. 4.

    Here's a mockup of what the battle screen will generally look like:
    mockup01.png


    This project is being developed by me, myself and I. But here's the credits for the people/sites whose sprite/tileset rips I've benefitted from:

    Bob799
    A.J. Nitro
    Sapphire_Dragon
    Ryo
    Axmarrone
    Sam Webster
    i2needspeed
    fabnt
    Kaori
    Pokemon Elite 2000

    And the person responsible the awesome Evangelion Unit 01 image featured on the splash screen:
    Nanahra
     
    Last edited:
    46
    Posts
    14
    Years
    • Seen Aug 25, 2013
    I've decided that I'm going to use an isometric perspective for this game.

    For a taste, here's one of the sprites:
    pallettown_house.png
     

    DaSpirit

    Mad Programmer
    240
    Posts
    16
    Years
  • Interesting I suppose. Always good to see GameMaker games here. How is the battling going to work with the sync bar?
     
    46
    Posts
    14
    Years
    • Seen Aug 25, 2013
    Thanks for showing some interest, guys.

    The Sync Bar replaces the PP system and, in the most basic sense, works somewhat like the ATB meter of some Final Fantasy games.

    Unlike the FF ATB system though, you don't have to wait for the meter to completely fill to be able to do anything. You can execute an action at any time you feel like, so long as you have the amount of sync required to perform the specific action you wish to perform. And different actions will have different sync costs, naturally.

    Also unlike the FF ATB system, the sync ratio is persistent outside of battle and continues to increase as you walk around (albeit more slowly than in battle). But there will be certain potentially severe risks associated with letting the sync ratio get too high or too low, so you need to keep it in check.
     
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