• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Trading Card Game 2 protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Quick Design Questions

Status
Not open for further replies.
Hmm, I could use some advice!

I'd like to start working on my own RPGg ame. I'm already gathering notes and (shoddy) art and ironing out story points buttt... how to actually produce it is my issue. I'm not bound to Essentials, as this is non-pokemon and much much more RPG based, what would you recommend?

I currently have RPG XP, which is fine but clunky. I've tried newer versions of RPG maker and found them much more agreeable (although price DX) and there are plenty of EVEN MORE expensive tools on the market.
 
Was hoping somebody could help me out. Wasn't sure if this belonged in Design Questions, but since it relates to mapping I'm posting it here.


I've been trying to decide which style of top cliff-edges look best. I think the left, because it adds a sense of height, but I know a lot of games do the right, which makes it look a little flat IMO. Thoughts?


[PokeCommunity.com] Quick Design Questions
 
Was hoping somebody could help me out. Wasn't sure if this belonged in Design Questions, but since it relates to mapping I'm posting it here.


I've been trying to decide which style of top cliff-edges look best. I think the left, because it adds a sense of height, but I know a lot of games do the right, which makes it look a little flat IMO. Thoughts?


[PokeCommunity.com] Quick Design Questions
I tend to agree with you, the left one looks better. However, you might run into issues with the one on the left if you want the player to be able to go directly behind the mountain.
 
Do people prefer the smaller doors (on the left) or larger doors (on the right)? Bottom images have the player character for reference.


[PokeCommunity.com] Quick Design Questions

Personally, I prefer the wider doors. Looks more like the protag could actually fit in them.
 
Hi, I would like to ask which program should I use to make maps of towns and cities? Do I need an actual rom for that? Can I use photoshop? I see all the pretty work around here and I truly want to try too...

Well, I know there's a program called Tiled that you can use to make maps, but I think that would work best if you're not trying to make a game with the maps. If you're looking to make a game... then I know that you can edit them in a ROM through some ROM hacking, or through RPG Maker if you choose the Essentials route.
 
Custom Megas

Hey I came up with a few new megas for my fan games and wanted some feedback on them.

Mega Arbok
Spoiler:


Mega Sandslash
Spoiler:


Mega Farfetchd
Spoiler:


Mega Hypno
Spoiler:


Mega Weezing
Spoiler:


Mega Jynx
Spoiler:


Mega Girafarig
Spoiler:


Mega Dunsparce
Spoiler:


Mega Mightyena
Spoiler:


Mega Torkal
Spoiler:


Mega Arceus
Spoiler:


That's all I have for now and about the height and weight on most of them being the same there not I just haven't fixed that part yet. Let me know what you think of them and if you think I should change them in anyway.
 
Well, I know there's a program called Tiled that you can use to make maps, but I think that would work best if you're not trying to make a game with the maps. If you're looking to make a game... then I know that you can edit them in a ROM through some ROM hacking, or through RPG Maker if you choose the Essentials route.

I'm just trying to make the map, no game. So Tiled is the best route right?
 
Mega Arceus
Spoiler:

Made a minor alteration to your code for Arceus. Forms 1-17 or 18 are used up by the Plates. So Mega Arceus needs to not be one of those forms.

Also, not quite sure what changing the base HP stat mid-battle would do. If I understand correctly, Pokemon Insurgence - who did this for their Mega Eevee - had to do some serious coding to make it work properly.
 
I asked about minor alterations to Pokémon designs before, but this is a little different.

I recently stumbled upon a Tumblr blog titled "The New 151", which is a project that essentially redesigns the Gen 1 Pokémon as if they were designed today, given Pokémon have become somewhat more complex over the years. They've also made some pretty major changes - for example, Butterfree now looks wildly different, so as to better match Caterpie & Metapod.
Spoiler:

Here's a link.


Anyway, to get to the point - how would everyone feel about designs like these being utilised in a fan game? Would you generally avoid redesigning already existing Pokémon, or be willing to give it a look?
 
I'm just trying to make the map, no game. So Tiled is the best route right?

Then yes. Most likely. I myself haven't used it, but it was recommended to me not that long ago. You'll still probably need to provide tilesets to work with, but there are plenty of them here and elsewhere on the Internet.
 
how would everyone feel about designs like these being utilised in a fan game? Would you generally avoid redesigning already existing Pokémon, or be willing to give it a look?
I think that'd be awesome, actually! If that's something you're thinking about doing then I'd certainly like to see it :) Having looked at the blog post, some of those are pretty interesting, so I'd say go for it!
 
Made a minor alteration to your code for Arceus. Forms 1-17 or 18 are used up by the Plates. So Mega Arceus needs to not be one of those forms.

Also, not quite sure what changing the base HP stat mid-battle would do. If I understand correctly, Pokemon Insurgence - who did this for their Mega Eevee - had to do some serious coding to make it work properly.

His set up is only a base I can't think of a good ability to give him just yet also it should be set to form 19 unless my computer messed up the codding when i copied it from the game.
 
Hey guys. I'm attempting to make all the tiles of my game, so I'm making them little by little in between other development processes. I just wanted to get feedback on the bases of the trees and which looks the best (grass, complete grass, and no grass). Also, any critique on the trees would be nice since they're my first trees, lol.
Spoiler:
 
Hey guys. I'm attempting to make all the tiles of my game, so I'm making them little by little in between other development processes. I just wanted to get feedback on the bases of the trees and which looks the best (grass, complete grass, and no grass). Also, any critique on the trees would be nice since they're my first trees, lol.
Spoiler:

The trees look nice and I think it would be maybe a little better if they were more like round on the top instead of pointy.
 
Last edited by a moderator:
So I'm working on creating a game in the Unity engine, but I'm using a lot of sprites and whatnot from Essentials. It's being made for the WebGL platform, so it'll be a browser game.

Originally, we where hellbent on menu navigation being keyboard-based in order to retain a "retro Pokemon game" feel, but anyone who's worked in Unity knows that keyboard-controlled menus are way harder than mouse-controlled menus.

So my question is, do you (personally) prefer retro-style menus or do you like the ease of a mouse? And secondly, what do you think the overall community preference is considering most fan games are either ROM hacks or Essentials-based (which both use retro-style).

Thanks,
G
 
Status
Not open for further replies.
Back
Top