Charas-Project

Off-Topic => Archive => Old Game Discussion => Topic started by: drenrin2120 on December 15, 2010, 02:19:03 AM

Title: (Early WIP) Pokemon: Crystal Dreams
Post by: drenrin2120 on December 15, 2010, 02:19:03 AM
Oh GOD, I know I'm gonna get some flak for this...

Anyway, I'm kind of getting sick of pluggin away at Apathy of Angel's systems. So, in the mean time, I wanted to do something else. I've always wanted to do a pokemon fan game, so that kind of made sense. Plus, google gives me everything I need to do it. So, a tentative title for this massacre is gonna be "Pokemon: Crystal Dreams".

Early concept storyline: 5 years after Pokemon G/S/C. A new city has been built north of the Lake of Rage at the base of a mountain, aptly named "Crystal Mountain". This new city is, also aptly named, "Crystal Foot" (because I don't really care what the name is). This is where you start your journey. You're a young lad, who like all young lads, wants to travel the world and be the pokemaster. So, you get the chance to do that.

Professor Baobab gives you a pokedex. But he's been working with Professor Oak to modify it's capabilities. So, you go around and visit the Johto region and do fun pokemon things. Rocket comes into play and tries to take over the world. Loads of fun things like that.

Differences from series.
Pokedex v2.0
No longer do you have to catch pokemon to record their data, simply seeing them allows you to record precious information, taking away the monotonous task of "catch em all".

Storage
I'm not coding pointless Item storage or 15 boxes of Pokemon Storage. You'll be allowed to store up to 20 pokemans plus the six in your party... maybe less when it comes time to code all that. It'll play into the story so don't worry. Also, you'll be able to access your storage anywhere in the game using your pokegear.

EV Training
Plan on throwing this out the window for the most part. Pokemon will still collect EVs but when they level, the player will be allowed to choose what the EVs are applied to.

Evolving
Since trading is not available, Bill has invented a nifty system that makes sense and isn't time consuming. It simulates the effect being traded has on pokemon which causes them to evolve. This also means you get to keep the item you had to use to make it happen.

Happiness should be there too, allowing for Happiness evolution.

Breeding
I don't know... I may not put this in there... I don't know how to substitute it aptly though.

Day/Night
Found a neat little hack that lets me store the time on the computer in variables, allowing for an awesome cool sauce Day/Night system.

HMs
This is a big one. You can teach them to your pokemon if you want, but you don't have too. All you need to use an HM is a pokemon in the party who can perform the move. So, let's say you got a rock to shove. As long as you have the HM, you have the proper badge, and you got a machop or something, you can move that boulder without having to teach him the move "Strength". Really, I don't know why this hasn't been done in the series. HM moves are the worst and why the hell does Lapras need to learn a move for me to ride it? Gay.

General Goal
I want to gear this game towards people who enjoy playing pokemon "competitively". So, I want to avoid as much of the hassle of spending hours EV training, evolving, getting items and blarhg. And just include the fun parts of exploring the pokemon world and raising your pokemons just how you want to.

Also, I want the player to easily, while still being challenged where a challenge is merited, catch the first 251 pokemon if they want. Of course, there won't be anywhere to store all of them pokemon, so you'll have to choose wisely.

The Realization
I get this is a lot of work. But in some ways, it isn't. I'll be using GBC style graphics, allowing for easy to manipulate tilesets and charasets. Everything else is already planned out and just needs to be coded. So, in no way is this definite. This is just me screwing around with rpgmaker to kill time while I build back up my interest in trying to finish AoA.

Plus, like I said, I've just always wanted to do this. So, yeah, I'm gonna just see how this goes.

Also, here's a screenie to give you an idea of the graphics and possibly the storyline. You guys should know who the purple haired girl is. ;) and thus, how the story might kinda sorta pan out a little bit.
(http://img.photobucket.com/albums/v244/drenrin2120/PokeCrystalDreams/December142010.png)

So yeah, I'm a tender virgin, so don't effff me to hard in the aaa for this.



ALSO
Cameo opportunity!
I want to include most, if not all, of the characters that people RP'd in that there Pokemon RP, in some form or another. But, if any other chara member would like a cameo, they're more than welcome to offer up ideas for your characters.

Title: Re: (Early WIP) Pokefan Game
Post by: ellie-is on December 15, 2010, 02:28:29 AM
Sweet stuff man. How many pokés are you gonna be having in this? 251 or 493?
Title: Re: (Early WIP) Pokefan Game
Post by: drenrin2120 on December 15, 2010, 02:36:08 AM
No, just up to 251. Those are the ones I'm most familiar with, plus I don't want to plan too much.
Title: Re: (Early WIP) Pokefan Game
Post by: A Forgotten Legend on December 15, 2010, 03:29:00 AM
*Like*  Good luck!
Title: Re: (Early WIP) Pokefan Game
Post by: SaiKar on December 15, 2010, 03:29:50 AM
I want to include most, if not all, of the characters that people RP'd in that there Pokemon RP, in some form or another.

YUS!

Also, best advice I can give: PLAN NOTHING. Take the game one day at a time. Think vaguely about overall themes, but don't really get into thinking more than one city or so ahead of you. Bigger planning = that feeling of OMG this isn't getting anywhere = giving up.
Title: Re: (Early WIP) Pokefan Game
Post by: X_marks_the_ed on December 15, 2010, 03:35:04 AM
Quote
HMs
This is a big one. You can teach them to your pokemon if you want, but you don't have too. All you need to use an HM is a pokemon in the party who can perform the move. So, let's say you got a rock to shove. As long as you have the HM, you have the proper badge, and you got a machop or something, you can move that boulder without having to teach him the move "Strength". Really, I don't know why this hasn't been done in the series. HM moves are the worst and why the hell does Lapras need to learn a move for me to ride it? Gay.

You have my full attention.
Title: Re: (Early WIP) Pokefan Game
Post by: ellie-is on December 15, 2010, 03:57:14 AM
Also, best advice I can give: PLAN NOTHING. Take the game one day at a time. Think vaguely about overall themes, but don't really get into thinking more than one city or so ahead of you. Bigger planning = that feeling of OMG this isn't getting anywhere = giving up.
This is so not the right way of doing a game.
You have my full attention.
But what am I going to use all those bidoofs for!
Title: Re: (Early WIP) Pokefan Game
Post by: A Forgotten Legend on December 15, 2010, 04:37:27 AM
Saikar's advice is useful.  Especially in this type of project where its just trying to pass the time.  Maybe mixing this with a plan?
Title: Re: (Early WIP) Pokefan Game
Post by: fruckert on December 15, 2010, 04:39:54 AM
This is so not the right way of doing a game.
Yes it is.
That's what I've been doing with the past couple of projects that I've been workoh.

(http://i143.photobucket.com/albums/r125/fruckert/mspa_face-1.png)
Title: Re: (Early WIP) Pokefan Game
Post by: ellie-is on December 15, 2010, 04:43:28 AM
And that totally worked.
:mspaface:
Title: Re: (Early WIP) Pokefan Game
Post by: drenrin2120 on December 15, 2010, 06:03:24 AM
Sai's advice actually isn't the worst. Figuring out how to implement IVs, EVs, Natures, Base Stats and everything else is intimidating enough without thinking about the plot and stuff.

And **** bidoofs. You're not getting any Bidoofs! Unless you want 26 Bidoofs doing nothing but holding you back!
Title: Re: (Early WIP) Pokefan Game
Post by: Prpl_Mage on December 15, 2010, 08:00:21 AM
I demand that Lake of Rage is a Bidoof haven. They ate all the magikarps and made it a dam.


Also, you'll be a magic man with full respect when you pull this off. Sounds nifty and sweet.
Title: Re: (Early WIP) Pokefan Game
Post by: coreystranick on December 15, 2010, 02:11:03 PM
i would make me in sprite form but im having a hard enough  time typing with my left hand
Title: Re: (Early WIP) Pokefan Game
Post by: ellie-is on December 15, 2010, 02:40:45 PM
You could use a Supernerd for me. Qwilfish, Nidorino, Parasect. Parasect has to know Spore, and Rollout on Qwilfish. Anything else can be the right moves for the level. :p
Title: Re: (Early WIP) Pokefan Game
Post by: drenrin2120 on December 15, 2010, 03:53:50 PM
Well, gee... Now I've got expectations to live up to and stuff...
Title: Re: (Early WIP) Pokefan Game
Post by: Ben on December 15, 2010, 04:09:34 PM
this is ben endorsing this hot mess
Title: Re: (Early WIP) Pokefan Game
Post by: ellie-is on December 15, 2010, 04:30:34 PM
Of course. :P

I say you get rid of EVs and IVs. Otherwise you're just going to become crazy after three days.
Title: Re: (Early WIP) Pokefan Game
Post by: drenrin2120 on December 15, 2010, 04:44:25 PM
Eh... EV's are easy, it's just extra stats. IVs are pretty important, they diversify pokemon of the same species. Plus, I think I know a pretty simple way to make it all work out. There's an equation that works with every pokemon to calculate its stats. So, that means only its EVs, IVs, Nature, Base Statistics, and Level, play a role in it stats. Sounds like a lot, but it makes it a little easier because I can use the same equation for every single pokemon.

Base statistics don't change between pokemon of the same species. Natures are easy, as far as I understand them, they only decide whether the whole equation is times by 0.9, 1, or 1.1.

So, I think I can make this work pretty well and be pretty accurate. But this is all in theory.
Title: Re: (Early WIP) Pokefan Game
Post by: ellie-is on December 15, 2010, 04:57:11 PM
Yeah, but its boring as **** to code that. Really, people won't mind if two level 21 rattatas have 20 as their special attack stat even if one was raised with rare candies and the other killed thirty Alakazams.
Title: Re: (Early WIP) Pokefan Game
Post by: drenrin2120 on December 15, 2010, 05:33:26 PM
XD

Well, ill see how it goes. If it becomes too much, Ill forgo the IVs and nature. EVs are too easy to pass up tho.
Title: Re: (Early WIP) Pokefan Game
Post by: ellie-is on December 15, 2010, 05:40:52 PM
It all depends on how you're coding the pokémon.

How are you coding them? :P
Title: Re: (Early WIP) Pokefan Game
Post by: drenrin2120 on December 15, 2010, 08:38:52 PM
Ummm....
somewhere along these lines.

Here are the variables needed. These variables will only store information.
4 variables for moves
4 variables for PP

Evasion Stat
Accuracy Stat
Happiness Variable
Type of Ball Variable
EV Variable (This keeps track of how many EV's the pokemon has. Not what has been applied.)

The following variables keep track of where EV points have been applied.
HP EV Bonus
Attack EV Bonus
Defense EV Bonus
Sp. Attack EV Bonus
Sp. Defense EV Bonus
Agility EV Bonus

These are self explanatory
HP IV
Attack IV
Defense IV
Sp. Attack IV
Sp. Defense IV
Agility IV
Nature
Held Item Variable
Type 1 Variable
Type 2 Variable

That's all the variables I can think of for a total of. Base stats don't need variables because they're constant numeric values.
That brings the total number of variables to 29 variables per pokemon. For a party of six pokemon, that's 174 variables.

I'll probably only be allowing ten pokemon in storage, that means, 290 extra variables.

I plan to make a database of pokemon base stats that will apply them to temporary variables when called on to do so. Then, those temporary variables can be applied where ever they're needed. To determine a pokemon's stats, the equation goes like this. By the way, using temporary variables allows me to only code this equation once and run every pokemon's stats through it when needed

Stat = int(int((2 * Base Stat + IV + EV) * Lv / 100 + 5) * Nature)

That's for everything but HP. Hp has its own equation.

Stat = int((2 * Base Stat + IV + EV) * L / 100 + Lv + 10)

And there you go, pretty straightforward. Let me do an experiment. Let's say you've got a level 10 Charmander with the following stats

Charmander's base stats are ALWAYS
HP 39
Attack 52
Defense 43
Sp.Attack 60
Sp.Defense 50
Speed 65

Let's say this is what his EVs and IVs look like (btw, EVs and IVs can both only equal 0 through 31)

EVs
HP 4
Attack 27
Defense 0
Sp.Attack 24
Sp.Defense 6
Speed 0

IVs
HP 31
Attack 12
Defense 7
Sp.Attack 0
Sp.Defense 21
Speed 2

And he's got a hindering nature.

Our equation says at level 10 his stats should look like this...

Charmander
Level 10
HP 31
Attack 20

And that's all I feel like doing out. I checked out my work on a stat calculator though. This is what the stat calculator said.
Lv 10
Hp 31
Attack 17
Defense 15
Special Attack 17
Special Defense 15
Speed 18

Okay, so I was a little off. But you get the idea. I think I just use a calculator for one of the newer generation. Regardless, as long as the base stats are there and there's an equation to level the playing field, then all the stats will be consistent with each other. Trying to think of the word. They'll be proportional to each other.

Title: Re: (Early WIP) Pokefan Game
Post by: ellie-is on December 15, 2010, 08:40:40 PM
So good luck. :P
Title: Re: (Early WIP) Pokefan Game
Post by: drenrin2120 on December 15, 2010, 08:42:21 PM
=P

I don't know, I kind of enjoy stuff like this. I guess I'm sick.
Title: Re: (Early WIP) Pokefan Game
Post by: Prpl_Mage on December 15, 2010, 09:40:26 PM
Then I'm co-sick for reading all that, understanding it and feeling excited about it.
Title: Re: (Early WIP) Pokefan Game
Post by: fruckert on December 15, 2010, 09:44:44 PM
There's nothing quite like figuring out a problem so nicely.
It makes a game designer feel so fuzzy inside.
Title: Re: (Early WIP) Pokefan Game
Post by: drenrin2120 on December 16, 2010, 01:33:51 AM
Early menu concept.
(http://img.photobucket.com/albums/v244/drenrin2120/PokeCrystalDreams/December152010.png)
(http://img.photobucket.com/albums/v244/drenrin2120/PokeCrystalDreams/December1520102.png)

The size difference in the screens is making this whole thing a little weird to set up.

and a fun screenshot.
(http://img.photobucket.com/albums/v244/drenrin2120/PokeCrystalDreams/December1520103.png)

Title: Re: (Early WIP) Pokefan Game
Post by: Prpl_Mage on December 16, 2010, 07:47:45 AM
Birdy? It should say "Here lies link."

And I like the devamped inventory menu, looks great.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: Emerates on December 16, 2010, 05:16:19 PM
Very good indeed.  I might offer some custom sprites if you want a little more diversity in NPCs.  And one for meself, of course.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: drenrin2120 on December 16, 2010, 05:27:57 PM
Purp, the menu is an exact rip of the menu from g/s/c. But I think it fits nicely as a pop out menu.

Emerates, that would be great! I want to do a retro style game, which also makes spriting and making maps a lot easier.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: coreystranick on December 16, 2010, 07:01:32 PM
It does look better as a pop out, i'll def. try and make a sprite soon, i gotta occupy myself somehow
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: drenrin2120 on December 16, 2010, 07:56:15 PM
Good news. Setting up stats wasn't very hard. It makes me realize how ingenious rpgs are. With a single equation, the computer doesn't have to map out every possible stat at every level. They pivot on a few variables, the most important being level. So, basically, allowing for more pokemon then ten, or even twenty, in storage, shouldn't be too difficult or time consuming to do.

I did a test with bulbasaur, since he's the 1st in line, and I got very accurate stats all the way up to level 100 with random IVs.

Also, when it comes to shiny, I decided to make it a lot easier to run into them. Basically, a shiny pokemon is determined by IVs. If a pokemon's IVs all equal 31, you get a shiny. If I did my math out right, which I may not have cause I'm not too sure how odds and ratios work with multiple variables, that's only a 1/186 shot.

I could be off on that, would be cool if someone who knows how odds work could tell me if I'm right.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: Prpl_Mage on December 16, 2010, 07:58:30 PM
There was an inventory like that in g/s/c? Wow, can't remember that at all. Remember it being like the one in r/b but divided into categories of items and key items. Odd indeed.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: ellie-is on December 16, 2010, 07:59:11 PM
Items, key items, tms and balls.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: SaiKar on December 16, 2010, 11:30:02 PM
dren, if you wanted to include Saiar and her five rocket goons, I'd be happy to make sprites of them for you.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: A Forgotten Legend on December 17, 2010, 12:12:59 AM
This thread makes me want to use rpg maker instead of study for my finals. :p haha
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: ellie-is on December 17, 2010, 12:20:35 AM
This thread makes me want to play Pokémon Silver for the first time again. Thats not gonna happen. ):
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: drenrin2120 on December 17, 2010, 11:21:44 PM
sai, I've actually kind of started on that. Just a little. If you think you can make a better sprite, by all means, be my guest.

(http://img.photobucket.com/albums/v244/drenrin2120/PokeCrystalDreams/Sprite_Cameos.png)

(http://img.photobucket.com/albums/v244/drenrin2120/PokeCrystalDreams/AdministerSaiar.png)

They're all incredibly simple edits. Especially the battle sprite. If you want to do a more original one, it's fine. I spent like fifteen minutes on this, tops.

ALSO, if anyone is interested, I like to post this kind of stuff for review.

Straight out of a .txt document...

Name: Keeping track of them Pokemon
The two most important variables for keeping track of pokemon.
var. Pkmn #
var. ID Location

~~~~~~~~~
~~FIRST~~
~~~~~~~~~
Pkmn # defines what pokemon they are (1 through 251)
ID Location defines tells where the pokemon currently is
(in party or in storage)

NOTE: n is currently going to be 16. This number could
increase. N determines how many pokemon you can have total (in and
out of storage).

So, going by 16, there will be 16 sets of variables designated purely
towards remembering unique pokemon info. Pokemon IDs are notvariables
they are merely a number 1 through n that allows an event to know
where to get a pokemon's information the player has caught/received.

All pokemon caught and received are designated an ID based on
which IDs are available. Availability is regulated by switches.
If an ID is not available, then the switch regulating the availability
of said ID is ON. If an ID is available, then the switch regulating
its availability is OFF.

This allows an event to know what variable sets it can store new
information on (when the player catches or receives a pokemon) or if
the player has any available space for new pokemon at all.

~~~~~~~~~~
~~SECOND~~
~~~~~~~~~~
Location! Location!
The number of "Location" variables is equivalent to n.
There are six vital location variables.

ID Location 1
ID Location 2
ID Location 3
ID Location 4
ID Location 5
ID Location 6

These are party slots. Location 1 refers to the lead pokemon in
a player's party. ID Location variables 7 through n are designated for
pokemon storage.

Let's say you have a bulbasaur who's information is stored under ID
7

Meaning, it's pkmn ID = 7. This is different from it's pkmn #.
Remember, pkmn IDs are not variables while pkmn #s are.

That means, "ID Location 1-6" can all equal 7, but never at the same
time. 7 will forever refer to everything that makes that bulbasaur
the unique pokemon it is. The only thing that can change that is
the release of Bulbasaur which would wipe all variables under ID 7,
returning their values to 0 and turning the switch regulating the
availability of ID 7 to OFF. The next pokemon that is caught may
have its information stored in the variables that once stored your
bulbasaur's information.

~~~~~~~~~~~
~~FINALLY~~
~~~~~~~~~~~
information stored under a pokemon's ID is vital information that is
variable. Such as, happiness, EVs, IVs, etc.

information stored under pokemon #, is vital but constant.
such as, base stats, type1, type2, etc.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: SaiKar on December 18, 2010, 02:10:57 AM
I kinda like the battle sprite from my sig, but I'm not sure it matches the low color resolution thing you got goin on.

(http://img.photobucket.com/albums/v319/SaiKar/Avatars%20Ect/RocketSigUp2.gif)
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: ellie-is on December 18, 2010, 02:27:41 AM
And the size.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: drenrin2120 on December 18, 2010, 03:13:58 AM
Ta dah!
(http://img.photobucket.com/albums/v244/drenrin2120/PokeCrystalDreams/AdministratorSaiar2-1.png)
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: A Forgotten Legend on December 18, 2010, 04:19:35 AM
I think I'm going to try and make myself, since its a little time consuming.

(http://i202.photobucket.com/albums/aa18/aforgottenlegend/AFLTrainerGSCStyle.png)

I got a little lazy with the bike. haha.  I just meshed Blue, a psychic, and Red together, and then made the bike from scratch (obviously by the horrible sprite work. haha)  I couldn't decided on the colors since mine is pretty multi-colored.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: SaiKar on December 18, 2010, 01:12:45 PM
Ta dah!
(http://img.photobucket.com/albums/v244/drenrin2120/PokeCrystalDreams/AdministratorSaiar2-1.png)

Sooooooo good!
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: drenrin2120 on December 18, 2010, 05:25:34 PM
I think I'm going to try and make myself, since its a little time consuming.

(http://i202.photobucket.com/albums/aa18/aforgottenlegend/AFLTrainerGSCStyle.png)

I got a little lazy with the bike. haha.  I just meshed Blue, a psychic, and Red together, and then made the bike from scratch (obviously by the horrible sprite work. haha)  I couldn't decided on the colors since mine is pretty multi-colored.

**** looks good son! Don't worry about the multi colors, it still emulates a 4 color palette feel pretty well. I think Sai's has 5 colors as well. I'm not too worried about being specific with the 4 colors.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: ellie-is on December 18, 2010, 06:23:59 PM
Plus, since they're GBC games, they could have more than 4 colours per sprite if they wanted, as well, they just choose not to so it would work on GBs. Except for Crystal, that one didn't work on regular game boys.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: drenrin2120 on December 18, 2010, 06:40:06 PM
have many colors were allowed on gbc?
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: ellie-is on December 18, 2010, 07:03:24 PM
A fuckload. Can't remember the exact numbers. But it was named Game Boy Colour for a reason.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: drenrin2120 on December 19, 2010, 05:29:04 AM
This is pretty much my first attempt at dithering. Sooo, yeah, meet the main character. Guess which original g/s/c sprite I edited. =P

(http://img.photobucket.com/albums/v244/drenrin2120/PokeCrystalDreams/Player.png)
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: coreystranick on December 19, 2010, 07:11:08 AM
You should make it so trainers can be battled more than once
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: drenrin2120 on December 19, 2010, 07:28:15 AM
Jesus Christmas. Why do attacks have to be so complicated? Everything was simple until I got to movesets. Everything is pretty easy to understand, but there are a TON of different moves in gold/silver, ones I never even heard of. And some of them have a thousand different conditions in which they do different things... -_-

This is upsetting.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: ellie-is on December 19, 2010, 02:33:34 PM
Haha, but its so simple!
You should make it so trainers can be battled more than once
Like on every game after the first generation?
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: coreystranick on December 19, 2010, 03:33:52 PM
the only thing is that in R/S/E you had to wait and not every trainer would battle, in G/S/C and HG/SS you had to wait for them to call and say they wanted to battle. I mean, you beat them leave the area and come back and battle again, this time for less exp or money. And after so many battles they will stop giving money and/or have a different team because they were tired of losing.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: drenrin2120 on December 19, 2010, 04:46:36 PM
Haha, but its so simple!

GRRRRR

I'll figure it out. JUST YOU WAIT
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: Emerates on December 21, 2010, 04:18:29 AM
Coolio.  I'll have to start next week though.  I'm not gonna have any free time until next Monday, at the earliest.  Shouldn't take too long to make some good edits though, since the original sprites were so simple.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: RockJohnAxe on December 24, 2010, 05:43:41 AM
I always wanted to make a pokemon game, but some of my favorite moves would be impossible or extremely tough to make work properly.

Im hoping you can get something together, i do love pokemon.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: Desimodontidae on December 27, 2010, 03:36:19 AM
A long time ago I played a Pokemon fangame (I think it was on RPG2k). I remember looking at the programming thinking "wow... that's insane!!" But if you can manage it you should put in some new awesome gameplay aspects, kind of like how they made pokemon contests and beauty pageants, only more fun. Also, you should make some remixes of the original music from r/b/y/g/s/c
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: SaiKar on December 27, 2010, 05:20:50 AM
Well if we're offering unsolicited advice... mine would be to try to take it a totally different direction. I mean, let's level; what you make isn't going to be as good of the games if you try to make it exactly like the games. Your best bet of being awesome is to be awesome in a different way. What exactly this means, well, that's up to you.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: Prpl_Mage on December 27, 2010, 08:12:28 AM
But if he manages to pull of to make this work - even for only the first half of the pokémon world; everyone else will be able to use this game as an engine for their own pokémon styled games.
And that's when people will be able to make all kinds of crazy ****.

At least that's how I reason it. Dren's little game here might just bring birth to a new generation of super humans with the ideas and possibilities to make their pokémon games come true.
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: coreystranick on December 27, 2010, 01:00:22 PM
There is a  kit somewhere people can use that comes with the battle system already made and such. Not sure if its 2k3 or XP though
Title: Re: (Early WIP) Pokemon: Crystal Dreams
Post by: Prpl_Mage on December 27, 2010, 05:32:46 PM
There is a  kit somewhere people can use that comes with the battle system already made and such. Not sure if its 2k3 or XP though

It's XP.