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Author Topic: (Early WIP) Pokemon: Crystal Dreams  (Read 36783 times)

Offline drenrin2120

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Re: (Early WIP) Pokefan Game
« Reply #15 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.
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Offline Prpl_Mage

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Re: (Early WIP) Pokefan Game
« Reply #16 on: December 15, 2010, 09:40:26 PM »
Then I'm co-sick for reading all that, understanding it and feeling excited about it.
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Cool RPGM Project!
Sprite till you die

Oh my god, this was ...10 years ago...

Offline fruckert

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Re: (Early WIP) Pokefan Game
« Reply #17 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.
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Quote
Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline drenrin2120

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Re: (Early WIP) Pokefan Game
« Reply #18 on: December 16, 2010, 01:33:51 AM »
Early menu concept.



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

and a fun screenshot.


« Last Edit: December 16, 2010, 01:35:47 AM by drenrin2120 »
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Offline Prpl_Mage

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Re: (Early WIP) Pokefan Game
« Reply #19 on: December 16, 2010, 07:47:45 AM »
Birdy? It should say "Here lies link."

And I like the devamped inventory menu, looks great.
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Cool RPGM Project!
Sprite till you die

Oh my god, this was ...10 years ago...

Offline Emerates

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Re: (Early WIP) Pokemon: Crystal Dreams
« Reply #20 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.
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Offline drenrin2120

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Re: (Early WIP) Pokemon: Crystal Dreams
« Reply #21 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.
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Offline coreystranick

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Re: (Early WIP) Pokemon: Crystal Dreams
« Reply #22 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
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Offline drenrin2120

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Re: (Early WIP) Pokemon: Crystal Dreams
« Reply #23 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.
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Offline Prpl_Mage

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Re: (Early WIP) Pokemon: Crystal Dreams
« Reply #24 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.
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Cool RPGM Project!
Sprite till you die

Oh my god, this was ...10 years ago...

Offline SaiKar

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Re: (Early WIP) Pokemon: Crystal Dreams
« Reply #25 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.
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Offline A Forgotten Legend

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Re: (Early WIP) Pokemon: Crystal Dreams
« Reply #26 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
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Offline drenrin2120

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Re: (Early WIP) Pokemon: Crystal Dreams
« Reply #27 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.





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.
« Last Edit: December 18, 2010, 12:16:00 AM by drenrin2120 »
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Offline SaiKar

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Re: (Early WIP) Pokemon: Crystal Dreams
« Reply #28 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.

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Offline drenrin2120

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Re: (Early WIP) Pokemon: Crystal Dreams
« Reply #29 on: December 18, 2010, 03:13:58 AM »
Ta dah!
« Last Edit: December 18, 2010, 03:19:33 AM by drenrin2120 »
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