Author Topic: Pokemon RPG: the forgotten quest  (Read 13597 times)

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Offline DJ Omnimaga

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Re: Pokemon RPG: the forgotten quest
« Reply #30 on: December 15, 2010, 03:17:41 pm »
Yeah I like them actually. You should maybe put 3 to the right and 4 to the left, though.

Offline aeTIos

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Re: Pokemon RPG: the forgotten quest
« Reply #31 on: December 15, 2010, 03:20:46 pm »
yes, that would take up less space, if you meant that :P
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Offline DJ Omnimaga

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Re: Pokemon RPG: the forgotten quest
« Reply #32 on: December 15, 2010, 03:59:14 pm »
Yeah I wondered because you had 6 bars to the left, but only one to the right. It would be closer to being equal with 3 to the right. :P

Offline aeTIos

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Re: Pokemon RPG: the forgotten quest
« Reply #33 on: December 15, 2010, 04:06:41 pm »
i hope its better now? i grouped the 4 bars
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Offline DJ Omnimaga

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Re: Pokemon RPG: the forgotten quest
« Reply #34 on: December 15, 2010, 04:08:54 pm »
I guess that can do. I meant more like the following, though. :P





Offline aeTIos

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Re: Pokemon RPG: the forgotten quest
« Reply #35 on: December 15, 2010, 04:09:43 pm »
ah ok
ill see what i can, its kinda hard to regroup them that way :P
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Offline DJ Omnimaga

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Re: Pokemon RPG: the forgotten quest
« Reply #36 on: December 16, 2010, 01:29:02 am »
Actually now it doesn't look too bad. Fortunately, it wraps on a new line when on a lower resolution or smaller window so it should be fine. :)

Offline aeTIos

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Re: Pokemon RPG: the forgotten quest
« Reply #37 on: December 16, 2010, 02:55:49 am »
ah ok.
Btw, minor update: added Pokecenter, Mart and tall grass sprites, now going to work on attack generation when walking in tall grass and i made the colission detection line {gdb1+.....} in r6 so its less type work to build it up
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Re: Pokemon RPG: the forgotten quest
« Reply #38 on: December 16, 2010, 04:36:36 am »
Cool to see more progress. :) What do you mean by attack generation when walking in tall grass, though? ???

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Re: Pokemon RPG: the forgotten quest
« Reply #39 on: December 16, 2010, 09:57:09 am »
omg sorry about wrong word. its an engine to generate attacks of pokemon if you walk in tall grass
i think the word i had to use is attack generator ???

EDIT:
added screenie with current progress
(i messed up filename for anti-sameattach)

in the actual game, the ground looks much better
plus i should add a clrdraw in the pokecenter textbox

EDIT2:

Added stunning pokemon sprites!
« Last Edit: December 16, 2010, 02:25:56 pm by aeTIos »
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Offline yunhua98

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Re: Pokemon RPG: the forgotten quest
« Reply #40 on: December 16, 2010, 02:29:44 pm »
Those look really nice on-calc!
btw, you may want to put DiagnosticOff at the beginning of your code to remove the run indicator and "Done", and also, would it be possible to make those in 3lvl grey?  :o

you want the backs of them too, right?
« Last Edit: December 16, 2010, 02:30:03 pm by yunhua98 »

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Offline aeTIos

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Re: Pokemon RPG: the forgotten quest
« Reply #41 on: December 16, 2010, 02:32:59 pm »
 as for the grayscale, unfortunately no, i dont use pt-on for those sprites, check out the "24x24 sprites?" topic for the actual routine
for the backs: yes please!
« Last Edit: December 16, 2010, 02:34:32 pm by aeTIos »
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Offline DJ Omnimaga

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Re: Pokemon RPG: the forgotten quest
« Reply #42 on: December 16, 2010, 10:30:42 pm »
omg sorry about wrong word. its an engine to generate attacks of pokemon if you walk in tall grass
i think the word i had to use is attack generator ???
I take it you mean "random enemy encounters" and/or "random battles"? This is how it is called in RPGs when you walk around then suddently everything disappears to show a battle scene.

Also the grayscale looks nicer in your screenshot, now.

Offline JosJuice

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Re: Pokemon RPG: the forgotten quest
« Reply #43 on: December 17, 2010, 01:56:58 am »
omg sorry about wrong word. its an engine to generate attacks of pokemon if you walk in tall grass
i think the word i had to use is attack generator ???
I take it you mean "random enemy encounters" and/or "random battles"? This is how it is called in RPGs when you walk around then suddently everything disappears to show a battle scene.
I think he's talking about generating movesets for the Pokémon that are encountered.

Offline DJ Omnimaga

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Re: Pokemon RPG: the forgotten quest
« Reply #44 on: December 17, 2010, 02:20:30 am »
Hmm I wonder how complicated that would be, especially if there are all sorts of elemental properties and criterias for each kind of Pokémon and if attack names have to be generated as well.