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Amethyst

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Everything posted by Amethyst

  1. Mr. Mime is something I'll have to do myself-- it's going to serve a specific purpose later. Jazce posted one rendition of it on the first page here-- But, a squire is someone who's training to be a knight, and in the meantime tends to service knights. It might have some silver as like scraps of armor, but as a medieval job is probably predominately brown. I think the blades should definitely stay silver but I don't think we need the redness on its body like in the sprite posted early. That might be better of as a duller grey, or maybe a different shade of brown from the rest of it. I'm... not honestly seeing that much of a difference in the Goldeen/Seeking, but the contrast in the shades on Snorlax is much better. The Outline is now probably too light against the darker shades though (it looks all right against the lighter parts) so you'd have to draw over those parts with a darker colour. Consider matching the brightnesses to the outline it uses on its belly, offset accordingly. As promised here's a very quick demonstration on basic recolouring with GG-- I'll do some more complicated ones later.
  2. The 11 table isn't all that diffrent, just the order of some items has been switched, especially the rarest items column. Escape ropes are more common and Blast Powder is only at higher levels. Rare candies don't come in until the highest levels on 11.
  3. Snorlax- A little rough. It looks like we've lost the contrast of the shades altogether and the black outline is matching against the light colours harshly. We'd probably need to increase its brightness and go over the outline with a lighter colour on the top parts after fixing the shades Goldeens- I think the reverse idea might be cooler, but these aren't bad... I think the blending colour between the blue and the whites could be smoothed out to be more consistent with the other colour values. It also might be a good idea to go over the lighter shades of the outlines on both of them with darker colours, particularly at the front-head part of the, around Seaking's lips, and on its underbelly where the black pixels contrast sharply. I'd also at least like to see the revers idea actualized though just for reference. But that's pretty difficult I admit Neither of these sprites are currently on the task list as Charizard has already been done and Typhlosion is not in Gen 1 Yes! That's good. I might clean up some of the yellow around its body, but if we can get a frontsprite to match, that would be great.
  4. Aaa, again, it looks good, but technical issue-- and maybe I should have specified this before when I mentioned using the ones from the game file so sorry if so. But, you've drawn the fire at a 1x resolution on the image taken up to 2x. By that I mean, you'll notice that the 'pixels' in those sprites are actually 4 pixels, because the image has been magnified to 200% for game-use. But, any edits to the image have to still fit into that 2x graphic style (because the game can be played at 1x, where graphics are loaded at half their size). The easiest way to do this is to shrink the file to 50% (make sure it doesn't blur) before beginning any edits, and then magnify it to 200% (again, no blur/smoothing) when you're done.
  5. I highly recommend Graphics Gale. It's made specifically for spriting. I also have some tutorials for basic stuff on it on my youtube channel. Poli line looks great. Saved in. For the Nidos, I really like the first one you posted, but I see the concern about its eye is valid. Quick alternates. I'm kinda liking the blue eye one myself.
  6. Some existing caves are now dark. Also the couple areas that got dark as you moved through them now operate on flash mechanics because as cool as the fading was it caused problems when teleporting and such. actually "it caused problems when teleporting" is basically the story of reborn's entire development For the record I would have implemented these things before but I had held off on flash to necessitate it later in the story-- I found code to use a different mechanic that makes more sense at that point instead so that freed flash up. It is a TM
  7. Welcome! Currently with the sprites, as you may have already seen in the development forum we're working on updating/fixing the old gens' shinies. There should be plenty to do, if you're willing (and not so many zombies...)
  8. When I was younger I spent a lot of time trying to develop my psychic powers so that I could be like Sabrina
  9. Damn, I was hoping no one would notice. >> Defog and Whirlpool won't be used. I already put Flash in retro-actively for 12. There is going to be another huge side-track thing though. When I wrote the story I guess I decided battling leaders for the sake of battling leaders wasn't a sufficient impetus. In retrospect that may have been a little silly.
  10. proud of yourself?? for playing yorick??? go think about what you've done.
  11. Marked off the Sands- line, thanks! That does look kinda cool but the shades seem to be a little inconsistent with each other. And the white lines like that need some blending if we're going to do that. Also the bolts on the side of its chest, while a good idea, are drawn in with 1x pixels so that won't work. It's probably best to work from what I described before for Nidoking That actually looks -really- cool. However, I think we're using the HGSS Venomoth front sprite, and I know we're using the Gen V back sprites... If there's any confusion, just grab the files from the game folder /Graphics/Battlers. Make sure you're editing the normal sprites rather than the existing uncustomized shiny sprites because only the non-shiny sprites have been given the proper Gen V backs. If you could apply this style of wing-flare to the sprites from the game folder that would be super. @ codelancelot It's something like that in theory but, as you'll see from the list in the first post, Charizard has already been completed.
  12. I really have no interest in changing existing Pokemon or adding new ones. PULSE forms are as far as I'm going with that.
  13. I don't have a clear favorite but Barry was extremely annoying as a character.
  14. Upon further inspection, it would appear that the event was deleted entirely. That wasn't deliberate. I wonder how that happened.
  15. To my knowledge, staff can see past the last active block, but if not, it's something built into IPB that we can't easily change Regarding the warnings thing, it looks like I can't force-enable that box, but, I did find a different option that requires users to acknowledge warnings before they can post again which sounds like a fantastic thing to me (much like we do on the server with mutes) so I've set that in place of the other thing
  16. I think the first one here is a bit closer to what we're going for. But, let's set aside the tron stuff for now. As admittedly cool as that would be, I think it's going to be very difficult to do that well without overstepping what we can reasonably, and neatly, do in these sprites. I think there's merit to the idea about some of the segments being darker, too. Working from Flux's sprite: Clean off the blue. It's a neat idea, but not what we need for now, sorry Let's use a darker metal for the middle segment of its arms, the area above its shoulder/below its ear (but leave the spikes), and the segments above its knees. Give it back the white of its eyes. In Jacze's sprite this is the yellow bit-- let's just have it be one of the light silver shades though Having its mouth orange is a little weird; let's make that a dark colour. Perhaps keep the teeth visible like in Jacze's. The jaw-bolt looks great though. Lighten the outline on top of the front ear and top-most spikes. Notice how in Jacze's, the outline shade is a bit lighter in these areas. Use a colour darker than the outline in Jacze's, and lighter than the outline in Flux's. Apply that same outline colour to blend in the dark pixels at the tip of the tail as those black pixels are looking a bit isolated and jagged there. There's like two stray black pixels on the far side of Nido's face that look like they don't belong. This is a really strong start. I know you showed this to me before on the server, but now that I'm really taking the time to look at it, a couple details: Its skin looks a bit more yellow that it needs to. Maybe make it something in between Little Mac's skin colour, and Hitmonchan's default skin. If that looks too light, make his shoes black, and use the a slightly lighter shade of grey from the current shoes. Little Mac's belt is white-- this is gonna take some redrawing since they just use the shade of outline for the black, I think. The red part of the bottom is popping a little too much. I think it's the brightness, but it's hard to say with reds. Make that section a little less bright, and slightly less saturated. Don't mistake my finickiness for a lack of appreciation, you guys are a huge help. Keep it up!
  17. 0% surprised at the yi thing. How did I get rekt?
  18. So I think a few things need to clarified. Firstly, there's not any question that shiny colours will be changing. This something already determined and partially implemented (all of 6th gen has already received custom shiny colours). These changes are to make the already-more-common-than-canon-games' shinies feel better. Currently many shiny Pokemon are just a very subtle shade different from their original, and/or otherwise just look bad. We're fixing that, and while we're at it, might have a little fun with some of the shinies (for instance, the demonic #666 Vivillon which has already been implemented). As we go down the other generations, I noted some other ideas that might be interesting-- some Pokemon might appear to be zombified or mechanized* versions of themselves, for instance. However when I had these ideas, the intent was only to change the colouration to look like a theme. In the case of our zombie machop, I had imagine it might have some sore-looking spots and the sort of rancid skin tone, yes. But in actualizing these changes, we went a step further-- for instance, having its head lobbed off as if it were actually a zombie. I wasn't entirely comfortable with that degree of change myself, hence why I asked Vinny to make this poll, which has more or less confirmed my suspicion that that is probably going a bit too far. However, I am a little surprised that so many people are so anti-zombie. So that's good to know. I personally don't like zombies either, but I know some people do and figured those people might enjoy having something that looks like the undead trounce their enemies. Let's back this up a bit-- pretend that our zombie theme changes are limited, as originally intended, to just the colouration of the Pokemon. No expose ribcages, no lobsided heads. Is this still off-putting? Are people interesting in having a zombie-theme shiny at all or should we default to something more traditional for Machamp? * to clarify about "mecha-tangrowth": The screenshot Vinny linked is the PULSE Tangrowth. We've already fought semi-mutated PULSE Pokemon, just now they work on a mechanic similar to mega evolution. However, because this mechanic requires a PULSE machine, it will not be available to the player, ever. Just in case someone thought the PULSE forms were cool, my plan was to have shiny version of Pokemon that become PULSE'd sort of mimic their PULSE forms. In Tangrowth's case, though, it wouldn't have those machine parts or those wild tentacles-- it would just match the PULSE tangrowth's colour, and possibly copy its cycloptic characteristic. In that sense, our shiny Tangrowth won't really be "mecha" at all. However, there were other Pokemon I marked that could be mecha-fied. For instance, Nidoking is a Pokemon that already has a very 'segmented' body. When recoloured to silver, it's probably naturally going to look a bit robotic, so we were just going to extrapolate on that.
  19. Amethyst

    Starly?

    Yeah, that was the other thing. That's why I made that one harder to get. I was considering removing it, but weather was nerfed at the same time anyway, soooo, less of a problem.
  20. I agree, those eyes look good for the silver kabu line. I think for the red variant, that penultimate version you posted will be the one to go with. But the question is, Red or Silver in the first place? Perhaps this and the other shiny question would each make good poll topics. Vinny, or someone else, might you fire those up in the Reborn City section please? As for the mecha thing, The final Nido evolutions already have very segemented bodies, like metal parts stuck together. I think when recoloured to silver, it will suffice to sharpen some edges and corners and draw in a few nuts and bolts. There are other forms that I marked might make good mecha variants (open to interpretation) so the same goes for them. But to the point, I don't think that those will require too drastic of changes.
  21. I'm not sure that it was a 'leak' considering there was an official announcement and, more importantly, Ao Shin quite explicitly appeared in the Spirit Guard Udyr comic. But yeah, they do seem to be having second thoughts about him as a champion.
  22. Amethyst

    Starly?

    Not to mention Close Combat and Intimidate. But it was mainly because the event was boring. I underestimated Magmar, (probably because Magmortar isn't great competitively-- apparently it's much better in-game). There was basically no point in players picking up any fire type in the game besides Magby because they got it so early and it was so good. It became a must-have, which is something I'd like to avoid.
  23. I used to go to both of the local anime conventions, but I'm soooo over those. I just stopped enjoying them-- and my friends seem to agree that the atmosphere changed dramatically over the years.
  24. There'll have to be a way to get more in the future since the other one has to be gotten. For now, sorry. And it's because I had junk code on that page from when I was adding 6th gen fossils; forgot to delete it
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