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Everything posted by groniack
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Pokemon Glory (in development once again)
groniack replied to Swamp King's topic in Resources and Tutorials
Thanks a lot @Felcatty!! You are always giving us great advice, we really appreciate that! We will work on them a little bit more. I hope you get all your files back. It sucks losing them from one moment to the other -
Pokemon Glory (in development once again)
groniack replied to Swamp King's topic in Resources and Tutorials
@Felcatty Thanks for your continuous support! We really appreciate that! And don't be harsh on yourself about the names I actually found Menaking really good. It fits well with the theme of the mon. And "Malarquay" is definitely better than the "fishy" I was thinking lol. @Phi-Bi I am glad you enjoy playing with fakemon! There will be tons of them in the game. I will give you an estimate of the amount of fakemon that will appear in the first release of the game. We are thinking about 100 pokemon. As some of them won't be available to be caught in the first release, you won't be able to see all of them in game. We have a lot of sprites ready but we are constantly making a lot of changes and sometimes complete redesigning. We hope to pick up the pace now that we have more free time. -
Oh there is a problem with poison point again? I thought we fixed that. Are you sure you have the latest version? I tested it again to see if there is a problem and it works fine for me... @apro Can I ask you to check something at your scripts so as to see if you have the correct one? At script section PokeBattle_Battler at line 1449 do you have exactly what I show you here? If not, that must be the problem.
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Pokemon Glory (in development once again)
groniack replied to Swamp King's topic in Resources and Tutorials
@Felcatty Glad you had a great time during Christmas Same for us! Thank you again for the great review of the sprites! The red nose of the two deers is indeed a reference to rundolph! So happy you noticed it! We will try to improve these sprites as you mentioned, we really had fun making them and we want them to look as cool as possible! I hope you have a happy new year! -
Pokemon Glory (in development once again)
groniack replied to Swamp King's topic in Resources and Tutorials
Thanks a lot! I am really happy that you liked them! We hope we have another update ready before Christmas. But if we are not able to have it ready in time, I wish you merry Christmas early, too -
@OldSoulja It's certainly not your fault that this happened. That editor breaks a lot of things in random parts by itself without you noticing. The compiler says that your error is at trainers.txt file. Something got deleted and the word GARDENER is at a place where the name of the pokemon should have been. Do you have RPG Maker xp? If you have it, you should compile the game there. It won't give you any unnecessary errors.
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Pokemon Glory (in development once again)
groniack replied to Swamp King's topic in Resources and Tutorials
Hahaha thanks a lot! You don't know how happy your post made me We will try our best to keep up with your expectations! -
Try opening the zip with winRar and not with internet explorer. If you don't have it, you should download that first.
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Yeah, following the same motif as the other moves. (level,Movename) ICSW is Ice Cream Sand Witch. I was just too lazy to type it whole Actually I can change it for you, too. Just send the save file and I will do it for you. And Aegislash is a beast! Bulky enough to set some sword dances and then wreck you with its attacks!
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Pokemon Glory (in development once again)
groniack replied to Swamp King's topic in Resources and Tutorials
It's great that everyone likes field effects We will try to make some unique ones. Hope you like them! -
Pokemon Glory (in development once again)
groniack replied to Swamp King's topic in Resources and Tutorials
Woah! Congrats @Felcatty. I am so happy for you Thanks for the review! And I have to tell you that the sprite which you posted looks great! It's just how I was planning it to be. I was having some difficulty with connecting the hands with the body and the collar. That's probably why the collar turned out weird (was under the armpits just cover up mistakes lol). Great job on this As for the black lines on the hand, they are to separate the palms from the rest of the hand and as you said, to create a joint. I love it so much more now!! -
Pokemon Glory (in development once again)
groniack replied to Swamp King's topic in Resources and Tutorials
Thank you! I kinda feel the same way. -
Pokemon Glory (in development once again)
groniack replied to Swamp King's topic in Resources and Tutorials
Hey again! It has almost been a month since the last update! Time surely flies! Lately we have been working on eventing mostly. We have reached to a point where we are mostly done with the events for the first release! But that doesn't mean the first episode will be released soon We have lots of other stuff to complete such us sprititng, balancing the fights, lots of scripting and determining the final effects of the fields. Would you like it to have fields everywhere? Like in reborn where every forest, cave, mass of water have one? Or do you prefer to have field effects just for the boss and gym battles? We are personally aiming to have as many field effects as possible and being creative as much as we can. But if you like the other option better, please say it Bonus sprites: That's all for now! -
How2: Reward for Catching Pokemon?
groniack replied to MetrololAce's topic in Resources and Tutorials
Exactly, you can use the same variable for all the routes since it always resets itself before checking the mons. And yeah, I think it works even if you release the pokemon. Glad I helped -
How2: Reward for Catching Pokemon?
groniack replied to MetrololAce's topic in Resources and Tutorials
Are you looking for a way to have the NPC know that you have caught all the pokemon in the Route? If so, this is how I would do it. I would create an event (your NPC) with the following script: $game_variables[27]=0 species=species=getID( PBSpecies,:FLYGON) if $Trainer.owned[species] $game_variables[27]=$game_variables[ 27]+1 end How it works: I initialize a variable to zero and check every time if certain pokemon are caught. In the example above I used the variable number 27 as counter and checked if Flygon is caught. You should repeat this script 8 times since you have 8 different pokemon to catch in your Route. Remember to remove the first line when you use the script for a second time because that would set the counter back to zero and we don't want that Then, the only thing left is to check if your variable has the value 8. Use a conditional branch for that.If it's true, you can reward the player. Hope this helped! -
Making the player control an actor midgame
groniack replied to Faith's topic in Resources and Tutorials
Changing the players graphic can be a little tricky sometimes. Generally it is done through the script pbChangePlayer(X) where X is a number between 0 and 7. By default in pokemon essentials the number 0 is used for the male character and the number 1 is for the female one. All the information about their graphics is in your PBS files->metadata. You can define ut to other 6 characters there for you to use. Once you add their info and create their graphics you can just call pbChangePlayer(X) with the appropriate number so as to turn to that character. I don't know if there is a way to add more playable characters than 8 to the game... I hope they suffice for your game. For more info check out this -> http://pokemonessentials.wikia.com/wiki/Player Hope this helped -
Pokemon Glory (in development once again)
groniack replied to Swamp King's topic in Resources and Tutorials
@Felcatty thank you once again for the support good luck with your internship as well! For lupus, my brother told me the same thing about the hand. He says great minds think alike I will fix those things you mentioned, I agree with all of them.