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/heg/ Hacking & Essentials General: I Thought It Would be

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 313
Thread images: 65

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Discord: https://discord.gg/HfWa4Dg
IRC: irc.rizon.net #romhacking

Rom hacking
>Notable romhacks: http://pastebin.com/GfJ9zhqx
>Making a romhack: http://pastebin.com/fjGZfMzP
>Gen 4-6 hack tools: https://pastebin.com/WvTzcdPR
For Gen 1-2, use the disassembly
>Disassemblies: https://github.com/pret/pokered https://github.com/pret/pokecrystal https://github.com/pret/pokeruby

RMXP/Essentials
>Engine: http://pastebin.com/G5PdvaGD
>Wiki: http://pokemonessentials.wikia.com/wiki/Pokémon_Essentials_Wiki
>Tilesets: http://www.mediafire.com/download/sd99pug37y4v4se/Ziddy%27s+DS+Style+Tilesets+RMXP+.rar
>WIP Gen 5 tiles: http://imgur.com/a/CiudS

Places to share fangames:
>http://www.pokecommunity.com/
>http://reliccastle.com/

TOTT:
What fan game or romhack didn't live up to your expectations?
>>
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>What fan game or romhack didn't live up to your expectations?
Every Essentials game ever made (and never finished; aka all of them).
>>
>>33419320
>pic
Brainlet here, what specifically makes Essentials not work as effectively as romhacking? Is it fumbling with RPGM?
>>
>>33419396
Romhacking has a good 5-9 year headstart on essentials. Hope this helped.
>>
File: essentialsmasterrace.png (643KB, 1360x757px) Image search: [Google]
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>>33419320
>What fan game or romhack didn't live up to your expectations?

Every ROM hack ever made (and never finished, aka all of them)
>>
>>33419289
Is there any complete PBS folder for gen 6 pokemon, including scripts for mega evolution. I'm lazy and don't want to make all the megas myself.
>>
>>33419396
ROM hacks are built on a functional, professionally made engine, whereas Essentials games are built on a poorly made turd. You can fix the turd if you're a good programmer, but at that point you could just make your own, better engine instead.
>>
>>33419396
You have it backwards. Rom hacking doesn't work as effectively as Essentials because you're limited to working off of an official game. With Essentials you can make anything you want from scratch and implement features as you want without needing to beg for MUH TOOLs or come on here asking about problems fixing minor shit because of memory issues.
>>
>>33419556
>With Essentials you can make anything you want from scratch and implement features as you want without needing to beg for MUH TOOLs or come on here asking about problems fixing minor shit because of memory issues.
Or, you know, you could learn C++.
>>
>>33419563
Does learning C++ let me put in new fully animated battle sprites? Or implement mouse functionality? Or change the screen size/resolution?
>>
>>33419577
Yes.
>>
>>33419577
yeah it does actually
>>
>>33419556
That would be great if Essentials wasn't so shit. A 2D game has no excuse to suffer from frame rate issues, but Essentials manages it anyway. It's also incomplete and makes battles look awful due to missing or poor quality move animations, which just saddles you with more pointless busy work to do before you can make a complete game.
>>
>>33419591
>>33419586
Show me a ROM hack that has these features then. I'll wait.
>>
>>33419602
>A 2D game has no excuse to suffer from frame rate issues, but Essentials manages it anyway.
Just like Gen 4.
>It's also incomplete and makes battles look awful due to missing or poor quality move animations, which just saddles you with more pointless busy work to do before you can make a complete game.
Less debug time, though.
>>
>>33419659
I'm not talking about ROM hacks, anon. I'm talking about C++ games.
>>
>>33419705
>I'm not talking about ROM hacks, anon.

I am.
>>
>>33419715
Good for you.
>>
>>33419689
>Just like Gen 4
Gen 4 is mostly 3D outside of battles, the oversized maps in Sinnoh are the what made the games so slow. If you remove the frame rate cap you can see why they chose to implement it in the first place. There's no excuse for the battles to be so slow, but it's also incredibly easy to speed them up.
The "saving a lot of data" thing, on the other hand, is a hardware issue.

I'll give you the debug time, though that won't be the case once the Ruby disassembly is finished.
>>
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Is there a pastebin that has the information for gen 6 megas? It seems like a pain to manually enter in all the stat changes, etc.
Understandable if there isn't this is my first time doing anything in Essentials outside of what's in the base package.
>>
>>33419740
I'll be looking forward to that.
>>
>>33419740
pokeplatinum disassembly when?
>>
>>33419432
>(and never finished, aka all of them)
>two of the three romhacks in the image have been finished
Hmmm...
>>
>>33419320
>(and never finished; aka all of them)
>one of the essentials games in the image have been finished
Hmmm...
>>
>>33419878
>1 of 7
kek
>>
How do I make it so you get the national dex in Fire Red?
>>
Where can I get gen 3 hacking suite? All places I can find don't work.
>>
is it possible to get pokebank working on pc if you use a 3ds virtual machine? is there a bootable 3ds os somewhere i can boot using a virtual machine?
>>
>>33419801
2027
>>
>>33421102
also network trading
apparently citra cant.
would it be possible to gut out some 3ds hardware related to networking and get citra to recognize it?
>>
>>33421044
you need to capture 60 pokemon and beat the elite 4 then talk to oak
>>
POST MAPS
>>
>>33419801
If I recall, the DS games onward don't use a publicly available compiler.
At least I think that was the reason for a lack of disassembly. It's been a long time since I've asked.
>>
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>>33421457
Like this?
>>
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>>33421397
anyone?
>>
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>>33421457
>>
>>33421406
I meant at the start.
>>
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>>33421457
>>
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>>33421457
I plan on redoing plenty of this, but I might as well post an earlier version just for fun.
>>
>take a few people's half finished regions
>frankenstein them together
>???
>game
>>
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>>33421933
This was posted several threads back. I think the guy who made this said he wasn't going to finish it. Have away, I guess, unless the OP wants it back.
>>
>>33419577
Yes
>>
>>33419659
If you want them you can make your own. Nobody has done it yet because nobody cares, but it can be done. You don't see me criticizing Essentials because it can't do triple battles (I just criticize it because it's a poorly-optimized piece of shit).
>>
Is Prism good?
>>
>>33419320
>meanwhile pokemon clover is already finished
fuck
>>
>>33419320
>Romhacks are better than essentials
>B-But don't pay attention to snakewood!

fuck off cunt
just because something is done doesn't mean it's good
>>
>>33422016
see >>33419659
>>
>>33422776
>Nobody has done it yet because nobody cares

Because nobody cares or because the devs literally can't? If nobody cares why are there multiple essentials games with the features I listed?

I know triple battles is possible in Essentials because you can just recode the scripts to do whatever you want. And people have started to attempt implementing it already.
>>
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>there are still people responding to the essentialsposter
>>
>>33422938
>Because nobody cares or because the devs literally can't?
Because nobody cares.
>If nobody cares why are there multiple essentials games with the features I listed?
Because people who use Essentials do care. The "nobody" from earlier meant "nobody in the ROMhacking community."
>>
>>33422849
I thought Clover was only mostly finished by having an 8-Gym beta. Was there another update that added Victory Road and the League?
>>33422848
It's my favorite Pokémon fangame of all time. It's very old school in design philosophy, if you like Gen 2 you should like Prism. Truthfully a lot of Prism's flaws are the same as in vanilla Gen 2, like having a second region from KBM's previous hack, but there's not really anything in it other than getting the eight badges so if you didn't like GSC you may not like Prism.
>>
>>33419320
>>33419432
Fuck off with that forced drama. Probably just one guy talking to himself trying to create some conflict for the sake of it. Is it that hard to not give a fuck about what people use for their fangame ? 99% of them go nowhere anyway.
>>
>>33422878
I'm the one who made the image, It was explicitly to refute the original shitpost, aka >>33419432
Snakewood is shit.
I was sick of people asking 'wat game is this' every time essentialsfag posted that stupid bait image
>>
>>33423693
>>33422878
>>33419320
>>33419432
>Hating Sheerwood
kill yourselves
>>
>>33423716
fuck off timmy turner
>>
does anyone know of hggss dppt style interior tilesets
>>
>>33422955
>Because nobody cares.
Uh huh. Whatever helps you sleep at night.

>Because people who use Essentials do care
Probably because Essentials actually lets you do it while ROM hacks can't.
>>
>>33423740
no u newfag
>>
>>33423693
>being this mad that people show interest in cool looking games instead of generic GSC/FRLG shit
>>
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>>33423748
I've got you senpai
https://thatssowitty.deviantart.com/art/Public-Interior-Tileset-281775677
all of the credits are here

>>33423792
I don't like any of the engine shitposters. I have an essentials project, and a romhack project.
>>
>>33423819
thanks
i was hoping someone had ripped all the tile sets like in pic related
looks like ill have to rip the ones i want that arent in the one you linked
>>
>>33423913
I've noticed most people don't bother with interior tiles, that's why there hasn't been a collaborative image like that. That's the work of like 10 people in there, and it shows in places.
>>
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>>33421457
Here are all my maps together. It's not up to date tho.
>>
>>33424020
I remember you, looking good!
>>
>>33424020
This is really nice! I love your beach city, and how you handled the dunes and the sandgrass. What exactly are you working on?
>>
Thanks guys
>>33424111
If you're talking about the plot, I'm not even sure yet. I have one in mind but it's a bit lame, si I'm just designing the region while I think about something better.
>>
>>33424020
I like this.
>>
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Just made the first map for a game, how good does it look?
>>
>>33425155
needs some more detail but not bad for a first map
>>
>>33425167
what do you think I should add in, then
>>
>>33425155
those roads are too small
buildings and flowers seem to have a really random placement
>>
>>33425190
fair enough i'll remove some of the more random flowers and give the buildings more symmetry
>>
>>33425180
light grass patches maybe?
some stones?
>>
>>33425180
some shade trees
those houses must be hot in the afternoon
>>
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Do rse and frlg have the same sound font?
>>
>>33425436
yes
>>
File: StarterMap2.png (61KB, 957x623px) Image search: [Google]
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Added in some shade trees, lined up the buildings and gave the player a little backyard
>>
>>33425446
top left still looks empty
a patch of light grass might help
>>
>>33425446
Replace the back fence with trees
>>
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>>33421457
Just a doodle, anyone use it if you want.
>>
>>33425501
looks cool
>>
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Gave the top-left some life and put a Pokeball over in the north to give someone a reward after getting Surf
>>
>>33425706
looking good!
>>
>>33425729
my man
>>
>>33425706
The roads are still too small anon, but it's an improvement
>>
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>>33425515
Thanks.
>>
>>33425840
Geez, and I thought my forest was evil.
>>
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The left is from these /heg/ threads; the right is from the Spriters Resource. Who did it better?
>>
>>33425886
Left. Using two shades of the same color gives it more depth.
>>
>>33425886
left
>>
I guess this would be the place, who wants to inject a shiny Meloetta for me to trade with?
I wouldn't mind trading one of my event Meloetta's for a shiny. Pokemon Sun is what Im on.
>>
>>33425917
wrong place, find /ekx/
>>
>>33425917
epic
>>>/out/
>>
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>>33425917
go away
>>
>>33425917
you want /ekx/- Injections and Homebrew general
this is /heg/ Hacking & Essentials General
>>
>>33425926
I'm sorry I didn't know.
>>
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>>33425917
>>>/pol/
>>
>>33425933
IGNORANCE IS NO EXCUSE
>>
>>33425956
Not everyone is a diehard poketrainer neckbeard like you desu.~
>>
>>33425973
>>
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>>33425997
>>
>>33425501
I actually really want this map, but I wouldn't know how to use it or it's tileset

It's cool because I tried to add a haunted house type thing to Crystal in an event to catch Rotom. Instead Iput it in a regular house

I also have a Spiritomb event with the Hallowed Tower. Really basic though. Just put a pile of rocks in a new area on Route 34.
>>
>>33425917
/Wfg/ is the place you want to check. /ekx/ has been dead for months.
>>
>>33426005
Thanks, Sorry, it was an honest mistake.
>>
>>33425886
Left
The right looks and feels way too blue
Left feels natural
>>
>>33425886
The right tried too hard to keep the original colors and just like >>33426012 said, looks too blue as a result. The left feels like it came fresh out of GSC on the other hand
>>
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>>33426001
>>
>>33425886
Right is better but left has better colors
>>
>>33426002
Use crowdmap.
https://github.com/yenatch/crowdmap
It won't help with making new tiles, but you can draw a grid over that map and approximate it with the default ones.
>>
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>>33425886
>>33426053
out of curiosity i swapped the colours
left just seems better designed
>>
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how does this look?
>>
>>33426238
Depends on the gen.
>>
>>33426269
3rd, but I'm going to change all of the tiles anyway.
>>
>>33426288
Then it's fine.
>>
>>33426100
Working in assembly is difficult for me.
I can edit maps no problem, actually really like crowdmap
But creating entirely new ones? Warps, triggers, tileset data, asms, editing map headers and second map headers and editing the other maps to include it?

Ragni could help, but for some reason he refuses to help me at any turn. It's a bit too foreign for me.
Wish I could keep that tileset though. Those trees are perfect
>>
>>33422947
Nice sprites, like you even included the purple Kecleon.

What's this for?
>>
How to go about adding in natures and 510 EV's to pokecrystal?
>>
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the hell is this
>>
>>33426769
oh hi mark
>>
>>33426812
fuck you
>>
>>33426823
https://www.youtube.com/watch?v=C-IvV8thrO4
>>
I've added running shoes to Coral using code borrowed from VictoriaLacroix and FroggestSpirit. I even managed to give it it's own animation. The actual sprites are placeholder and the up and down animations aren't even changed, but they at least get the idea across.

https://www.youtube.com/watch?v=iCM1o30MyoY&feature=youtu.be
>>
So is it difficult to learn how to use pokecrystal relative to xse? I really wanna make a gen 2 hack but I only know how to do gen 2 mapping and basic editing
>>
>>33427017
I've been watching out for your game,its making nice progress.Keep up the good work anon.
>>
>>33427017
Nice music.
>>
>>33426769
seriously how do i fix this
>>
>>33427142
Thanks. There's more here: https://soundcloud.com/coraldev
>>
>>33422977
Clover had an update around may I think that added victory road, E4 and postgame. Also legendary locations to enter once you've beaten the League.
>>
Is there any way to make a water/ice type fakemon competitively viable?
>>
>>33427485
min maxed stats and good movepool. Cloyster was OU in gen 5.
>>
So, how would i get started making an essentials game?

I have region and plot ideas

I just need to know how to make it a game
>>
>>33428898
essentials has tutorials and they have an example region with instructions and their website has tutorials
>>
>>33428927
Oh, i didnt know that, thatll get me started at least

thank you
>>
>>33428932
if you have questions post in this thread and people usually answer
>>
Would a game with a region based on Europe and a evil team thats basically nazi scientists trying to create a race of artificial super pokemon (theyd use mons like Silvally and other artificial mons) be edgy?
>>
>>33429184
depends how it's done
>>
>>33429184
Very much so.
>>
>>33429194
Hmm What would be the best way to go about it according to you then?
>>
>>33429306
try to avoid edgy stereotypes
dont make them evil for the sake of evil
avoid edgy designs
if they are based on the nazi's look and ww2 german designs and possibly read a bit about nazi human experimentation in order to understand the atmosphere you want to create
>>
>>33429350
Theyre meant to be loosly based on Nazis (esp nazi scientists), im not sure if i want them to be carbon nazi copies

Thier goal was to create ariticial pokemon so they can take over the region or whatever, i dont have it fully fleshed out yet


Would it be a interesting twist to make them achieve the goal of taking over the region, and having the player have to fight them in a resistance to liberate the region again?
>>
>>33421983
Hey, someone saved my thing. I decided to keep working on it, actually. Got laid off of work, so I have a lot more free time. I'll post some updates eventually.
>>
>>33429350
Tfw you were gonna give the leader a Bronzong as a reference to Der_Glucke
>>
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>>33429444
Not that it at all matters, but here's proof.
>>
I hate asking to be spoonfed, but is gbahacks a legit source for downloading Prism? I'm realy paranoid about this sort of thing, I just got Brown of romhacking.net.
>>
>>33429350
>>33429532
mengele would be good inspiration for an evil team leader
>>
>>33429548
use the prism discord
>>
>>33429557
I never bothered to make a discord account because I don't have any friends.

I only ask because the site claims to have build 222, but the rainbowdevs site changelog only goes up to build 219.
>>
>>33429556
Hmm seems like he could be a good canidate for leader, he defenitly fits the teams idea
>>
>>33429384
if its based on nazi scientists maybe the evil team should wear uniforms under labcoats
>>
>>33429629
Thats a good idea
>>
>>33429637
maybe have the grunts wear the uniform
evil team scientists have the lab coat over the uniform
admins wear officers uniform
leader has labcoat over officer's uniform
???
>>
>>33429665
Yea i was thinking the same thing, region of the game would be based on germany/westeren europe

Anyone here willing to help me with this? like music or sprites? Im currently working out the region and basic plot overview and char designs myself
>>
>>33429384
>>33429350
if you want evil scientists but dont want to be edgy
why not base them off like... idk like american psychologists and the cia? stanford prison experiment, pit of despair, mk ultra, etc.
>>
>>33429712
American setting is quite boring, also the only story of those that ever interested me was MK Ultra
>>
>>33429731
Play it up then.
Or, if you want a fun group, have them entirely devoted to science in a completely amoral fashion. Nothing as petty as real world concerns will stop their quest for what's true, and what can be done with those truths.
>>
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>>33429544
>>33429444
you might have lost your job but at least you have a fake pokemon region and sick gets
>>33427017
>>33427152
damn i cant believe this dude is still alive!
>>33426238
looks very tropical or like flowing freshwater
>>33421457
pic related is some concept art of a map im planning out, based on the irl area of massachusetts
>>
>>33429736
Maybe

But the European region design is pretty much set already since i have an entire region design

and i alreayd had a few character designs done so

i dont think im gonna radically change the setting or basic idea
>>
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the unfinished island in my last post is based off the city of providence
>>
>>33429744
Map it already !
>>
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how do i fix this
>>
>>33430043
Nice sakura trees anon
>>
File: mountain-route.png (54KB, 1024x1024px) Image search: [Google]
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Another random map.
>>
>>33430031
look at the error log
>>
>>33430064
Reminds me that I have to swap in the Polished Crystal tilesets, too, as a base.
>>
>>33429744
>>33429768
My dude, just use Tiled to make a mockup.
You can still even use the paint tiles
>>
>>33430031
OH HI MARK
>>
>>33430064
I love your pink trees anon
>>
>>33421496
Fuck that's pretty nice, name of the hackrom ? Or are you still working on it ?
>>
>>33430509
That's from Clover.
>>
>>33424722
Well, I hope you keep us updated. I really like what you have so far, it looks promising.
>>
Converting the disassembly .2bpp.lz and .2bpp graphics, but it's been a while.

How, again, do I convert all the graphics at once, rather than do them one at a time?

At base, I know this code:

python gfx.py png gfx/tilesets/01.2bpp.lz
>>
>>33430064
Neat! I like your oxbow lake.
>>
This might be a stupid question, but is there a trick to getting Blaze Black and Volt White hacks to work on an R4i card? Would love to play on real hardware.

Also, any Black and White hacks notable beyond the pastebin ones?
>>
>>33430838
find . \( -name '*.2bpp.lz' -o -name '*.2bpp' -o -name '*.1bpp' -o -name '*.1bpp' \) -exec python gfx.py png {} \;
>>
>>33431049
Oops, that has -o -name '*.1bpp' twice.
>>
I'm considering doing a "competing evil teams" story like in Emerald where both teams are trying to secure legendary Pokemon to achieve their goals. One team basically being a turbo-Team Plasma (that wants to give the world back to Pokemon and getting rid of humans) and the other being a group seeking to eliminate the free will of Pokemon to use them as tools to conquer the region. The former team is going to be church-themed, and the latter roman empire themed.
>>
>>33431049
>>33431060
M'kay, thanks.

Also, when I'm replacing the tilesets (I plan to replace the vanilla with Polished Crystals tiles), do I only swap the contents of game/gfx/tilesets and game/tilesets, or is there another folder I need to edit?
>>
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>>33431269
You can't just replace pokecrystal's files with the ones from Polished Crystal. They're completely different, your maps would look wrong. Convert them to PNG and copy the modified tiles you want.

Pic related, it's the house tileset. Even if you copied all the related files (gfx/tilesets/house1.2bpp.lz, tilesets/house1_metatiles.bin, tilesets/house1_palette_map.asm, tilesets/house1_collision.asm—which would need to be converted back to a .bin file), updated tilesets/animations.asm if necessary for things like waterfall or flower tiles, and used this tutorial <https://hax.iimarckus.org/topic/7167/> to work with the >192-tile sets, you'd still need to update all your maps because many of the metatile IDs are different.
>>
>>33431775
You misunderstand. I don't have any maps; I'm starting fresh. I'm replacing the tiles *before* I build anything, senpai.
>>
How do you guys go about planning and making your region map? What goes into deciding how many towns, routes, etc?
>>
>>33432749
Depends on how long you want your game to be. You can't go wrong with the same numbers of towns and roads as the official games.
>>
>>33432649
Gotcha. Then just be sure to apply that >192-tile hack. Also, recently Polished Crystal extended that to 247 tiles:
https://github.com/roukaour/polishedcrystal/commit/0b2ab01d504ac45bdd466616588cb3a246158939
Even 256 should be possible by moving the textbox frames into the font space.

>>33432749
Copy Nintendo and base it on a real location. You'll automatically get realistic geography (just exaggerate it so you can have desert, snow, forest, etc, all coexisting), and you can use real landmarks as inspiration (like the trains in Unova, or the palace in Kalos). Then you need a starter town, eight for the Gyms, and a few more for sidequests. Plus enough routes for a linear progression, with extra ones for convenience and nonlinearity. (Example: Saffron connecting to all four surrounding cities, with different roadblocks in Gen 1 and 2 for more or less freedom.)
>>
>>33429731
MK UItra was just Nazi scientists anyway.
>>
>>33432749
Just compare to the official games' maps, so the proportions are right. And if you hack gen 2, follow the 10x9 map principle.
>>
>>33432915
>10x9 map principle
???
>>
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>>33433224
Maps tend to be 10 or 20 blocks wide and 9 or 18 tall. Make sure you can stitch them all together too.
>>
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Rate my route.
Its still a WIP. Id like to get some feedback to improve my routes and towns
>>
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>>33434059
>taking photos of your screen instead of screencapping
>>
>>33421544
That overlap bugs me so much.
>>
>>33434059
Breaking up the ledges with trees seems a bit awkward. You might also want to try to move the trees around a little so they don't conform so tightly to the grid. Aside from that it looks a bit plain, but not bad.

Also, plz take screenshots in the future.
>>
>>33430185
Where can one get these?
>>
>>33434251
Download Polished Crystal's files from github and take them.
>>
>>33434059
what editor are you using?
>>
>>33430064
Fucking cozy. I feel like the northeastern end of the pond with the clay is a bit barren, though. The middle west-end too. If I were you I'd add a house or a cave on an island in the big pond/lake. Of course you'd have to make it a bit bigger to accommodate.
>>
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>>33430064
You're falling into the trap that a lot of maps posted in these threads fall into. It's just way too big. It looks a lot smaller from a zoom out than it is in game. Your map us almost 4 times bigger than Goldenrod City which is the biggest city in G/S/C. The actual design looks really nice, and it's definitely cozy from this view, but in game it would be way too much walking and the player would get lost.

I put a red box on part of the map that represents how much of it a player can see at one time. You can see how colossal it seems from that point of view.
>>
>>33435613
player getting lost is a good thing
>>
>>33435613
I feel bad for whomever would get lost on this map
>>
>>33435643
Ok. Maybe lost was the wrong choice of words. I just think it's too big and parts are too open. The top right looks like a really nice route if it had a bit more to it. The bottom is just kinda plain and the lake is HUGE. I think maps are better when they are slightly more condensed rather than sprawling empty areas. Less is more.
>>
>>33435638
you haven't played on a giant map like that if you're saying something like this. it's not really 'difficulty' if the player has to explore a huge map without any tiles to streamline the exploration, it's just not ergonomic and not very good game design.
>>
>>33435613
You're right. If I were using this in a game I'd take the time to fill in the empty spaces around the lake with more detail, and probably move/shrink the lake too. For example, the Lake of Rage had that tree maze in one corner, and a whole down in its beta version. Something could also go in the lake itself—a boat, a Dive patch, maybe a giant Lapras.

Another problem with large maps is that GSC only lets you have 15 sprites per map, so they have to be sliced into smaller connected pieces if you want to have enough NPCs, item balls, Berry trees, etc.

I do like the experience of exploring large connected maps (i.e. no gatehouses) where you might actually get lost without having a map or drawing your own. There's an old RPG Maker game, The Way, where the Marna Stretch was huge enough that it needed an SFX toggling NPC for if your computer lagged on it. (This was before Essentials, where all the custom Pokémon scripting made lag normal.)
>>
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>>33435813
Here's the in-game map, with tree for scale.
>>
>>33435849
Jesus
>>
>>33434059
Stop putting everything on your first layer and learn to take screenshots.
>>
What separates a mediocre Pokémon villain from a good one? I have trouble when trying to come up with a villain that fits Pokemon since I don't want them to come off as edgy garbage with some laughable goal, but I also want them to drive the story forward. Any tips?
>>
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>>33421457
>tfw sage's current map is 2big, so it needs to be downscaled, compressed as a jpg, and split up into 2 images

1/2
>>
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>>33436806
>>33421457
>>
>>33436803
Two of my favorite Pokémon villains were technically non-canon.

First, there's the fan theory about Giovanni. He was responsible for creating Mewtwo in the first movie, and all of Team Rocket's plots in the game could be explained as attempts to recapture Mewtwo: fight it with a powerful fossil Pokémon, or a ghost, or toss a Master Ball at it. If this had been made explicit in the game, it would have tied the whole plot together, and made the Cerulean Cave fight with Mewtwo the culmination of your fights with Giovanni (succeeding where he failed, thanks to your loyal team) instead of a random post-game bonus.

Second, TPP's version of Cyrus in Platinum. Basically when Prof. Rowan asked their character Napoleon if he liked Pokémon, they answered "No", and later released his starter and lost the Return TM. Of course, they ended up forming a team anyway, and going through a lot (including being attacked by Darkrai) to beat Team Galactic and the Pokémon League. Anyway, their own character development gives depths to Cyrus' too, because he's like what they could have been: self-absorbed, uncaring, just wanting to live in his own little world. You can't really do this canonically with a silent protagonist, but contrasting a rival's character with the villan's could work. ...Which is what Sun/Moon did, come to think of it.

Oh, and N was also good. He had a goal that's even occurred to many players—aren't Pokémon battles like dog fights? shouldn't we treat them better?—and a backstory you can sympathize with even while disagreeing with him—he's a unique kid who can hear Pokémon talk and was raised by a crazy guy. (Ghetsis *does* seem kind of laughable to me, with the weird outfit and impossible castle and not actually believing in any of his stated principles.)

TL;DR: give the villain character development, have their goals and actions relate to other parts of the game plot, make sure their goals make sense from their point of view.
>>
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>>33437965
>Second, TPP's version of Cyrus in Platinum. Basically when Prof. Rowan asked their character Napoleon if he liked Pokémon, they answered "No", and later released his starter and lost the Return TM. Of course, they ended up forming a team anyway, and going through a lot (including being attacked by Darkrai) to beat Team Galactic and the Pokémon League. Anyway, their own character development gives depths to Cyrus' too, because he's like what they could have been: self-absorbed, uncaring, just wanting to live in his own little world. You can't really do this canonically with a silent protagonist, but contrasting a rival's character with the villan's could work. ...Which is what Sun/Moon did, come to think of it.
Is this a ROMhack or is this that cancerous "lore" fanfic shit that ruined TPP? I'm guessing the latter since nobody hacks Gen 4 but I don't want to assume the worst without asking.
>>
>>33438042
The latter. :P
(But what counts as "lore"? Because that's arguably what made TPP popular in the first place: turning accidental Helix Fossil use into "Praise Helix", or all the viewers into "The Voices". If it were just bumping into walls and falling over ledges for ten hours straight, there'd be no point. Or do you just mean comic/fanfic writers influencing consensus with their own ideas?)
>>
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>>33438142
>:P
>>
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>>33425864
Might as well post it, although it still might get scrapped/redone.
>>
>>33438214
The gatehouses are one block too thin. Also, that's a lot of Cut trees. I like that it's mazelike enough to get lost in.
>>
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https://www.youtube.com/watch?v=rjhLK5q4y4w&feature=youtu.be
>>
>>33438611
Good feature, good closet tiles, good color choices; just fix "it's" to "its" and capitalize Pink Puff.

I guess Berry trees and Strength/Rock Smash boulders use the same green+brown palettes as NPCs?
>>
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>>33438709
Yes. I converted the Berry Trees to just tiles instead of actual sprites, and I redrew the rustling grass patches to look more appropriate with the green palette.

Also, I fixed the grammatical issues.
>>
>>33438611
Damn, this looks clean as fuck. Makes me want to start using pokecrystal myself.
>>
>>33438611
>put on pink clothes
>game is Kirby
Please tell me the game is dependent on the color.
>>
>>33439350
It's not. I just thought the color was appropriate. There are going to be more than just Kirby though. Various consoles around the world will have different games.
>>
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Why did my choice box move up to the corner, and how do I move it someplace else?
>>
>>33439594
If you want it above a textbox, make sure there's nothing between it and the show message command. Otherwise you'll have to edit your scripts.
>>
>>33436803
A good Pokemon villain has a motive or story that thematically fits the world. N's motivation is a good example. Wanting to free mons from their trainers is a story that can only really work in the Pokemon world.
>>
>>33439630
Ah, I see. Thanks.
>>
>>33438611
>the snes music
Please tell me you'll be incorporating a music player like Prism and Polished Crystal.
>>
Question:
My PC broke down, so all I have right now is a hacked 3DS and a phone.

I wanna install some Gen 7 romhacks on my 3DS, so I searched for some qr codes to download them via title key but I got nothing.

Do you guys have any idea what I can do?
>>
>>33439983
That's a pretty big undertaking. I still struggle with smaller asm projects. If someone was willing to help me out I'd be down to add a music player, but it isn't going to be a high priority.
>>
>>33438214
Way too big imo. Looks tedious as fuck to go through.
>>
>>33440272
Mission accomplished, then. Late-game isn't supposed to be easy to get through.
>>
>>33440411
>Mission accomplished
So you're intentionally making your game an unenjoyable slog? Game design probably isn't for you, pick up another hobby.
>>
>>33440462
>every route should be a boring, linear area without *gasp* mazelike elements
Let me guess: you either have a worthless degree in game design, or you're a Valve playtester.
>>33440411
Don't listen to that guy, he's a casual babby. If someone wanted to play a walking sim, they would play one. Or they'd play SuMo.
>>
>>33440411
it doesn't look interesting for a late game area though. There's no puzzles or interesting tiles or anything, it literally just looks like an early game forest but stretched out.
>>
>>33440526
>>every route should be a boring, linear area without *gasp* mazelike elements
Wow, I sure didn't say anything like that. But thanks?
If you're going to make a map for the sole purpose of frustrating the player, why even include it? Use some common sense.
>>
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>>33438611
One more SNES tune for now. I'm going to stop here for now as I don't want to get too caught up in such a small part of the game for too long. I'll eventually add a few more.

https://www.youtube.com/watch?v=9tXuCWQ6ZQ4&feature=youtu.be
>>
>>33440526
You're mixing tedious and challenging. You can make late game map that are challenging and not just big maze.
>>
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how does this look for a first city gym
>>
>>33441216
Looks friendly.

If I had to make some changes, I'd take whatever building is in the upper right and push it back a block and maybe even further right. The way around the building looks congested and the building intrudes a bit too much.
I'd also opt for some more scenery items in the upper left. The bench is nice, but having something in the corner, even a fuller bed of flowers would be nice.
>>
>>33441216
That bench is really bright
>>
>>33434768
How exactly do I do that? I've downloaded the files already. You are using Essentials Gen 2 right?
>>
>>33442107
>using essentials for gen 2
Don't. The gen 2 essentials is shit. It's a seperate project from the real essentials and it's all around bad. If you're going to use essentials, just make a more modern-styled game.
>>
>>33442419
Seconding this. GS Essentials was made on v13 of Essentials. If you're really dead set on making a gen 2 game in Essentials, just get v17 and edit the scripts to make it gen 2 yourself. Way less bugs than v13.
>>
>>33440848
damn this game is going to be good if it ever comes out
>>
>>33442419
>>33442449

Aw dang, I'm new to this whole thing and just wanted to mess around with something simpler than the later gens graphics wise.

I guess I'll mess around with something more modern looking then >.>
>>
>>33443179
Hi! Did you know, a big part of 4chan's etiquette is a process called 'lurking?' Lurking is where you, a new user, only read through threads and refrain from posting until a year or more has passed! It helps you get a nice feel for how we do things around here and it keeps you from looking stupid.

The more you know!
>>
>>33443272
Why would I care about 'looking stupid' on an anonymous board? Might was well ask questions if I'm gonna be around.
>>
Is their any way the 3d in-battle models(from the real games) can be put in the c++ engine? Has anyone tried it yet?
>>
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>>33443306
The point is just to be a good person. It's true that, because of anonymity, you could do just about anything that doesn't break board rules (and even if you do break board rules you can easily evade), and people from sites like reddit seem to think that because you can get away with anything they should act completely ignorant of all board etiquette, but when everyone acts with decency we end up getting good threads filled with good posts. We should strive to individually provide high-quality posts as it improves the experience of everyone around us, and if they do the same in turn it makes our experience better.
There are positive and negative aspects to anonymity, and I feel when people don't abuse the negatives the net experience is much better than on a forum where the person attached to the post sometimes has more clout than the content of that post.
>>
>>33443272
>a year or more
Fuck off. Lurking period should be 6 months tops.
>>
>>33419740
Pokeemerald is on its way so why bother with ruby?
>>
>>33443850
Just about anything you do in pokeruby could pretty easily be ported to pokeemerald when it gets further in development than pokeruby. Working on your hack in pokeruby seems like a way to get a headstart, and maybe you'll even complete it before pokeemerald is done.
>>
>>33443743
t. someone who's been here less than a year
>>
>>33443679
bumping for answer
>>
>>33443988
Yeah it's a good thing you bumped
Pretty sure every single person within this thread has been online in the past hour and twenty minutes
>>
>>33443679
By c++ engine, what do you mean
>>
>>33444085
The ditto thing that works on android and pc
>>
>>33444100
>>33444100
You'd have to ask max, but ripping, rigging and animating those models would take an unreasonablely long time. it's not just some copy+paste job
>>
General advice question to mappers: how big should my maps be? I find it difficult to gauge their size sometimes and end up creating needlessly large maps that I then end up filling with random flowers and grass or that just look stupidly empty.

Obviously every route and city is different, but do you guys have a rough "average" for map size?
>>
>>33444342
It can depend on the generation. Regardless, you should just compare to the official maps, such as for towns and cities, and make them proportional to the official maps as you deem fit. And, really, I think counting buildings per town/city and comparing that to official maps is actually better form than just map area size, but you should use a combination of both.
>>
>>33419659
Animated battle sprites have already been done in FR.
>>
>>33444342
You have to think about the size of the screen. How many tiles can the player actually see ? Avoid open area that are so big that the player can't see the end of it. If you look at your map and feel like spamming random shit to make it less empty, don't. Restructure the area with trees, ponds, cliffs,...
>>
>>33444690
Proofs or gtfo rom hacker cuck
>>
>>33444724
just google "frlg animated sprites"
>>
flawless platinum or platinum enhanced?
>>
>>33444146
They already have animations. And there are files for every one online unziped
>>
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i dont know what im doing is this any good
>>
>>33445310
You still have to texture them and rig them. Like I said, it's definitely not just a copy+paste job. But if you think it is, good luck.
>>
>>33445465
>grass in the start town
bad idea, if the player has no pokémon and triggers a battle, the game will crash.
>>
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>>33444100
>>33444146
>>33443679
We're using some of those models for things like our title screen
https://youtu.be/-i6S9ZWdJ1c

There are a couple issues with exporting multiple animations in ohana, and ohana doesn't handle things like suicune's tails very well. I had to export with SPICA to get those animations right, and it doesn't have skeletal animations export at the moment.
>>
>>33445700
He could just set no wild encounters - but the house is awful, looks like an alien with one eye.
>>
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>>33445759
A higher res one-screen build, could get some really nice play.
You can get some blending techniques found on emulators like Citra that enhance the looks of the models greatly.
>>
>>33442062
I agree, the palette doesn't mesh well with any of the surroundings in terms of colours and the style doesn't quite match- the outlines are too dark compared to the quite subtly coloured outlines of the houses.
It might be a good idea to recolour it to fit in better, since it's really obvious at the moment that it's an asset from somewhere else.
>>
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>>33445782
GF doesn't use any filtering on their models, leaving this blocky pixelated look on zoomed in features
>>
>>33445793
I'd make it use the same palette as the bridge, it'd blend better and look more like a standard bench that way
>>33445782
Neat
>>
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>>33445810
But Unity can use that sweet sweet bilinear filtering streamers use.
>>
>>33421044
There's a simple flag you can set at the beginning. I don't remember it off-hand since it's been ages since I worked in FR, but it's something you can easily do.
>>
>>33424020
Upload tilesets for us please.
>>
Tedious is a buzzword
>>
My brain just started to play some fancy music while traveling on this.
>>
>>33446030
???
>>
>>33446085
This, >>33424020
>>
>>33445465
Having the water sand and hedge so close to each other looks a bit odd. Give it a bit more space.
>>
Does anyone know where the value is in pokecrystal that tells the game which palette number to load for the Pokeballs that get placed in the healing machine?
>>
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>>33446568
engine.healmachineanim.asm:HealMachineAnim.palettes gets loaded into OBPals + 8 * 6, i.e. palette #6.

RGB 31, 31, 31
RGB 31, 19, 10
RGB 31, 07, 01
RGB 00, 00, 00

Remember that it applies to the flashing machine display as well as the Poké Balls.
>>
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>>33446669
Right. I've got that. I'm using palette 6 for pink and so when I go to heal my Pokemon, all characters in the room who are pink get their colors overwritten for the Pokeballs. I've already made the flashing effect apply to palette 5 instead of 6, but the balls and I guess the screen still load palette 6. I was wondering where I could change that value to 5.
>>
>>33445700
Won't it just throw out a Missingno?
>>
>>33445700
surely an event to be used and an npc stops them
>>
>>33445824
Do you think you can get the models in battle? I'm starting to get tired of sprites
>>
>>33446002
It isn't, stop getting so salty that people didn't like your map.
>>
>>33447013
Definitely, though there's still work to be done to support multiple animations
>>
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>>33421457
Posted this a few generals ago, made a few slight edits since then.
>>
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>>33447266
And here's the first route as well. I have some indoor maps too but nothing past that, mostly working on events at the moment
>>
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>>33446713
>OBPals + 8 * 6, i.e. palette #6
>change 6 to 5
aren't you using palette $5 for purple? what if the player dressed in purple? override whichever index PAL_OW_SILVER is, since that's just used for emotes and effects.
>>
>>33446713
Oh sorry, I see what you mean. Edit the last values in PC_ElmsLab_OAM and HOF_OAM. $16 becomes $15, and $36 becomes $35.
>>
>>33447483
Those lines use the dsprite macro. The arguments are "y tile, y pxl, x tile, x pxl, vtile offset, flags+palette". For that last byte, 0-7 is the palette, then you add $20 for x-flip, $40 for y-flip, and $80 for priority (putting the sprite behind the tiles, except for the "white" hue--that's how tall grass works).
>>
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>>33447443
PAL_OW_SILVER is pallete $5.

>>33447483
Thank you so much!

>>33447560
Cool. I'm going to save this information for future use. Thanks, anon.
>>
>>33419289
Some nice maps in this thread
>>
>>33445782
Mabye you can make it just start with the idle animations in-battle and later on in the project support multiple animations.
>>
>>33419289
is uranium any good ?
>>
>>33445824
You should look into waifu2x, it works great for upscaling textures and make the pokemon look awesome.

How are you exporting pokemon animations?
I can't get it to work personally.
>>
>>33447782
I highlight and play a singular animation upon exporting the model as an .fbx
Haven't figured out how to add more animations per model
>>
>>33447868
Have you ever tried them in-battle?
>>
>>33447881
No, just the title screen so far

>>33447594
I'd say that's what we'd do if we can't find a good method of exporting
>>
>>33447782
seconding using waifu2x, works like a charm for cartoon textures
>>
>>33447997
>>33447782
Hmm this looks good
>>
File: hqdefault.jpg (14KB, 480x360px) Image search: [Google]
hqdefault.jpg
14KB, 480x360px
Still looking to make the surf sprite blue
Working in assembly
Changing character sprite color is already a function within the game

Just want the surf sprite to always be blue
>>
>>33448776
Look at the code that sets the surf sprite.
>>
File: Start Town 1.png (34KB, 594x547px) Image search: [Google]
Start Town 1.png
34KB, 594x547px
What do we think then, /heg/? Little starting town area. To me this seems a wee bit bare, but I don't want to throw shit tons of flowers everywhere because I think less is more with the flowers. I wonder if I feel it looks bare owing to the asymmetry of the path towards Route 1, it's the left-hand side I'm more irked by.

fwiw, red roof is the player's house, blue roof is friendly rival's house. Building at the bottom is a school/Pokémon research lab. I was thinking of having the second rival live here too though obviously that would mean changing the lab to a smaller building. Could then have RBYG roofs for a little reference. Though there's no reason the second rival would HAVE to live in the starting town.

In your opinions, then!
>>
>>33448850
Yeah but how do you dictate it to change the sprite to blue
And change back to red when landing except if playing as a female
>>
>>33448864
The area feels too small and square
Even Littleroot from RSE felt bigger
Also the scool/lab seems too big for a starting town. It's a three level building and it's style doesn't work well with the other house

Plus, if it's a school, where do all of the other students live?

It needs to feel more open, and shouldn't be so centered. Move the school/lab more off center instead of right in the middle
>>
>>33448938
It does seem a bit cramped, yes, I'll expand the map size a smidge and give things room to breathe.

And that's a very good point about the building choice, I didn't consider that. I'll switch it for a more generic Pokémon lab and give it a shift!
>>
>>33448864
Take down one of the walls of trees and add a small lake, ideally with a dock if you can manage it.
It'd make the town feel a bit larger, give it some character, and offer a sense of exploration when the player inevitably surfs over it to find an item or trainer battle or whatever. You could even throw some decent water Pokemon in it for later on when the player has access to rods.

Having a narrow pathway through another wall of trees could be neat as well. Blocking it off with a cut tree would give even more incentive for the player to return later.
The path could open up into a "forest" like area with ledges and grass patches and trees scattered around to make it feel natural. Once again, you could include some decent Pokemon in grass and offer a worthwhile item at the end.

As for the town itself, a fenced area with flowers could be cute. Perhaps with a bench.
>>
>>33448864
>frlg shit with 3 houses

hmmmm where have I seen this before
>>
new thread
>>33449184
>>33449184
>>33449184
>>
Proper, non-essentialsfag thread here:
>>33449354
>>33449354
>>33449354
>>33449354
Thread posts: 313
Thread images: 65


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