Thats total BS, I have a folder with all the original RBY GSC RSE FRLG and some DP themes, all in MIDI.Actually it is, simply because it has to be completely remade. A search for Pokemon .midis doesn't yield a lot of useful results. Most game sounds available for download are recordings. To get a .midi file, someone has to actually listen to the music over and over again and sequence it properly.
I think we're getting a little off topic, though.
Pokémon: Last Crystal Hidden
#61
Posted 21 August 2008 - 05:33 AM
#62
Posted 21 August 2008 - 05:06 PM
On topic, I can't wait for a new demo.
#63
Posted 21 August 2008 - 05:16 PM
I didn't say they were impossible to find, I said that they are harder to find than .wav's or .mp3's because they require more work than those other formats.
On topic, I can't wait for a new demo.
Harder to find? What're you talking about, it took me 4 seconds to type "Pokemon midi" in the search engine and found a site with the entire GSC soundtrack in midi form... Also there are mp3 to midi converters so I doubt you have to do it by hand.
On a more related note: The game looks pretty good, there are a lot of Pokemon clones right now, though.
#64
Posted 21 August 2008 - 05:59 PM
Just read the first two paragraphs.
Wav and MP3 are actual audio formats. They're recordings of actual sounds or instruments. Midi's are data that gives the computer information on what note to play, and what specific settings need be applied to the note when it is played. Computers cannot understand actual audio beyond playing it. That means that a MP3 or .wav to .midi converter can never be entirely accurate.
And again, I was just saying that they are less common than the same sounds in .wav or .mp3 because they take more work for the reasons explained above.
@DavidX: I've been wondering, you didn't really cover this in the first post, is this going to be a clone of G/S/C? Or is it going to be its own game, just with the same graphics?
#65
Posted 21 August 2008 - 06:17 PM
#66
Posted 23 August 2008 - 12:10 AM
#67
Posted 23 August 2008 - 05:34 PM
#68
Posted 23 August 2008 - 09:16 PM
#69
Posted 27 August 2008 - 01:47 AM
Demo 1: .gm6 - 305kb
Demo 2: .gm6 - 306kb (a bunch of stuff was added in this demo)
Demo 3: .gm6 - 296kb (probably added >300 lines of code and ~7 new images, including the bag system)
But enough of that. A bunch of stuff was added to this demo, but the most visible addition are the new attacks. Try it out!
#70
Posted 27 August 2008 - 05:36 AM
#71
Posted 27 August 2008 - 07:19 PM
#72
Posted 28 August 2008 - 10:52 PM
Thanks! Although Psychic and Water animations are probably the ones that are going to be tough, so I'll put them until the end.Ember and Vine Whip look pretty sweet. Hopefully you'll get some psychic attacks in there soon.
Most probably not, that game was created for the heck of it(mainly, to attract DP fans, since there's a lot of them), and is based on the second demo, which has a lot of bugs. You're welcome to continue it if you want, though. Just PM me for the link.Is this game gonna have dp graphics
because the screenshot on the front page looks sweet.
#73
Posted 28 August 2008 - 11:12 PM
Heh, yeah, I figured. I personally have trouble understanding how to make an RPG engine with support for animations. I'm sure if I sat down and thought about it logically, I could. But it's a pain making even a basic RPG engine without animations.Thanks! Although Psychic and Water animations are probably the ones that are going to be tough, so I'll put them until the end.Ember and Vine Whip look pretty sweet. Hopefully you'll get some psychic attacks in there soon.
#74
Posted 28 August 2008 - 11:59 PM
The animations though, are pretty easy. I could send you the source of this and show you how it's done if you want.
#75
Posted 29 August 2008 - 12:35 AM
Yeah, sure. That'd be cool.The hardest part for me is figuring out how the stupid experience bar works. I HATE IT.
The animations though, are pretty easy. I could send you the source of this and show you how it's done if you want.
Wasn't the experience bar working though? Or am I confusing your demos with other Pokemon engines?
Edited by yaywalter, 29 August 2008 - 12:37 AM.
#76
Posted 29 August 2008 - 12:42 AM
I'll send you the editable by PM when I upload it.
Edit: Well, my dialup is acting dumb, so I can't right now. I'll do it tomorrow, it usually starts acting normally after a day of stupidity.
Edited by DavidX, 29 August 2008 - 12:47 AM.
#77
Posted 29 August 2008 - 12:50 AM
Heh, alright. I'm in no hurry.The experience bar works, just not the way it's supposed to be(and that's one of the two reasons that keeps me from coding shared experience).
I'll send you the editable by PM when I upload it.
Edit: Well, my dialup is acting dumb, so I can't right now. I'll do it tomorrow, it usually starts acting normally after a day of stupidity.
I'll take a crack at your experience problem. I consider myself fairly good with GML, although you clearly are as well. But it'll be fun to take a break from my projects and take a look at yours.
btw, when do you plan on implementing the Pack?
EDIT: thanks! Nice organization.
Edited by yaywalter, 29 August 2008 - 02:59 AM.
#78
Posted 29 August 2008 - 03:15 AM
Thanks, I was coding mostly everything taking in mind that someone else would someday read the code. =D
#79
Posted 29 August 2008 - 05:17 AM
There is no good or bad reason to take it.
#80
Posted 29 August 2008 - 05:15 PM
this is the direct link to the attack sprites sheet.I did not rip this so credit goes to the guy who did.
http://www.spriters-...=gscattacks.png
and this page indexes alot of sprites from the games.
http://www.spriters-...okemon/pkmngsc/
Edited by richiem12002, 29 August 2008 - 05:18 PM.
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