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#1 tootlerocks

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Posted 31 January 2011 - 07:01 AM

Pokémon SkyBlue is a new Pokemon fangame somewhat based on Pokemon FireRed/LeafGreen the Pokemon series. However, it features a whole new region, many new Pokemon and much more.

File Size: 7.9MB
GM Version: Game Maker 8.1 Standard
Vista Compatible: Yes
Changes Screen Resolution: No

Includes:

  • Pokedex with 53 new Pokemon
  • 10 routes, 8 towns, 1 all-new region
  • Battle System - includes faster Pokemon strikes first, move effectiveness, STAB bonus, Base Values and Effort Values (EVs), stat-changing moves, learning new moves and forgetting old ones, move accuracy, physical/special division, move power points (PP), shared experience (and WAY better algorithms in latest version), multi-strike moves
  • Trainer Battles - includes a Rival character, two Gym Leaders and the rise of Team Shadow
  • Walking, talking people
  • Pokemon Storage system (Laptop) with 20 boxes (500 Pokemon in all)
  • Pokemon evolution
  • TMs and HMs, including Aerial Ace, Rock Smash and Cut.
  • Items in the field, in battle and in the Pokemart.
  • Pokemon IVs (Individual Values), Natures, Abilities (some)
  • Animated Pokemon sprites!

Controls:

  • X - talk; select option
  • Z - run (hold down); cancel
  • Enter - brings up menu; skips to next box in Laptop
  • Ctrl+Enter - skips to previous box in Laptop
  • Arrow keys - move around; choose option
  • Ctrl+M - mute sound. Press Ctrl+M again to start playing sounds again.
  • F1 - game help/info

To Be Added:

  • Shiny Pokemon
  • Improved Pokemon storage system
  • More Pokemon
  • Bigger storyline
  • Fishing
  • Greater range of TMs/HMs
  • Pokemon breeding
  • Accuracy and evasion stats

Screenshots:
screeniesnew.png

Download: (.exe) https://www.box.com/shared/s0s64h3u77

Please provide comments, feedback and suggestions for future releases, as well as report any errors. Thanks!


Edited by tootlerocks, 21 April 2013 - 03:01 AM.

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#2 Dark Matter

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Posted 31 January 2011 - 07:20 AM

Screen-shots are helpful...

EDIT:
I got an error when I walked into the grass. I think it's because I didn't get my starter yet.



___________________________________________
ERROR in
action number 1
of Draw Event
for object object8:

Error in code at line 9:
draw_sprite(spr_hpmeter,48*real(pkmn.hp/pkmn.hpmax),x+33,y+16)
^
at position 47: Division by 0.

Edited by Dark Matter, 31 January 2011 - 07:23 AM.

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#3 tootlerocks

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Posted 31 January 2011 - 07:39 AM

Screen-shots are helpful...

EDIT:
I got an error when I walked into the grass. I think it's because I didn't get my starter yet.



___________________________________________
ERROR in
action number 1
of Draw Event
for object object8:

Error in code at line 9:
draw_sprite(spr_hpmeter,48*real(pkmn.hp/pkmn.hpmax),x+33,y+16)
^
at position 47: Division by 0.


Thanks for pointing that out. I road-tested the game to check your theory and yes, it is indeed because of a lack of starter, which shouldn't really have happened (make sure you talk to your mother before you exit the house, but normally you would have to anyway).

I have uploaded a newer version, which hopefully shouldn't do that. And just for the record, I added a link to some screenshots as well. Thanks a lot!
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#4 XTC Games

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Posted 31 January 2011 - 07:52 AM

I played it for a while, and it looks really good. I haven't encountered any errors so far. Any errors I see I will report.
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#5 Consoft

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Posted 01 February 2011 - 02:45 PM

Hey!
This is a really nice and smooth engine you've got going here! It's nice to see a Pokemon fan game being released with enough features to keep me busy for longer than thirty seconds :P

There are only some minor huffs I came across (I wasn't TRYING to find bugs, these are just things I noticed as if I were playing the game normally) [Suggestions are included in here as well :)]
During the introduction to creating a new game, the letter "i" sometimes crams itself too close to the letter next to it, which looks awkward
During a battle, when it comes to the bit that says "what will <pokemonname> do next?" it scrolls. In the actual games, this just appears without being typewriter'd.
The intro to the wild pokemon battle music sounds like it's the end of the world, you might want to leave that intro for a legendary battle :P
If I'm walking, it's quicker to stop walking, then hold both Z and X down at the same time instead of continuing to walk and holding Z (because of the delay it takes before you start to run)
No reflections on the water [OH NO MY LIFE IS OVER :P]
If you're creating an entirely new continent and pokemon, I don't see why Team Rocket should be a part of it (just a personal opinion!)

aaaand as I'm typing this out and continuing to play the game, I encountered an error :P
Posted Image

Other than this, fantastic effort! Keep it up :D
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#6 Diventurer

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Posted 01 February 2011 - 03:18 PM

This was great! :)

I have 1 suggestion, add footprints on the sand when just walked on xD

And yes, I discovered the error also, as mentioned by Consoft.

Edited by Gamma Ray, 01 February 2011 - 03:19 PM.

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#7 tootlerocks

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Posted 03 February 2011 - 09:06 AM

Hey!
This is a really nice and smooth engine you've got going here! It's nice to see a Pokemon fan game being released with enough features to keep me busy for longer than thirty seconds :P

There are only some minor huffs I came across (I wasn't TRYING to find bugs, these are just things I noticed as if I were playing the game normally) [Suggestions are included in here as well :)]
During the introduction to creating a new game, the letter "i" sometimes crams itself too close to the letter next to it, which looks awkward
During a battle, when it comes to the bit that says "what will <pokemonname> do next?" it scrolls. In the actual games, this just appears without being typewriter'd.
The intro to the wild pokemon battle music sounds like it's the end of the world, you might want to leave that intro for a legendary battle :P
If I'm walking, it's quicker to stop walking, then hold both Z and X down at the same time instead of continuing to walk and holding Z (because of the delay it takes before you start to run)
No reflections on the water [OH NO MY LIFE IS OVER :P]
If you're creating an entirely new continent and pokemon, I don't see why Team Rocket should be a part of it (just a personal opinion!)

aaaand as I'm typing this out and continuing to play the game, I encountered an error :P
Posted Image

Other than this, fantastic effort! Keep it up :D


Thanks a lot, Consoft!

Yes, I did find that error; it seems that GM8 doesn't like that sort of syntax. I changed it, and it works fine now.
Reflections on the water have been added to the to-do list for PSB (Pokemon SkyBlue) upon your request.

With Team Rocket: The idea is, the story for PSB starts several years after Team Rocket last disbanded (Pokemon G/S/C). Since then Giovanni resigned as leader, and in his place X was elected. X vowed to take over as much territory as he possibly could, and with both Kanto and Johto out of the question he went searching and soon found a suitable place to take over - the region of Skyros.
So, that's the general idea. The entire storyline is still forming, but that's what it is at the moment.
I have also taken your other suggestions into account. Thanks a lot for the feedback, it was really useful! Oh, and I'm glad you like the game. :)

Now, GammaRay: I have actually got footprints on the sand already in the game - you should be able to check that now, with the Routes 22-24 bug fixed (which you mentioned).

Thanks a lot for the feedback all, keep it coming!
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#8 bralucs

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Posted 04 February 2011 - 04:02 PM

the gameplay is fine!

But about those sprites... Did you have any experience? I would just practise spriting and then remake your pokemon, cause those sprites will have some people to not play the game.. When It actually has good gameplay..

So try that :)

Hope you know what I meant.. :mellow:

edit:
Some tips: I can see you took some of the originial pokemon, and then just used some parts of it, like the fire. And try to use the shadows/highlights better. The outline needs a darker tint of the pokémons color, not black!
Don't think I wanna wiseacre or anything.. I have a lot of experience with spriting so..
Just helping! :)

Edited by bralucs, 04 February 2011 - 04:06 PM.

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#9 Jobo

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Posted 04 February 2011 - 08:06 PM

Hmmmm... I think your game may have an attitude problem.

Spoiler


....seriously.
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#10 TDWP_FTW

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Posted 04 February 2011 - 08:29 PM

Hmmmm... I think your game may have an attitude problem.

Spoiler


....seriously.

What an utterly useless post.

On-Topic, I liked it. The engine was smooth, and the dialog was nice. The Pokemon sprites are a little sloppy, but I'm sure they'll be improved over time. Other than that though, I enjoyed it, and look forward to the final version! :D
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#11 tootlerocks

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Posted 05 February 2011 - 05:49 AM

the gameplay is fine!

But about those sprites... Did you have any experience? I would just practise spriting and then remake your pokemon, cause those sprites will have some people to not play the game.. When It actually has good gameplay..

So try that :)

Hope you know what I meant.. :mellow:

edit:
Some tips: I can see you took some of the originial pokemon, and then just used some parts of it, like the fire. And try to use the shadows/highlights better. The outline needs a darker tint of the pokémons color, not black!
Don't think I wanna wiseacre or anything.. I have a lot of experience with spriting so..
Just helping! :)


Thanks a lot! Yes, I agree the sprites are in great need of redoing, and I will go ahead with the sprite-remaking as soon as possible. Admittedly, I don't have that much experience in spriting, so this post was a real reminder to me to shape-up my spriting.

Jobo... um, enough said. I will add, however, that I am on Yagibabla's side.
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#12 Jobo

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Posted 05 February 2011 - 10:37 AM

Maybe I should have added that this is the finest Pokémon fangame I have ever seen (despite of the pokémon sprites).
I was actually very impressed.

- Sometimes, when using the fast-movement, it would lag a lot and I could stop pressing movement keys and it would finish my last press 10 seconds later.
- It was easy to get the fast-movement stuck though, if holding down <space> then going to a dialogue of such.
--- When you exit the dialogue, it will act as if you're holding space until you re-press space.

I think that's about it.
Oh, and use a sprite font (draw_set_font_from_sprite, I believe), it will remove the horrible positioning from Game Maker's draw_text. E.g. use an actual pokémon font.
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#13 tootlerocks

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Posted 06 February 2011 - 04:01 AM

Maybe I should have added that this is the finest Pokémon fangame I have ever seen (despite of the pokémon sprites).
I was actually very impressed.

- Sometimes, when using the fast-movement, it would lag a lot and I could stop pressing movement keys and it would finish my last press 10 seconds later.
- It was easy to get the fast-movement stuck though, if holding down <space> then going to a dialogue of such.
--- When you exit the dialogue, it will act as if you're holding space until you re-press space.

I think that's about it.
Oh, and use a sprite font (draw_set_font_from_sprite, I believe), it will remove the horrible positioning from Game Maker's draw_text. E.g. use an actual pokémon font.


Ahh... so you discovered the "fast-movement" thing. That was mostly used for testing (it just increases room speed dramatically while Space is held down), so I didn't really design it to perfection. In early versions of the game I had problems with the game running at 40% of its normal speed WITH the fast-movement on, so it's much better now than it was earlier on.

Now, sprites again... The actual function for sprite fonts is
font_add_sprite
which can only be used in the Pro edition of Game Maker 8; although I do have the font as a set of subimages ready for usage. I've also had a look at some guides on spriting and am starting to run through all the Pokemon sprites and redo them.

(P.S. My apologies on behalf of the Professor. :) )
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#14 FoxInABox

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Posted 07 February 2011 - 01:19 AM

EDIT: bug report removed due to new version, will make a new one in a newer post.

Edited by FoxInABox, 14 September 2012 - 06:24 PM.

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#15 tootlerocks

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Posted 08 February 2011 - 03:14 AM

well, I'm not that impessed, this need some work overall:
- got to the trainer that had a pokemon that looked like metapod and was using harden .. harden keept repeating that it failed, so I couldn't do anything more
- most missed feature for me is the possibility to re-arrange the moves and buying multible items at a time
- you could ofen meet a wild pokemon when not snapped to a grid
- text start to type a word and then throw it on the 2nd line..

But then again, you accually got a working combat system, and that already put you pretty high on the rank and show that you know what you are doing, so keep on polishing the game, I'll look forward to play the updated version (oh and I wouldn't mind a batttle speed option x3)


You say there's a bug in the Harden thing... I'll have to check that, I haven't noticed it before but only because I haven't tested that properly yet. I will look into it ASAP.
Re-arranging moves and multiple items WILL be coming in future updates; how far into the future, though, I'm not sure. I'm currently doing a full sprite remake and will update the game once that is done.
Anyway, thanks a lot for the feedback! :)

Note: Just a general reminder that if anyone finds any bugs, errors etc. could they PLEASE report it so it can get fixed up in time for the next upload. Thanks!
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#16 razoof

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Posted 11 February 2011 - 06:10 AM

Hey you got any better poke spriters
I re-did the starters
Posted Image

Posted Image

Posted Image
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#17 _176368

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Posted 11 February 2011 - 08:12 AM

Great game and all but isn't this copyright infringement or something?

Edited by _176368, 11 February 2011 - 08:13 AM.

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#18 IQbrew

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Posted 11 February 2011 - 08:57 AM

Great game and all but isn't this copyright infringement or something?

Completely, but no one ever gets caught therefor it's okay.
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#19 tootlerocks

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Posted 12 February 2011 - 01:24 AM

Hey you got any better poke spritersI re-did the startersPosted ImagePosted ImagePosted Image


Hey, that's actually quite good. I am going through a remake of the entire sprite collection, so I hope you don't mind if I use these in redoing the starters? I will definitely give you credit.

Great game and all but isn't this copyright infringement or something?

Completely, but no one ever gets caught therefor it's okay.


Not so, IQbrew. I heard recently about a Pokemon MMORPG that was shut down by Nintendo quite recently due to the same sort of "copyright infringements" _176368 mentioned. I myself have great admiration for the Pokemon series, and that as well as the efforts made by those such as GameFortress (Pokemon Twilight) gave me the inspiration to create my own Pokemon game.

I think one of the reasons games like Pokemon Twilight haven't been shut down is because of the use of "fakemon" - fake Pokemon. The MMORPG in question used real Pokemon, to the best of my knowledge. Another reason is because PT actually gives Nintendo the credit for the whole Pokemon concept, which is also regarded in the opening sequence of SkyBlue: "Pokemon © 1995-2011" or something like it is the first thing you see.

I disagree that "no one ever gets caught therefore it's okay", as you said regarding Pokemon fan games such as this one. I believe that copyright infringement, which is effectively stealing other peole's ideas, is never okay. As a result, I try and give as much credit as possible to those who provided resources, concepts and so on (see the game info for the credits - press F1).

Edited by tootlerocks, 12 February 2011 - 01:26 AM.

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#20 razoof

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Posted 12 February 2011 - 01:57 AM

Oh I think theres a potion glitch I couldn't use moves anymore on any pokemon its the pokecenter they dont heal pp.
Also, I had my pokemon faint when all I had was a starter and I was stuck in the party menu.

Kwebeever

Posted Image

Edited by razoof, 12 February 2011 - 06:15 AM.

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#21 Consoft

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Posted 12 February 2011 - 03:01 AM

The Pokemon MMORPG that was shut down around 6 months ago was also Open Source, allowing anyone and everyone into extracting the game. Also, the game was a complete PC remake of the FireRed and LeafGreen games.
I believe in creating fangames if:
1) You give absolute 100% credit to the original owners
2) You make absolutely NO profit (including donations) from it
3) You are ready to take the game off the internet if asked by the original company

I myself am making a Pokemon MMORPG, but should it need to be taken offline, I am making the system as modular as possible, needing only to replace resources to bring the game back online with absolutely zero copyright infringement.

ANYWAY, BACK ON TOPIC!
@razoof: I like the water and fire starter remakes, but the green one's shading seems a bit dark in the shadow areas. Also, its red eyes seem out of place :S I'm really not a fan of kwebeever though, mainly because of the random black outlines and complete lack of shading. Just my two cents :)
@tootlerocks: When's an update? :D
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#22 razoof

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Posted 12 February 2011 - 03:46 AM

well thanks consoft
also the kwebeever was shadded I was just little sloppy on both making it and shading

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#23 razoof

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Posted 12 February 2011 - 08:30 PM

Ok the game seems good so far.
But the gamegliched when I lost to benji in the first time you battle,
Also I noticed that attacks do a certain amount of, damage tackle 4dmg , gust 3dmg
Leer and defense curl do nothing.
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#24 Consoft

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Posted 13 February 2011 - 07:16 AM

If I'm correct, this is due to the calculations rounding off values. At the higher levels you shouldn't experience this problem.
This is running on the assumption that he's using the same formulas I am, which are (I tried my best XD) nearly identical replicas to R/S/E/LG/FR
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#25 tootlerocks

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Posted 14 February 2011 - 07:22 AM

Ok the game seems good so far.
But the gamegliched when I lost to benji in the first time you battle,
Also I noticed that attacks do a certain amount of, damage tackle 4dmg , gust 3dmg
Leer and defense curl do nothing.


I've gone through and fixed a lot of the bugs in the system, including the Benji bug, and I have also found the source of the Harden bug as well and am currently tweaking things so it doesn't say that Harden failed for no reason.

Yes, Consoft is right about the stat changes and attack damage. There are indeed proper damage calcuations in place and stat changes act as a multiplier to the amount of damage done (it's more complicated than that, of course).

With a bit of luck, an update should be coming along very soon, with quite a few changes. Hang in there... and thanks for the feedback etc.!
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#26 razoof

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Posted 15 February 2011 - 08:35 AM

well I found that any new pokemon has no pp on its moves when its caught, also pillot move string shot glitches and it keeps saying the same thing over and over
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#27 NinjaCatStudios

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Posted 16 February 2011 - 10:37 PM


Hmmmm... I think your game may have an attitude problem.

Spoiler


....seriously.

What an utterly useless post.

On-Topic, I liked it. The engine was smooth, and the dialog was nice. The Pokemon sprites are a little sloppy, but I'm sure they'll be improved over time. Other than that though, I enjoyed it, and look forward to the final version! :D

I think he means that you should have a swear filter.
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Posted Image
Posted Image

#28 Consoft

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Posted 17 February 2011 - 05:32 AM



Hmmmm... I think your game may have an attitude problem.

Spoiler


....seriously.

What an utterly useless post.

On-Topic, I liked it. The engine was smooth, and the dialog was nice. The Pokemon sprites are a little sloppy, but I'm sure they'll be improved over time. Other than that though, I enjoyed it, and look forward to the final version! :D

I think he means that you should have a swear filter.


I think that would be a pointless thing, since the only way a user would see a swear word would be to enter their name as a swear word. In this case, it is up to the user whether they see profanity or not.
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#29 tootlerocks

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Posted 20 February 2011 - 02:24 AM

Alright, I've uploaded a new version that is glitchless - i.e. it doesn't say the same thing over and over, etc. I've also got some newer sprites for the starters and Kwebeever (thanks, razoof!).
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#30 Slowbro

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Posted 20 February 2011 - 10:36 AM

This is a promising start. I suggest you seriously work on improving your Fakemon as they look really bad and I'd suggest you try using newer tiles; we're on GenV now so the FR/LG/R/S/E tilesets look so chronically outdated.
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#31 tootlerocks

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Posted 27 February 2011 - 01:19 AM

This is a promising start. I suggest you seriously work on improving your Fakemon as they look really bad and I'd suggest you try using newer tiles; we're on GenV now so the FR/LG/R/S/E tilesets look so chronically outdated.


I am currently going through and redoing all the Pokemon sprites, as I have had a number of people say they need improving. I will also work on getting some newer tilesets for the game, too. Thanks for the feedback :)
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#32 Slowbro

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Posted 27 February 2011 - 11:01 AM


This is a promising start. I suggest you seriously work on improving your Fakemon as they look really bad and I'd suggest you try using newer tiles; we're on GenV now so the FR/LG/R/S/E tilesets look so chronically outdated.


I am currently going through and redoing all the Pokemon sprites, as I have had a number of people say they need improving. I will also work on getting some newer tilesets for the game, too. Thanks for the feedback :)


If you want to use Black&White tiles then have a look at these ones B&W Tile Set
I made it for my own Pokemon game and then never used them. Feel free to use them if you wish but you'd need to credit me =].
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#33 tootlerocks

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Posted 04 March 2011 - 06:04 AM



This is a promising start. I suggest you seriously work on improving your Fakemon as they look really bad and I'd suggest you try using newer tiles; we're on GenV now so the FR/LG/R/S/E tilesets look so chronically outdated.


I am currently going through and redoing all the Pokemon sprites, as I have had a number of people say they need improving. I will also work on getting some newer tilesets for the game, too. Thanks for the feedback :)


If you want to use Black&White tiles then have a look at these ones B&W Tile Set
I made it for my own Pokemon game and then never used them. Feel free to use them if you wish but you'd need to credit me =].


Wow, thanks a lot for that! These tiles look a lot better than the FR/LG style ones I've been using. And of course I'll give you credit for it as well.

Thanks a lot for all the feedback, contributions etc! A new update should be coming reasonably soon; feel free to make suggestions as to what I can include.
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#34 tootlerocks

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Posted 23 November 2011 - 06:43 AM

*double-post, yes I know but no-one has been replying*
Finally a new COLOSSAL update!! The game now looks much more modern and I fixed a huge range of glitches, bugs etc. The storyline has been extended to past the second badge, up to and including a second battle with X.
I know it's been ages since the last update, but please comment on how things are looking! Feedback of any sort is greatly appreciated.
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#35 ash47

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Posted 23 November 2011 - 11:24 AM

Why can't people make a decent sized pokemon game in gamemaker? (resolution wise) Why is it always 320 X 240, or something so small... :(
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#36 tootlerocks

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Posted 24 November 2011 - 05:36 AM

Why can't people make a decent sized pokemon game in gamemaker? (resolution wise) Why is it always 320 X 240, or something so small... :(

The standard depends on the screen size of the console you're trying to emulate. That is, usually 240x160 (GBA) or in the case of SkyBlue, 256x192 (DS). Making a larger screen size might actually be a good idea, come to think of it; extra space could be used for menus etc. (For now, you could always make it full-screen...)
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#37 lnn8v6

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Posted 24 November 2011 - 08:43 PM

played for 20 minutes sorry to say but there were lots o' problems:
- the professor appears as an old man with a beard but in the intro he looks way younger
- when one of my pokemon leveled up from 1 exp at 1 hit point, he had 0 hit points after he leveled up
- levelling appears very slow in the beginning
- I ran into an NPC who was walking towards me and I was stuck in the running animation for about a minute until NPC walked away
- accessing the item or pokemon submenu defaults the game window to the tiny size (i resized it bigger before)
- the experience bar moves way too slowly, I can see this being a problem later on
- can't pick up any item balls
- NPC's vanish after you defeat them; if I recall correctly they always say something then walk away (later version improvement perhaps)
- I used string shot on a level 2 kwibeaver. The battle screen then says something like 'enemy kwibeaver's speed decreased' and then the battle was stuck on that message (kept cycling thru that same message). I had to end game.

I wanted to try more of game you know but after I got stuck on that string shot (lol) I didn't want to replay the entire game to level up the starter to lvl 8 again. I think game needs alot of improvement still but it's going towards the right direction. Good luck!
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#38 tootlerocks

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Posted 25 November 2011 - 05:47 AM

played for 20 minutes sorry to say but there were lots o' problems:
- the professor appears as an old man with a beard but in the intro he looks way younger
- when one of my pokemon leveled up from 1 exp at 1 hit point, he had 0 hit points after he leveled up
- levelling appears very slow in the beginning
- I ran into an NPC who was walking towards me and I was stuck in the running animation for about a minute until NPC walked away
- accessing the item or pokemon submenu defaults the game window to the tiny size (i resized it bigger before)
- the experience bar moves way too slowly, I can see this being a problem later on
- can't pick up any item balls
- NPC's vanish after you defeat them; if I recall correctly they always say something then walk away (later version improvement perhaps)
- I used string shot on a level 2 kwibeaver. The battle screen then says something like 'enemy kwibeaver's speed decreased' and then the battle was stuck on that message (kept cycling thru that same message). I had to end game.

I wanted to try more of game you know but after I got stuck on that string shot (lol) I didn't want to replay the entire game to level up the starter to lvl 8 again. I think game needs alot of improvement still but it's going towards the right direction. Good luck!


Okay, I've uploaded a new version that addresses many of the bugs you mentioned. A few things:
  • The NPC for the Professor will be updated at some point, but when I made him it was the only one that seemed to fit of the FR/LG NPCs I had.
  • There are some bugs with the walking people like you mentioned, I know, and I will try to fix that asap now you mention it.
  • I'm aware of the small submenus. The game was originally in 240x160 res, but I changed it to 256x192. However some rooms are still on 240x160, but these will be redesigned and changed soon.
  • You should be able to pick up item balls once the Professor gives you the Bag.
  • Yes, the whole NPC vanishing thing will be updated in the future to be more realistic.

All other bugs - String Shot bug, Exp. bar - have been fixed, and the game is now more playable (phew). I'll work on the rest soon.

== EDIT ==
Added some stuff that happens after you beat a trainer, i.e. they say stuff and walk off. Works for the first battle against X and your rival.

Edited by tootlerocks, 25 November 2011 - 06:37 AM.

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#39 faissialoo

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Posted 25 November 2011 - 09:26 AM

oh, man. I love this game, but I got an error in my first battle against x(after I had won):


___________________________________________
ERROR in
action number 1
of  Step Event
for object battle_menu:

Error in code at line 189:
   	if fff&lt;6 &amp;&amp; expup[fff+1]!=0 str=expup[fff+1]
                         		^
at position 32: Cannot compare arguments.

oh and I will make a few fakemons.

edit: made the fakemonPosted Image name:quid
type: water
moves:slap
freeze fang
hyper blast

Edited by faissialoo, 26 November 2011 - 08:40 AM.

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#40 tootlerocks

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Posted 25 November 2011 - 11:44 PM

oh, man. I love this game, but I got an error in my first battle against x(after I had won):


___________________________________________
ERROR in
action number 1
of  Step Event
for object battle_menu:

Error in code at line 189:
   	if fff&lt;6 &amp;&amp; expup[fff+1]!=0 str=expup[fff+1]
                             	^
at position 32: Cannot compare arguments.

oh and I will make a few fakemons.

<div><br></div><div>&lt;forum glitch</div><div>edit: made the fakemon:&nbsp;Posted Image<span class="Apple-style-span" style="color: rgb(28, 40, 55); font-size: 13px; line-height: 19px; ">&lt;/br&gt;</span></div>


That's very strange. I don't know why that error's happening, it really shouldn't be. What exactly were the circumstances behind it?
Ideas for Fakémon are always good. Maybe you could provide name, type, some moves etc. for it/them.
Anyway, thanks a lot, and I'll look into that mystery error for you.
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#41 Flashzz

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Posted 21 April 2012 - 10:13 PM


oh, man. I love this game, but I got an error in my first battle against x(after I had won):


___________________________________________
ERROR in
action number 1
of  Step Event
for object battle_menu:

Error in code at line 189:
   	if fff&lt;6 &amp;&amp; expup[fff+1]!=0 str=expup[fff+1]
                             	^
at position 32: Cannot compare arguments.

oh and I will make a few fakemons.

<div><br></div><div>&lt;forum glitch</div><div>edit: made the fakemon:&nbsp;Posted Image<span class="Apple-style-span" style="color: rgb(28, 40, 55); font-size: 13px; line-height: 19px; ">&lt;/br&gt;</span></div>


That's very strange. I don't know why that error's happening, it really shouldn't be. What exactly were the circumstances behind it?
Ideas for Fakémon are always good. Maybe you could provide name, type, some moves etc. for it/them.
Anyway, thanks a lot, and I'll look into that mystery error for you.

Haha! I got the same error too! :C
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#42 Binsk

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Posted 21 April 2012 - 11:27 PM

Well this is quite impressive so far! Just a few irks that popped into my head:

1. Keep constancy. You switch between pressing x to enter, and 'enter' to enter. A slight irk.
2. At the beginning of the game the narrative seems rushed and pushy just to get you out the door.
3. I entered one of the houses, and I walked up a tile right when a CPU walked down a tile. My guy was stuck walking, unable to move from that spot until the other guy moved out of the way. They were not on TOP of eachother, but my guy was certainly stuck.
4. Walking behind tip of pine tree in grass makes grass partially show through, which looks glitchy.
5. When talking to people, being able to press "x" before the text finishes scrolling and have it show all at once would be nice, and help speed things along for faster readers.
6. When jumping over a ledge, if I press and hold the opposite direction key, he gets stuck.
7. Annoying pedestrian kept blocking the shop's door! :P
8. After talking to the prof, I kept walking down and the red-head guy/gal walked through me and stopped to "talk to me" even though I a few blocks below. After he talked I was stuck.

So, got a few glitches and irks, but I am quite impressed with this game so far! Very nicely done.
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That said, do you want to go to heaven? Not the hellish picture given by cartoons. You know, the nightmarish one where you are renting a cloud and harp? I mean, holy crap, where did that come from? I am talking about a bonafide city, people, designed by God no less. Heck, read John's Revelation 21 if you want details. Getting to heaven is extremely simple, actually, the how and why is spelled out in Paul's letter to the Romans, summarized in Romans 10:9,10. God lived a perfect life and died in your place, covering every one of your mistakes and failures past and future. All you have to do is believe that He did what he said He did and accept the gift. Bam, you're saved. Done deal. Complicated, no? Questions? PM me.


#43 Blackknight37

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Posted 22 April 2012 - 06:58 PM

It didn't return an error, but there was a glitch,
I got out of preffesor ironbark or whatevers lab, and started to walk left towards the pokeball, jon came and talked to me while I was walking, and when he left, I couldn't move, I was stuck in the walking animation, and if I hit z he would be in the running animation, but wouldn't move.
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#44 tootlerocks

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Posted 15 May 2012 - 09:09 AM

Alright. I've uploaded a HUGE new update to the game, and I've addressed many of the bugs you guys have found (thanks!). However, there still may be bugs here and there, so if you could report them that'd be good.
Primarily I've changed a lot of the battle mechanics to make it more like the actual games, with new formulas and things that (among other things) correct stat changes from Leer, DefenseCurl etc. and should also make it MUCH easier to gain experience.
New screenies and download links are posted on the first post. So enjoy :)



oh, man. I love this game, but I got an error in my first battle against x(after I had won):


___________________________________________
ERROR in
action number 1
of  Step Event
for object battle_menu:

Error in code at line 189:
   	if fff&lt;6 &amp;&amp; expup[fff+1]!=0 str=expup[fff+1]
                             	^
at position 32: Cannot compare arguments.

oh and I will make a few fakemons.

<div><br></div><div>&lt;forum glitch</div><div>edit: made the fakemon:&nbsp;Posted Image<span class="Apple-style-span" style="color: rgb(28, 40, 55); font-size: 13px; line-height: 19px; ">&lt;/br&gt;</span></div>


That's very strange. I don't know why that error's happening, it really shouldn't be. What exactly were the circumstances behind it?
Ideas for Fakémon are always good. Maybe you could provide name, type, some moves etc. for it/them.
Anyway, thanks a lot, and I'll look into that mystery error for you.

Haha! I got the same error too! :C


I think I know why that's happening now, but with all the new changes that may not happen anymore. If it does though let me know.

Edited by tootlerocks, 15 May 2012 - 09:11 AM.

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#45 FoxInABox

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Posted 16 May 2012 - 12:20 AM

EDIT: removed bug report due to newer versions with fix for some problems, will make a new one for the later version.

Edited by FoxInABox, 14 September 2012 - 06:17 PM.

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#46 tootlerocks

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Posted 19 May 2012 - 12:39 AM

- when it zooms in then one can see tears in the graphics .. (I know this can be awoided by drawing it unzoomed onto a surface and then streach the surface instead, but that's a bit of extra work ><)
- the "made in GM-Lite" icon takes up 25-30% of the screen oO;; guess there is nothing to do with it atm
- you face down after entering buildings (kinda wierd, nothing big)
- the next time you select a move the move selection marker jumps back to the first move instead of staying at the one last used.
- the last bit of text tend to jump to the next line when text is pushed up, maybe split the text beforehand so they are just drawn from an array? (I actually did mention this one last time)
- it's not obvious for everyone that one can press left/right to change inventory pockets
- shop does not show text after getting item bag.. I do think they work though
- can not save *derp* just moved the exe, game just wasn't allowed to write savestate in my download folder ..

ok, the attack system looks pretty amazing now, and you have cleaned up the movement quite well with some quite impressive details here and there *meh* I had to stop playing diabloIII to check out the update x3 and I love what I see .. will test it out a lot more tomorrow

EDIT:
- after dealing dmg so that it flashes (it doesn't have to be 0, I've seen a lvl 3 kwebeever with a 2 pixel bar left, and the other catepillar start area pokemon with 0 of the bar left), then nothing else happens, it doens't attack and I can't do any dammage .. sounds like there is something wrong
- I wouldn't mind if you made a 2nd view and added some dark space to the left/rigth to hide the watermark, or maybe have the fullscreen scale after height so it gets a bit offscreen if that is possible, just to move it from the center of the screen (and I said dark so it's still visible, I guess yoyo would want that)
- starting to move, turning and walking towards walls triggers the battle countdown, so sometimes you don't even manage to move away from the grid before you are attacked again.. maybe move it to the part of your code that stop grid movement?



Have uploaded a small new update. Some of the more major problems have been addressed (excluding the watermark) and I'll get onto the others as soon as possible.
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#47 FoxInABox

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Posted 19 May 2012 - 03:53 AM

EDIT: bug report removed due to new version, will make a new one in a newer post.

Edited by FoxInABox, 14 September 2012 - 06:21 PM.

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#48 Ampersand

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Posted 19 May 2012 - 07:17 AM

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I hereby approve of zombie Chikorita
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#49 tootlerocks

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Posted 20 May 2012 - 04:18 AM

New update. Fixed a LOT of stuff and finally managed to upgrade to GM8.1 Standard, so no more watermark! Pokecenters, warping after fainting, text etc. have all been fixed, FoxinaBox, so happy testing (again, and thanks for letting me know on all this stuff - great help).


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I hereby approve of zombie Chikorita


Lol.
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#50 FoxInABox

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Posted 20 May 2012 - 06:55 AM

EDIT: bug report removed due to new version, will make a new one in a newer post.

Edited by FoxInABox, 14 September 2012 - 06:23 PM.

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