It looks beautiful and runs very smooth. I can appreciate the effort that has gone into this. Are you planning to make this an open-source engine at some point? Also, with regards to the advice you asked for in your first post: the way I did the animation in my engine was all 2D with some sprite manipulation to try and give the illusion of 3D, however, I think you should stick to the way you are doing it as it looks really smooth and fantastic. I'm not terribly familiar with what GM can do in 3D so I had never considered doing it the way you are doing it.
Have you considered making it a replica of the DS? i.e. using a quasi-dual screen effect by having a screen size of 256x384. Also, if you are in need of any kind of pokemon resources (sounds, tiles, etc etc), feel free to give me a PM as I have a huge collection from having done it myself.
Wow thanks! Im glad you like the effort I had to put it to get it to run that smooth

I do eventually plan to release it as open-source, not just yet though. And thanks for your input on the 3d/2d debacle! It means a lot.
As for the DS replica, yes actually I have considered it, and I'm still not certain what the end resolution will be, as I have built the engine it's very easily changed, so this isn't something I'm too worried about atm -- and thanks for the resource offer, if I need anything I know who to ask!
Looks very impressive, I must say. Better than mine and Rossay's engine in my opinion. It just needs a few more adjustments and it's perfect. First of all, I dislike having to use only the mouse, especially since I have to use a trackpad. The GUI also needs some work. The circular health bar looks pretty cool, but it's small. I still prefer the straight line health bar. It also looks weird with the Player's info on the bottom screen. My engine is open source, so you could look at it if you want, just send a PM. I don't want publicity until I get farther into development.
Thanks daspirit, haha I didn't expect to hear that my engine is near-perfect O.o, that was quite nice of you. For the mouse issue, I actually completely understand, I do plan to implement keyboard use into the engine, as well as customizable controls -- Im thinking of adding the menu for that into the OW (overworld a.k.a. when outside of the battle) rather than as something accessible from this engine. The keyboard implementation will come rather soon though.
I'll look into making the health bar more readable, I agree and am not entirely satisfied with it yet, further experimentation is needed. I do plan on keeping the circular healthbar though, but I think I will make it more like the line health bar -- add more shading, more definition, etc. And thanks much for the offer to see your engine! Any and all help is much appreciated!
i was asking because in battle i assumed there were these objects (2d only)
Well quite actually I use very few objects. It's a good idea when making a game (note: i should amend that statement to making a game with Game Maker) to keep the object count down as objects in Game Maker load a large number of superfluous data into memory. All HUD elements are a singular object, all background elements are a singular object, all calculations are held in a single object, etc. I hope that somewhat answers your question?
Edited by Fenderstrat102, 17 August 2011 - 03:42 AM.