Posted 28 May 2012 - 11:45 AM
Posted 28 May 2012 - 12:56 PM
Posted 28 May 2012 - 01:51 PM
I have experience making a Pokémon game from a failed attempt at my own game so I do know how some of it can be done. The hardest part (as with making any RPG) is going to be the battle engine... I'd reccommend starting there. Also I'm not sure how "advanced" of a game you want... but I'd suggest for the in-battle sprites then use no animation on the Pokémon themselves (like how Generation I or Gold / Silver was done). That way you can just have one sprite with 151 (or 251) subimages... one for each Pokémon. That doesn't work if they're animated (like in Crystal or later) so it would either take more work (using 151 or 251 different sprites, each with subimages of their own) or you could put them all in one sprite but you'd need extra code so it loops and everything. Also non-animated sprites would be less stuff to draw if you're going to be making any of your own.
I'd also suggest Generation III or earlier for everything else (walking around, etc.)... Generation IV and V combine the regular 2D stuff with scaling and even some 3D models which really complicates things.
Edited by dannyjenn, 28 May 2012 - 01:54 PM.
Posted 28 May 2012 - 04:16 PM
Not sure what you're asking. Bulbapedia is here -- http://bulbapedia.bu.../wiki/Main_Page
have you link a gamemaker in to bulbapedia???
Search for stuff like "damage formula", "experience", etc. All the forumlae are there.
Search for individual Pokémon. All the sprites are there as well as base stats (if you plan on using pre-existing Pokémon rather than making your own).
Search for practically anything else and there's tons of other information
Edited by dannyjenn, 28 May 2012 - 04:18 PM.
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