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Found 25 results

  1. Turn and Move Author: Soulpour777 In the Pokemon games, it allows you to turn to the direction first before you actually move to that certain direction. This plugin emulates that certain effect. Plugin Commands set turnandmove true sets the turn and move function turned ON. set turnandmove false sets the turn and move function turned OFF. Plugin Download: Download the plugin on Soul x Regalia. Terms: - You are free to edit and adapt my plugins - You are free to use this plugin for commercial and non commercial use. For more terms of use questions, please visit my website.
  2. https://www.pokecommunity.com/showthread.php?t=220360 Hey again, I know I know all I do is ask questions with little to show. I hope to change that soon, but right now I found something that could help me with an older project. The above is a starter kit for fans of Pokemon Mystery Dungeon, however when I attempt to run/open it I get and I noticed the link above said "RPG Maker VX" so I'm assuming Ace can't open it because it uses RGSS301.dll? But I do wonder if there's a way to get VX Ace to open this, right? P.S when I ty to open it I do get the message about how Windows can't open Game.rvproj.
  3. Hello! How are you doing? I am hoping to recruit a pixel artist or two to help me bring Pokemon RMN, a community-based Pokemon fan project in which I recently became the only active developer for, to life. You can check out the project here! We already have a demo released, that plays up to the third gym! https://rpgmaker.net/games/6734/ Engine: RPG Maker XP Synopsis: Far away from familiar lands in the Pokémon world, lying South of the Inday Region and West of the Moddin Region, there exists the isolated island of Ahremin. The Ahremin region is known for it's rich history, including tales of a monstrous beast who once threatened to devour the world; it contains bizarre landscapes, including the mysterious ruins of a lost civilization and the outright befuddling Ultimate Warp Zone. The most fascinating aspect of Ahremin, however, is its Pokémon species, all of which are found nowhere else in the world. After recently moving into the region, a curious, ambitious teenager wishes to explore Ahremin to its fullest; discovering, befriending, and training its Pokémon with the hopes of becoming champion of the Ahremin Pokémon League. This teen is the child of the world-famous Pokemon Trainer Andreas, who runs the gym at Misao City. With a reputation to keep up with and a dream to fulfill, the teen accepts the Trainer's License and embarks on a journey that will test his/her endurance. Will he/she make a mark on this strange new world? Does he/she have what it takes to become the Ahremin region’s champion? This teen is you, in case you haven't figured that out, so what will you decide? Positions/Roles Needed: As of the moment, I'm mainly in need of pixel artists. In particular, I'm hoping that you'll be willing to help out with creating overworld sprites for the Pokemon (for those familiar with Pokemon, imagine the fallowing Pokemon feature from Heart Gold and Soul Silver). My hope is to be able to create a lively world for the player to explore throughout their journey, and I feel that actually having Pokemon seen not only in battle, but all throughout the world would go a long way in making the world feel alive. The sprites would be the standard for the engine, being 32x32 sprites, with 4 directional walking. XP has 4 frames per direction, but I'd be perfectly fine with 3, as I could finish formatting them on my own. As of the moment, every Pokemon has at least a front in-battle sprite (with over half also having a back sprite) in which you can base its overworld sprite on. Of course, you could also ask for any additional information that you may find useful. I understand that this would be a large task to ask of you. The project is certainly something that'll take a fair bit of time to complete, but I'm hoping it'll be worth it in the end to deliver the best project that we can to the community that made it possible in the first place. Pokemon RMN is a passion project crafted by the combined effort of the RMN community. It has technically been in the work since 2013, however, the original developer had to abandon the project due to personal reasons about a year ago. Earlier this year, I adopted the project as my own, determined to see the project through it's completion. My Role(s)/Position(s): As far as my own personal roles, I take care of pretty much everything else as of the moment. Mapping, evening, collecting music, setting up stats and scripts, the whole nine yards. Art, however, isn't really my strong suit. I'm really hoping to find an individual willing to help me bring this project to life. If you have any questions, please don't hesitate to ask!
  4. Hey everyone, how's it going? I'm new to RPG Maker and trying to make a specific type of event. If you've ever played the original Pokémon Red/Blue/Green/Yellow, there are these tiles in the Team Rocket Hideout, which cause you to move forward uncontrollably until you hit a wall or another tile. So I decided to try some similar puzzles for a game I'm currently working on. Now here's what I'm not sure on. When the player touches the tile directly above him, it moves him up three spaces. Then when he touches the tile pointing to the right, it moves him to the right two spaces, etc. However, this requires stepping off the tile to activate the second event. Normally, I would just program the first tile to move the character along the whole path, so up 3, right 2, down 4, right 3, up 8, and so on and so forth, but there are two problems: 1. Later in the dungeon, some of these automatic tile sequences can be entered halfway through, and it would be a lot of work to program each tile 2. There are some areas with moving obstacles that will stop the player, breaking the sequence and allowing the player to get to hidden locations or open new paths So basically, I'm looking for a way to make it so when I step on that up tile, it moves me up three spaces, then when I hit the tile pointing right, I automatically move right without any button input. Anyone have any ideas for a simple way to program this? Thanks in advance!
  5. This is a bit of a lengthy post but I'm looking for a few plugins to help finish my battle engine. I'm making an engine that is essentially RNG cockfighting/Pokemon, at I want it to look similar to this: I have the basics done, but now I just need mostly visual plugins and a way to make abilities.First, I'm looking for a plugin that will give actors and enemies abilities like in the mainline Pokemon games. Basically a passive skill that activates under certain conditions. For example, something like "this actor gets an extra attack stat point when they are hit", "this actor summons another actor to battle when X condition is met" or "this actor regenerates 10% max HP every turn", something like that. A plugin where I can make abilities and give them to actors and enemies.I'm also looking for a plugin that will display both the Actor and the Enemy's HP and stats in the bottom box, instead of just the Actor's HP. I'm making an engine that is essentially RNG cockfighting, so I need both Actor and Enemy's stats visible so the viewers can see both sides' info. If I can have the Abilities shown too, that would be great.Also, instead of HP being shown, I would like it to be an estimate, like 100% HP is shown as "Unscathed", 99-75 is shown as "No Worries", etc.Finally, is there a way to make static enemies/actors move forwards before attacking with the Victor Engine Battler Graphic Set Up?Sorry for the lengthy list of plugins needed, but if anyone can help me find plugins that will let me do the above, that's great! EDIT: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/enemy-target-info/ Is there anything like this for MV, and a way to make it show the compared stats the entire time?
  6. THE ULTIMATE PACK FOR CHARSET MONS (this is just a funny artwork i found and wanted to share here for adding some imagery to the thing, credit is on image) Hi guys ! Marcherfu's here ! I discovered on a forum lost in the abyss of the french web a golden nugget and i asked if i can share it with you and it's definitely a yes by the owner of the original topic ! And here is a proof for the ones who want it. (first in french, then translated in english by me) First message by me in french. Translation. And then, the reply in french. And his translation : Content of the pack So, this pack contain : -The 721 firsts pokemons (in nearly every form and even in shinies : even the 27 Unowns and their shinies blue counterpart are here !) and some on-ground shadows as charsets for XP or for VX and Ace if you chose the VX and Ace version. (converted with the help of Woratana's RGSS2 program that automatically convert XP characters to VX ones) -A readme.txt which is including all the credits (they are below too but i prefer give you all the credits then you can write them in your credit scene without needing to go on this topic every time you need those. Here is a screenshot made by the creator of the topic to just showcase the first mons in his folder : Credits The charsets of generations one to five : MissingLukey, help-14, Kymotonian, cSc-A7X, Pokegirl4ever, Fernandojl, Silver-Skies, TyranitarDark, Getsuei-H, Kid1513, Milomilotic11, Kyt666, kdiamo11, Chocosrawlooid, Syledude, Gallanty, Gizamimi-Pichu, 2and2makes5, Zyon17. The charsets of 6th generation : Princess-Phoenix, LunarDusk6. Assembling, gathering, some correcting, sharing and creator of the first post : Aerun. For the XP to VX converter : Woratana. And of course, Game Freak for the characters. Original topic forum where it come from : CLICK HERE ! (you should download it and thanks them here for the huge job they did, they deserve that !) Download RPG Maker XP Version RPG Maker VX and Ace Version Terms of Use To be honest there is no terms of use : they made them to be used and i don't think they can do terms of use cause the characters are property of Game Freak after all, so i think it's dangerous for you to use those characters in a fanmade commercial game cause of the fact Game Freak own all the characters. But meh : there is a lot of free romhacks of pokemon who never get hurt by Game Freak, so i think it's safe if you use them for free games. Some few useful words from the creator of the pack IN FRENCH En termes de nomenclature, vous trouverez les Pokémon numérotés sous la forme 001_0.png, avec _X correspondant à chaque forme. Les Pokémon ayant un Overworld femelle différent sont numérotés sous la forme 001f_0.png. Les shineys ont simplement un "s" en plus (001s_0.png et 001fs_0.png). Les Méga-Evolutions ne sont pas présentes, tout simplement car je n'en ai pas trouvé d'intéressantes (graphiquement) et que je n'ai pas trouvé la pertinence de les ajouter, le cas échéant. TRANSLATION In terms of nomenclature, you got the Pokemons called on the form "001_0.png", with _X corresponding to every forms. The pokemons who have a difference between males and females have the form "001f_0.png". The shineys have simply a "s". (001s_0.png and in case of females 001fs_0.png) There is no Mega-Evolutions, simply cause i don't got anyone interesting (graphically) and i don't had the relevance if applicable. Thanks to read this and again, if you really want to support their job go on their forum and share your supporting spirit with them ! (Link here)
  7. PKMN Neutron; my fan game of PKMN, like any other you catch and battle PKMN, BUT now YOU get to join in on the fight! Also: Special thanks to DreamX for his enemy catching plugin, and the Y.E.P. Battle core: with out these I wouldn't know what I would spend my spare time on... Note: I will largely use the default tile/chip sets. (because I am too lazy to configure all the tiles... )
  8. Abstract: The first choice driven Pokémon RPG. Genre: RPG Game Progression: Total progress: Demos are up! FINAL 1.0: https://www.mediafire.com/?56g7a5ff5e1750b SPECIAL: Please report any bugs or problems here in this topic, or on our Wiki page under Known Bugs! RELEASE DATES: SPECIAL NOTE: THANK YOU TO EVERYONE WHO POSTS BUGS!!! I REALLY APPRECIATE IT!!! September 13th - Beta Version 1.7 November 9th - Beta Version 1.8 February 15th - Beta Version 1.9 June 28th - Final Game 1.0 Final Game 1.1 Story: Character Bios: Credits: Screenshots: EDIT: Pokémon Godra gameplay trailer! %5Burl=http://www.youtube.com/watch?v=inl1thSM--o]http://www.youtube.com/watch?v=inl1thSM--o[/url] Features: Support: Known Game Crashing Bugs: Tired of cancelled Pokémon Fangames? This is the game to watch!!![/b]
  9. Hi hi~ I was just wondering how I'd go about making a skill that selects a random skill known by the user, when the user is asleep. Like the "Sleep Talk" skill in Pokemon. http://bulbapedia.bulbagarden.net/wiki/Sleep_Talk_(move) Any help at all would be appreciated! Thanks in advance~
  10. The great tree is a biggest tree that I came up with. http://bigpokemonfan0.deviantart.com/art/The-Big-Tree-590154761 The lighter green needs leaves while the dark green were covered or something. Supposed to be in between 160 and 192 pixels in height. Also the tree needs to be around 96 pixels in width. The duplicates must have 64 pixels in height. (Optional) Needs a shadow. (Optional) Just take your time, even if it takes a year. Edit: Sorry for not much help. I'm not a spriter.
  11. Cymiril

    Pokemon Medieval

    I have an idea for a Pokemon game, I don’t know why Nintendo and GameFreak haven’t went in this direction for at least one title, but here is the idea I’ve been playing with. I know it’s long, sorry, but stick with me for a minute. So, Pokemon has quite a bit of lore surrounding the games, and though there is some information on the Pokemon world's past, there isn't much. My idea is to set the game in medieval times, before people called them Pokemon and caught them. (The idea is that the game would start right at the time of the first occurrence of the creatures being captured and trained.) My theory is that before Pokemon were caught and befriended by humans, they were thought of in much the same way as any other monster in any given RPG. Even the real games always stress how dangerous wild Pokemon can be if you don't have your own to fight them. The Pokedex entries for some Pokemon are down right messed up, and things like children being stolen by Pokemon, Pokemon eating your dreams or giving you nightmares, or Pokemon hanging around hospitals absorbing the souls of those who have died seem commonplace. So, without a way to capture and control them, the only other option would be to defend yourself from attack and fight back. The main difference I would have is that your "trainer", the knight you would play as, would actually fight in battles as well. The opening would have your character and some NPC knights fighting off an invasion of the bad guys, and they attack by sending monsters out to fight. You fight a couple battles, defeat the monsters, and they withdraw. Someone wonders aloud about how the bad guys were controlling the monsters, and your character picks something up off the ground dropped by the bad guys in their hasty retreat - a small crystal. Let me pause there and explain the crystal. In the Pokemon world, mass-produced Pokeballs are a fairly recent invention, having only been around for a few decades, it seems. A fruit/nut called Apricorns were used before that, each one made by hand. But that only goes back so far, as well. However, the custom of catching Pokemon goes back further... Even though it was from the horrible anime, there was one of the movies I read about that was set 1000 years before the present. In it, a knight named Sir Aaron kept his Pokemon in crystal set in his staff, so I went with this for the ancient Pokeball equivalent. I would also fluff any other technology as magic, like instead of the PC where your Pokemon are stored, some sort of magical device, like a Bag of Holding is used; or the TMs instead being Scrolls. Anyway, the player character decides to take the crystal to the court wizard (stand in for the professor) to be examined. He figures out that the bad guys are using these crystals to capture the creatures, and it somehow makes them docile and willing to take orders. The wizard manages to reverse-engineer the crystal, and creates some for you to try out. So, the player starts using monsters to battle too, but he can still fight for himself if he chooses to. The player character at some point after this would muse about having "Monsters in his pocket", which leads to the good guys adopting the name Pokemon. Since there are no gyms, you find out that the bad guys are trying to get these 8 artifacts together, which would summon a powerful legendary Pokemon for them to capture and use to take over the world. You stop them at every turn, fight the bosses at each location, vying for control of these artifacts. It turns out the bad guys lead you into a trap, though, at the location of the last artifact. They trick you into bringing the 7 artifacts you already have to the summoning ritual location, the player gets knocked out from being at the epicenter of the ritual, and, when he wakes up, they have already captured the legendary Pokemon and are gone. Cue the last dungeon, culminating in the legendary monster being the final boss, and you win by either defeating it or capturing it; love and friendship prevail, the bad guys could never win because they didn't treat their Pokemon as partners, yada-yada. The final scenes of the game would describe how capturing and training Pokemon became commonplace a few years after, and the King makes a royal decree that institutes the Pokemon League Challenge to honor the hero's deeds, where trainers can travel around the land and defeat 8 Gym Leaders in a gentleman's game style for badges, symbolic of the hero's journey to save the world - though only the Pokemon are allowed to fight to keep the challenges civil, which leads to the kind of Pokemon battles fought in the modern world. Now, for some actual gameplay mechanics, as I've already mentioned, the player would actually fight, and will take up a space on your team - this would make you only able to carry 5 Pokemon. The court wizard would explain this away by saying that the crystals start to react strangely in large groups, so he recommends that you carry only 5 until he can research them further, and makes it so the crystals are teleported into magical storage when you catch a Pokemon. The ending will explain that it is eventually discovered that the hard limit for crystals on your person is 6; this tradition is why modern trainers can only carry 6 Pokemon with them while participating in the League Challenge. The battles would stay the same, all one vs. one. Even though the knight would be treated basically as a Pokemon, he would have quite a few key differences. First, he can't deposit himself, of course - he's a permanent party member. Second, if the knight faints, obviously, that's game over, leading to the normal Pokemon game "blackout" and return to the last healing location. This would happen even if you have usable Pokemon left, so you'd have to be somewhat cautious when having him fight. Fortunately, our knight would have some things going in his favor. His stats would be higher than the average Pokemon, similar to a legendary. This would be further boosted by equipment, new weapons and armor, accessories, etc... Next, since he would be human "type", he would have no weaknesses to any type, though no resistances either, everything hitting him for neutral damage, unless he's using a piece of equipment that changes his resistances. Additionally, he'd need to learn more than 4 attacks, I'm thinking 24 so he can have an attack of every type plus have all the HM moves. He wouldn’t be able to learn Pokemon TM moves, so I’d probably use an NPC to teach him spells and different attacks, and you’d be able to change his moves at any time. So, would this make a fun game? Thanks for reading, and any feedback is appreciated.
  12. Jokingly Serious Mainly due to explicit language and some sexual/suggestive themes. Abstract: Pokemon in "comedic" yet serious situations. Genre: RPG Game Progression: Limited early alpha, expect at least a year for beta with our current crew. Recruitment: Artists for sprites, Minor scripters are not needed but are open for interest. Current Crew: [Main developer] Eziam. [Possible scripter] Kevans. [Definite playtester] Ion. A game with a world of Pokemon. But the Pokemon are the people. Mix that in with some cheezy stories and cute characters, and you get some interesting reults. Characters Setting/Plot Screenshots Credits Features [Or in other words, what to expect other than the story line] Music
  13. twitchinghades

    Pokemon Snap Sequel?

    So, I have in my mind an idea for a sequel to Pokemon Snap - for those of you who somehow don't know what Pokemon Snap is (gasp!), it is a spin-off Pokemon game about Pokemon photography. The player is put on a vehicle clalled the ZERO-ONE, which is attached to a track/path where they try to get pictures of different Pokemon in the environment, which are later scored by Professor Oak based on certain criteria that you're supposed to meet when taking these pictures. My idea for a sequel to this lovely game is as follows: The player starts off their first day at a prestigious Pokemon Art/Photography school. Their first "mission" would be in a simulated area where the character must ride the ZERO-ONE and try to take quality pictures of the Pokemon - nastolgia for those who played the first one. The rest of the game would consist of assignments given for specific environments, where the students are expected to go on an adventure to photograph real Pokemon in the wild. The player would have a rival in the school, who thinks they are better than the player because they're more well-versed in photography jargon and theories (I know, what a pompus jerk, right?). So, the player would have more motivation to get a better score than their rival. Obviously, their would be items like in the original game, though I would love to incorporate some new items with different abilites. I even have character designs for the main character and their rival! http://twitchinghades.deviantart.com/art/Poke-Photographers-530902774 Now, while traveling around in the traditional RM style would be fine in most areas of the game, I think that the taking of photographs should be done in first-person, as it would make the most sense in order to have the quality of the image in the player's hands. Is there any way to toggle between a third-person and first-person view? Is there a script somewhere that I could use to incorporate that? Specifically, a first-person view where the player would maintain control while a background animation played? And a way to capture a still image from a moving animation and save the image in an album of some sort? And, if this project is possible, would anyone like to help me with it? Of course, I'm open to critiizism and suggestsions/changes. Teamwork! (Plus, I don't think I could do all the animating necessary for this project on my own, let alone the scripting...) Obviously, it would be a nonprofit project (as Nintendo would shut this down faster than a fly would be on dog poop if anyone profited from it). Just a fun project for fans of the original game that would like to see something more made with the idea...
  14. Brosephus180

    Pokemon-Style Power Points

    So i'm making a game set in a modern world, no magic, guns, etc. I want to simulate ammo using a Pokemon-style Power Point system. http://bulbapedia.bulbagarden.net/wiki/Power_points It's a bit hard to clarify... In Pokemon, power points are like individual magic bars for each of your skills. Instead of using a Magic pool attacks draw from, attacks draw from their own individual pool of PP. Is this possible in RPG maker, to your knowledge? Is there a tutorial or script I could use? Any help would be apprieciated.
  15. Loreena

    Hello!

    Hello guys! My name is Loreena, 18y old and from Germany. I'm experienced in working with Tiled (Already did paid works for ZigZaGames Tokyo f.e.), but I'm new to RPG Maker. I'm looking forward to some cooperations or comissions and of course new friends
  16. Girl Lover

    Pokemon Map Need Help

    Hello guys after a long of time here i present my first map of my game! I don't know is it good or not so i need help.... Credits: Me RianSky zeo254 Drabber96 Emipuchucha Here is the Map :
  17. Personally Im hoping for XY2. Once they introduced player customization in XY I feel like I cant go back. Because IM the trainer! ME! It was a great feeling. A sequel would be fantastic. As for Z, I feel like third versions are not important. Since I have Y, why would I want to buy practically the same game? Anyway enough of my blabble. What do you think is more likely to happen?
  18. cHAOScythe

    Project: SANCTION

    My game company, cHAOStudios, recently revealed our first project, currently titled "SANCTION" (working title). We are trying to build a fan base before we set the project up for crowdfunding, and I thought posting something here might be a good place to start! Here is the information we have revealed about the project so far: You can check the project out on Facebook, where we have posted images and other such things! Thanks so much! ~Josh
  19. CrowTheAlmighty

    Quiz decides party

    So, I have a Digimon game idea but I want to do what Pokemon Mystery Dungeon did, where you perform a quiz and the end result picks the main digimon you start with. How can I create this quiz and what should be the recommended number of results?
  20. Hullo. I had a theoretical idea for a monster tamer combat system; it sounded rather interesting in my head, anywho. I would like some feedback on the concept, to those willing to lend their input. For the unaware, a monster tamer game is centralized around the idea of capturing monsters and training them for battle. Pokemon, Monster Rancher, and Digimon World are prime examples of a monster tamer. The Concept First off, the foundation of this system runs on an active time battle system. Regardless of whether or not the player gives any direct input, both sides will continue to battle one another. Frequency of attack is determined by a party member's or enemy's speed statistic. Think Final Fantasy VI or Final Fantasy IV. Secondly, the player can have up to four members in their battle party. This will consist of the player's tamer character, and up to three of their captured monsters. Now then, onto the actual concept itself. The player can only control one character (initially): their tamer character, who can support and battle alongside his/her monsters. Your monsters will battle their enemies based on a "gambit" system; a prioritized list of actions they will take based on certain conditions. (Think Final Fantasy XII) At first, your monsters will only have a few gambit slots to work with and configure, because they're stupid/disobedient. However, as you continue to use them in battle, you will unlock more and more gambit slots until you can create a complex list of actions for any situation. The number of gambit slots that can be unlocked varies by monster, and are also subtly affected by certain statistics. Lastly, the player's tamer character can take direct command over any of their monsters, and control their actions/attacks in battle. However, the tamer can only control one monster at a time (This may upgrade to two once the tamer has gained enough experience as a tamer). Furthermore, while a tamer is directing a monster, they are unable to attack or take any actions of their own. Releasing control of their monster will set their action bar back to 0, as well as the formerly controlled monster's. This will also give a bonus to "synergy", which helps to speed up gambit unlocks, and allows the tamer to unlock "combination" attacks/abilities with their monsters. That's pretty much the basis of it. Does anyone have any thoughts, opinions, comments, feedback, criticism, etc? If so, do tell.
  21. Hi I have an idea for a Battle System I would like to make and I kind of have an idea of how to make it but I was wondering if someone could point me in the right direction on how to go about scripting something like this. I put a spoiler for the introduction in case your like me and just want to get to the idea and skip my yapping. Pokémon Smash! Concept: Pokémon with the original 151 Pokémon remaking the battle system into a Side-scroll Action Battle System. Basic Attacks: Each Pokémon will have 10 basic attacks. Standing, Running, Up, Down, Left or Right, Air, Up Air, Down Air, Left Air, Right Air. These attacks cannot be changed. Basic Attacks deal significantly less damage than Special-Special or Special-Physical attacks and do not have special effects but do not require PP to use. Special Attacks: Each Pokémon can learn 4 Special Moves. When a new move is learned it is assigned to B+ Up, Down, Left, or Right. Most moves direction can be changed by pressing where you want it to go before the move is executed. Special Moves can be Physical, Special or Status Moves. Some of the stronger moves have cool downs and you must wait to use again. All status moves use of PP for the corresponding move. Special Movement: Each Pokémon can also have various special movements. They are set for each species and are learned as your Pokémon levels up. Super Dash: Quicker start when dash is used. Super Jump: When jumping from a crouch Pokémon jump’s much higher and faster. Double Jump: Allows a second jump. Fly: Pressing Up Up in air allows Pokémon to fly. Energy bar called flight determines how long Pokémon can stay in air. Pokémon will glide down once energy is depleted. Glide: Pressing Up once in air will allow Pokémon to glide down slowly. Doesn’t use flight. Quick fall: Pressing Down Down Allows Pokémon to fall much faster. Air Dodge: Press R and direction allows Pokémon to dodge in air. Uses some flight. Dodge: Pressing R and left or right allows Pokémon to dodge on ground. Some Pokémon have special dodges like teleport. Blocks: Holding R allows Pokémon to take less damage from attacks. Some Pokémon have special Blocks like Invisible Wall (Mr.Mime) Parry: Pressing R on point of impact allows some Pokémon to knock back foe or stun foe instead of being knocked back. Burrow: Pressing Down Down allows Pokémon to go underground. Pokémon can still be seen by burrow trail but cannot be hit by most moves. Pokémon cannot dodge while burrowed and most come up to use most attacks. Quick Recover: Pressing R at the point of collision allows Pokémon to not collide or recover faster. Some Pokémon have special recovers like rebounding of colliding object. Dash/Dodge Swim: Allows Pokémon to Dash and/or Dodge in water. Grabs: Many Pokémon can grab. Some Pokémon can use basic or special attacks while grabbing. Some Pokémon can use throws. Grab time (how long pokemon can be grabbed for) depends on multiple factors such as Pokémon’s grab, opponent’s weight, mass, and health compared to trainers weight, mass and health. Up, Down, Left or Right can be used to throw and can be combo with basic or special attacks. Stats: Attributes will be altered in various ways. HP: Health points have an X% multiplier to make battle last longer. Physical Attack: This will determine damage of basic attacks and Special Physical. Physical Defence: Also effects basic and collision damage reduction. Special Attack: This will determine Special-Special Moves Special Defence: No changes Speed: Helps gives % bonus to move speed, dodge speed, grab speed, attack speed, and recover speed. EV and IV stats will still exist in the game. Hidden Stats: Pokémon’s base hidden stats will be different for each species. Some can be altered through the Speed Stat. Some of these stats play a role in the speed, range and knockback of attacks. Some stats effects movement. Speed Hidden Stats Speed gives a modifier to many different hidden stats Move Speed: How fast a Pokémon moves on land Swim Speed: How fast a Pokémon moves in water Fly Speed: How fast a Pokémon flies (Only for Pokémon that can fly) Reaction Speed: How fast a Pokémon takes before using moves dodges, grabs etc. Recover Speed: How fast a Pokémon takes to finish attack, dodge, grabs etc. Also effects knockback recovery. Weight Hidden Stats Weight gives a modifier to many different Pokémon’s hidden stats Knockback resistance: Defence for how far a Pokémon gets knocked backed or trip. Knockback recovery: How fast a Pokémon will recover after getting knockdown. Force: Bonus to how much physical moves knock back. Tumble: If stunned in air determines when a Pokémon can recover mid-air. Turn Speed: How fast a Pokémon can turn around. Heavier Pokémon takes longer Fall Speed: How fast a Pokémon falls down, heavier weight affects fall speed Jump Speed: How fast a Pokémon jumps reaches max jump height Max Jump Height: How high a Pokémon can jump. Traction: How much a Pokémon slides while slowing down. Heavier = less Grab Time: How long a Pokémon can be held in a grab for Attack Stats When showing moves the Power, Force and Speed and Special Effects will be shown instead of Power and Accuracy .How an attack works is determined by the animation of hitbox and properties. The Pokémon stats affect this. Start time: Animation before hitbox to activates. (Effected by reaction stat) Attack range: How far the hitbox reach goes. Attacks affected by Pokémon’s hitbox activate point. For example Pikachu’s hitbox activate point for Thunder Punch would have less reach than Hitmonchan’s Attack hitbox size: How much space the attack covers on the battlefield. (Individual Pokémon’s hit box for physical, custom for special or status) Attack time: Animation for how long the hitbox is out for. Attack Priority: Determines whether a hitbox can cancel out other hitboxes through priority rules. Rebound: Determines whether a move is interrupted when it clangs with another move. (Pokémon’s weight and Attack stat effect) Attack Damage: Also Effect by Pokémon’s Attack. (Pokemons Attack stat effect) Effect: Determines possible effects burning, freezing, sleeping, poison, confuse paralyse, infatuated, flinch, leech seed etc. Knockback: How far the opponent gets knocked back.(Pokemons weight and attack stat effect) Angle: Angle of knockback Hitbox other effects: Determines extra affects such as absorb immunity, reflect immunity, unblockable etc.) Attack recovery: Animation after hitbox is gone till Pokémon is controllable again. (Attack recovery effect.) Special Conditions (Amount of time is subject to play testing) Burn: Every 5 seconds or so Pokémon loses 1/8 of its health. Pokémon’s Physical attack is also halved Freeze: Pokémon is immobile and can only use an attack that would thaw it. Every 5 seconds there is an 8% chance it will thaw Paralysis: There is a 25% chance every 5 seconds the Pokémon will stop what it is doing (Even mid attack) Pokémon’s speed is reduced by 50% Poison: Every 5 seconds the Pokémon loses 1/8 health Badly Poisoned: Every 5 seconds The Pokémon loses 1/16th Max HP for the first turn and then adds 1/16th to the amount to be lost so on 2nd turn 2/16th, 3rd 3/16th and so on until the Pokémon faints Sleep: The Pokémon is immobile and cannot attack for anywhere from 5-35 seconds Attract: Only works on opposite gender. Each attack has a 50% chance to make the Pokémon not attack for 5 seconds. Confusion: For 5-20 seconds each attack has a 50% to attack itself instead. If no attack is attempting within 5 seconds there still is a 50% the Pokémon will attack itself Curse: Pokémon loses 1/4 it’s health every 5 seconds
  22. Well, I want to step outside the normal Pokemon games and go with something a little different. I want to create a standard RPG based around Pokemon. It will be an entirely new world, but instead of monsters, there's Pokemon. There will be no people or other animals, just Pokemon. The playable characters and NPCs will be Pokemon. Everything encountered, even bosses will be Pokemon. The only difference is that NPCs and playable characters will have a sort of anthro or human-like form of the Pokemon whereas enemies and bosses will be the actual feral forms of each Pokemon I will have it set up to where each character will start off in the lowest level of the evolution stage. However, to evolve, you will need to be at the required level and you will also need a certain stone. I may have it set up to where one stone will be used for Pokemon that evolve between level 1-20, another for 21-40, and the last for 41+. Pokemon that evolve through trade, friendship, item holding, the elemental stones, etc will all evolve with either the second or third stone, depending on the Pokemon. I highly doubt I'm going to have all 700+ Pokemon in this game. At the max, I'll probably only use 250, and as for NPCs, I'll probably only use like 20. And then maybe some select few more for major NPCs, and that's not including the playable characters, which will be either 6 or 8, depending on the party size. Anyway, to the main point of this topic, I will need some help with this, especially when it comes to character sprites, some feral Pokemon sprites, item sprites, enemy battle sprites, playable and nonplayable character face sets, character designs, all the like, and possibly scripting.And naturally, this will be non-commercial so it's all for the fun of creating a game for everyone to enjoy. I've had this idea for a while and I understand a lot about the program and a small bit with scripting like inputting and placing. I may also create music for the game as well. Let me know what you guys think of this! And contact me if you'd like to help out!
  23. D2 -Darcazz Designs Pokemon-The Awakening Abstract: Have you ever been curious about life after death in Pokemon,well this game might give you an Idea. Genre: I think the game falls more in the RPG genre than any other Game Progression: A long while before the game is released as a full game , but a demo might be out in 1 -2 months with about 1 hour or so of actual game play Recruitment: Anything at all, if anyone wants to help out with the project please feel free to PM me, but I would love it if someone who can map half way decently might be intrested(I suck at mapping,lol) Screen Shots A shot of Tommys Bedroom A shot of town as tommy is being dragged through it A shot of the Spire Caverns Level 1 area A shot of the first map after charatcer selection, its mainly there for information Main floor of Tommys' House At the Entrance to Spire Cavrens A shot of Spire Cavrens Level 2 Anether shot of Level 2 Anether shot of level 1 Level 1 Again Approaching the Battle trainer for my first lessons talking with the battle trainer once again the enemy AI is ...thinking... Shot of in-battle character screen Normal styled skill Shot of a fire skill Skill being used (Its a bad shot , i am going to be posting a video of the game play soon,so people can see what i mean) Purpose: The players purpose in this game is to become a "legendary" Pokemon. Story: The Story starts with you meeting Tommy the youngest Poke-Master in his Region , being his normal self and being late for a broadcasting his mother is doing at the Spire Caverns Archaeological Dig site where she has found a very rare or possible previously unknown type of Pokemon fossil your friend Samantha drags you along for a ride to help you get there so you wont be late like the last time you had a major appointment to keep,indeed you almost lost the chance at the title of poke master because you were late. After you get there you are told the she is on the lower level , once you get there something strange and horrible happens....you die. You wake up as one of the three starters from gen 1( I plan to possibly add more starters later) and from there you find out that you are indeed dead ,but because you loved Pokemon so much and were so dedicated to them(in fact some people always thought that was the reason you always were late for things) you have the chance to become what you always wanted ..a Legendary Pokemon . From there there are tuts to go through explaining the combat system the gardening of berries and how to "buy " moves. the main ideal is to grow as a Pokemon through the use of Side-Quests and the tranquility of clearing land to plant berry trees and protecting your orchards from poaching pokemon. Character Bios: No character bios Credits: Scripters and Scripts GubiD-G.T.B.S. (best taticval system I have seen in ACE) Victor Sant-Basic Modual,Damage Popup Eshra-Garening System and Supporting Scripts(simple amazing system and not to hard to set up either,love it) Tsukihime-Custom Datamanager,custom page, effect manager,gamelog Estriole-EST Keyboard Name Input NeonBlack- CP Keyboard Input Script Kai Monkey- Character Creation Script Gambit- Gambit Evolution (Many thanks for the help with this) Nelderson-N.A.S.T.Y. Animated Menu Yanfly-Item Menu Moghunter-Advanced Load Bars, Animated Title,Menu Cursor,Save File WebSites: Dragonflycave.com/sprites.aspx -some sprites Pokemonessential.wikia.com --Sprites and Some tile sets Crystalnoel42.wordpress.com/pokemon-for-ACE-kit/ sprites,ideals as to how to do the tilesets,ideals on what i needed for my iconset , ect ect( her Pokemon for ace project is amazingly awsome) Enterbrain- for the awesome program Myself- For not driving my Wife too crazy while i worked out everything that needed to be worked out,and for me learning how to take a sprite sheet/tilesheet that isn't in the right format and fixing so that it is,lol Program used to make tilesets: Tilemaker (from v1 to now) by balron Features: I plan on adding in the feature to "own" land so you can grow a better orchard possibly add in home "customization" I plan on having all Pokemon up to black 2 and white 2(gen 5 i think it is) Video Link Sorry if the link isnt like it is suppose to be ..i cant seem to get it to work right when it comes to this particular video ,lol Actual Progress: Sprites: only about 100 done so far ...so i would say around 1/6th of the way there Scripts: I have almost all of them together and tested as working with each other so ...80% Mapping: I suck at mapping...but i have the basics for most of the world drawn out in my notebook, and a few of the in world maps done i would say about 22% Story Line: Im still not 100% as to what i am going to do after a player reaches Legendary status so about 89% In general overall game progress: DEMO:1 1/2 months (maybe sooner depending if i i can force myself to work at the maps more) Full Game: 8 months to a year( loosely)
  24. Ok so after months of planning and prep-work and digging through forums and old blogs from random people and making Google translate my newest bestest friend in the whole world....I have finally submitted my game to the all game submission area , hopefully i did it right and it will get moved over to the showroom soon.....so since this is my first blog...in pretty much ever.... i have started and stopped so many games that i have lost count of them , i have been tinkering with RPG Maker since XP ...hated it then ..tried VX..hated it ...finally figured i would try ACE....wont say that i love it ..but to me it is by far the best one out..given time i think that it will be called that by many people. i choose my first full game to be a pokemon tactical battle game ..where you play the pokemon simply because i have not seen a game like that ...i may be wrong but hey if i am i dont really mind it ,lol imma still make the game if for no other reason than it is a great learning experience for me. also im suppose to start trying to learn ruby coding...not certain if imma like that or not ,but hey ill give anything a go just to see if i can do it .... but my main goal is going to be my next full game which i estimate will take me 2-3 years in production. it will be called First Thaw-Beginnings and it is going be based off of a table top styled game that i made with a few friends of mine years ago ( it actually took us almost 7 years to make it ) and yeah before anyone asks ..the friends i made it with have all given up any rights to the game anymore..i actually have it in writing,lol. anyways the game is to be set in the first thaw of the nuclear winter...the player starts out as what is know as a "freezee" ie a person who was cryogenicly frozen and you have to figure out how to survive in a world full of mutant monsters and a totally restructured society , this game is the first part of a (possibly) 3 part series. it depends on how i feel after i make the first one,lol ok so enuf rambling for today... -Cazziuz and yesi know my grammar is very very bad ..sorry about that
  25. So I've designed a pokemon tabletop rpg, that is currently going through beta testing, within that I've created a lot of fakemon, so I thought that I would start to sprite them, this is the first of them. Opinions would be lovely. Name: Flarrel National Pokedex Number: 650 Type: Fire Ability: Flash Fire: Activates when user is hit by a damaging Fire-type move (including Fire-type Hidden Power). Once activated, user’s Fire-type moves deal 1.5 times damage. While this ability is in effect, this Pokémon is immune to damage from Fire-type attacks and Fire-type Hidden Power (accuracy and effect from these moves are ignored). For Fire-type Pokémon with this ability, Will-O-Wisp activates this ability without having an effect. If a non-Fire-type Pokémon has this ability, Will-O-Wisp will activate the ability and will have no effect. Classification: Hibernation Pokemon Height: 1' 04" Weight: 6.2 lbs Description: A tiny squirrel-like pokemon that is made entirely of flames, it's small body provides heat constantly. Pokedex Entry: A small pokemon that is very popular in the colder climates of the world. It's tiny body constantly provides heat and it will only burn when the Flarrel wants to. When it goes into hibernation it's body cools down to embers.
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