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pkmn grey

Posted: Sat 21 Nov, 2009 1:04 am
by shmibs
Image

yes, it is yet another pkmn clone... and basic at that

however, my accomplice and i are attempting to make this particular version different(and in some ways better) than the originals through the removal of some features we both always found annoying and the addition of a few new ones(oh, and dont forget humour XD)

these changes include the removal of all HM's(neither of us could stand the mandatory route caused by things like cut and boulder smash, not to mention how much they slowed down gamplay[dont worry, these aspects wont all be completely deleted. fly will be preserved in the form of a teleporter received along with the pkdex which can only send the user to nodes he has already visited, and surf by a pair of swim-trunks which will be aquired later in the game]), the removal of xstat and xspecial and a few other items(srsly, who uses those?!!), and maybe some tm limitations due to space(although i would like to avoid doing so)

gameplay so far(runs much faster and more smoother-ly on my 84plus):
Image

and the current battle sprites made(we havent done too much with these so far, any help is appreciated):
Image

update pics will be posted here:
http://s833.photobucket.com/albums/zz25 ... mn%20grey/

and demos will be posted on ticalc:
http://www.ticalc.org/archives/files/fi ... 42296.html


dont expect too much in the way of updates in the near future. we're both very busy until winter and summer breaks come around

questions? comments? suggestions?
(edit: almost forgot to mention. this is use xLIB[thank you tr1p1ea!])

Re: pkmn grey

Posted: Sun 22 Nov, 2009 10:18 pm
by cjgone
Looks pretty cool. Keep up the good work.

Re: pkmn grey

Posted: Tue 24 Nov, 2009 8:51 pm
by Galandros
The graphics look great. The only thing that could be better is Ash. It is not as good as the surrounding.

Good luck with making the game. And not being grayscale is not a fail. Fail is not finishing the game. And B/W graphics can be harder to do than grayscale, by the way.

Re: pkmn grey

Posted: Wed 25 Nov, 2009 1:17 am
by shmibs
yes, ash is currently just a stand-in sprite. there will be both a male and female version, and i've also updated the drawing method from that demo so that he displays clearly regardless of the background

Re: pkmn grey

Posted: Fri 04 Dec, 2009 5:26 pm
by NecroF-_-ckk
I still have an original Pokédex (somewhere).
If I find it and get it to work I could manually rip it's sprites?
another week before I'd start tho, I'm in the middle of exams atm

Re: pkmn grey

Posted: Sat 05 Dec, 2009 1:28 am
by tr1p1ea
At work i call peoples rollerdex Pokedex, but no-one knows what im talking about :>.

Re: pkmn grey

Posted: Sat 05 Dec, 2009 1:34 am
by shmibs
i already have all the original sprites, but if you could help with making scaled versions i would be very much appreciative.

pics

red and blue:
Image

green:
Image

we are now going to use text sprites and hardcode all the sprites instead of a huge number of pics cluttering everything, so they will be 25 high by 24 wide

Re: pkmn grey

Posted: Sat 05 Dec, 2009 9:59 pm
by NecroF-_-ckk
hmm, dnno if i can help now with the exams x.x

Re: pkmn grey

Posted: Sun 06 Dec, 2009 5:02 pm
by metagross111
:/

pure basic, 24x25 sprites?

good luck with that.

I'd never complete my pokemon project without Celtic and 32x32 sprites.

Re: pkmn grey

Posted: Mon 07 Dec, 2009 1:31 am
by shmibs
yeah, it takes about a second and a half to draw them with text, but it's better than using a massive number of pics

Does celtic III have some method for hard-coding sprites? I have a copy of the app but havent been able to get a hold of the manual because the official downloads always end up corrupted(both III and earlier versions) and the official uti page always 404's me

Re: pkmn grey

Posted: Mon 07 Dec, 2009 2:44 am
by DigiTan
What the?... Man, those sprites just kicked things up a notch!

Re: pkmn grey

Posted: Mon 07 Dec, 2009 4:35 am
by metagross111
DigiTan wrote:What the?... Man, those sprite just kicked things up a notch!
dude, those are the original sprites. They're too big to use as they are.

Re: pkmn grey

Posted: Mon 07 Dec, 2009 7:15 am
by DigiTan
Nothing a little GIMP and pixel-doctoring can't solve. 8) ...Unless it can't.

Re: pkmn grey

Posted: Mon 07 Dec, 2009 11:12 am
by tr1p1ea
Has there ever been a real finished Pokemon game in BASIC or ASM?

Re: pkmn grey

Posted: Mon 07 Dec, 2009 5:47 pm
by metagross111
i finished a fully enabled version of the battle simulator, but it only had 6 pokemon and 23 attacks between them.

pokemon is an extremely complicated game to replicate with just one or two people. many have given up halfway through and released limited projects.