Author Topic: 72dpimon (title pending) development thread.  (Read 6163 times)

Offline Agastya

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Re: 72dpimon (title pending) development thread.
« Reply #30 on: July 18, 2008, 01:41:47 AM »
the bottomless pit covering move could be "Glide" or "Hover"

idk what it would do in battle though.

and maybe you could use it in the sidescrolling ones for basic pit covering, and fly would give you full movement in them.

Offline Evil Eye Sigma [But]

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Re: 72dpimon (title pending) development thread.
« Reply #31 on: July 18, 2008, 02:38:21 AM »
Quote from: "LKA.exe"
idk what it would do in battle though.

Change ability to levitate?

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Offline XutaWoo

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Re: 72dpimon (title pending) development thread.
« Reply #32 on: July 18, 2008, 10:40:34 AM »
Or it could be Jump/Stomp to cross those pits. Remember, it is based off of Mario, after all.

Offline kNova

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Re: 72dpimon (title pending) development thread.
« Reply #33 on: July 18, 2008, 02:56:04 PM »
You should have a Nintendo Controller that you can find in game. You give it to a pokemon and the pokemon will learn the move 'ABXY'. ABXY basically causes the pokemon to do a random amount of damage and possibly do a random status effect.

Also, LKAade should be the new rare candy. [LKA-Ade or 1up shrooms. Though 1up shrooms could be a good reviving item and then Mushrooms could be the potions.]
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Offline Psuedo

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Re: 72dpimon (title pending) development thread.
« Reply #34 on: July 18, 2008, 03:20:35 PM »
Quote from: "Big JM"
There is also the bathroom, which has a bathtub, perfect for washing your 72dpimon (or, at least the small ones. The big ones might need to be cleaned in the yard).
Seems like a good place to put Mike_ock.

Anyway, if I'm in this game I should be a guy who discourages 72dpimon training, saying it's a waste of time and talent.

Normally I'd also suggest that I spread rumors about 72dpimon being a government conspiracy but that'd be kind of odd since I'd be part of the government being a staff member and all.

Offline Agastya

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Re: 72dpimon (title pending) development thread.
« Reply #35 on: July 19, 2008, 01:01:32 AM »
Quote from: "Mad Scienstien"
Normally I'd also suggest that I spread rumors about 72dpimon being a government conspiracy but that'd be kind of odd since I'd be part of the government being a staff member and all.

Some government members are also paranoid of their own government :V

Offline kNova

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Re: 72dpimon (title pending) development thread.
« Reply #36 on: July 20, 2008, 12:17:17 PM »
By the way, what are you  using to make this? Personally, I suggest RPG Maker XP, there is a pokemon starter set out there which already has a working battle system and everything. Just change the pokemon graphics and names, the moves, the items and then start building maps. Ezpz.
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Offline XutaWoo

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Re: 72dpimon (title pending) development thread.
« Reply #37 on: July 20, 2008, 01:56:12 PM »
...read the front page/his sig, dude. He's already started programming it. It'd be useless to switch to a persumelly weaker engine.

Offline kNova

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Re: 72dpimon (title pending) development thread.
« Reply #38 on: July 20, 2008, 03:02:41 PM »
Quote from: "XutaWoo"
...read the front page/his sig, dude. He's already started programming it. It'd be useless to switch to a persumelly weaker engine.

I did read it. >_> Switching to this other engine would move a lot of his tasks which he is still working on to 100%. >> Also, with RPG Maker XP, adding new characters and stuff later on would be as easy as a very few changes. RPGMXP is very user friendly.

This is his current progress...
Quote from: "Big JM"
Project status:
Battle system: 1%
- Attack system ready to go. Adding new moves will now be a cinch.
- Enemy attacks based on a random number. (that is what it seems to do in pokemon {and easiest to program})
- Fainting finished. Getting the faint checker to run from a timeline wasn't a good idea, but I got around that.
- It moves onto the field area after the battle is finished.
- I have started on the battle intro.

Overworld: 1%
- Basic movement up and running.
- Collision with objects set.
- Random 72dpimon encounter in grass set (although needs fine tuning).

graphics: 0.001%
- Not many graphics done. Will be updated here.

sounds/ music: 0%
- As I only have an engine test up, I havn't done any sound work at all.

This is what it would be after switching to RPGMXP

Quote from: "Big JM"
Project status:
Battle system: 90%
- Just need to add the new attacks and pokemon.

Overworld: 50%
- Everything except for maps and pokemon spawns done.

graphics: 0.001%
- Would have to do custom sprites and battlebacks and everything for all the custom pokemon still. Will be updated here.

sounds/ music: 100%
- The pokemon starter pack for RPGMXP comes with some default pokemon music as well as battle sounds and everything.
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Offline JM Dragon

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Re: 72dpimon (title pending) development thread.
« Reply #39 on: July 20, 2008, 03:18:35 PM »
I'm doing this in Game Maker, using [almost] complete GML. In very few places have I used drag and drop.

And by the time I totally complete my base engine, adding new 72dpimon would be as easy as changing and adding a few variables. I can already add moves with some simple coding and adding it to a few scripts.

Anyway, screens!:

Yeah, I have a basic overworld going. Having the other player follow you works perfectly as well.


Dialog works, and those profile pics work pretty well. They will most likely be only for trainers and important people.


Swimming is going swimmingly (pun intended). That dark area to the east is an area where you can't swim without the help of a water type 72dpimon.


The sidescrolling part was very easy to program. I have yet to program a transition though.


And climbing. I have it programmed to where the sprites remain in the "back" frames, even if you are moving downward.
 

Offline Felix-The-Ghost

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Re: 72dpimon (title pending) development thread.
« Reply #40 on: July 20, 2008, 03:32:36 PM »
Quote
This burns my eyes.
You should reconsider those particular graphics.
Overworld graphics are exceptionally good though. :wink:
even though grass typically isn't neon green

Offline JM Dragon

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Re: 72dpimon (title pending) development thread.
« Reply #41 on: July 20, 2008, 03:38:58 PM »
That is just a beta room, the final version will have backgrounds instead of repeated tiles like that. I just didn't want to take one from SMW.

And I'll work on those grass tiles a bit.
 

Offline Agastya

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Re: 72dpimon (title pending) development thread.
« Reply #42 on: July 20, 2008, 03:39:35 PM »
Considering how early along it is, any graphics you see now have a high chance of not being in later versions.

Quote
That is just a beta room, the final version will have backgrounds instead of repeated tiles like that. I just didn't want to take one from SMW.

And I'll work on those grass tiles a bit.

YEAH JUST POST RIGHT BEFORE ME >:V

Offline Felix-The-Ghost

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Re: 72dpimon (title pending) development thread.
« Reply #43 on: July 20, 2008, 03:45:23 PM »
Well okay, I'm just not used to someone on here sticking to a project that long.
Needs more gloss :V

Offline DarkAndroid

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Re: 72dpimon (title pending) development thread.
« Reply #44 on: July 21, 2008, 09:34:01 PM »
um i have an idea...
a fainted 72dpimon could be warned...
I.E. Javiar has been warned.
and the hp could be um... reputation.
yeah...
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