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Everything posted by Beefy Kasplant
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Nope. Gotta edit your graphics..
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You can't! Need to add it yourself when source code is released
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Hi, you have to make sure your animations are centered properly! It works best when the animation frames are the same size as the character frames. That way you don't have to calculate where to position the sword
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What?
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Replacing Fonts and Adding Font Characters
Beefy Kasplant replied to jcsnider's topic in Community Guides
Does this mean I can make custom damage counters without messing up the numbers displayed in other parts of the game? -
Hey @Kibbelz, got a question for ya. When using an event spell now, can you still set it as a projectile? Thanks for answering!
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Mapping Creating maps outside of editor
Beefy Kasplant replied to Beefy Kasplant's topic in Design & Creativity
Based on all these reactions Ive opted for a middle ground. Gonna design the map outside and the split up the tiles. Thanks all! (Will keep the thread updated with progress ) -
Mapping Creating maps outside of editor
Beefy Kasplant replied to Beefy Kasplant's topic in Design & Creativity
So the idea is that I can place tiles pixel perfect a lot easier. Breaking this up into tiles will probably result in tiles that I will use only once anyway. It makes sense though that it's probably easier to just add the tiles separately. However, I would keep a layered file of course, in which I can easily edit the maps. -
Mapping Creating maps outside of editor
Beefy Kasplant replied to Beefy Kasplant's topic in Design & Creativity
Clearly, but that's not the point of this post. I want to be able to pixel place elements without having to go back and forward in the editor all the time -
Hi all, I'm about to get started on the main hub / area where players will spend most of their time. I want it to be very nice so I'm thinking about creating the maps outside of the editor and just creating tilesets out of these maps. The area will span a couple of maps so I have a few questions: 1. Is this a stupid idea? 2. Anyone have experience with this? -> Please give me some tips 3. I'm thinking about making 2 layers, under player and over player. That way I can really just copy paste the whole thing into the engine. Smart or no? 4. What do you think is a good way to test if the tiles work? Anyway, hoping to get some input/feedback from you guys before I start with this. Thanks!
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Show me a sunny place!
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Could you give an example? Im having trouble understanding what you mean
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Nice! I'm doing this at work, so can't really add commentary
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Dazed and confused, Dash woke up from his fever dreams. Ice / Dragon Golbats? Seriously? Oh shit! It's 10 am! Dash exclaimed while he stumbled to put on his Pokemontm Trainer Pants. Dash quickly ran to the Poke Prof's office to claim his very first Pokemon! What a joyous day! Dash couldn´t wait to start his epic adventure with his newfound friend Rampage and was happy to accept the challenge of Source. Dash was eager to find out who Source had chosen
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So true! I will try again!
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Hi all, Welcome to my randomized Nuzlocke of Fire Red. Everything is random, from Pokemon types to move pools to base stats. Weedle could be a Dragon type with Mewtwo's base stats and be able to learn Hyper Beam. I've also slightly increased the difficulty by increasing the levels of trainer's Pokemon RULES: If a Pokemon faints, they are can't be used in battle anymore I can catch whoever I want in a route until I fail to capture a Pokemon. Once a gym leader is beaten, I can catch all Pokemon in previous routes. Use of items in battles is allowed. Battle style is set, so I can't switch in Pokemon to counter the type of trainers. (Not that I know the types anyway) Attempt 1: Meet Dash, a young boy with a dream, a dream to move out of his tiny town with only 2 houses and no cute girls his age. Hell, even a town with a school would work for Dash. Of course, the only way to leave town is through the tall grass in which Pokemon reside. Luckily the crazy scientist next door offered him one of his three Pokemon. Dash' neighbour Source was unhappy that his very own grandfather clearly liked Dash more. Dash had the first pick: Clearly, Dash went with the mighty dragon type Golbat. Let me introduce Bad Man to you. The Dragon / Ice type Golbat with the Sandstorm ability Eager to test his new Pokemon, Source immediately challenges Dash to a battle.
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Nice! I feel like the palette should have some more yellow though.
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How to spawn enemies only for a player
Beefy Kasplant replied to holor's question in Questions & Answers
You could make it so that you can talk to someone to spawn that NPC when you haven't killed it yet Or only have the NPC on a map that you can only access if you haven't killed the NPC yet -
Agree with Zeta. Shadows would make sense and looks sweet! Love the colours! I'd also add that the palm trees in the last screen seem kinda random
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Hey! Im not sure what you mean..
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It's possible with events for example: EVENT: Only appear when GlobalSwitchX = 0 Warp player to map Set GlobalSwitchX = 1 Now only one player can go to that map. Of course you need to expand massively on this system to make it work in a MP environment. But its possible
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I think its best to create a different topic with your question clearly stated
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Ahh cool, so it 'powers' up your next 'E' / LeftMouse attack Examples for events linked to spells: Control over variables makes it possible to keep track of spell uses, timings: Increase a variable when casting = Spell levelling system / Increase a variable when casting makes it possible to create combo systems / 'rage' meter Event control makes it possible to add multiple stages to a spell: Damage target and then warp away. Chatbox text when casting spell
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Just have to ask: How about adding spell effects/damage and everything to event spells? That would open up a million possibilities
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Cool! Very nice to finally see the itemequip condition! So many possibilities! How exactly does the on hit spell type work? That one is kinda confusing
