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Old 06-15-2008, 02:50 AM   #16
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ahh, good old pokemon GBA games. I think ill play good ol' red again now.
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Old 06-15-2008, 03:38 AM   #17
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*sigh* Great. I think this thread may just become a trap for making people play retro pokemon games again.

Love the Terrain, BTW.
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Old 06-15-2008, 06:43 AM   #18
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You should use River Rushes and tint them dark green and use that as the grass instead. And then when you Cut them, destroy them and use trigger to create EntSpawn effect (Treant birth animation).
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Old 06-15-2008, 12:47 PM   #19
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Ow my brain hurts. Yeah, I think I'll use the animated stuff from here, instead of that weed shape I'm using now. I added a larger tree, and swapped the Rough Dirt for elevators. I'll post a few screenies shortly (or update the earlier ones).
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Old 06-15-2008, 06:57 PM   #20
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Quote:
Originally Posted by darkwulfv
Gilles, I think he may have been going for that look. Pokemon terrain wasn't extraordinary in 1996 (it's not wonderful now, but still). If he made it "look good" it would lose the feel of basicness that pokemon terrain has.
I realize that, but like I said, why not improve it? No harm in it.
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Old 06-15-2008, 07:41 PM   #21
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Indeed, no harm at all. Though I'm still going with the grid-based movement. (Pokemon Legends on the Hive just doesn't do it for me )

EDIT: And... I have the Lab and the second route started.
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Old 06-16-2008, 02:43 AM   #22
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Pokemon isn't about the terrain; devout pokemon players have fallen in love with the gameplay. Besides, Pokemon's environmental simplicity is hard to come by in these most recent years. It's a bit refreshing in its own way. What's wrong with retro, anyway? People still play those old games; it's why Nintendo created the Wii Shop Channel. They're pretty smart, actually; they earned money from those games once, now that's been so long, they're doing it a second time.

I love the terrain, by the way. It is so reminiscent of the old games, it makes me wonder why no one has tried doing this, before.
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Old 06-16-2008, 05:25 AM   #23
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This seems somewhat pointless.

Quote:
I love the terrain, by the way. It is so reminiscent of the old games, it makes me wonder why no one has tried doing this, before.

Because gridded unrealistic terrain looks gridded and unrealistic? I don't know.

Oh well, i suggest you get some custom grass textures if you're using those trees and houses, since the grass really doesn't fit in with those doodads you're using.
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Old 06-16-2008, 12:17 PM   #24
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@Ignitedstar: Thanks for the comments, they really boosted my morale. I can't find the Wii Shop Channel though, what station is it?

@Phoenix: I'm actually going to get serious about this project. Currently I'm brewing a 4-way GUI movement system, and am adding some Inside-the-building sections of the terrain. Although I do agree with the trees, I just don't want to get overly realistic (should I change to a different tree?).

EDIT: @admins/moderators: This seems like its becoming a bit of a gallery, but I don't know if it fits the gallery standards.
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Old 06-18-2008, 08:06 PM   #25
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Default *Bump/comparison*

I'm attaching some changes that I made to the map. I'm not going to display the inside of a house/totally-undecorated-structure, but I will show off my rendition of a Poke Center that doesn't have it's quick-heal equipment installed yet. There are some trainers on the routes, they just don't have any Pokemon yet. (I also have a basic movement system set up, as well as a basic NPC monologue explaining to the player through various characters how the campaign isn't ready yet.)

Anything that I can do that will help with the feel? (besides add wild encounters, those are coming later.)

Is anything better than before? Worse?
Attached Images
File Type: jpg WIPPokemonCenter.jpg (59.8 KB, 40 views)
File Type: jpg WIPProfLab.jpg (73.9 KB, 28 views)
File Type: jpg WIPReturnRoute.jpg (85.0 KB, 28 views)
File Type: jpg WIPRoute500A.jpg (151.0 KB, 32 views)
File Type: jpg WIPRoute500B.jpg (97.0 KB, 23 views)
File Type: jpg WIPSecondTown.jpg (156.8 KB, 21 views)
File Type: jpg WIPStarterTown00.jpg (130.2 KB, 24 views)
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Old 06-19-2008, 01:24 AM   #26
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I personally don't like the trees cause I think cartoon when I think of Pokemon, instead of more realistic feel.

Love the pokeball in the pokecentre!
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Old 06-19-2008, 01:57 AM   #27
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Question Which works?

Very well then, should I use rescaled wc3 trees, or Nasrudin's trees for the normal overworld?
With that, should I use rescaled wc3 Canopy trees, or xXm0rph3usXx's ashenvale trees for the forest overworld?
(by overworld, I'm referring to the parts of the game where you aren't battling or in any menus)

EDIT: Attached editor screenshots of the two sets of trees for comparison
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Old 06-19-2008, 02:21 AM   #28
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lol the little brown ridges look very nice.
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Old 06-19-2008, 03:08 AM   #29
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Glad you like them. I was thinking of implementing this jump system to go along with them, but for now they (should) act as walls (having a bit of trouble with the pathing checks). I'll eventually get around to posting a recruitment request, but not until I have 7 maps (at least 5 town/route combos, and at least one each of caverns and forests).
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Old 06-19-2008, 03:12 AM   #30
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Very nice for a pokemon-style terrain. Though I think it's cooler if you were to make a map of your own this way as opposed to redoing the old versions (I think that's what you're doing, right?).

But regardless, nice work Sunwarrior.
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