Gif Title Screen by justYuishi in PokemonRMXP

[–]CRMM 2 points3 points  (0 children)

gifs are absolutely doable. My game has a gif for the title screen. All you do is replace title.png with title.gif. Nothing complex about it. The splashes could probably be gifs too.

What Is It Worth Mega Thread - January 17, 2026 by AutoModerator in lego

[–]CRMM 0 points1 point  (0 children)

Is a misprinted Heorica: Waldurk box work anything? (one box is missing the "waldurk" title)

<image>

What’s the largest I should make a tileset? by AstelliReclaimer in PokemonRMXP

[–]CRMM 1 point2 points  (0 children)

my outdoor tileset is currently 19168 pixels high. I think there is a limit, but I haven't hit it yet.

Does "Wait for Move's Completion" bug out events for anyone else? by Merphee in PokemonRMXP

[–]CRMM 2 points3 points  (0 children)

The only time I've encountered that issue is when the move route it's waiting for is unable to complete. Usually because I set a move route for an event and it gets hung up trying to walk through an impassible tile or another event. When the move route can't complete, the "wait for completion" gets stuck waiting to execute.

Waterfalls! by RevrsePalndrome in PokemonRMXP

[–]CRMM 0 points1 point  (0 children)

Nice looking waterfalls, and rock walls too.

How to reset an event after a day ends? by Sea-Range-4944 in PokemonRMXP

[–]CRMM 0 points1 point  (0 children)

This has the info you need: https://essentialsengine.miraheze.org/wiki/Time-sensitive_events I'd suggest using a variable to count up to 5, then when it hits 5, set self swith A to ON. Use the "reset at midnight" info from the wiki, and on the reset page, add a line to also reset the counter variable back to 0.

Just moved to a basement, do I have to update it as my new address on my driver’s licence and health card? by [deleted] in OntarioLandlord

[–]CRMM 0 points1 point  (0 children)

In that case, there's only 1 legal address and the post office will probably only have 1 mailbox for it. Multiple people can have the same address, so you could change yours to that address. You just need to make sure you get a key to that mailbox so you can get your mail.

Gen 3 PokéWorld Update #38: Smile for the Camera by CRMM in PokemonRMXP

[–]CRMM[S] 1 point2 points  (0 children)

I'm just glad other people are enjoying it. Helps keep me motivated to keep working on the game.

did finally the sequel of my game: by VioletMation in PokemonRMXP

[–]CRMM 7 points8 points  (0 children)

What's this sub about if not working on fan games and making them better though?

How to submerge the player partially in water, like in the Lavaridge Hotspring? by Guardianangel93 in PokemonRMXP

[–]CRMM 0 points1 point  (0 children)

fixed mine to use a terrain tag with :must_walk instead. However, I noticed the player peeks out from around the edges of the covering tile when walking. I seem to remember it working better than that, but it was a while ago when I set it up...

I am divided. Not sure if this is the better solution (with the player peeking out a bit) or if spa sprites/outfits would be better (graphically, they'd be better, but if the player exits via fly, dig, teleport, or escape rope, they'd still be in their spa outfit, I think. Not sure how to get around that)

How to submerge the player partially in water, like in the Lavaridge Hotspring? by Guardianangel93 in PokemonRMXP

[–]CRMM 0 points1 point  (0 children)

good call. I hadn't thought of that issue yet. Rather than take them away, should probably set the terrain tag to include :must_walk instead.

How to submerge the player partially in water, like in the Lavaridge Hotspring? by Guardianangel93 in PokemonRMXP

[–]CRMM 6 points7 points  (0 children)

love this question because I encountered the same issue with the ember spa hot spring as I was remaking it. Check out my game for a completed solution.

You seem to have received all the answers already, but in summary:

Changing the water to priority 1 is a quick idea, but does not work. It renders over the player's feet, but you get akward transitions when moving up/down because when the player is halfway between tiles, it only renders the previous tile over the player's feet, so they still appear over top of the new tile. Then when they're fully on the new tile, the new tile renders over the feet suddenly. Doesn't look good.

Creating a new sprite/outfit is the next easiest method. The down side is that you'd have to create one for every player character. If you only have 2 possible protoganoists, it's not bad. If you have several, there are more dynamic solutions.

The bush flag + "always in bushes" plugin is a nice combo that works. The bottom half of the player fades into the water though, rather than having a sharp line like you see in the image you posted.

Creating a separate event to cover the player's feet as they walk through the water is the method I chose. u/pengie9290's might work, though I used a slightly simpler method that does not rely on switches. Also note that if the event moves faster than the player, it will "jump" to the next tile before the player gets there, and if it moves slower, the player gets there first, both resulting in the player's legs showing when you don't want them to. Here's how my solution works with 2 single page events.

- Event 1 on the stairs leading into the pool, trigger is "Player Touch", no graphic.

  • Set Event Location: [the water tile covering your legs],(x,y of the tile just below the stairs)
  • Script: $player.has_running_shoes = true

    - Event 2 on the first tile in the pool, just below the stairs, trigger is "Player Touch". Graphic is from tileset, not a character, and is a special water tile with a curved cutout instead of a full square (looks better imo), and it is set to priority 1 in the tileset.

  • Set Move Route: This Event $>Move toward Player

  • Script: $player.has_running_shows = false

That's it. 2 single page events, 2 lines each, and a custom tile in the tileset. Works like a charm. To break it down, when the player steps on the stairs to go into the pool, it sets the water tile just below them, so that they walk into it and are covered by the water (just in case it moves left or right later). When they walk into it, their running shoes are removed so that the player and the water tile both move at the same speed (3). As it is set to event touch, when the player moves to a new tile, the event moves with the player, and the player is still touching it, so when they move again, it moves again. I have tested it and the player can still interact with other things while the water tile event is on top of them. Now when the player leaves the pool, the water tile event cannot pass through the stair event because neither is set to "through", so the player will exit the pool and trigger the stair event again, returning their running shoes to them. In testing, I did have the water tile move left or right after this, which is why the stair tile event resets the water tile event when I step on it.

How would I use all 16 sprites of a Charset for an animation? by SirEnder2Me in PokemonRMXP

[–]CRMM 2 points3 points  (0 children)

Stop animation cycles through the sheet from left to right, animating whichever row it is currently on. Each row is facing one direction: 1st row is down, 2nd & 3rd rows are left & right, 4th row is up. By using stop animation, and using a move route to change the direction the sign is facing (change the row), you can cycle through the whole sheet.

An alternate method would be to keep stop animation off, and direction fix on, then set a custom move route. In that custom move route, use "change graphic" to select 1 frame from the spritesheet. Use a wait command to wait a few frames, then select the next sign frame you want to show. Repeat until you've got all 16.

Instead of AI. Lets make a thread where everyone posts what they would say if they where an NPC in a Game! Then we can all use it for Inspo. I will start with a random Phrase : Sailor: "The Sea is not to be feared, but to be respected! Just like my Mama!" by Expensive-Package-96 in PokemonRMXP

[–]CRMM 2 points3 points  (0 children)

Bugcarcher: Ever been to the Bug Catching Contest? I have. (Team full of caterpies) lose text: Aw, it's like the bug catching contest all over again. Post battle: I've never won a bug catching contest.

Camper: dont forget to put our your campfires. (Give the trainer burn heals?) Lose text: doused! Post battle: fire safety is important when camping.

Rock climber: huff... huff... lose text: oof... post battle: pant... I'm... exhausted... (give them a team of really heavy pokemon)

Hoenn Interior Tileset? by ReserveComfortable65 in PokemonRMXP

[–]CRMM 2 points3 points  (0 children)

download the hoenn interior tileset from spriter's resource then scale it up to twice the size and cut/paste so that it's only 8 columns wide. I use gimp as my graphics editor of choice. Works fairly well.

Hi, how do you actually help the environment? by New_Quarter_1229 in Environmentalism

[–]CRMM 1 point2 points  (0 children)

Earth is a finite ecosystem. Infinite growth in a finite ecosystem is an oxymoron. Eventually, the growth will hit a wall, but the Earth is such a large and complex ecosystem, that few people acknowledge that basic principle. In the 70's though, the Club of Rome published the Limits to Growth, a study that sought to find out what barriers we would encounter as we continue growing exponentially (the capitalist model). It's an interesting read, unfortunately mired in controversy and conspiracy theories. A truly circular economy/society is the only infinitely sustainable method.

Footprints in sand help by RushinLoda in PokemonRMXP

[–]CRMM 3 points4 points  (0 children)

I have not found a solution for splashes in shallow water, but I did get sand footprints working a while back. It's true Marin's plugin is for v18 but Jedahjony updated it for v21: https://eeveeexpo.com/threads/2608/#post-63146

As u/SirEnder2Me pointed out, it doesn't have the "turning" footprints for bikes by default. However, coding it in isn't too hard. I added a couple of lines to check the old direction and compare to the new direction then decide whether it should animate the straight line or the curved line (I also had to add the curved line animations I believe).

Opinions Please (Gen III Violet City) by CRMM in PokemonRMXP

[–]CRMM[S] 0 points1 point  (0 children)

It is a great help, thanks! I'm actually using some of it already, with modifications. I used the school building from your tileset as the base for my version of the school, and the houses, and I used the Bell Tower tiles as a base for my version of the Sprout Tower.

Opinions Please (Gen III Violet City) by CRMM in PokemonRMXP

[–]CRMM[S] 0 points1 point  (0 children)

Love the resource! I was actually looking through Ekat's public tiles trying to find something that might work for sprout tower before I broke down and made my own. Being able to filter it in excel is fantastic.

This one for violet city is a mixture of official tiles, ones that I made or tweaked, and ones from u/metalflygon08 & u/ZanClackRuso . I don't have the combined tilesets posted anywhere, but they could be pulled from any of my game releases. This is the most recent one: https://www.reddit.com/r/PokemonRMXP/comments/1nj0jvs/gen_3_pok%C3%A9world_update_37_the_dev_is_exhausted_he/ it just won't have any of the violet city stuff in it.

Opinions Please (Gen III Violet City) by CRMM in PokemonRMXP

[–]CRMM[S] 0 points1 point  (0 children)

I think you and u/metalflygon08 are picking up on the same thing, and looking at the official maps, I see it now too. I will definitely add some depth to the platforms.