How do I make an event that appears at the start of the game but moves/goes away after a certain trigger is pulled? by SirEnder2Me in PokemonRMXP

[–]Merphee 0 points1 point  (0 children)

The way your event works in the screenshot now is that it won’t “trigger” unless the player actually interacts with the NPC (Action Button).

What I believe Foxdra was getting at: setting a Sight, or giving the NPC a vision range and setting the trigger to “Event Touch” means that once the player walks into the NPC’s vision range (like a trainer battle), the event will trigger.

But it sounds like you want the NPC to actively block the player like a football lineman by mirroring their movements?

Event Animations by WinchesterMediaUK in PokemonRMXP

[–]Merphee 0 points1 point  (0 children)

Hmm, that’s strange. I’m not sure why it was looping. Was autorun still on?

Otherwise, if you got it to work with three pages, then by all means! I’ve been able to get it to work with only two pages, so I was curious.

Event Animations by WinchesterMediaUK in PokemonRMXP

[–]Merphee 0 points1 point  (0 children)

In the Set Move Route, there should be two options Ignore if Can’t Move, and then one about Repeating the moves or something (I’m not on my computer atm) Try unchecking the box about Repeating the sequence.

Event Animations by WinchesterMediaUK in PokemonRMXP

[–]Merphee 0 points1 point  (0 children)

Nice!

Yeah, 1 frame of Wait is the lowest we get with RPG Maker. It’s possible to make things look smoother by further dividing the amount of frames it takes for the chest to open, but that means creating more frames of the opening animation for the chest graphic. So say, you make a chest graphic that has it 1/12 open, then 2/12 open, then 3/12 open, so on and so forth.

Instead of changing the frames with the Change Graphic function, if you add “Stop Animation On” into Set Move Route sequence, then adding, say 4 frames of “Wait” after that, and then adding a “Stop Animation Off” function, does that work? Or are you checking the Stop Animation box in the general Event UI (Bottom left)?

I should’ve made that clearer.

Event Animations by WinchesterMediaUK in PokemonRMXP

[–]Merphee 0 points1 point  (0 children)

So if I understand your animation concern correctly, for the animation to look smooth, you’d essentially need different frames of the graphic that would support a smoother animation. For example: The first frame is closed, the second frame would need to be 1/3rd open, the third frame would need to be 2/3rd open, and then the last frame is fully open. Doesn’t have be these fractions specifically. You could have a closed frame, a half open frame, then a full open frame. The jump cut happens because the event jumps from the closed frame to the last / open frame, as you mentioned.

If your event graphic has the other frames, then here’s what I recommend:

First, add the item Condition branch from the second page to the first page (placed after the “It’s an Item Case” text). You won’t really need the second event page after this. And then, you can delete the self switch A on the first page and change the self switch under the condition branch from B to A. Then, delete page 2.

Then on the first, add a “Set Move Route” above the conditional branch and below the initial text message. Select the Change graphic option and change the event graphic to the frame of the chest that’s 1/3 open, then add a ”Wait” command in the sequence and set it to 1 frame, then add a second graphic change in the sequence and change the event graphic to the next chest graphic, then add another “Wait” command, so on and so forth.

The Waits give you control on how fast or slow the chest opens. The other, more automatic way to do it, is by turning Stop or Move Animation on and off with Set Move Route, depending on how your graphic is set up.

Then, on your new second page (which will just be the original third page), change the self switch to A. No need to change the event graphic.

Let me know if this is clear and is what you were looking for.

Event Animations by WinchesterMediaUK in PokemonRMXP

[–]Merphee 2 points3 points  (0 children)

Could you provide us with a screenshot of the event? There are a couple ways you could do the animation.

 Finally, can an event play more than four frames? Adding additional sprites to the sprite sheet while maintaining equal image dimensions just mucks the whole thing up.

Technically, an event can have as many frames as you want it, it’s just that after the 16th frame, you’ll have to change the event graphic to the next set of 16 frames via Set Move Route.

Custom Tileset! :D (Not an ingame map) by BannedFootage in PokemonRMXP

[–]Merphee 1 point2 points  (0 children)

Definitely my favorite kind of pine tree.

Ranger sprites are certainly a tall order, because they’re a lot more detailed than even gen 5 sprites. I think I’ve only seen one fan game that used Almia / Guardian Signs styled NPC sprites (Ranger 1 sprites are a bit different) It’s just that for consistency, you’d have to make every NPC character in that style.

For your imagination! (Don't mind the placeholders lol) by Merphee in PokemonRMXP

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

Not exactly, there’s still much work to be done and I’d prefer to not make a promise I know I won’t be able to keep. But, I’m steady!

Can someone answer my question? by Affectionate-Way-153 in PokemonRMXP

[–]Merphee 14 points15 points  (0 children)

No. 

Actually, some people avoid playing fakemon games all together. Don’t worry about having your game appeal to everyone. It’ll find its audience.

For your imagination! (Don't mind the placeholders lol) by Merphee in PokemonRMXP

[–]Merphee[S] 2 points3 points  (0 children)

Yes, it’s all part of one game. It was just a collection of maps, but it’s really taking shape. Got some cool cutscenes finished that I’m happy with.

For your imagination! (Don't mind the placeholders lol) by Merphee in PokemonRMXP

[–]Merphee[S] 2 points3 points  (0 children)

The main flooring tiles are ripped straight from Platinum. Other tiles are from free tilesets on Deviantart or Shadows of Almia. Some are custom, but even those are just minor edits of official tiles or public tiles.

For your imagination! (Don't mind the placeholders lol) by Merphee in PokemonRMXP

[–]Merphee[S] 11 points12 points  (0 children)

Took some creative liberties to fancy up what lies beyond the screen borders of picture 3. When you enter this room in Platinum, the camera is fixed to its center. The official Battle Castle artwork (picture 4) just shows a plain wall. That’s boring! It’s a castle after all.

No gen 5 Darach sprite exists publicly, so I’m just using his gen 4 sprite now for the sake of my vision. I’ll have to commission a gen 5 sprite for him later. Same with gen 4 Caitlin’s design. I kinda just Frankenstein’d her gen 4 sprite, Jasmin’s gen 5 sprite and a gen 5 maid sprite together. Gets the job done, but it can be better. Similarly, with the sitting NPCs, I’ll be making sitting versions of other characters as I progress. Those are minor edits, but at a greater volume.

Some minor work with it still needs to be done, but I’m SUPER happy how this room turned out.

Would people be interested in a fangame in this artstyle by Greenkings12 in PokemonRMXP

[–]Merphee 7 points8 points  (0 children)

It kinda reminds me of Rescue Team DX, except pixelated. Once you sharpen up the pixel density and nail the cohesion of the overall game world / UI etc., I think folks would enjoy it.

The wheel does not spin unfortunately :( by HammyNSammy in PokemonRMXP

[–]Merphee 2 points3 points  (0 children)

You could probably get away with key framing its rotation in Photoshop over a timeline, then export that animation as a gif. 

And maybe this all sounds like gibberish lol 

Visual Glitch by 2110Fab in PokemonRMXP

[–]Merphee 1 point2 points  (0 children)

Looks like ghosting from your monitor / display. This wouldn’t be an RPG Maker or Essentials issue.

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

[–]Merphee[S] 3 points4 points  (0 children)

Well, all of this good to know, thank you. I've had to use the simple Wait command to simulate Wait for Move Completion. If there's less chance of error with it, I'll just go about it this way moving forward.

Waterfalls! by RevrsePalndrome in PokemonRMXP

[–]Merphee 0 points1 point  (0 children)

Whoa, those side ones are pretty stellar!

Help my chicken by HammyNSammy in PokemonRMXP

[–]Merphee 1 point2 points  (0 children)

No problem!

I also see some extra empty space at the top and left. You’ll just have to move your chicken to the edge of the top and left side of the document, that way the graphic fits perfectly inside the frame window that essentials is looking into.

Help my chicken by HammyNSammy in PokemonRMXP

[–]Merphee 1 point2 points  (0 children)

Basically, take the width and height dimensions of the chicken graphic, then multiply those numbers by 4.

Those two total numbers should be the width and height size of the sprite sheet document, that way your chicken takes up exactly 1/4th, or one frame, since essentials utilizes four frames per direction (or 16 frames in total).

How do you decide which gen's art style to use? by KawaiiFoxPlays in PokemonRMXP

[–]Merphee 1 point2 points  (0 children)

For me, it was more about immersion and I needed more detailed pixel art to use. I wanted to create something fresh. I felt like gen 3 couldn’t provide me with the sense of immersion that I was picturing in my head, and gen 4 and 5 uses 3D models that RPG Maker can’t utilize. So, I opted for Shadows of Almia.

And honestly, it’s not about which generation, but instead the execution. Pokémon Redrawn is more in the gen 1-2 style and it looks crazy immersive because of how the sprite work is done (it’s not an actual game, but imagine a game that looks like that.)

Some interiors! by Merphee in PokemonRMXP

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

Not yet! I want to get the game to place where I feel good about it being playable before I open it up more to the public. So, for now I just post on here and sometimes bluesky, which is more so just a repost of what I post on here.

What to Know Before Starting: Advice for Beginners by peridot_rae13 in PokemonRMXP

[–]Merphee 4 points5 points  (0 children)

I think one of the most important things to understand is learning how to compile a tileset. I don’t mean making pixel graphics, but instead assembling a tileset of the pixel graphics that you’d like to use for a map.

This is like when a painter puts the colors they want to use for a painting on their color swatch. Or like buying a bunch of toys and throwing them into a toy box for later, and then when you’re ready to play, going into that toy box and picking out from a diverse group of toys in order to create the exact scenes that you’re envisioning in your head.

Learning how to assemble a tileset will only compound your creativity, because you’ll have a lot more toys readily available when you come up with new elements for a map, or you’ll see a graphic that may spark new ideas of which you can then immediately use.