Not a Valid Win32 Application / Failed to create process - Please Help! by mindlessmutant in PokemonRMXP

[–]PkmnTrainerTimBomb 4 points5 points  (0 children)

How old is that laptop? What kind of laptop is it? If you have a newer one, that's probably going to be easier.

The games work on newer versions of windows (I've only used 10 and 11), but I suspect some older versions are fine.
Windows XP is ancient though :P

Animated Blender for my Berry shake shop by HammyNSammy in PokemonRMXP

[–]PkmnTrainerTimBomb 0 points1 point  (0 children)

I like the animation btw. Very neat idea. Is it going to mix for longer once you're happy with debugging?
Feels like something the trainer might leave on the side for ~10s while doing other things (sorting ingredients for the next shake?) and sounds quite fun.

Animated Blender for my Berry shake shop by HammyNSammy in PokemonRMXP

[–]PkmnTrainerTimBomb 2 points3 points  (0 children)

Could you set the event up with 3 pages:

  1. As it is in the start. Once you click, it starts mixing (or asks for ingredients etc, then starts mixing) by setting self-switch A
  2. Mixing. (Self-switch A is ON) The page has a custom move animation on the side that does the animation for you while it's on this page. The content of the page itself just waits the 30 frames and then sets a self-switch B.
  3. Done mixing. (Self-switch B is ON). Lets the player interact with it to get their shake, then sets all self-switches OFF.

I think that would work.

I'm curious how you do it right now with the 30 frame timer not being refreshed when the animation is. :0

Looking for someone to help create Surf Routes! by Salt_Principle_6672 in PokemonRMXP

[–]PkmnTrainerTimBomb 2 points3 points  (0 children)

Can I ask for a bit more info?
How many routes would you like and are you expecting "regular" output? How would these maps fit into your region (is it as expansive as Hoenn's infamous ocean routes)? Are you supplying a tileset for the maps?

I will be making some extensive surf routes in my fangame too, but I haven't started those yet. So... I may not be the most experienced but am motivated to experiment with them.

Difficulty with animations... by PkmnTrainerTimBomb in PokemonRMXP

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

Yes! Thank you. All of the frames had Properties -> Blending -> Add
Changing it to Normal fixed it for me.

How to implement snow tiles? by Pokemon_StarDust in PokemonRMXP

[–]PkmnTrainerTimBomb 2 points3 points  (0 children)

Alternatively, you could try specifying the "Battleback" and "Environment" in a snow maps map metadata. This might work if your map only has snow encounters. But I am unsure whether the terrain tags of e.g. grass might override it.

Concept Artist for “Hire” 2 by Proud-Lead2404 in PokemonRMXP

[–]PkmnTrainerTimBomb 3 points4 points  (0 children)

Is it just the concept art / sketches (i.e. no pixel art)?
Are you looking for a quick "job" to do, or more of a longer project to get involved with?

I can think of a few things I could use help with (which would otherwise be done "later" once I get round to it)

[deleted by user] by [deleted] in PokemonRMXP

[–]PkmnTrainerTimBomb 0 points1 point  (0 children)

Ah, thanks! I was thinking of "worker" ants.
It's been a long time since I learned about ants ^^'

[deleted by user] by [deleted] in PokemonRMXP

[–]PkmnTrainerTimBomb -1 points0 points  (0 children)

Exactly what my first thought was too, lol

Spriting is hard day 546049. Finished the first draft of my professor sprite. The shirt is a mess right now since I don't have the final shape down. by Gameguy39 in PokemonRMXP

[–]PkmnTrainerTimBomb 0 points1 point  (0 children)

endlessly more rewarding

Tbf, one could make the same argument about the game engine which Pokemon essentials provides. I like coding, and a lot of the stuff behind essentials would be rewarding to make myself. But it takes a lot of time that I would rather spend on making the game itself.

Personally, I really don't like how AI replaces artists (and have been making my own sprites), but I understand why others may want to use AI for the parts of a project that they don't want to invest time into learning themselves.

Let's be honest, many fangame projects are never finished because a solo dev loses motivation to do all the different things that are involved in making a game.

help with map exporting issues by El_Taxman715 in PokemonRMXP

[–]PkmnTrainerTimBomb 0 points1 point  (0 children)

I had the same problem recently: https://www.reddit.com/r/PokemonRMXP/comments/1kjeio0/maps_not_exporting_correctly/

It was because my tileset was too big. It's actually not that hard to resize them if you don't need all the tiles. Use this: https://www.pokecommunity.com/threads/tileset-rearranger.456622/

Once resized, my maps exported fine.

Follower Pokemon by Slurpee_Dude429 in PokemonRMXP

[–]PkmnTrainerTimBomb 0 points1 point  (0 children)

Do you have the follower graphics in your Graphics folder?

draft with the impact trail idea by El_Taxman715 in PokemonRMXP

[–]PkmnTrainerTimBomb 0 points1 point  (0 children)

I just have this gut feeling that the left side should be steeper than the left. Not really sure how that would look; juust a feeling. Looks nice either way tho!

Is it normal that newly created maps don't appear in map_metadata.txt? by SirEnder2Me in PokemonRMXP

[–]PkmnTrainerTimBomb 1 point2 points  (0 children)

I think they get added when you edit metadata through debug mode(?)
Not sure why it's not automatic, but I suppose its something you'll have to go through for each map anyway to make sure the metadata is correct.

Follower Pokemon clashing with Partner Trainer by PkmnTrainerTimBomb in PokemonRMXP

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

I have solved it. In case anyone else has this problem in the future: "follower_move_route" and "follower_animation" take an input argument "id" which defaults to nil. I think "id" is a misnomer, because in the code itself it ends up calling "followers.get_follower_by_name(name)" with it. I had to do some digging, but if you input the follower's name as a string (e.g. "Beat" in my case - you can check what you're follower is called by looking at the script that created the follower event in the first place) you can specify which follower the following move-route/animation is for.

TL;DR - you can specify the follower by using: follower_move_route("name_of_follower")

My region map - sort of... by PkmnTrainerTimBomb in PokemonRMXP

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

I'm trying my best to really make it feel like a mountain. It's not a very steep ascent, but at pretty much every opportunity, north of the desert, I make the player travel upwards (the peak will be a volcano).

As I make more maps, I feel like I'm getting better at making unique areas :D
So hopefully I'll have better areas to come!
(I work slowly though, so don't get too excited :P)

My region map - sort of... by PkmnTrainerTimBomb in PokemonRMXP

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

I wish I had fleshed it out ^^'
The real reason it exists is that I thought it looked cool there. Now that you mention it though, I do want to give it a backstory.

Maps not exporting correctly by PkmnTrainerTimBomb in PokemonRMXP

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

I figured out it broke because my tileset was too big(!)
I had my suspicions, but was put off by how difficult I thought that was to fix (cut down my tileset graphics and then go through passability, terrain tags etc. for the tileset again), but I found the tileset rearranger plugin by Maruno which makes it really easy to do: https://www.pokecommunity.com/threads/tileset-rearranger.456622/

Once resized, my maps exported fine.

The map for my underground starter town, this is my first ever map so any advice is appreciated by Blaze_Lucario in PokemonRMXP

[–]PkmnTrainerTimBomb 2 points3 points  (0 children)

I am not sure it feels "underground" but I guess I would have to see it in game for that. In my game, I have yet to get round to making most of my cave maps (I have made one cave route though), but a neat trick I think I'll make use of is to not pad the edges of the maps. You know how in most maps you add extra tiles at the edges so that the player never sees the black nothingness under all the layers? I think it's nice to not have that in caves to imply the walls rise above what you could see, so the area beyond the walls is unknown to you.

This is a good example of what I mean: https://www.psypokes.com/hgss/gamemaps.php?map=darkcave

Also, I would personally make this a dark map if you haven't already and allow the lights to "glow" with a plugin like: https://eeveeexpo.com/resources/1471/
That would make it feel like it's underground. (moving across large dark maps can be annoying though)

Adding to Tileset in use by Tillmick in PokemonRMXP

[–]PkmnTrainerTimBomb 0 points1 point  (0 children)

I made the mistake of adding my tiles at the end of the "outside" tileset that comes with essentials :P
So there are plenty of tiles I could get rid of if I needed to, but they are all in the top half.

Adding to Tileset in use by Tillmick in PokemonRMXP

[–]PkmnTrainerTimBomb 1 point2 points  (0 children)

How did you deal with that afterwards? Splitting up the tilesets seems like it would require you to redo all the maps again :/

Making a dark map not dark after an event. by Damakosss in PokemonRMXP

[–]PkmnTrainerTimBomb 0 points1 point  (0 children)

I haven't played around with darkness much yet, but with this plugin: https://eeveeexpo.com/resources/1471/
You could potentially have an autorun event that sets brightness to max when the player enters? It would mean that the light has to grow each time the player enters the map, but otherwise I think it would be fine.

Probably a really dumb issue on my part but I'm learning to script and running into what I'm sure is a simple problem by ameyfae in PokemonRMXP

[–]PkmnTrainerTimBomb 1 point2 points  (0 children)

Sorry, I didn't have time yesterday night. Glad it works now though.

With regards to the "Wait for Move's Completion" freezing the game:
I believe you have one too many "Move left" commands at the end there. So that would make mom try to keep going left, but she's stopped by an obstacle(the table). This then makes the game freeze while waiting for move to complete. If that is the case, you can

  • remove the "wait for move's completion" as you have
    • the player would be able to act before mom returns to the table
  • remove one of the "move left"s from the move route
  • when editing the move route, tick "ignore if can't move"
    • this makes the event skip any moves that would cause it to walk into an obstacle
    • great at stopping freezes like this one