* User Info

 
 
Welcome, Guest. Please login or register.
Did you miss your activation email?

* Recent Posts

2023 Check in by Gawerty
[March 28, 2023, 12:41:12 AM]


Holy crap my login worked. by Ez
[December 03, 2020, 08:56:26 AM]


Been a while. by Bing
[July 13, 2019, 04:47:06 AM]


Was Feeling Nostalgic (Pokemon Knights) by Monzta
[October 24, 2018, 07:37:00 AM]


Old Habits Die Hard by Miss Wednesday
[January 23, 2018, 12:35:35 AM]


WHY IS EVERYONE MISSING by Tickles
[September 16, 2017, 08:20:25 PM]


Been a long time. by Monzta
[August 27, 2017, 03:18:58 PM]


Pokemon Universe Tribute Thread by Jerry
[September 29, 2016, 06:41:31 PM]


Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Pubbles

Pages: 1 [2] 3 4 ... 7
16
I've worked with a sprite insterting program before, and with it I had a program that converted the image to have a limit of 16 colours, had to do that to make sure the program picked up my colours properly. It didn't matter which colours, because it's just a single sprite. Same goes for tiles, and my guess is that the parperdoll system will have seperate sprites for the clothes.

True, that would make the most sense. I will be sure to keep anything I attempt limited to 16 colors, that shouldn't be overly difficult, as I'm not attempting anything nearly as detailed as the competitions that have been going on... But so far, all I've really had trouble with is the hair.

For some reason, I can't seem to get any hair done at all, it all looks horrible to me! =(

Since I am only toying with NPC sprites on the To Do List, I'm not sure if things like hair-styles will be transferable from the Player Sprite options.

Thanks for the answer!

17
Oh, I agree, it's not difficult for Pixel Art, but with all the bells and whistles, it looks crazy complicated.

I did like it when I'd used it before, I'll look into it again soon, but for now I'll play around with Paint, it suits Pixel Art pretty well.

18
Hey, there's GIMP which you could try. You have the full range of colours, you can create your custom palettes, get transparent pixels, make custom grids and zoom in and out with much more flexibility. Best of all, it's open source =P

Yes, I've used GIMP before - I made my profile picture with it, from a rather horrible .bmp file I found somewhere. However, that was on my old laptop, and I downloaded it recently to the new laptop, but something went wrong with another program so I had to reset to a previous date.

Although I haven't learned much about the program, I am also not sure I'd be able to learn the complicated program very well.

I have used Paint for ages though, so I'm pretty decent with it. I'd like to know GIMP better, but I really don't have the time.

19
I think that encompasses all the possibilities in MS Paint, but I'm not sure. I'll pull up a HTML color chart and copy/paste it into Paint so I can have it on hand if that turns out to be correct!

Thanks Jerry, always trying to answer questions and help! =)

20
I've been fooling around with some of the NPC ideas needed on the To Do List, and it just dawned on me...

If the colors I'm using (custom, because MS Paint has a horribly inadequate color palette) will even work in the game... it would be silly to work out an NPC that can't translate into the game itself...

So, if there IS a specific color palette in use for the game, could I get a copy of it, in png format of course, to copy and thus use proper PU colors?

Thanks!!!!!

PS: I'm not very good at this, but I think I'm getting better, I hope that with each tiny project I play with that I get better, and eventually produce something worth your time to look at and such!

21
General Chat / Re: [GUILD] Pokemon Knights
« on: July 06, 2012, 04:26:46 AM »
Good news everyone! I got the job. I'm just waiting for my hours, but I still got the job. So, I'm going to celebrate tonight with popcorn and marshmallows, combine the two, then dip them in chocolate. Points for anyone that knows what I'm making.

Congrats man! (I know I'm not in the guild, but wanted to pass it on!)

22
News & Announcements / Re: Paperdoll Competition: Round 2
« on: June 30, 2012, 04:26:05 AM »

Slight touch-up, I guess this is my final entry.

Erm, I don't know when he's gonna lock down the entry submission (I think it's posted, but I can't remember it right this second) and I also know it's late.

But just keep in mind that not all Kings have pointy crowns... There are several crown varieties that are curved, poofy and such... That are just as recognizable as a pointy crown!

Just wanted to toss that out there, since the rise and fall of the crests on the crown seem off a bit, I'd call them crenelations, but I don't know if that word applies to anything other than architecture!

But I very much like it, especially the imprint of the wait bearing leg when walking, in the cape. Most of the time you just see a slight curve up for a cape/mantle to intimate direction and dimension!

23
Ideas & Suggestions / Re: Character alignment
« on: June 27, 2012, 04:45:56 PM »
There should be a way to make it where players have a alignment chart where they can be a villain - hero - or neutral by doing certain things or task in the game!

Since the game is an MMORPG where you are taking the role of a character without a set story line, this is not something that will be dictated by the game, the story line, or the Game Master.

Instead, you should be able to Role Play your character however you want, and people will either recognize it and role play with you, or they won't, and you can move on to someone else..

I will assume that guilds will allow some of that "alignment" in roles and story lines for themselves to follow or use as background for certain stances.

However, as the game is built to allow for character customization, not only in looks but also in allowing you to play your character as you want. If you want to be a mean/"evil" Dragon-type trainer... Then you can play it that way.

They will not be adding multiple story lines in order to fit three different character types.. They'd have to re-write the game's story three times in order to accommodate having Game-Supported "character alignments"..

So... If you want to be an "evil" character, then play it that way. It'll be mostly during interaction with other players, but you still have the chance to do that. The quests will all be written one way, so doing quests won't "fit" all character alignments.. But it's an MMO - so you can act however you want.

24
Mapping / Re: Expanding the map editor
« on: June 25, 2012, 02:41:10 AM »
Maybe Bryan should update the to do list so that there is no confusion on what is already done. I know he has done a ton of work already, but I don't remember the speecifics.

He just did! He and Mr Dark already have been trying to keep it more up to date lately =)

25
News & Announcements / Re: Paperdoll Competition: Round 2
« on: June 24, 2012, 02:18:48 AM »
I think some sort of object in hand would help... A shield or a sword or spear... The one with the sash across his chest is definitely less chicken-y.

Is there any way to make the helmet less round? That, with the crest, is really making it look like a chicken suit, as MAC said.


26
New Trainers / Welcome / Re: Hello, Pokemon Universe
« on: June 24, 2012, 02:07:25 AM »
Welcome to the Forums!

27
Mapping / Re: Expanding the map editor
« on: June 22, 2012, 09:21:09 PM »
Well.. I don't really know Pubbles... They are somewhat okay I guess, but there are some tile errors. I wouldn't know if it's actually a tile issue (missing tiles) or if that was the mapper's doing which made it that way.

And Jake, you seriously need to learn to read.

Sadly it's the map editor's problem...

You'd think that after 16 years, they'd have a better map editor... However, as a "Game Moderator" I was only allowed access to a "somewhat updated" version of the original. There are a lot of silly things standing in the way of them upgrading them all the way, to include all past and present tiles, while updating them all.

Regardless, I only posted out of boredom and such. I made these years ago, and to be honest, don't recall if I spent much time on them. I never finished all 10, so they never were used in the game.

I can send you a copy of the editor if you'd like, but it might make you faint with how out of date and poorly designed it is... =p

28
Mapping / Re: Expanding the map editor
« on: June 22, 2012, 08:51:50 PM »
If you are as good as you say you are then you have to prove it with some of your work. No pics no proof.

I went ahead and loaded some of the maps I made for my old MMO... These were made with direct intent, which should be obvious, but these were to replace old, plain maps that were used for judging contests... There were to be 10 total rooms, and each was going to be unique.

There is a "library", an "ice palace", a "heaven meets earth" and an "up in the sky" map... The board in the middle is where people would normally stand to judge, and would be free to roam around... There are tiles in each map that are "blocked" from walking, I can post a screen capture of that later...

The map program itself isn't complicated, but daunting because of the hundreds of options... I've used it for 8-9 years though, and have gotten pretty good at it. I've personally developed dozens of maps that have or had been used in the game itself, some still are being used today after years..

Regardless. To view the pictures you'll need to enter the password "mymaps" all lowercase.

http://s1069.photobucket.com/albums/u475/MnSpivey/Others/

And while I realize that I can link directly to each image, I think this is a more practical option, as you can see all four side by side.. I can likely find more maps I've made, even having changed PCs 4 or 5 times, I think I have most of them somewhere.

29
Development / Re: To Do List
« on: June 22, 2012, 01:31:01 AM »
Awesome! Thanks for all the replies and info!

I actually probably have zero Pixel Art skills, however... I could try to do something simple, like creating 32*32 base tiles (like sand, grass, etc.) But it all depends on how things go here. Not much time left to me lately... So I was going to fiddle with it and see what I come up with!

I'm not really trying to "join the team" because I know I don't have the time to really do much... But I figured if I came up with some small things you guys needed for the Mapper, that it would help out some!

No big deal either way really - just wanted to give it a little time, and maybe I'd come up with something useful!


30
Development / Re: To Do List
« on: June 19, 2012, 03:08:45 AM »
I notice it hasn't been changed for a while, and I also know that Mr Dark is currently not here, so I'm not trying to be a pest or impatient.

But I'd like to help develop some of the things on the list (if I'm at all capable, that is! I'll fiddle with it and try as hard as I can to make some of it!) BUT I'm lacking some information...

First, is there a standard "tile" size I should be working inside, for the "Ground/Environment" art? (eg, 20x20 tiles of the "Beach Sand")

Second, is there a maximum size for the Buildings or other "Objects" that are still needed?

I assume that the NPCs needed will need to be the same general size as the Paperdolls provided for the recent competitions, but can they be Taller/Fatter?


The reason I ask these questions is because I've developed Maps for another MMO, and done so very well, but always had a "Mapping Program" that held all the tiles, objects and NPC graphics that I'd need. So with that experience I assumed there is a Tile size we're shooting for.

I don't have a ton of free time, but I'm more than happy to at least try to develop some of those basic tiles!

Hope this post isn't duplicating questions elsewhere, or seeking answers already given. But if someone could post that information, I'd really appreciate it, and it'd give some of the others the info they'd need to try to help create at least some of the pixel art!

Thanks

Pages: 1 [2] 3 4 ... 7