* 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 - Zatir

Pages: 1 2 3 [4] 5
46
News & Announcements / Re: Paperdoll Competition
« on: May 11, 2012, 04:54:44 PM »
K I added fancier clothes (split trenchcoat)



Wow, those clothes look stunning! But the eyes aren't right, look at Bryans post:


47
News & Announcements / Re: Paperdoll Competition
« on: May 10, 2012, 11:41:41 PM »
Wow some nice entries already! Trying to work a bit on my paperdoll this weekend. But what DragonOfSky mentioned, what to do with shoes?

I've also some feedback:

@DragonOfSky: Yours is great already, try to add the eyes. Not looking that difficult though, but that actually doesnt really matter. Maybe the hair on the side views should be longer to the ears, because it isn't matching the front/back views. Also the lighting on the side views hair is in my opinion a bit to low, should be a few pixels higher. The outfit is great, I like the kind of bag. Also some pixels are from the template underwear, maybe you can fix that too? Nice job.

@lubbies: Also very nice, but maybe also like DragonOfSky a little bit basic. I don't really like the shadowing/highlighting of the body, because it's just an inline stroke. And for the looks, maybe you could try a bit fancier outfit?

@Meowth: This one's kinda weird, I don't get if the head contains hair or a cap. Or both? I like the idea of covering the eyes, but it isn't worked out that good. It's a nice try, but I think you can make better if you put some more time in it.

Good night!

48
News & Announcements / Re: Paperdoll Competition
« on: May 10, 2012, 06:01:25 PM »
The eyes on your side views need to come back a bit. 1-2 pixels. I can't remember what it was. I'll get a sprite sheet with the eyes on it. The hair looks sweet, is it a mullet?

Yeah, I had to find a solution for the eyes myself, but I will change it in the next version. The hair is indeed a sort of a mullet, thought that would be funny.

49
News & Announcements / Re: Paperdoll Competition
« on: May 10, 2012, 05:11:17 PM »
Hey all,

As I joined PU as software developer I actually love to do also different things. So last week I installed GIMP to do some pixel art for fun, but GIMP has too many functions which I can't handle! So now I tried paint, which is easier to understand (for me at least)!

I've just uploaded a WIP already, just the hair is done. Tell me what you think :)


50
General Chat / Re: Beta
« on: April 26, 2012, 11:30:58 AM »
You probably haven't took the time to look at the homepage or at any of the stickied threads from above. The beta isn't out yet. For more information look at the stickied FAQ topic.

51
Mapping / Re: Expanding the map editor
« on: April 23, 2012, 10:36:36 PM »
This weekend (Monday was my weekend too) I spent a couple of hours on the event system. I thought I would finish the pokemon-team creator, but this one's more important.

The first attempt was creating a NSD (Nassi–Shneiderman diagram), an easy drag and drop tool. This looks very helpful for small NPCs, but for bigger ones it gets annoying. Secondly the use of "jumps" isn't possible, like when handling quests.


After discussing with Mr_Dark we found out another system would work better, even for smaller NPC's. Take a look at the next screenshot. Different event boxes can be drag-dropped into the panel, and you can assign actions towards each event. This is just an example of just two event-boxes, but I can create unlimited different boxes is I want. Like some boxes which should read player data first before the NPC is going to talk to you.


This is just an impression to see where I'm busy with at the moment. Ideas and comments are always welcome!

Cheers!

52
News & Announcements / Re: Happy Birthday to.....
« on: April 21, 2012, 12:08:36 PM »
Happy Birthday!!

53
Mapping / Re: Expanding the map editor
« on: April 16, 2012, 10:18:57 PM »
Hi there,

A few updates yet. First of all I've created a public accessible TODO-list, which is posted on the first post in this topic. On the second hand the NPC pokemon are already loaded into the editor. This will be used for creating battle-npc's! It just needs a couple of finetuning and adding a few features, but probably next week the npc-pokemon-editor is done.

And last but not least: after the pokemons I will start with the script-system, to make events! I'm planning to create a drag-and-drop system, like the scratch (http://scratch.mit.edu/) system. That won't be that hard for the editors!

Cheers for today,

Zatir

54
Ideas & Suggestions / Re: PU Dungeons/Instances
« on: April 10, 2012, 11:28:45 PM »
Well, I'm with Zatir on that 'particular quest' -> 'particular skill point'. Say Quest 087 gives you 2 skill points in intelligence. The quest requirements maybe would itself require a minimum amount of intelligence, which might be what someone training for that particular skill is looking for! So, there won't be much problem on that optic.

Then there could be more follow-up quests for that particular attribute. Like an intelligence quest-course can be a serious training where you have to figure out a lot of puzzles, to finally fulfill the final intelligence-quest where all those puzzles are combined in one gigantic, difficult puzzle.

55
Ideas & Suggestions / Re: PU Dungeons/Instances
« on: April 10, 2012, 04:06:15 PM »
Nice ideas!

I like the part of creating multiple attributes, with the great examples for using them. I'm sure the intelligence and wisdom attributes ideas can also create a lot of quest-related skill. Some quests can't be finished after reaching a certain attribute level. The player has to figure that out.

You're also saying that you can spend skill-points to level up the attributes. That's okay, even when all other games do it that way. But maybe if you completed certain quests or dungeons, you will level up just one attribute, selected by the quest-npc. Like when finishing a very complicated quest, you get some skill points for intelligence and wisdom, because you found the solution. It is weird when spending them on things like strenght or something.

  I believe these changes would make the game more unique and give a better experience overall to everyone playing Pokémon Universe. Although, even if this does get implemented, it will probably be at a much later stage.

True that, but for the main gameplay it isn't needed yet. And ideas have to be worked out first, and this one is already great, so good to keep this one in mind!

56
Development / Re: What would you like to see?
« on: April 05, 2012, 11:05:10 PM »
I like the development-list idea, but I think for the overall view it would be better if there are progress bars for each different item of the list. The developers can change the progress bars from zero to 100%. When there is an update of one of those items it can also be posted as a reply to the topic, so there will be a development feed. In this topic all developments are shown, but it's not necessary to update it once a week. Every developer can post his own effort when he/she thinks it's time for it. When showing updates, like screenshots and much activity, the community will also grow, so more active members.

I also would like to see the forum a bit cleaner. There are many closed topics for years. Maybe there can be an archive forum for topics older than 6 months or something like that?

57
Mapping / Re: Expanding the map editor
« on: March 30, 2012, 11:26:14 PM »
Speaking about NPCs, I wonder if we might implement NPCs who dress up (or another better word). Like in FR/LG, in Koga's gym, you have those dummy trainers who spin and appear with their true form only after speaking to them/getting in their line of sight.

I don't know on what level (mapping or the client itself) this would be implemented, but felt like mentioning this since we were here. :)

That's a great idea. But it's not on top of the list yet, the main system must work first. 

BUT, you're actually talking about adding some extra events to NPCs. That makes me think of how NPCs are set up, and that I have to figure out how to handle different kind of events, like dialogs. But we've also have a battle event. My plan was to create specific NPCs, as you can see in the screenshot (battle npc, nurse npc, dialog Npc etc) Then I was thinking: When does a battle start? Directly when starting to talk to the NPC? Or after one dialog-event has finished. Maybe the NPC is asking a question: do you want to battle me? If yes, start a battle, if no, leave and say goodbye. So you actually can't choose one of the npc-types, because the events have to be combined.

This is now done by scripts. After I've finetuned the NPC appearance stuff I will have a look at those scripts, how the game is already handling NPCs and what hasn't been implemented yet. This will be a great challenge!

58
Mapping / Re: Expanding the map editor
« on: March 29, 2012, 11:13:31 PM »
Another update to announce, the main layout of the NPC editor is done. I've uploaded a screenshot. Please note, I'm working on a test environment, so the sprites, npc's and maps are only made for test purposes.



This is just the main screen.  In the middle you see the "working" area. All npc's and maps are shown in there, ordered by tabpages. On the right you can see all the npc's which are currently made and on the left some of the map editor are shown. The whole editor is easily adjustable by just dragging and dropping the windows. The working area will always fill out the remaining space. So every editor can adjust the tool for his/her needs!

Now further on with the NPC editor, it's possible to create a NPC and creating an outfit. Now I'm busy finetuning this system, and after that the other NPC tools can be made (I've already made a start with that) When selecting the radio-buttons, you can get acces to extra menu's like making pokemon for a battle-npc, or make a shop for a trade-NPC!



Any tips, feedback and stuff is always welcome!

59
General Chat / Re: You guys are awesome
« on: March 26, 2012, 09:07:46 PM »
Yeah, that's the other reason.. All the hot girls! We get them!

I surely joined the team because of the hot girls, I don't even like pokemon, doh! :o

Nah, we are just making a pokemon game! I didn't even mention there were hot girls at all!  ::)

60
Mapping / Re: Expanding the map editor
« on: March 23, 2012, 11:51:23 AM »
@Bryan, that will be great! I was planning to implement the sprites at the end of next week, if they are ready. I just need a few of them though, only for test purposes yet. Now I'm busy to redesign the layout of the NPC editor, to meet Mr_dark's plan he had in mind.

And yes, the development is going great team, carry on! :D

Pages: 1 2 3 [4] 5