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Author Topic: Pokemon Orthoclase & Microcline: Back to work!  (Read 153187 times)

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #210 on: December 04, 2011, 10:03:34 am »

->
« Last Edit: December 04, 2011, 10:13:59 am by GlyphGryph »
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freeformschooler

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #211 on: December 04, 2011, 10:15:53 am »

I bow to your awesome sprite skills, Glyph.
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #212 on: December 04, 2011, 10:20:41 am »

The design for the last one is killing me, though. He simultaneously needs to look more badass, AND allow me to fit what look like 2 or 3 boatborn in the same picture. It's... not going well, design-wise. :/

Which sprite should I work on next? Maybe I need to take a break from Boatmurdered for a bit.
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monk12

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #213 on: December 04, 2011, 11:01:08 am »

Adding/editing music is definitely possible and not particularly difficult. I've learned very quickly that the hard part of a pokemon ROM hack isn't the hacking, it's the creative side. Making sprites/movesets/music/plot is so much more ridiculously time consuming than putting any of it in the game.

Like an equivalent of the Unknowns?

And they could literally be just ASCII smilies of different colors. :P
Haha I like it. Fewer than 28 of them, but they each have an evolution to make them actually useful in some way.

On that note, I'd like to avoid any useless mons. The unowns were neat, but there was no way to make them useful, even if you happened to get one with a strong Secret Power.

I think I like the idea that, say the Pewter-City equivalent is a new fortress, and the Migrants are the guys running around outside the gates. The reason I think it would be cool to have them that early is because if they can all get a different elemental affiliation, then it provides some much needed type diversity to the early game. I'm not entirely decided on whether to keep them 2-stage evolutions or try to give them a third stage- on the one hand, a third stage would prolong their shelf life, but on the other hand I'd have to think up more names :P  Something to ponder at work today.

@GlyphGryph- that sprite is amazing- maybe make the final evolution look more skeletal/half immolated? I don't know, but if you're looking for a break from Boatmurdad I'd be interesting to see what you're imagining Perlihorn like.

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #214 on: December 04, 2011, 11:18:40 am »

Glad you like the sprite. ^_^
Bluh... I still have 5 more sprites to go to complete the Boatblanked evolution tree! This shit is a lot more work than I thought it would be!

In other news,
Worked on tweaking the Crundle a bit. Not sure if I like my version, but I'll let you guys critique:

Old:


My new one:


I think I'll put Perlihorn on the block next, but I'm probably done spriting until this evening for now.
« Last Edit: December 04, 2011, 11:20:34 am by GlyphGryph »
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Rose

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #215 on: December 04, 2011, 11:26:38 am »

Careful, you sure you want to have better looking sprites than the nintendo ones?

It's a romhack, it's supposed to have sprites that cause people to puke.

It's traditional.

Also bad english.
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #216 on: December 04, 2011, 11:52:37 am »

All craftdwarfship is of the highest quality.
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Furtuka

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #217 on: December 04, 2011, 12:04:03 pm »

Looks great. But those blotches on the eggshell helmet was because it was suppose to have pinkish red polka dots on it. And you might want to make the eyes look more sunken or whatever the word is. The black stuff I put around them was cause the eyes were supposed to be like obscured and glowing out of the darkness.
« Last Edit: December 04, 2011, 12:06:50 pm by Furtuka »
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Gatleos

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #218 on: December 04, 2011, 01:13:44 pm »

I heartily approve of this.
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #219 on: December 04, 2011, 01:26:09 pm »

Furtuka, what's the name and type(s) and evo chain we're working with here, anyways?
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Furtuka

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #220 on: December 04, 2011, 01:51:56 pm »



« Last Edit: December 04, 2011, 01:59:18 pm by Furtuka »
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #221 on: December 04, 2011, 03:35:12 pm »

=>

Evolved form still needs details, of course. Or do people prefer this alternate version?

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Furtuka

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #222 on: December 04, 2011, 03:36:32 pm »

I like the black eyed one better. Btw I think the tan part of the chest might be sticking outward a bit too much
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Raddish

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #223 on: December 04, 2011, 06:52:43 pm »

The chest looks a little darker on teh left one to my eyes which makes the right one stand out and look a little strange.  Thats my opinion anyways.
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freeformschooler

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #224 on: December 04, 2011, 07:12:06 pm »



Just as a note: This sprite has 189 seperate colors if I'm reading this correctly (I opened it up and checked in Photoshop), and I'm pretty sure the GBA does not support nearly that many colors per sprite. It was 16 (32? 64?) or something like that if I'm remembering right.
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