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Using Advance graphics

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Westbeam

Starting Trainer
Hay nilllzz

I really love your game, it is awesome. Sadly the game crashes when I have to choose a pokemon in the lab(Using Ubuntu Linux + WINE).

Whatever, here is my idea: Why you don't use the tiles of the Gameboy Advance games? It would look like this:

(Click on the picture to see the larger version)

This is my version of a Pokemon3D-Egnine. Just for testing purposes. ;)
And one more question: Why are you using XNA? It would be awesome, if people with Linux could play it too.
 

Splint

Champion
here is my idea: Why you don't use the tiles of the Gameboy Advance games?
I can't speak for Nilllzz however more likely then not it is because the game is a remake of the original silver / gold games which were game-boy color games and thus the maps are using those original textures.

I can see it happening that perhaps newer area's will be added will have the newer textures but as far as Kanto and Johto goes i think were sticking to the good old game-boy color textures.

And i think since texture packs are not that hard to make there can always be game boy advanced textures put in later :)
 

TrainerRed

Pokémon Ranger
Though improved graphics would be nice, I think the current graphics are fine. It is interesting to see the game in similar graphics to that of the Gameboy Color in a different perspective, also that it will probably take more work in creating the game and altering the already created content.

XNA is probably being used because it is free unlike other similar software and because Nilllzz uses a Windows-based operating system.
 

Lilligant

Retired Moderator
Trusted Support
Retired Mod
I do like the graphics used now, but I kinda would like to see how the newer HG/SS graphics would look. It doesn't seem right to have NPC's and pokemon with the newer sprites and the floor and wall tiles are older. It doesn't seem right to me, but it may to others.
 

DracoHouston

Kolben Developer
Contributor
nilllzz learned vb.net as his first language so it probably seemed natural to him at the time to do a vb.net xna game, and the xna framework is quite good. it works just fine, its a shame about portability though. :(

anyway, about your suggestion, nilllzz just really likes pixely games. i'm not a huge fan of that look in modern games but sometimes it just makes sense to go for that look. we have some ideas for letting people make mods that swap textures over so people can do texture packs, but the gold/silver textures are what nilllzz seems to like best so it's doubtful the game will ship with them. playing with high res textures is something i really want to see working without the texture pack author having to change all the maps.

i'd probably use a nice 32x texture pack if we made that possible to do and someone made one, i reckon the gh/ss and gba game tiles at 32x32 hit the sweet spot between too much detail and not enough, but i dont think nilllzz is gunna replace the tiles at this point for the official game, sorry
 

DracoHouston

Kolben Developer
Contributor
XNA is probably being used because it is free unlike other similar software and because Nilllzz uses a Windows-based operating system.
theres unity, UDK and cryengine but honestly i just think he wanted to make an engine. because game projects are always big jobs i tend towards using as much ready made reusable code as i can and build on that but there's something really cool about making something from scratch and making it work. the purpose built engine is a little rough around the edges because it hasnt fully matured yet, but from the editor code it looks very well thought out and extendible. i like it a lot.
 

Westbeam

Starting Trainer
At the screenshot I am using the Firered-tileset, it is not a highres tileset, it just has more colors. ;)
A high resolution tileset wouldn't look nice, I guess. I don't know a Pokémon game that uses 32x32 based tiles.

When I would get the permission, I could port his game to Linux. I made my own engine, based on FreeBasic and minib3d. ;)
 

DracoHouston

Kolben Developer
Contributor
At the screenshot I am using the Firered-tileset, it is not a highres tileset, it just has more colors. ;)
A high resolution tileset wouldn't look nice, I guess. I don't know a Pokémon game that uses 32x32 based tiles.

When I would get the permission, I could port his game to Linux. I made my own engine, based on FreeBasic and minib3d. ;)
i dont know if this would a port job so much as a 'rewrite everything except the actual game' its up to its neck in microsoft windows only APIs. i think he was gunna look at monogame but no idea if anything came of that

also, i'm pretty sure by gen 4 they weren't using tiles so much as doing textured 3d environments. i'm dragging over a screenshot of one of the gyms in GIMP and there's no regular sizes to stuff like how all gold/silver environments are on a strict 16x16 grid
 

Tav

Fisherman
I do like the graphics used now, but I kinda would like to see how the newer HG/SS graphics would look. It doesn't seem right to have NPC's and pokemon with the newer sprites and the floor and wall tiles are older. It doesn't seem right to me, but it may to others.
I am attempting to create HG/SS textures, but it would bring additional modifications with the map that simply consume far too much time to make it happen just like that with only a copy/paste through paint... For example, the pokecenter/marts are 3d objects too in the remake, so they aren't as easy to just "port" into the game with only copy/pastes on the original file but likely require loads of modifications in the .dat files. The roundings of those buildings would probably have to be coded to appear like standing objects such as the signs... Perhaps I will be able to make more progress thanks to the map viewer Dracohouston made, and learn more about the way mapping works through trial and error. :rolleyes:
 

DracoHouston

Kolben Developer
Contributor
I do like the graphics used now, but I kinda would like to see how the newer HG/SS graphics would look. It doesn't seem right to have NPC's and pokemon with the newer sprites and the floor and wall tiles are older. It doesn't seem right to me, but it may to others.
I am attempting to create HG/SS textures, but it would bring additional modifications with the map that simply consume far too much time to make it happen just like that with only a copy/paste through paint... For example, the pokecenter/marts are 3d objects too in the remake, so they aren't as easy to just "port" into the game with only copy/pastes on the original file but likely require loads of modifications in the .dat files. The roundings of those buildings would probably have to be coded to appear like standing objects such as the signs... Perhaps I will be able to make more progress thanks to the map viewer Dracohouston made, and learn more about the way mapping works through trial and error. :rolleyes:
do it like the windwaker texture pack for ocarina of time, if the texture doesnt fit as is edit it to fit the map and models to get it as close as possible. you could probably still make this game look real pretty with a texture pack
 
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