its on like donkey kong
tiles are 16x16 btw.
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Very nice once you get done you should put the map up. So I can list the npcs and such that belong in it. I got done with route 30,31 and the gate now doing violet city people that are outside.![]()
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its on like donkey kong
tiles are 16x16 btw.
bummer... Well Im nearly done just got to record a few more people then the gym people then it too the mark to record the shoppers.The texture I compiled crashes the game if I try to use it. If I rename it to one of the ones that come with the game it still crashes, if i use one that came with the game wtih a different file name it crashes. So much for that![]()
Well.. would the npcs still work or only the npcs that come with the game?I'm going to make a ton of tile sets and send them to nilllzz because omg i feel so limited right now![]()
As far as I can tell, anything that uses an XNA format it would be very hard, if not impossible for us to add anything without nilllzz helping. If he was willing we could pass him content and he feeds it through the pipeline and sends the files back (or includes it in the next build or something).Well.. would the npcs still work or only the npcs that come with the game?
Yea like wise. but I'm nearly done in Violet city.As far as I can tell, anything that uses an XNA format it would be very hard, if not impossible for us to add anything without nilllzz helping. If he was willing we could pass him content and he feeds it through the pipeline and sends the files back (or includes it in the next build or something).Well.. would the npcs still work or only the npcs that come with the game?
Even without this we have full access to scripting and mapping. With any luck we will be able to make our own trainer battles too. There is plenty that custom maps could do. Would really love access to pokemon, move and item data too though. Custom pokemon would have to use one of the included sprite sheets though.
{"Entity"{ENT[{"Scale"{sngArr[2,2,0]}}{"EntityID"{str[WallBlock]}}{"Position"{sngArr[0,0.5,5]}}{"TexturePath"{str[Onibi]}}{"Textures"{recArr[[0,0,176,176]]}}{"TextureIndex"{intArr[0,0]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[2]}}]}}
{"Entity"{ENT[{"Scale"{sngArr[4,4,0]}}{"EntityID"{str[WallBlock]}}{"Position"{sngArr[1,4,5]}}{"TexturePath"{str[Onibi]}}{"Textures"{recArr[[0,0,176,176]]}}{"TextureIndex"{intArr[0,0]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[2]}}]}}
I havent had to deal with XNA files beyond a time when I messed around with it for a day or so, so I'm a bit ignorant about what tools are available. Thank you very much for the link. I'll compile those tiles i just madeDracoHouston: You've been having trouble making your own textures? I haven't had a problem so far.
View attachment 35
Try making the .xnb files with this:
http://sourceforge.net/projects/xnbbuilder/
Set Target Platform to Windows, Target Profile to Reach and select Compress Output.
Press convert and you should be fine.
Your tiles don't have to be 16x16. My avatar is 176x176 and I've tried scaling it.
Here's how to scale something:
Code:{"Entity"{ENT[{"Scale"{sngArr[2,2,0]}}{"EntityID"{str[WallBlock]}}{"Position"{sngArr[0,0.5,5]}}{"TexturePath"{str[Onibi]}}{"Textures"{recArr[[0,0,176,176]]}}{"TextureIndex"{intArr[0,0]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[2]}}]}} {"Entity"{ENT[{"Scale"{sngArr[4,4,0]}}{"EntityID"{str[WallBlock]}}{"Position"{sngArr[1,4,5]}}{"TexturePath"{str[Onibi]}}{"Textures"{recArr[[0,0,176,176]]}}{"TextureIndex"{intArr[0,0]}}{"Collision"{bool[0]}}{"ModelID"{int[3]}}{"Action"{int[0]}}{"AdditionalValue"{str[]}}{"Rotation"{int[2]}}]}}
I can't get audio files working with it though and I haven't seen a solution on the forums yet.I havent had to deal with XNA files beyond a time when I messed around with it for a day or so, so I'm a bit ignorant about what tools are available. Thank you very much for the link. I'll compile those tiles i just madeI think I have every gym and non-cave dungeon in johto.
Very possible. It seems there is some misinformation out there on the format because it is so ~mysterious~. I ended up reading a bunch of threads about terraria modding (people trying to mod that have the same problem). I saw at least 2 people say the xnbs from other projects dont mix and so on. If a 3rd party tool can do it i'm sure the IDE can lol. having to download the whole IDE to compile textures is a PITA though, using that tool will be easierI can't get audio files working with it though and I haven't seen a solution on the forums yet.
I haven't tried compiling textures with XNA Game Studio yet, I might have a look into it, see if I can figure out why they don't work. My initial guess is wrong Target Profile.