Skeetendo

’Cause all games were better on the GBC

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#201 2014-08-17 18:42:48

ShantyTown
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Registered: 2013-12-04
Post 125/344

Re: Pokémon Maize [Beta 2.2 Release]

Pokemon_Master wrote:

Ah, that Sudowoodo forest seems to be a good idea.
Can i catch sudowoodo there?

Yep!  There are wild Bonsly, Sudowoodo, Murkrow, and Eevee in Sudorand Woods.

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#202 2014-08-18 06:35:20

Miksy91
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Registered: 2010-10-16
Post 2,130/2,348

Re: Pokémon Maize [Beta 2.2 Release]

That's a cool area indeed.
It's also a good idea to make someone explain why the place appears to be like that in the game (though you have probably done that already but just saying if not).

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#203 2014-08-18 13:51:40

ShantyTown
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Registered: 2013-12-04
Post 126/344

Re: Pokémon Maize [Beta 2.2 Release]

Miksy91 wrote:

That's a cool area indeed.
It's also a good idea to make someone explain why the place appears to be like that in the game (though you have probably done that already but just saying if not).

Yep.  I have that covered.  Wouldn't want to throw the player into a confusing environment without any warning.

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#204 2014-08-22 05:29:01

ShantyTown
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Registered: 2013-12-04
Post 128/344

Re: Pokémon Maize [Beta 2.2 Release]

I just finished adding the Pyrite City theme. You can listen to it here: https://soundcloud.com/huderlem/pyrite- … ze-version

Last edited by ShantyTown (2014-08-23 02:01:56)

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#205 2014-08-23 00:50:47

YORAMRW
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From: The Netherlands
Registered: 2013-03-29
Post 1,108/1,199
Website

Re: Pokémon Maize [Beta 2.2 Release]

The link is broken.. o.O


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#206 2014-08-23 02:01:44

ShantyTown
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Registered: 2013-12-04
Post 129/344

Re: Pokémon Maize [Beta 2.2 Release]

TheMoneyOfTheWorld wrote:

The link is broken.. o.O

Sorry about that!  Fixed: https://soundcloud.com/huderlem/pyrite- … ze-version

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#207 2014-08-23 02:27:57

YORAMRW
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From: The Netherlands
Registered: 2013-03-29
Post 1,109/1,199
Website

Re: Pokémon Maize [Beta 2.2 Release]

Thanks. ;)


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#208 2014-08-23 04:56:47

ShantyTown
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Registered: 2013-12-04
Post 130/344

Re: Pokémon Maize [Beta 2.2 Release]

Just finished the Nickel City theme song: https://soundcloud.com/huderlem/nickel- … ze-version

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#209 2014-08-25 03:26:59

ShantyTown
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Registered: 2013-12-04
Post 131/344

Re: Pokémon Maize [Beta 2.2 Release]

Dive (HM06) is now in the game!  Watch this video to see it in action: https://www.youtube.com/watch?v=Y0npz-- … e=youtu.be

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#210 2014-08-25 15:05:35

jastolze
Member
Registered: 2013-01-13
Post 89/112

Re: Pokémon Maize [Beta 2.2 Release]

I'm really looking forward to you finishing this. You've made a lot of progress, too. I just wish you didn't abandon your last hack, Red Battle Factory. ;(

Regardless, good luck on completing this. :)

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#211 2014-08-25 18:04:13

Pokemon_Master
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From: Eastern Kingdom of Mikado
Registered: 2013-05-18
Post 905/951
Website

Re: Pokémon Maize [Beta 2.2 Release]

Wow! Never saw dive in a Red hack.
Cool! I always hoped that this hack gets finnished,since i saw it the last year.
Goodluck.

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#212 2014-08-25 18:04:44

ShantyTown
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Registered: 2013-12-04
Post 132/344

Re: Pokémon Maize [Beta 2.2 Release]

jastolze wrote:

I'm really looking forward to you finishing this. You've made a lot of progress, too. I just wish you didn't abandon your last hack, Red Battle Factory. ;(

Regardless, good luck on completing this. :)

Thanks!  And oooh, thanks for reminding me. I figured out how to fix the bugs in Red Battle Factory. I'll release a new patch tonight.  Is that what you meant by "abandoned"?  It's finished besides those couple of bugs. I'm also going to try and port it into Maize Version eventually!

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#213 2014-08-25 20:28:05

jastolze
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Registered: 2013-01-13
Post 90/112

Re: Pokémon Maize [Beta 2.2 Release]

ShantyTown wrote:
jastolze wrote:

I'm really looking forward to you finishing this. You've made a lot of progress, too. I just wish you didn't abandon your last hack, Red Battle Factory. ;(

Regardless, good luck on completing this. :)

Thanks!  And oooh, thanks for reminding me. I figured out how to fix the bugs in Red Battle Factory. I'll release a new patch tonight.  Is that what you meant by "abandoned"?  It's finished besides those couple of bugs. I'm also going to try and port it into Maize Version eventually!


I though I heard you say you were no longer going to continue working on that hack, so that's why I referred to it as abandoned. If you found a fix for it, then that's great! What exactly did you fix though? The only bug I found was occasional Level 0 opponent's Pokemon. They all had 10 HP and 5 of every other stat.

And while we're on the subject of Red Battle Factory, I had a question: Are the rounds endless, or do they end, and if so, what round is the final one? I couldn't imagine ram handling endless battles, as cool as that would be. ;)

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#214 2014-08-26 00:40:30

ShantyTown
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Registered: 2013-12-04
Post 134/344

Re: Pokémon Maize [Beta 2.2 Release]

jastolze wrote:

I though I heard you say you were no longer going to continue working on that hack, so that's why I referred to it as abandoned. If you found a fix for it, then that's great! What exactly did you fix though? The only bug I found was occasional Level 0 opponent's Pokemon. They all had 10 HP and 5 of every other stat.

And while we're on the subject of Red Battle Factory, I had a question: Are the rounds endless, or do they end, and if so, what round is the final one? I couldn't imagine ram handling endless battles, as cool as that would be. ;)

There was a bug where all instances of the move Psychic were Double Kick, instead.  There was also a bug with how the game was saving some of the new data I was using at the end of the ROM, but I just fixed those!  I've never ever seen or heard about the bug about the level 0 Pokemon...  Is it reproducible?  To answer your question about the endless rounds:  Yes, they are endless.  Professor Oak is the last Factory Head, but you can keep going after that.  If you get past 255 wins in a row, the game will probably do some weird stuff, though, because your current winstreak will wrap around to 0, but your current class will be around 36...

@Blue Emerald:
I also would like some mini sprites.  :)  Please and thank you!
1. Leafeon
2. Glaceon
3. Sylveon
4. Bonsly
5. More in the future...

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#215 2014-08-26 01:56:45

YORAMRW
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From: The Netherlands
Registered: 2013-03-29
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Website

Re: Pokémon Maize [Beta 2.2 Release]

Dive looks very cool to me. I guess you're also gonna make a dive music later, like in RSE.


Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in FamiTracker

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#216 2014-08-26 03:25:37

ShantyTown
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Registered: 2013-12-04
Post 135/344

Re: Pokémon Maize [Beta 2.2 Release]

TheMoneyOfTheWorld wrote:

Dive looks very cool to me. I guess you're also gonna make a dive music later, like in RSE.

I didn't realize there was Dive music.  Thanks for letting me know.  That's definitely on the to-do list now!

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#217 2014-08-26 05:26:56

Chamber_
Member
Registered: 2013-12-31
Post 83/119

Re: Pokémon Maize [Beta 2.2 Release]

You still need the minis?

Eeveevolutions.png

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#218 2014-08-26 06:18:22

ShantyTown
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Registered: 2013-12-04
Post 136/344

Re: Pokémon Maize [Beta 2.2 Release]

Chamber_ wrote:

Thanks!  Did you make these ones?  They look nice.

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#219 2014-08-26 06:36:42

Blue Emerald
Member
Registered: 2014-02-25
Post 17/29

Re: Pokémon Maize [Beta 2.2 Release]

Aw man, I'd just finished my sprites, too. =P Well, anyway, here's mine -- the Eeveelutions and Bonsly.

mini_438_700.png~original

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#220 2014-08-26 14:05:29

ShantyTown
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Registered: 2013-12-04
Post 138/344

Re: Pokémon Maize [Beta 2.2 Release]

Blue Emerald wrote:

Aw man, I'd just finished my sprites, too. =P Well, anyway, here's mine -- the Eeveelutions and Bonsly.

http://i87.photobucket.com/albums/k151/ … g~original

Thanks!  I'll see which ones look better in-game.

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#221 2014-08-30 22:54:13

axmanamv
Member
Registered: 2013-02-04
Post 24/30

Re: Pokémon Maize [Beta 2.2 Release]

Hey, glad to see this is still progressing! Sorry about the long hiatus from my Maize run, but here's episode 3!

https://www.youtube.com/watch?v=uWJS-Xvh25M

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#222 2014-09-01 02:50:51

ShantyTown
Member
Registered: 2013-12-04
Post 139/344

Re: Pokémon Maize [Beta 2.2 Release]

axmanamv wrote:

Hey, glad to see this is still progressing! Sorry about the long hiatus from my Maize run, but here's episode 3!

https://www.youtube.com/watch?v=uWJS-Xvh25M

Awesome, glad to know you're back!

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#223 2014-09-02 18:25:01

Strawberry Mint
New member
Registered: 2013-02-27
Post 1/3

Re: Pokémon Maize [Beta 2.2 Release]

I noticed some bugs when I was playing the latest beta.

Often when I come back to Jade Town from the route above, the sprites of the people are messed up.

If you talk the to the old man again after seeing the catching tutorial before and you are playing Nuzlocke mode, you will get stuck in an infinite loop because "you" have already caught a Pokemon there before.

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#224 2014-09-02 19:45:45

ShantyTown
Member
Registered: 2013-12-04
Post 140/344

Re: Pokémon Maize [Beta 2.2 Release]

Strawberry Mint wrote:

I noticed some bugs when I was playing the latest beta.

Often when I come back to Jade Town from the route above, the sprites of the people are messed up.

If you talk the to the old man again after seeing the catching tutorial before and you are playing Nuzlocke mode, you will get stuck in an infinite loop because "you" have already caught a Pokemon there before.

I know about the jade village sprites, but that old man catching pokemon bug is awesome!  I'm glad you found it. The good news is that it's easy to fix.

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#225 2014-09-09 01:42:50

ShantyTown
Member
Registered: 2013-12-04
Post 141/344

Re: Pokémon Maize [Beta 2.2 Release]

I just added a new song! It's the Agate City theme, and it's from Animal Crossing (gamecube version). You can listen to it here: https://soundcloud.com/huderlem/agat...nimal-crossing

As far a gameplay updates go, I've mapped the next few areas of the game and filled in the scripts/npcs for those areas. Nothing too crazy mechanics-wise. Both of the routes require DIVE to navigate through them. Also, you get to meet an important character in the "talking bush" side story.

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