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Originally Posted by
feather-flower
Oddly enough, I had been thinking about Digimon a bit for the last day or two.
So a thread alike this one is coincidentally timed, in a tangental way.
Alright that's pretty funny.
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Always nice to hear that you had a good time!
Oh man yeah I really needed this project. The combination of hard work and satisfaction, and then making a game I loved as a kid even better, every bit of it was something I needed. It was super hard work though.
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Well, you certainly nailed the "look" of the Gameboy sprites.
I think it's hard not to with the limitations you're given! It must be of a specific resolution, and I think just that is going to make it look gameboy-y. But you're also forced to greyscale it (luckily the exact colors don't matter, since the software will just map it to whatever colors you tie to to the image). That, and knowing that you need them to face a certain way, I'm sure anyone with any artistic ability can make something that looks fitting.
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Hmmm, creativity is creativity, but does making "old-style" sprites of this type actually help you with your primary project's art-style?
I think so. The nice thing is the limitations. I don't have to worry about colors for instance, and the level of detail is so low that mistakes are easily forgiven. I think this is a good place to start, and then future games are helpful once I gain more skill and understanding.
But more important than efficiency is passion. Having a project where I must do this work, driving me forward, is going to do a lot for me.
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***scrutinizing of minutiae intensifies***
>_>;
Oh man I do that a lot. I may call electric the thunder type, or grass the plant type. It's just wherever my headspace is. And I apologize for nothing.
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1.)Could you elaborate on what this creature's three evolutionary phases represent?
Sure, just a reptile growing in weaponry. My initial idea is, he's always pretty similar to his base form, but he gains more earth and ice armor as he evolves. Starts off as a lizard, then a lizard with a shell spikes and a crown, then he gains a tail mace and more ornate spikes.
It may not have ended up with me getting that across, because, I have less than a year of artistic practice. Including planning.
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From the start, all interactivity in MOST video-games is designed with hostility between interactees as a main mechanic.
This intention by the designer(s) may not even be a conscious one.
But whether leveling-up in Phantasy Star 2 or Pokemon Blue, as a player, we are only given hostile options for progression in the game's story.
Sure, you might be able to "play" a portion of the game without fighting anything, but the pre-supposed sequence dictates that your adventure will never explore later stages, nor witness any plot development.
Ultimately, the core of the actual game-mechanics is combative.
A player in most games will never get to solve problems non-violently.
The only interaction between the player & the computer-controlled characters is selecting abilities to utilize for offense....
....and even if some abilities are supportive/defensive/restorative, the confrontations as programmed will never conclude if you don't utilize offense-based choices.....
Another example would be trying to play a "healer class" in PSO.
The game allows you to not murder things directly.... since you could level-up in co-op/online mode by "tagging" enemies with Jellen or Zalure and just heal your allies while they do the actual killing of said foes.... but the game will never allow you to HEAL THE ENEMIES!
To calm THEIR rage!
To cure THEIR mutation!
To purify THEIR demon-possession!
If the game was advanced enough, perhaps even use COMMUNICATION to talk out the issue and resolve things peacefully!
This stuff is simply not even given a consideration in action-oriented games.
(Y'know, the ones most people actually find to be fast-paced fun.)
Maybe the problem starts with a competitive mindset programming the games.
Hence everything being alike chess, with the players (whether human or computer) directly facing off to outwit one another.
I use chess as an example of how the very idea of a "game" is so rooted in "defeating" someone.
(The two players' Queens don't get to interact together in any non-hostile manner during the "game".)
And that then extends on up to the complex games, where massively-multiplayer communities have the opportunity to unite everybody in a mutual activity for their simultaneous enjoyment....
....but those MMORPGs often use abbreviated-terms like PvP or PvE to distinguish their focus, but the commonality between all variants is the "versus" part.
Which squanders so much potential.
Instead of confrontation, we COULD have collaboration.
To use PSO again, our player-characters could be SAVING the enemies, rather than killing them!
I could even dare say that instead of "twitch-oriented" gameplay that actually fosters impulsiveness, games could endeavour towards peaceful solutions to conflict and actually enrich players' real-lives by making them better communicators by reinforcing the actual person's capacity for patience & understanding.
This stuff could be innovative on a whole new level.
Way beyond the small-minded ambitions of developers preying on the addictive nature of what they create.
Game-designers could set literal ENLIGHTENMENT as the core intention behind the interactions that players get to engage in, whether engaging real people or computers.
We all know that what humans spend their time doing over & over & over, has a lasting effect on them.
It's like if a person practices playing the guitar whenver they have time, that person's mind will accustom itself to thinking about new sequences of notes and all sorts of possibilities for songs.
It doesn't matter whether those songs are judged as "good" or not, because the simple fact would be that songs came into existence.
So, the potential to bring MORE GOOD into the world is worth the effort of sweeping aside conventional assumptions that underlie what we could create....
....and with a lucid mind, CHOOSE to create things that LUBRICATES doing good in all ways.
Which certainly includes all the ways we interact within the pre-programmed confines of a video-game.
Yeah I completely agree. I'd love more stories or games with less violence and conflict, but we've seem to have come to the conclusion where a story is only good if it's filled with suffering. I love the ideas behind games where this simply isn't true. There's Undertale that has the nice quirk where the best ending is obtained if you befriend everyone who tries to hurt you, or games like Stardew Valley that's all about building. Hopefully with game development being easier than ever, even more people come up with peaceful but engaging concepts. I'd love to play, as you mentioned, a healer in a fantasy game, that goes about healing the world.
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Now THIS is super clever and actually funny, too!
Making your Bug-Type partner a "bug" in the sense of a glitch like Missingno!
^_^
You really conceived something inspired here, Zorafim!
Silly as a play-on-words turned into design-concept might be, I like it alot!
Oh man don't give me too much credit. If there's any genius here, it's genius born from laziness.
All I wanted was an HM slave. So I made an HM slave. From there, it's my cutting of corners that gave this one its charm. Because I'm able to design around the need for this pokemon though, I will be retiring him in the future.
Turns out you can make items that work like HMs in future hacks, so I'll be going that route to free up a party slot.
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From there, it does beg the question though:
To you, what does MH gv.012 mean, if those letters & numbers mean something?
Perhaps abbreviations of something?
Oh, um...So the second picture is the back sprite, which means you're seeing it backwards. And for the back sprite...I forgot exactly how it worked, but the only times you're ever actually seeing it are during the Elite Four outro, and while selecting him for HMs. And it turns out, during those times, the sprite is flipped. So in both cases, you're actually seeing him backwards.
So...flip the image around.
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Put this song on "Loop" and listened to it for the TWO HOURS it took me to write this post!
Authentic sound.
Fitting for a Kanto Region confrontation.
Man if this isn't the biggest compliment. I'm glad I could write something that someone can listen to for hours, because that's exactly why I wrote it. I kinda hate the normal battle theme, which is why I replaced it. It's not...horrible, but you're listening to it for so long. I just wanted to keep things fresh. And I have to admit, I didn't get tired of it even after the hours I heard it.
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But, based on your glitch-Bug Pokemon, this makes me wonder if you've ever tried to recreate the glitchy music that ensues in certain Missingno encounters.
I remember a glitch trainer, who made the music become VERY WEIRD audio of the "VS Champion Theme" that lacked entire layers of that track and would shift from recognizable parts of the song, to complete incoherence!
Not sure if it's the type of "music" you're interested in making, but a "Missingno Theme" like that would be fun.
Atleast in theory!
Man it would be *absolutely trivial* to write glitchy music. The only thing getting in my way would be my perfectionism. But if there was, say, a forced fight or something, and an easy way to add a new song (like there is in gen 2), I could totally do something like this. And you would hate it. It's so hard already to make something listenable with the gameboy audio software. It's the easiest thing in the world to make it sound grating and horrid. And that would happen quick.
But yeah. I could make it happen. And I could make it everyone's problem.
Thanks for responding! This forum has been a bit of a grave yard for the past...few decades, so it's always great to have any kind of discussion on it. And on stuff I made, that makes it even better! I'll post my gen 2 stuff some time.