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Posts posted by Solandris
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1 hour ago, Night Fighter said:24 minutes ago, Nova said:
For images 96x96 in size, a Resize to 192x192 will do the trick, in the way the above poster mentioned.
For the two sprites to the right, you'll have to adjust the canvas size first, rather than the sprite size. In Paint, that means going to the File menu -> Image Properties, then changing the Width and Height variables to 96x96.
And then you can apply the above resize method to those ones as well to make them 192x192.
Thanks to both of you!! This is exactly what I've been looking for and it seems like it was so simple all along. I will update with the finished sprites when I'm done if anyone else wants to use 'em.
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Ah, I'm not sure if it's too late to move the topic to the right place.
And thank you for the suggestions, it's not really what I'm looking for but if it comes to it I'm going to just redo the sprites completely with those tutorials instead of rescaling them. Really hope it won't get to that tho.
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Hello, I have no idea if this goes in here or even if there's any solutions to what I'm asking but here it goes.
I just recently found out about https://www.smogon.com/cap/pokemon/ and I just love the design on some of those, so I wanted to use those sprites in my game and I decided on two of them I really want. Now the problem is:
- Sprites in Reborn have to be 160 pixels and 192 pixels on the back, while those sprites are 96x96 and 66x82 respectively on both sides. I *cannot* for the life of me understand how to rescale them. I don't understand how much of it should be rescaled and how much empty space should be added. Nor do I understand on what ratio does the back of the sprite change, the sprite itself is clearly a bit bigger but there's also more white space added. The proportions are always off from front to back and I am not sure how to rescale the image in the first place without messing up the rezolution, which always gets messed up really bad no matter what I do. I hope some of this makes sense and any help or advice would be much appreciated!
This is what I'm trying to work with and it's driving me up the wall~
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This is very cool, thank you!
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I'd still be curious about it tho, even if it's just gen. 1 to 5.. is there any tutorial I could look up?
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19 hours ago, TeamPlayerSwampert said:
^ this so much. I love Gen VII mons but Serperior is more threatening and fitting for Fern. Also for Aster and Eclipse, I feel like Electivire and Magmortar are more fitting than two Lycanroc's.
Damn, glad someone agrees with me on this - it's just that 7th gen doesn't fit with Reborn itself either, aside from a few cases, love the alolan-exeggutor in the desert, those 'mons stick out since they're supposed to be from a tropical landscape which Reborn clearly isn't - I'd like seeing them, again with some exceptions, being rare oddities more than anything. Probably the 8th gen would fit way more tho.
But honestly at this point I'd just be happy with the rival's teams being changed back.
I wonder, would there be any chance of this happening?
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Hello and thank you for taking the time to write this, I appreciate such an in depth explanation a lot. For what it's worth I do understand the reasons perfectly and it wouldn't be anything wrong if everything stayed the way it is. Also, as much as I wouldn't mind those 2 extra seconds I'm sure it's better pleasing the majority.
The only thing I'd like to add/ask would be that perhaps there's no need for so many different moves in the first place. It could be just 2-3 different animations, for example anything that would have to do with cutting, from Psycho Cut to Shadow Claw to Scratch would be a sprite animation, which would play under the current effect animation, of course.. same for all the moves that involve hitting and biting and perhaps one for jumping which would include most Flying moves.
Ok, I know this is just non-sense but perhaps some - very distant - day this will be a thing. Again, thank you for explaining and all the effort put into everything so far!
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For what it's worth, and probably there aren't many people getting bothered by this, but what I'd like to see is less 7th gen pokemon all over the place. In particular, I don't understand the starters being shoved in there. All things considered, Primarina makes way more sense for Cain than Samurott ever did, but come on, why would Fern, the one considering himself better than anyone else - the 'top dog', not use Serperior - they're made for each-other with it's smug face.
As for Victoria, how does Incineroar, which is some weird wrestling inspired thing and not even a Fighting type make more sense for her, the Fighting gym-leader's apprentince, than Emboar or Infernape? Also, Honchkrow was so much more fitting for Sirius than Minior will ever be.
The list could go on and on honestly..
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I do understand what you want to say and you're right about it. I'm not saying they did a bad job by any means! What I was pointing out isn't the technical part but rather the.. philosophy, contact moves should have the sprites on the screen actually make 'contact', even if in the most basic way, if that makes any sort of sense..
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6 minutes ago, Chameleon109 said:
I don't mind it, but I do agree with you. The first time I saw the Retaliate animation, my jaw dropped. It seems that some animations may be placeholders for the time being; they're still being worked on.
True, this might be the case on some moves but for example that's how Crunch looks in the original games too, a still frame with an animation of a bite. It would be amazing if they decided to change that tho.
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You know, this probably isn't a problem for anyone else, or I don't know at least - but does anyone feel like the combat is just way too static? Look at moves like Flame Charge, Sucker Punch and High-Jump Kick, they're absolutely amazing while many other moves are just an animation on a still frame, makes a lot of sense with things like Dark Pulse or Flash Cannon but what about moves like Crunch, wouldn't it be cool if it had some kind of Pursuit/High-Jump Kick like animation under those teeth too? Just moving on top of the enemy without anything fancy.
I feel like most moves that make contact should have at least a basic, generic lunge towards the enemy's spot with the animation on top of it.
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Update I suppose, wonder how much 'til this would be considered spam.
SpoilerYes, lots of red lately!
Don't ask, looked fun.
Also fixed the back sprite for Nidoking since the colors were way off.
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Might be helpful posting a picture?
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1 hour ago, Monochrome_Complex said:
Huh albino ari is kind of neat.
The cloyster one would be good if the inner shell and cloyster himself were different colors. The outer shell looks pretty legit.
Meloetta is fine, and I kind of like the scizor one.
thank you for the suggestion, I feel like you might be right! - not sure when I'll get around to do it, kind of gave up using cloyster in my hail team, but if I do I'll change the inner shell as well since I left it untouched originally, also probably kinda stupid but his face is supposed to be a Gastly~
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6 hours ago, LordB1ack said:
Like the Lucario sprite but they all look really cool.
Thank you! :)
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Spoiler
Don't ask, I don't know either.
Pretty bad..
This gotta be the worst, really not proud of this one!
Totally not a rip-off from the Delta Pokemon in Insurgence. Really dig the shark theme ~
Also, I did a recolor of this character for some reason.
Here's some recolors I did for the shiny sprites I didn't like too much. I know, they're not that good but I figured I'd share them if anyone wants to use.. whatever those are.
Cheers!
Update I guess~
SpoilerRemade those, hopefully for the better
and this.
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Alright, at least I know there's nothing wrong with my game/save, I guess I can just test it myself and find out which ones do work at this point.
Thanks a lot for the answers ~ ^^;
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19 minutes ago, Just2Reborn said:
I believe some of them have animations but only a few.
Any chance for an example? I'm kinda curious now and I'd like to test it ~
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Alright, I'm not sure if they're just not implemented yet or a known bug or whatnot, although I didn't find any mention of this at first sight, but are z-moves supposed to have no animation at all aside from the generic yellow power-up shine? Hope I'm not missing anything too obvious or anything like that tho ~
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4 hours ago, Njab said:
Maps are remodeled over time. It really depends on version on the game that pic is from and stage of the map youre currently in
Of course, I understand that it's a possibilty ~ yet as much as I doubt that randomly splashed stair textures are intended, I agree that it's hardly gamebreaking.
Thank you for your time and happy holidays!
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Again, sorry ~ I don't wanna insist too much, but I've checked quite a few playthroughs and it doesn't appear in any of them, so why would it appear in my game?
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Sprites Question
in Resources and Tutorials
Posted
And the icons..