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OpenBoR => Mod Center => Demos => Topic started by: DJGameFreakTheIguana on July 04, 2011, 12:43:59 am

Title: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on July 04, 2011, 12:43:59 am
(http://www.imgplace.com/img220/1301/16prumble.th.png) (http://www.imgplace.com/viewimg220/1301/16prumble.png)(http://www.imgplace.com/img813/2788/39prumble0.th.gif) (http://www.imgplace.com/viewimg813/2788/39prumble0.gif)(http://www.imgplace.com/img191/821/14prumble1.th.gif) (http://www.imgplace.com/viewimg191/821/14prumble1.gif)(http://www.imgplace.com/img810/6806/52prumble2.th.gif) (http://www.imgplace.com/viewimg810/6806/52prumble2.gif)(http://www.imgplace.com/img840/9940/18prumble3.th.gif) (http://www.imgplace.com/viewimg840/9940/18prumble3.gif)
Based on the Wiiware title of the same name, but in 2D!  ;D
There are a few pokemon to choose from, and they all use all 4 attack buttons, so make sure to change them in the option menu. I don't have a list yet of which attack their using, so you'll have to find out for yourself, but I'll try to think of something later. This demo is also groundwork for a full pokemon beat'em up mod I plan to make in the future.
Now I just need an admin to approve it, but I'll provide a mirror link until then.

EDIT:
Something I forgot to put down before, on the 2D levels were you can only go left, right, and jump on platforms, you can jump down them but Holding down and pressing attack, hitting anyone under you.

http://www.zshare.net/download/92232099dde8f58d/

X)
Title: Re: Pokemon Rumble 2D Demo
Post by: borkjh on July 04, 2011, 07:42:56 am
Excuse me, Can you put Vileplume player char?
If you can do, I hope put it.
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on July 04, 2011, 05:41:48 pm
Vileplum? Isn't that the drooling grass type evolved from oddish? Lol, there was a point and time I wouldn't even have to ask the question.
Anyway, yeah, I'll throw it in since you asked, but at this point, I'm mainly concentrating on main characters and early enemies.(actually, some small grass types may work in the first two stages.)

X)
Title: Re: Pokemon Rumble 2D Demo
Post by: NickyP on July 06, 2011, 04:24:42 am
Vileplum? Isn't that the drooling grass type evolved from oddish?

Naw bro, that's Gloom. Vileplume is when you give Gloom a Leaf Stone.

How many playables do you plan on having? If you sit here and take Pokemon requests, you might end up with a good 50 or so  :laughing:
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on July 06, 2011, 07:39:15 pm
For the story, I'm starting with 8, but others will join the party along the way. I may end up going over 50, but their sheets aren't as big as most game sheets.

On the Vileplum subject, since it's a 3rd form, I wont be messing with it any time soon, but I'll remember to add it when I get to a certain point.

X)
Title: Re: Pokemon Rumble 2D Demo
Post by: NickyP on July 07, 2011, 03:30:22 am
Just finished playing the demo. Those are Mystery Dungeon sprites, right? Never played the game, but I thought of using them once.. Anyways.

The Good:
-The name promises Pokemon Rumble in 2D. The gameplay makes good on that promise. Seriously, it really does feel like a sprited version of the WiiWare game. Good stuff man!

The Bad:
-I know you make your own music, and I really respect that, but it just doesn't fit IMO. Of course you're free to do it the way you want; but if I were making this mod, I'd use either remixed battle themes from the game, or maybe some select themes from the anime and Gamecube/Wii games. The anime versions of Kanto and Johto's trainer battles would be perfect in here.
-It's easy to get lost, since a lot of the enemies are the same Pokemon you are. I would use that one command... I totally forgot what it's called, but it lets you put an icon over your character. It's used for putting 1P/2P/3P/4P icons ontop of the players heads. Either way, I'd do something like that just so the player knows where they are.

The Rest:
-Needs more Wartortle and Leafeon. (hint hint, wink wink).
-Probably Scizor too.
-.... Maybe Absol, while we're at it?
-I would create an ingame stage select for the different battles. Using the main menu is fine, but knowing you, you'll eventually put in like 30 battles. If you want I'll link you to a beta of my Rivluet City mod; I made a pretty simple but effective stage select screen in that.
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on July 07, 2011, 06:10:16 pm
Just finished playing the demo. Those are Mystery Dungeon sprites, right? Never played the game, but I thought of using them once.. Anyways.
Yeah check the GBA emulators.

Quote
The Good:
-The name promises Pokemon Rumble in 2D. The gameplay makes good on that promise. Seriously, it really does feel like a sprited version of the WiiWare game. Good stuff man!
Thanks.  :)

Quote
The Bad:
-I know you make your own music, and I really respect that, but it just doesn't fit IMO.
I didn't make those tracks, lol. They all come from different games, like galaxy fight, and Three Dirty Dwarves.  :laughing:

Quote
Of course you're free to do it the way you want; but if I were making this mod, I'd use either remixed battle themes from the game, or maybe some select themes from the anime and Gamecube/Wii games. The anime versions of Kanto and Johto's trainer battles would be perfect in here.
I was gonna do that at first but I decided not to, not just because I prefer the tracks I use, but I wanted to give the game a different feel then what most people would've.


Quote
-It's easy to get lost, since a lot of the enemies are the same Pokemon you are. I would use that one command... I totally forgot what it's called, but it lets you put an icon over your character. It's used for putting 1P/2P/3P/4P icons ontop of the players heads. Either way, I'd do something like that just so the player knows where they are.
Yeah, I know, but of course, you can just change the colors. Although, I'd like to know about though.  :)

Quote
The Rest:
-Needs more Wartortle and Leafeon. (hint hint, wink wink).
-Probably Scizor too.
-.... Maybe Absol, while we're at it?
Scizor is planned sinced I'm gonna have the main guys evolve in the story, but you'll still be able to pick their past forms.(I just hinted one of the main characters didn't I?  :oops:) I'll see about the rest.  ;)

Quote
-I would create an ingame stage select for the different battles. Using the main menu is fine, but knowing you, you'll eventually put in like 30 battles. If you want I'll link you to a beta of my Rivluet City mod; I made a pretty simple but effective stage select screen in that.
I'm gonna use the same method from brawlers, but I don't plan on making that many battles. 2D rumble is just something for yall to play until I get the story done.

X)
Title: Re: Pokemon Rumble 2D Demo
Post by: NickyP on July 07, 2011, 10:52:59 pm
The command I was talking about turned out to be parrow... but it's only for respawning. If you still wanna make a way to flag the player's character, you could use a summonframe. Paxplode my Phantasy Star Online demo and look at the mags, they work just like that.
Title: Re: Pokemon Rumble 2D Demo
Post by: Bloodbane on July 07, 2011, 11:50:09 pm
Quote
-It's easy to get lost, since a lot of the enemies are the same Pokemon you are.

 There's a trick for this and it's forcing remap for players, as DJ suggested. Here's one example:
Quote
palette    data/chars/pokemon/map1.png
alternatepal    data/chars/pokemon/map2.png
alternatepal    data/chars/pokemon/map3.png
alternatepal    data/chars/pokemon/map4.png

 With this palette settings, player will use map1 palette as default and no matter what alternate palette is chosen, player won't get the default map (assuming all alternate pals are alternate).
 Enemies or other entities who use same set of sprite should use default map or other palette to avoid conflict.
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on July 08, 2011, 03:55:19 pm
Good idea Blood, I may have to try that.  :)

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Title: Re: Pokemon Rumble 2D Demo
Post by: NickyP on July 08, 2011, 08:08:04 pm
While that solves the immediate problem of the player being distinguishable, it'll also force them to play as a remap when they prefer to use the regular colors.

Using a marker or even a ring around the player solves both problems.  :blushing:
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on July 08, 2011, 08:14:02 pm
A ring huh? What about a ring that players can spawn by using attackboth animation(That's with Attack and jump at the same time right?)

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Title: Re: Pokemon Rumble 2D Demo
Post by: NickyP on July 08, 2011, 08:50:24 pm
I have an easy idea. How about make special shadows for player pokemon? Like instead of gfxshadow, create multicolored shadow sprites (like the default ones from BoR) and use shadow #. It's quick, easy, and subtle; but the player will be able to tell who they are.  :)
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on July 08, 2011, 08:59:35 pm
I'll tell you what, I'm headin' home since I've missed about half of Smackdown, so I'll copy that, and see if I can try it out.  :)

EDIT:
Actually, I think I know what I'll try. Skip to 3:25 and look at the Rattata:
http://www.youtube.com/watch?v=6qhdNFs5yfM

X)
Title: Re: Pokemon Rumble 2D Demo
Post by: NickyP on July 08, 2011, 09:47:45 pm
The P1 marker, or the Pokeball shadow? Either way, both are basically what I was talking about.. ways to distinguish the player from the enemy.
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on July 09, 2011, 12:01:04 am
I meant the pokeball shadow, would make the mod seem more like the original title.  ;)
First off, I had to try making the shadow red first, but this is how it ended up:
(http://www.freeimagehosting.net/uploads/340eed72e6.png) (http://www.freeimagehosting.net/)
It's strange though, cause I know I have the offsets right. It must be universal. Since I don't know how to move the thing, I can try making my own, which is bound to the entity summoned by the player's (short)Spawn animation?

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Title: Re: Pokemon Rumble 2D Demo
Post by: NickyP on July 09, 2011, 03:01:45 am
Yeah, thats how I made the mags in my PSO mod. You make the entity an NPC with subtype follow and nomove 1. It'll just follow the player.

May also want to give it a super quick death anim too, so that it doesn't just stay there when the player dies.
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on September 20, 2011, 01:11:35 am
Bit of a dated reply, but this has been in the back of my mind. I've spent the better part of last week and some of today working on Cosmic Damage, but I may take some time to work on PR2D sometimes. If I remember, I'll try making a "marker" type NPC entity for players, but any ideas on getting remaps of this entity to spawn depending on players? Like Red for P1 and Blue for P2?

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Title: Re: Pokemon Rumble 2D Demo
Post by: Bloodbane on September 20, 2011, 10:33:19 pm
 That's easily solved with script. In NPC's spawn animation, parent is checked to see which player it is then change map according to player's number.
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on November 09, 2011, 09:02:24 pm
Ok, so I took enough time off Megasonic to finally put in a marker for palyers, but I have a small problem. The Marker wont follow me until I walk away from it, which you can see in the attached shots below.

That's easily solved with script. In NPC's spawn animation, parent is checked to see which player it is then change map according to player's number.

Can this be done via @cmd or will I need to add a new line in script.c. Also, I just now noticed that you mean the marker's map is determined by the players number instead of the parent's palette but is there a way to do that?

X)
Title: Re: Pokemon Rumble 2D Demo
Post by: Bloodbane on November 10, 2011, 08:15:27 pm
Quote
Also, I just now noticed that you mean the marker's map is determined by the players number instead of the parent's palette but is there a way to do that?

 Marker? oh the small blue dot is marker and that's the NPC.
 Yes you need another function for this, here you go:

void mapParNum()
{ // Change remap based Parent's Index
    void self = getlocalvar("self");
    void Parent = getentityproperty(self, "parent");
    int ParIndex = getentityproperty(Parent,"playerindex");

    if(ParIndex==0){
      changeentityproperty(self, "map", 0);
    } else if(ParIndex==1){
      changeentityproperty(self, "map", 1);
    } else if(ParIndex==2){
      changeentityproperty(self, "map", 2);
    } else if(ParIndex==3){
      changeentityproperty(self, "map", 3);
    }
}

 You can change the function name and map number.
 Declare this function in NPC's spawn animation so it changes map before doing anything else.
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on November 10, 2011, 09:24:26 pm
Ok, thanks, I'll mess with it when I get home in a few minutes. Impact Wrestling is on.  :)

X)
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on November 12, 2011, 01:51:04 am
Hey, I was gonna try this script at home before I came over here, but then I realized I have no idea how to go about declaring this right. Would it be something like this script here, but then switch it for the map script:
Quote
anim   walk
   loop   1
   delay   13
   offset   23 76
   bbox   16 13 21 67
@script
void self = getlocalvar("self");
int b = getentityproperty(self, "base");
int a = getentityproperty(self, "a");
if(a > b){
performattack(self, openborconstant("ANI_JUMP"), 0);
changeentityproperty(self, "animpos", 1);
}
   @end_script   
   frame   data/chars/adamx/walk1.gif
   delay   19
   @cmd   changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
   frame   data/chars/adamx/walk2.gif
   delay   13
   frame   data/chars/adamx/walk3.gif
   frame   data/chars/adamx/walk4.gif
   delay   17
   frame   data/chars/adamx/walk5.gif
   delay   13
   frame   data/chars/adamx/walk6.gif

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Title: Re: Pokemon Rumble 2D Demo
Post by: Bloodbane on November 13, 2011, 03:03:32 am
 Well, it should work but as I said before it should be declared in SPAWN animation.
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on November 17, 2011, 08:41:14 pm
I know I have to put it in the spawn anim, it's how exactly to declare it is what I'm asking about. I have no idea how it's suppose to but put there, unless it's like this:
Code: [Select]
@script
Anim Spawn
void mapParNum()
{ // Change remap based Parent's Index
    void self = getlocalvar("self");
    void Parent = getentityproperty(self, "parent");
    int ParIndex = getentityproperty(Parent,"playerindex");
   @end_script
Title: Re: Pokemon Rumble 2D Demo
Post by: Bloodbane on November 18, 2011, 10:32:43 pm
To declare it you type it like this:

Anim Spawn
@script
    void self = getlocalvar("self");
    void Parent = getentityproperty(self, "parent");
    int ParIndex = getentityproperty(Parent,"playerindex");

    if(ParIndex==0){
      changeentityproperty(self, "map", 0);
    } else if(ParIndex==1){
      changeentityproperty(self, "map", 1);
    } else if(ParIndex==2){
      changeentityproperty(self, "map", 2);
    } else if(ParIndex==3){
      changeentityproperty(self, "map", 3);
    }
@end_script

 HTH
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on November 19, 2011, 12:28:08 am
Oh, the whole thing? I thought it might've just been the first part like the other script, and then it works itself out. Thanks again.

x)
Title: Re: Pokemon Rumble 2D Demo
Post by: Bloodbane on November 20, 2011, 10:46:38 pm
 I gave you the function version cause I thought you would copy it to an animationscript then call it like this:

anim spawn
...
     @cmd   mapParNum

 If you use this script in multiple entities, I suggest you do this instead.



Spoiler
[mumble]why did I name this function like this before?[/mumble]
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on November 25, 2011, 10:00:37 pm
I think that's what I was asking about at first, I thought there was a certain way to call it, but yeah, I'll use that instead.

P.S. I'm just bouncing back from a PC breakdown again. Apparently you have a limit to how long it takes for you to register your PC online, but the barcode I have didn't work for it. Long story short, the time to do that online was expired and it could only be done by phone, but I guy came here hours ago and fixed that.

x)
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on November 26, 2011, 10:41:19 pm
Just applied the script to marker, and the color thing isn't working, plus, when I use spawn, the marker doesn't follow. When I walk far enough, it will appear over my head, but then it stands there again until I walk away again. Here's the code:
Code: [Select]
name Marker
type NPC
shadow 0
subtype follow
alpha 1
nolife  1
nomove 1

palette       data/chars/effects/Marker

animationscript data/scripts/script.c


anim idle
loop 0
delay 4
offset 113 127
@cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
frame data/chars/effects/Marker.gif
frame data/chars/effects/Marker.gif

anim Spawn
@script
    void self = getlocalvar("self");
    void Parent = getentityproperty(self, "parent");
    int ParIndex = getentityproperty(Parent,"playerindex");

    if(ParIndex==0){
      changeentityproperty(self, "map", 0);
    } else if(ParIndex==1){
      changeentityproperty(self, "map", 1);
    } else if(ParIndex==2){
      changeentityproperty(self, "map", 2);
    } else if(ParIndex==3){
      changeentityproperty(self, "map", 3);
    }
@end_script
loop 0
delay 4
offset 113 127
@cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
frame data/chars/effects/Marker.gif
frame data/chars/effects/Marker.gif

anim Walk
loop 0
delay 4
offset 113 127
@cmd changeentityproperty getlocalvar("self") "Subject_to_Gravity" 0
frame data/chars/effects/Marker.gif
frame data/chars/effects/Marker.gif


X)
Title: Re: Pokemon Rumble 2D Demo
Post by: Bloodbane on November 27, 2011, 12:00:50 am
 Why do you add antigravity script?
 Maybe that's the cause of the bug you have now.

 BTW I just think outside the box, if the marker only for marking player, you could use other way such as spawn this marker as type none and bind it to player. As before, the marker's remap is matched to player's number. This way, the marker will always follow or rather stick to player and work better than npc.
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on November 27, 2011, 12:13:27 am
Why do you add antigravity script?
 Maybe that's the cause of the bug you have now.
I could never find the thing at first, but now that I think about it, not that I have spawn there, I don't really need it.

Quote
BTW I just think outside the box, if the marker only for marking player, you could use other way such as spawn this marker as type none and bind it to player.
Sounds good. I'll try it out.

Quote
As before, the marker's remap is matched to player's number. This way, the marker will always follow or rather stick to player and work better than npc.
I thought it was for matching the players remap, but I'll try it anyway.

EDIT:
I added the bind script and cmd, but now openBOR crashes because of the animations script. This is what I got for marker now:
Code: [Select]
name Marker
type None
shadow 0
#alpha 1
nolife  1
nomove 1

palette       data/chars/effects/Marker

animationscript data/scripts/script.c


anim idle
loop 0
delay 4
offset 113 127
        @cmd bind 1
frame data/chars/effects/Marker.gif
frame data/chars/effects/Marker.gif

anim Spawn
@script
    void self = getlocalvar("self");
    void Parent = getentityproperty(self, "parent");
    int ParIndex = getentityproperty(Parent,"playerindex");

    if(ParIndex==0){
      changeentityproperty(self, "map", 0);
    } else if(ParIndex==1){
      changeentityproperty(self, "map", 1);
    } else if(ParIndex==2){
      changeentityproperty(self, "map", 2);
    } else if(ParIndex==3){
      changeentityproperty(self, "map", 3);
    }
@end_script
loop 0
delay 4
offset 113 127
        @cmd bind 1
frame data/chars/effects/Marker.gif
frame data/chars/effects/Marker.gif

anim Walk
loop 0
delay 4
offset 113 127
        @cmd bind 1
frame data/chars/effects/Marker.gif
frame data/chars/effects/Marker.gif

here's the bind script:
Code: [Select]
void bind(int null, float x, float z, float y, int dir){
void self = getlocalvar("self");
void opp = getentityproperty(self, "opponent");
if(null == 1)
{
bindentity(opp, self, x, z, y, dir, 0);
}
else if(null == 0)
{
bindentity(opp, NULL());
}
}

X)
Title: Re: Pokemon Rumble 2D Demo
Post by: Bloodbane on November 27, 2011, 12:56:15 am
 Of course, it crashed. The bind function you are using is for binding opponent during slam/throw. You need to use other function such as this:
Spoiler
Quote
void spawnMarker(void Name, float dx, float dy, float dz)
{ // Spawn marker, adjust it's remap and bind it
   void self = getlocalvar("self");
    int ParIndex = getentityproperty(self,"playerindex");
   void Spawn;

   Spawn = spawn01(Name, dx, dy, 0);
   bindentity(Spawn, self, dx, dz, dy, 0, 0); // Bind spawned marker

    if(ParIndex==0){
      changeentityproperty(Spawn, "map", 0);
    } else if(ParIndex==1){
      changeentityproperty(Spawn, "map", 1);
    } else if(ParIndex==2){
      changeentityproperty(Spawn, "map", 2);
    } else if(ParIndex==3){
      changeentityproperty(Spawn, "map", 3);
    }
}

void spawn01(void vName, float fX, float fY, float fZ)
{
   //spawn01 (Generic spawner)
   //Damon Vaughn Caskey
   //07/06/2007
   //
   //Spawns entity next to caller.
   //
   //vName: Model name of entity to be spawned in.
   //fX: X location adjustment.
   //fY: Y location adjustment.
      //fZ: Z location adjustment.

   void self = getlocalvar("self"); //Get calling entity.
   void vSpawn; //Spawn object.
   int  iDirection = getentityproperty(self, "direction");

   clearspawnentry(); //Clear current spawn entry.
      setspawnentry("name", vName); //Acquire spawn entity by name.

   if (iDirection == 0){ //Is entity facing left?                 
          fX = -fX; //Reverse X direction to match facing.
   }

      fX = fX + getentityproperty(self, "x"); //Get X location and add adjustment.
      fY = fY + getentityproperty(self, "a"); //Get Y location and add adjustment.
      fZ = fZ + getentityproperty(self, "z"); //Get Z location and add adjustment.
   
   vSpawn = spawn(); //Spawn in entity.

   changeentityproperty(vSpawn, "position", fX, fZ, fY); //Set spawn location.
   changeentityproperty(vSpawn, "direction", iDirection); //Set direction.
   
   return vSpawn; //Return spawn.
}

 Just use spawnMarker BTW.
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on November 27, 2011, 01:35:36 am
Bare with me Blood, the game is crashing before it even starts now. I only added SpawnMarker to the script and tried to declare it and it didn't work.
Code: [Select]
anim Spawn
@script
   void self = getlocalvar("self");
    int ParIndex = getentityproperty(self,"playerindex");
   void Spawn;

   Spawn = spawn01(Name, dx, dy, 0);
   bindentity(Spawn, self, dx, dz, dy, 0, 0); // Bind spawned marker

    if(ParIndex==0){
      changeentityproperty(Spawn, "map", 0);
    } else if(ParIndex==1){
      changeentityproperty(Spawn, "map", 1);
    } else if(ParIndex==2){
      changeentityproperty(Spawn, "map", 2);
    } else if(ParIndex==3){
      changeentityproperty(Spawn, "map", 3);
    }
@end_script
loop 0
delay 4
offset 113 127
frame data/chars/effects/Marker.gif
frame data/chars/effects/Marker.gif

Also, I already have Spawn01 cause I copied script.C from Sega Brawlers to use for the battle effects. I'll attach the whole file below.

x)
Title: Re: Pokemon Rumble 2D Demo
Post by: Bloodbane on November 28, 2011, 11:37:57 pm
 That's because this function is meant to be called from animationscript not directly like this. Try to put this function in an animationscript and call it with @cmd.
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on November 28, 2011, 11:48:48 pm
I tried that before but then BOR crashing saying "There's an exception while executing script 'animationscript'." I think i just put it by itself, so tried adding a 1 to it:
Code: [Select]
anim Spawn
loop 0
delay 4
offset 113 127
        @cmd spawnMarker 1
frame data/chars/effects/Marker.gif
frame data/chars/effects/Marker.gif
I still got the same message. If it helps, I'll attach the scriptlog.

X)
Title: Re: Pokemon Rumble 2D Demo
Post by: Bloodbane on November 29, 2011, 12:16:28 am
 spawnMarker requires 4 parameters to be filled in just like spawn01. The 1st is the name of entity to be the marker while the rest is coordinate relative to spawner in x, y and z respectively.

 BTW this script should be run by player not by the marker itself.
Title: Re: Pokemon Rumble 2D Demo
Post by: DJGameFreakTheIguana on November 29, 2011, 12:34:41 am
OH man, I was still running that script on Marker because of the color thing.  :dunce:

OK, I called it, put the name down and digits, made color palettes for the marker, and it worked(check attachments)
Thanks for the Blood. I think I'm gonna change those dots to color rings though.

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