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Thanks! What I'm doing with this mod is, uh, actually turning Emerald into a walking simulator. All the encounter rates are set to 0 - the story will be entirely propelled by player-NPC interaction and the environments themselves! The idea behind those 1/2-block-wide spaces is to make players...
Thanks! I don't have any plans for those things at the moment. I want to explore ways of telling stories in this engine without using battles.
I've fixed a few little tile bugs and here's what it looks like now.
Spoilered so it doesn't take up the whole thread:
Oh yeah, I definitely think they're both rad! It's just annoying this time around, especially having chosen Treecko instead of Torchic. I can't OHKO them! :D
Hi there!
I've just started working on a short narrative-focused hack, and I'm looking for feedback on my mapping.
Say hello to Route 101, 25 years after an unspecified calamity strikes Hoenn!
There are a few little tile join errors that I've fixed in my most recent version, but I'm more...
I'm interested to see how they approach overworld design without the trappings of a grid, that's for sure. Trainers, for example - will we just see them spinning in place?
...that'd spawn some weird headcanons.
I used to be a huge fan of Grass types, but I've been replaying Emerald recently and I sure am getting sick of all the Roselias and Shroomish(es?), with all those status effects they give my poor 'mons :(
Hi there everyone!
I'm a professional game developer from Australia, dipping my toes into the world of Pokémon modding. It's pretty exciting!
The idea behind the project I've just started is that something terrible happened in Hoenn, and you, as the player, will take a short journey through...