- Pokémon Essentials Version
- v21.1 ✅
Overview
You read that right. This is a template project that builds off of Pokemon Essentials to create a fully open source pipeline for developing Pokemon fan games.
Pokemon Essentials Template (Github)
Introduction
I wanted to share a pet project I worked on a few months back with the community. At the time, I was coming back to the fan game scene to play with the tech and see what had changed since I had last looked (around PE 17 I think). Obviously there was a lot, but the mkxp-z engine really inspired me to try and make a fully open source pipeline for essentials.
The Pokemon SDK crew were also working on this in Pokemon Studio at this time, but I wanted to try a different approach. That implementation is awesome, but where they are designing a self-contained build flow similar to Visual Studio, I wanted something more modular, like vscode. Where possible, I wanted to use existing, well-maintained tools and only do the minimum custom scripting I needed. I couldn't find anyone else who had already done it, so I decided to do it myself.
The result was this project.
Notable Features
Installation
For detailed set up instructions, see the GitHub readme.
Compatibility
The project is mostly designed to work in a WSL environment on Windows, but any Unix-like environment should (maybe) work with the development pipeline.
This should be largely compatible with existing projects using Pokemon Essentials, as long as you didn't modify the core engine code. I've tested the base project as well as a with popular add-ons like gen 9 sprites and the DBK set.
I haven't tested this against a large, legacy project, so be prepared for some gremlins there.
Additional Info
I haven't touched this in a while, and I probably won't be actively developing on it, but anyone is free to fork/use/remix as they wish. Just please give credit to myself and all the tools I built on top of.
Some (read many/most) of the scripts are definitely rough and could be done better. I also have a list of notable missing features on readme. The workflow here is still missing a lot of QoL features, but this at least gives people a way to work on essentials with a completely FOSS toolset.
Shout out and credits to the people behind mkxp-z, Easy Essentials VErsioning Engine, Pokemon SDK, Tiled, and of course Pokemon Essentials. I either straight up used their tools or referenced their previous work for my own.
If you think this cool, spread the word. I'm not active on most of the fan game sites, so I'm unlikely to post anywhere beyond here.
I hope you find this useful.
You read that right. This is a template project that builds off of Pokemon Essentials to create a fully open source pipeline for developing Pokemon fan games.
Pokemon Essentials Template (Github)
Introduction
I wanted to share a pet project I worked on a few months back with the community. At the time, I was coming back to the fan game scene to play with the tech and see what had changed since I had last looked (around PE 17 I think). Obviously there was a lot, but the mkxp-z engine really inspired me to try and make a fully open source pipeline for essentials.
The Pokemon SDK crew were also working on this in Pokemon Studio at this time, but I wanted to try a different approach. That implementation is awesome, but where they are designing a self-contained build flow similar to Visual Studio, I wanted something more modular, like vscode. Where possible, I wanted to use existing, well-maintained tools and only do the minimum custom scripting I needed. I couldn't find anyone else who had already done it, so I decided to do it myself.
The result was this project.
Notable Features
- Splits up the source files from the engine folder with dedicated locations for assets, event scripts, and maps
- Bi-directional import/export of maps between mkxp-z and Tiled
- Tiled add-on script to generate mkxp-z compatible event tiles
- Scripted rmxp autotile conversion to Tiled compatible tileset
- Automation for compiling, decompiling, and installing source files (including events)
Installation
For detailed set up instructions, see the GitHub readme.
Compatibility
The project is mostly designed to work in a WSL environment on Windows, but any Unix-like environment should (maybe) work with the development pipeline.
This should be largely compatible with existing projects using Pokemon Essentials, as long as you didn't modify the core engine code. I've tested the base project as well as a with popular add-ons like gen 9 sprites and the DBK set.
I haven't tested this against a large, legacy project, so be prepared for some gremlins there.
Additional Info
I haven't touched this in a while, and I probably won't be actively developing on it, but anyone is free to fork/use/remix as they wish. Just please give credit to myself and all the tools I built on top of.
Some (read many/most) of the scripts are definitely rough and could be done better. I also have a list of notable missing features on readme. The workflow here is still missing a lot of QoL features, but this at least gives people a way to work on essentials with a completely FOSS toolset.
Shout out and credits to the people behind mkxp-z, Easy Essentials VErsioning Engine, Pokemon SDK, Tiled, and of course Pokemon Essentials. I either straight up used their tools or referenced their previous work for my own.
If you think this cool, spread the word. I'm not active on most of the fan game sites, so I'm unlikely to post anywhere beyond here.
I hope you find this useful.
- Credits
- Please credit if used:
- AspiringArtificer
- Easy Essentials VErsioning Engine
- Pokemon Essentials
- Tiled