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Here you have it in motion. It still needs a lot of fine tuning but for now you can “Play”. By adding a timer we can save how long it takes for the player to lose.
In the original game pressing (A) lowers the Hoppip in front of pichu so when this happens we simply decrease the game manager's array hoppip by 1.5 units while playing Pichu's jumping animation (THANK YOU GAME FREAK FOR MAKING ANIMATIONS FOR EVERYTHING). The good thing is that the rope physics...
Now we only have to make that while the game is started the hoppips go up in Y position until they reach a limit (out of camera). If any of them reaches the limit, the game ends. On the other hand the control of Pichu is simple: If we press A/D, Right/Left on the controller (thanks to the New...
With a little help from mathematics we can implement a simple rope solver that based on constraints simulates the physics of a rope. They don't react to the AABB of other objects but the good thing is that we don't need it either. It can be fixed in every end to a transform, rigidbody and even...
Now comes a “tricky” part: Adjusting the props polygonage so that the low-mid end mobiles don't die and implementing the rope solver, since in the original the hoppip are tied by ropes. In addition, we can rotate the hoppip and pichu so that they look at the camera when they look at “Frontal”...
We start with the game itself:
We extract Pichu and Hoppip from Pokémon Ultra Sun and import them into Unity with Pokemon3DSToUnity
We import them into our new project and place them in our game scene with a new skybox.
From here I will be posting the steps I followed to make the first minigame (Hold Down Hoppip) in case someone is interested. That's why all of them will be presented in first person of the plural :)
| Game 1: Hold Down Hoppip | Devlog:
The first thing we do is making the main menu of the...
Hey folks! I've been planning this project for a while and what better excuse than the “Beta Contest in 30 days” challenge of the Spanish community to finally put it onto the table. For context, most people have played the third generation Pokémon games. However, not everyone knows that they...
There is not just one script but two (001_Settings.rb and 002_CoreSystem.rb). In addition, it's a plugin. You just need to unzip the scripts and meta (with the folder that contains it called "Pokemon World Tournament") under Plugins folder in your project and place the graphics and audios in the...
Released v0.0.8: fixed auto-download of RGB ost when not present to avoid null data if you had other albums previously downloaded. In addition, temp data gets deleted automatically on start if it’s still present from previous downloads.
Manurocker95 updated Elite Battle DX (EBDX) - Unofficial port for Pokémon Essentials 20.1 with a new update entry:
Correct total_pp display
Read the rest of this update entry...
Manurocker95 updated Elite Battle DX (EBDX) - Unofficial port for Pokémon Essentials 21.1 with a new update entry:
small tweak for correct total_pp display
Read the rest of this update entry...
This would be something to write in the sprite positioner post and not here but anyway, that seems weird. Are you sure you haven’t replaced them with x2 sized ones? In addition, it would be nice to have more info about what you have done and what not. Did you add the pokemon metrics to pbs? If...