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Released Pokemon Distorted [Beta]

This project has a release available. The full version is still a work in progress.
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About the Game:
Pokemon Distortion is a fan made game where you are set as the character "Red".
Most people know Reds journey pretty well but this game is set after Red has become the champion.
"Blue", Reds rival, decides that he is sick of losing to Red and decides to do some research to gain the advantage on Red.
"Blue" discovers that there are more pokemon than the 151 pokemon that is believed by Oak and Red.
"Blue" hunts down Pailka and decides to get his revenge on "Red".
Your Goal in the game is to escape the different dimension that "Blue" put you in.
With the discover of different and many new forms of pokemon that Red has never seen.
You need to find a way to get back to the real world and stop Blue from his surprising evil ways.
Beware: There is many changes to the dimension that Red figures out along the way.

Important: This is just a Beta and is not finished yet. You will hit a point that is not finished. Which make the game over.
Sorry, will continue and posting when completed.

Game Screenshots:
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Download Game:
Beta[1.12]
Added new Pokemon Eletrika. Added more to story line. New town of Mahio town.
New items added to the game. Fixed some bug fixes.
Beta[1.11]
Added a new Mode called Hero Mode. This mode sets you in the place of a normal hero.
Set mode will always be ON. There is no items allowed during battle. And if you lose it is GAME OVER.
Also there is a new form of Doduo and Dotrio.
Game Download Beta[1.12]
Game Download Beta[1.11]
Game Download Beta [1.1]
Game Download Beta [1.0]


Resource Pack

Graphics:
Me/ Coyleep
GoinBeserk/Nick H.
GameFreak
B&W Characters | "Black and White Essentials"

Scripts:
Password Code | Mr. Gela
Luka S.J. | Scripting Utilities
Umbreion | randomizer code
NettoHikari | Nuzlocke code

Title Screen:
GameFreak | BGMs for the official Title Screen tracks
Luka S.J. | Designs, graphics and code

"Pokémon Essentials" was created by:
Flameguru
Poccil (Peter O.)
Maruno

Other:
GameFreak

Code for Hero Mode:


Made using RPG Maker XP

Code For Hero Mode:
Code:
Expand Collapse Copy
################################################################################[/CENTER]
# Hero Mode Script
# By Coyleep
################################################################################
# Used to add hero mode to game.
#
# Add this anywhere above Main
#
# Hero mode makes it like you are in real time a the hero of the story.
# If you may happen to die in the game (other than in parts you are suppost
# to lose) the game will be over. NO ITEMS WILL BE ALLOWED DURING BATTLE
#
# For example: Lets say you happen to lose the boss battle against the lead
# vilian instead of being sent to the pokemon center you would lose and the
# game would be over
#
# To use do pbSetHero(:HERO)
# To set back to normal do pbSetHero(:NORMAL)
#
#
# In order to use this code you have to plug in some code into the above files
# it may take a little bit and Set mode is Complicated but read the comments
# below to know how to do it.
#
# Enjoy
#
# Please give me credit but if not thats OK.
################################################################################

module PBHeroMode
  NORMAL   = 0 # Standard mode
  HERO     = 1 # "Hero" No items allowed in battle and Loss if all pokemon die
end

class PokemonGlobalMetadata # Sets battles to Hero Or Normal
  attr_accessor :heromode
end
    
class PokeBattle_Battler
  attr_accessor :canlose
end

def pbSetHero(mode)
  if mode.is_a?(Symbol)
    mode = getConst(PBHeroMode, mode)
  end
  return if mode < 0 || mode > 1
  $PokemonGlobal.heromode = mode
end


def pbHeroIs?(mode)
  if mode.is_a?(Symbol)
    mode = getConst(PBHeroMode, mode)
  end
  return $PokemonGlobal.permadeathmode == mode
end

def pbHeroModeActive?
  return !pbHeroIs?(:NORMAL)
end

# Removes in battle used items

# Add this below every item in "BattleUseOnPokemon handlers"

# if PBHeroMode == 0
#     next pbBattleHPItem(pokemon,battler,20,scene)
# else
#     scene.pbDisplay(_INTL("Items cannot be used in battle."))
#     next false
#   end

# Sends player back to title screen if all Pokemon lost
module Kernel
  class << Kernel
    alias HeroMode_pbStartOver pbStartOver
  end

  def self.pbStartOver(gameover=false)
    if pbHeroModeActive?
      if pbInBugContest?
        Kernel.pbBugContestStartOver
        return
      end
      Kernel.pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]GAME OVER!"))
      Kernel.pbCancelVehicles
      pbRemoveDependencies
      $game_temp.to_title = true
    else
      self.HeroMode_pbStartOver(gameover)
    end
  end
end


# Set mode ON

# Sadly, this is where it gets very complicted and there is some code
# modifications to the PokeBattle_Battle but it is well worth it for set mode.
# There is definity an easier way to do this but i could not figure it out so
# this is the best way I figured out.
#
# First go to line 1240 on PokeBattle_Battle.
#
# Right under @battlers[0].effects[PBEffects::Outrage]==0 you need to put an if
# statement such as if !HeroModeActive
#
# Next you need to look down the line of code a few lines for elsif @opponent
# Here you need to paste the same if statement under  elsif @opponent
#
# Next at the end of that if statement will be an else. below the else should be
# switch=false
#   if !pbDisplayConfirm(_INTL("Use next Pokémon?"))
#     switch=(pbRun(index,true)<=0)
# Above this you need to paste that same if statement as both the lines before.
# After you paste that you need to finish off that if statement with
# else
#     switch=true
#
# Make sure you end all the if statements with end and you reorganize the contents
# inside the if statements.


# It should look like this:
#
#if !@doublebattle && firstbattlerhp>0 && @shiftStyle && @opponent &&
#              @internalbattle && pbCanChooseNonActive?(0) && pbIsOpposing?(index) &&
#              @battlers[0].effects[PBEffects::Outrage]==0
#            if !pbHeroModeActive?
#              pbDisplayPaused(_INTL("{1} is about to send in {2}.",opponent.fullname,pbParty(index)[newenemyname].name))
#              if pbDisplayConfirm(_INTL("Will {1} change Pokémon?",self.pbPlayer.name))
#                newpoke=pbSwitchPlayer(0,true,true)
#                if newpoke>=0
#                  newpokename=newpoke
#                  if isConst?(@party1[newpoke].ability,PBAbilities,:ILLUSION)
#                    newpokename=pbGetLastPokeInTeam(0)
#                  end
#                  pbDisplayBrief(_INTL("{1}, that's enough! Come back!",@battlers[0].name))
#                  pbRecallAndReplace(0,newpoke,newpokename)
#                  switched.push(0)
#                end
#              end
#            end
#          end
#          pbRecallAndReplace(index,newenemy,newenemyname,false,false)
#          switched.push(index)
#        end
#      elsif @opponent
#        if !pbHeroModeActive?
#          newpoke=pbSwitchInBetween(index,true,false)
#          newpokename=newpoke
#          if isConst?(@party1[newpoke].ability,PBAbilities,:ILLUSION)
#            newpokename=pbGetLastPokeInTeam(index)
#          end
#          pbRecallAndReplace(index,newpoke,newpokename)
#          switched.push(index)
#        end
#      else
#        if !pbHeroModeActive?
#          switch=false
#          if !pbDisplayConfirm(_INTL("Use next Pokémon?"))
#            switch=(pbRun(index,true)<=0)
#          else
#            switch=true
#          end
#        else
#          switch=true
#        end
 
Last edited:

PokeHiro

Zeraora chilling with music
Member
Joined
Jul 26, 2021
Posts
17
Looks preetty look I will definitely try this as soon as it as completed
 
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