So in a time and place long ago I made this 3D Pokémon game called "Pokémon Shadow Unbound." I'm no longer working on it, for better or for worse, which means that I'm not fielding complaints that it crashes about twenty minutes in or that one of the miniature quests is tedious as hell (which it is). You can still download it and screw around in it, though, because I don't believe in deleting things.
Without further ado, here's the gimped copypasta from the old site.(Curse you, whoever made the character limit a measly ten thousand.)
Introduction
Drem yol lok. So like a lot of people here, I'm working on a Pokémon fan game! Except I'm actually using Game Maker: Studio as opposed to RPG Maker for reasons that you'll probably see later, which should make things quite interesting.
Plot
this is a demo, it's basically a glorified fetch quest.
Features
subject to change
Screenshots
Recruiting
There is no recruiting, mainly because I'm not working on this project anymore.
Download Link
This is currently a demo that does not contain plot, RPG battles or a lot of other things that are standard fare in completed games. But don't worry, as long as I don't die before I finish it, it will some day. Right now I'm kind of looking for people to fool around with it and find ways to crash it.
You can hit F2 to go into an editor which lets you throw around 3D objects, edit Pokémon, items, move data, etc. and a couple other things which may or may not work. You can zoom around with WASD like usual, and turn the camera with Middle Mouse. You can hit Right Mouse + F2 to jump the player to where the camera is in the editor - useful if you manage to clip through the terrain geometry or fall below z=0.
All of these links should go to a Google Drive folder that contains a Default.zip, a YYC.zip and a .gmz. Default uses the standard Game Maker interpreter and should work on all Windows computers but is somewhat slower, YYC has been compiled to machine code and should be considerably faster but may not work on computers with potatoes for graphics cards (example: mine), and the gmz can be extracted in Game Maker Studio to let you play around with the source code and let you laugh about how bad of a programmer I am. The parent directory also has a couple things in that which might be found interesting, but I don't remember if I enabled sharing on it or not.
Yes, these start at version 7.0.2.x. Shows you how long I've been screwing around with this.
Version 7.0.2.28 (40 MB)
Version 7.0.2.18 (47 MB)
Version 7.0.2.17 (20 MB)
Version 7.0.2.16 (20 MB)
Credits
POKéMON IS COPYRIGHT GAME FREAK, NINTENDO AND THE POKéMON COMPANY 2001-present
I've been working on various incarnations of this game since 2011, and if there are any ancient assets here who don't get properly credited let me know and I'll fix that immediately. Anyway:
- Pokémon Essentials (and, by extension, Enterbrain for RPG Maker).
-- Almost all of the base stats, move data, items, etc. came from the \pbs\ folder in the Essentials download; I simply wrote a Java program to parse a lot of the CSV/INI text files and compile it into something that Game Maker can use more efficiently. I can post more about that some time, if people want.
-- A small number of graphics (especially for items and whatnot) came out of the \graphics\ folder. Might be a few ground textures, etc. from the Autotiles sheets but I'm not 100% sure.
-- A bunch of sound effects, from the \audio\se\ folder.
Moving on . . .
- I'm the only person working on the code.
- Some of the non-standard NPC sprites were made with various RPG Maker character generators like GCH; the rest of them, see below.
- Other sprites come from resource dumps on various sites such as spriters- and textures-resource and floatzel.net. I'm 99% sure there's nothing "stolen" off of Deviant Art anywhere but if you identify anything let me know.
- Sound that didn't come from the default Essentials resource folders were either taken straight out of various ROMs or just made through sfxr. I'm 99% sure the Pokémon cries came from floatzel.net. Also, I think a couple might have been made by me making weird noises into my microphone when nobody was home, but I'm not sure which ones.
- Music is mainly from ninsheetmusic.org. A complete list of what music was used can be found here.
- A couple textures were printscreened out off of my 3DS capture application. (Would not recommend.)
- The toilet flush sound effect came from YouTube's audio library. Plus maybe a few other sound effects.
- 3D models were mainly made by me, although there might be a few that come from models-resource or similar sites. I might have used a few that I ripped out of the DS Pokémon ROMs, though I'm pretty sure not since the texture mapping on those things is a nightmare and in any case most of them only contain the faces visible from an overhead camera which would not be terribly useful to me.
- Textures (yes, these are different from sprites) mainly came from textures-resource, old Unreal games, possibly Oblivion or Skyrim or were ripped directly out of DS Pokémon ROMs.
- About the DS Pokémon ROM thing - normally I wouldn't consider this to be noteworthy in the first place, but the person who wrote the tutorial on how to do it asked to be credited, so there you have it. You both are amazing, shiney570 and spikyearpichu.
- While I'm at it, Skyrim resources were ripped with these things called BSACMD and Nifskope, and Unreal resources were ripped with this thing called Unmodel.
- Obligatory thank-you to YoYo Games for all versions of Game Maker. (The page title says it's for making 2D games. Do not listen to them. You can do anything if you're sufficiently insane.)
- @Jayrodd is officially my partner and crime and is probably responsible for a lot of the more subtle elements of game design you'll find scattered across the land.
Without further ado, here's the gimped copypasta from the old site.
Introduction
Drem yol lok. So like a lot of people here, I'm working on a Pokémon fan game! Except I'm actually using Game Maker: Studio as opposed to RPG Maker for reasons that you'll probably see later, which should make things quite interesting.
Plot
this is a demo, it's basically a glorified fetch quest.
Features
subject to change
- There's a fancy loading graphic at the beginning.
- Because I evidently hate my life, this game is going to be in full, first-person 3D (those of you who are familiar with Game Maker know that's not a thing that sane people generally say) and therefore shouldn't confine the player to a grid. I'm doing this mainly because I want to add another, well, dimension to exploration of the world. As such, a few traditional systems have been completely reworked. See the screenshots for details.
- There are seamless mouse/keyboard and gamepad controls. This is a thing that I think a lot of games are doing nowadays, but worth noting all the same.
- No, there will not be fakemon. I am a programmer. I am not an artist.
- Assuming your computer does not have a bottom-of-the-line graphics card like mine does, it should run relatively smoothly. If you're playing it, keep an eyeball on the performance stats on the side and let me know how it goes.
- The game is playable exclusively in first person and there won't be any playable character sprites. This is because I want to take the "role playing" aspect a step farther and minimize the number of constraints I put on your character and their backstory and totally and totally, TOTALLY not because I'm too lazy to program a character builder, I swear!
- The fourth wall is actually not broken when it would be inappropriate to do so.
- Whatever exactly this is supposed to be.
- It probably won't hurt anyone, so if you're bored, or feel like figuring out how the game works, or get stuck in a wall and are in a charitable mood, you can hit F2 and start messing around.
- You can change the UI color and brightness; more customization may be added at a later date.
- Fancy title screen, sort of, I guess. It was fun to make even if it looks like rubbish, okay?
- I'm reluctant to use the phrase "open world" because it seems like every indie game and its grandma claims to be "open world" and I think that's either desensitized a lot of people to the concept or turned them off of it completely.
- Day/night system, plus you can change the rate at which time passes.
- No one-way ledges, because they just looked really dumb in first person and they were kind of a pain to add to maps anyway; there is a Jump button, but it's more because it feels nice to have a Jump button than because you're going to be doing a lot of platforming. (I somewhat deliberately made the jump height pretty low.)
- Because I evidently hate my life, this game is going to be in full, first-person 3D (those of you who are familiar with Game Maker know that's not a thing that sane people generally say) and therefore shouldn't confine the player to a grid. I'm doing this mainly because I want to add another, well, dimension to exploration of the world. As such, a few traditional systems have been completely reworked. See the screenshots for details.
- There are seamless mouse/keyboard and gamepad controls. This is a thing that I think a lot of games are doing nowadays, but worth noting all the same.
- No, there will not be fakemon. I am a programmer. I am not an artist.
- Assuming your computer does not have a bottom-of-the-line graphics card like mine does, it should run relatively smoothly. If you're playing it, keep an eyeball on the performance stats on the side and let me know how it goes.
- The game is playable exclusively in first person and there won't be any playable character sprites. This is because I want to take the "role playing" aspect a step farther and minimize the number of constraints I put on your character and their backstory and totally and totally, TOTALLY not because I'm too lazy to program a character builder, I swear!
- The fourth wall is actually not broken when it would be inappropriate to do so.
- Whatever exactly this is supposed to be.
- It probably won't hurt anyone, so if you're bored, or feel like figuring out how the game works, or get stuck in a wall and are in a charitable mood, you can hit F2 and start messing around.
- You can change the UI color and brightness; more customization may be added at a later date.
- Fancy title screen, sort of, I guess. It was fun to make even if it looks like rubbish, okay?
- I'm reluctant to use the phrase "open world" because it seems like every indie game and its grandma claims to be "open world" and I think that's either desensitized a lot of people to the concept or turned them off of it completely.
- Day/night system, plus you can change the rate at which time passes.
- No one-way ledges, because they just looked really dumb in first person and they were kind of a pain to add to maps anyway; there is a Jump button, but it's more because it feels nice to have a Jump button than because you're going to be doing a lot of platforming. (I somewhat deliberately made the jump height pretty low.)
The general style of the world.
Tall grass and NPCs.
Water effects, and other types of particles.
The editor.
Spot the error.

Tall grass and NPCs.

Water effects, and other types of particles.



The editor.

Spot the error.

There is no recruiting, mainly because I'm not working on this project anymore.
Download Link
This is currently a demo that does not contain plot, RPG battles or a lot of other things that are standard fare in completed games. But don't worry, as long as I don't die before I finish it, it will some day. Right now I'm kind of looking for people to fool around with it and find ways to crash it.
You can hit F2 to go into an editor which lets you throw around 3D objects, edit Pokémon, items, move data, etc. and a couple other things which may or may not work. You can zoom around with WASD like usual, and turn the camera with Middle Mouse. You can hit Right Mouse + F2 to jump the player to where the camera is in the editor - useful if you manage to clip through the terrain geometry or fall below z=0.
All of these links should go to a Google Drive folder that contains a Default.zip, a YYC.zip and a .gmz. Default uses the standard Game Maker interpreter and should work on all Windows computers but is somewhat slower, YYC has been compiled to machine code and should be considerably faster but may not work on computers with potatoes for graphics cards (example: mine), and the gmz can be extracted in Game Maker Studio to let you play around with the source code and let you laugh about how bad of a programmer I am. The parent directory also has a couple things in that which might be found interesting, but I don't remember if I enabled sharing on it or not.
Yes, these start at version 7.0.2.x. Shows you how long I've been screwing around with this.
Version 7.0.2.28 (40 MB)
Version 7.0.2.18 (47 MB)
Version 7.0.2.17 (20 MB)
Version 7.0.2.16 (20 MB)
Credits
POKéMON IS COPYRIGHT GAME FREAK, NINTENDO AND THE POKéMON COMPANY 2001-present
I've been working on various incarnations of this game since 2011, and if there are any ancient assets here who don't get properly credited let me know and I'll fix that immediately. Anyway:
- Pokémon Essentials (and, by extension, Enterbrain for RPG Maker).
-- Almost all of the base stats, move data, items, etc. came from the \pbs\ folder in the Essentials download; I simply wrote a Java program to parse a lot of the CSV/INI text files and compile it into something that Game Maker can use more efficiently. I can post more about that some time, if people want.
-- A small number of graphics (especially for items and whatnot) came out of the \graphics\ folder. Might be a few ground textures, etc. from the Autotiles sheets but I'm not 100% sure.
-- A bunch of sound effects, from the \audio\se\ folder.
Moving on . . .
- I'm the only person working on the code.
- Some of the non-standard NPC sprites were made with various RPG Maker character generators like GCH; the rest of them, see below.
- Other sprites come from resource dumps on various sites such as spriters- and textures-resource and floatzel.net. I'm 99% sure there's nothing "stolen" off of Deviant Art anywhere but if you identify anything let me know.
- Sound that didn't come from the default Essentials resource folders were either taken straight out of various ROMs or just made through sfxr. I'm 99% sure the Pokémon cries came from floatzel.net. Also, I think a couple might have been made by me making weird noises into my microphone when nobody was home, but I'm not sure which ones.
- Music is mainly from ninsheetmusic.org. A complete list of what music was used can be found here.
- A couple textures were printscreened out off of my 3DS capture application. (Would not recommend.)
- The toilet flush sound effect came from YouTube's audio library. Plus maybe a few other sound effects.
- 3D models were mainly made by me, although there might be a few that come from models-resource or similar sites. I might have used a few that I ripped out of the DS Pokémon ROMs, though I'm pretty sure not since the texture mapping on those things is a nightmare and in any case most of them only contain the faces visible from an overhead camera which would not be terribly useful to me.
- Textures (yes, these are different from sprites) mainly came from textures-resource, old Unreal games, possibly Oblivion or Skyrim or were ripped directly out of DS Pokémon ROMs.
- About the DS Pokémon ROM thing - normally I wouldn't consider this to be noteworthy in the first place, but the person who wrote the tutorial on how to do it asked to be credited, so there you have it. You both are amazing, shiney570 and spikyearpichu.
- While I'm at it, Skyrim resources were ripped with these things called BSACMD and Nifskope, and Unreal resources were ripped with this thing called Unmodel.
- Obligatory thank-you to YoYo Games for all versions of Game Maker. (The page title says it's for making 2D games. Do not listen to them. You can do anything if you're sufficiently insane.)
- @Jayrodd is officially my partner and crime and is probably responsible for a lot of the more subtle elements of game design you'll find scattered across the land.