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Darkfisher

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Everything posted by Darkfisher

  1. added animated hydreigon, reuniclus, "!" unown sprites to neo sets
  2. it should be in neo sets now, size can be a little off, unfortunately fixed absol timing, added chatot to neo sets
  3. Error has occurred, could not find target with object id: -2136327078 Error 942421. Error finding target for SkillEffect [S] 0x00 hG Error 942421. Error finding target for SkillEffect [S] 0x00 va
  4. https://drive.google.com/drive/folders/1N8oYSUYqsCGnlqVIkhEXrSwfPZea5RBM missing Google Drive download link copy paste it 😉
  5. added animated deino, zweilous, stunky, mandibuzz, shaymin, "?" unown sprites to neo sets
  6. Retro GUI Theme (work in progress..) This theme replaces default GUI with the classic style based one. --Screenshots-- --Download-- --Issues-- --Upcoming-- --Credits-- Feedback appreciated! (mail/whisper in game, message on forums/dc)
  7. added animated wailmur, wailord, spoink, grumpig, flygon, cacnea, cacturne, crawdaunt, lileep, cradily, absol, excadrill, axew, fraxure sprites to neo sets
  8. Mod that garfields the Meowth sprites. Download Lasagna Sprites
  9. You could modify each sprite manually or add table-coordinate-mods.txt text file to mods/<mod_file>/sprites/battlesprites folder. Below, unmodified table-coordinate-mods.txt's content Each line starting with ';' will be ignored, these are just the instructions - comments. Now you can change Y coordinate of one tested sprite until it fits your expectations, for instance, Spearow up .37 test: 21,back=0,0.37,0 -> fail, too high -> try smaller Y Spearow up .30 test: 21,back=0,0.30,0 -> fail, still too high -> try smaller Y ... continue If the sprite's too big, you could also modify the scaling with table-back-scale.txt text file the same way. Below, unmodified table-back-scale.txt's content After success on a testing sprite, copy paste the change for all indices(if you have 0 experience with such stuff, you could use chatgpt, excel or anyone with minimal programming skills to help you). ☝️🤓 I do not have a device like yours, so can't really test myself. Feel free to ask here or in private, if you have any further questions
  10. For the other mod to work at the same time, I think you could try to unzip the .zip mod file(if it's .mod, then rename .mod part to .zip and proceed), go to sprites/battlesprites folder and look for table-front-y.txt file or similar. Delete it(keep a copy somewhere just in case) and .zip back the icon.png, info.xml and sprites files.
  11. Could you check if other mods are affecting the size? Disable them, restart the game and see, if it helps
  12. If I were to describe beauty in one word, I'd say Bertolfoso
  13. updated all-neo set with new animated sprites(thanks to shamo, Slyfer, YoungCabbage, Panotxa, Jay and everyone involved for their effort), about 70 made so far (mostly bugs and ghosts) added all-neo-fronted set
  14. Fishee phish!(3 fish fishiné)
  15. just added fronted sprites to google drive, will do set later
  16. For classic version I flipped original front sprite and used 12px bottom margin instead of 4px. Instead of id-front-n name it id-back-n for normal sprites, similarly id-front-s to id-back-s for shiny ones. Size remains 96x96.
  17. Crystal sprites are the ones used in the mod, so all gen1/gen2 front sprites should be animated
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