User talk:Espyo

I should have the topic up soon. I'm really looking forward to this. Also, I'll mention some of the ideas that we discussed in IRC &mdash; this will certainly get users excited!
 * Oh, we'll get those done today or Monday. I have some ultra-slight changes I wanna make. We can discuss it on the IRC. Espyo 08:24, 13 July 2013 (EDT)

Two Questions Regarding the Pikmin Engine
Hello. I have two questions. 1. Will you create an audio system that allows us to create audio or will we have to download a seperate system for that? 2. Will we be able to create RPGs with this engine? Thanks in advance.
 * Hey. You could've used the forum for that, that way more people could get this answer, but it's fine. The audio will be just like the images: laying around in a folder, free to be replaced at will. You can probably do stuff on the text files like

pikmin{ ... throw_sound = Green Pikmin throw.ogg die_sound = Green Pikmin die.ogg ... }
 * and such. As for the second question... I'm afraid not. The engine will allow (hopefully) very deep customization of the Pikmin types, enemies, etc., but for an RPG, that'd require completely changing the game type itself. Basically, rebuild the engine from scratch for something entirely different. Try out RPG Maker, though, it's the engine most people use for RPGs. — {EspyoT} 08:15, 15 July 2013 (EDT)

Gladly!
Just letting you know, I would gladly set to work on the logo! I will use photoshop to make it.
 * Thanks! I'll be waiting for it. — {EspyoT} 17:23, 23 October 2013 (EDT)

Here is the first draft. I wasn't sure how to design some of the color scheme, so I will let you decide.



Let me know what color scheme (and any changes) you would like and I will set to work on draft two.


 * Hmm, that partially follows along the lines of what I was thinking. I suppose that instead of cogs and bolts from the game, it'd be good if the logo had something more related to game engines. Like a pencil, used to represent the sketches of areas, and something that represents editing text files... And I was thinking of a logo even smaller than that. The way I envision it, I see the title screen of a game, with the name at the top, and on the bottom, there are the normal main menu options. And somewhere on the bottom-right, a small logo, 100 pixels wide at max, saying "Made with the Pikmin fangame engine", where the "Made with the" part doesn't actually belong to the actual logo. The Pikmin and the pencils/cogs/whatever should be large enough to be identifiable, but still as absolutely small as possible. Finally, as for the text, that's a bit too simplistic. Just green Arial (?) won't really do. I was thinking a bit like how we made the game icons at Pikipedia (the ones you see at the top of pages), so maybe the P, the F and the E written in Bacopa Cabanas, and maybe the rest of the text with some simple, but stylish font. I'll cook up some sketch one of these days. But keep trying different stuff, I'll tell you what I like and don't like. Oh, and thanks for the help! — {EspyoT} 11:03, 27 October 2013 (EDT)

Okay. This take a bit, but I'll start on the next draft.

Is this closer to what you are picturing?




 * That one looks neat! I was gonna need more icons, like something even smaller for the icon for when the program is actually running, so I'll try some drafts of my own and compare it/merge it/something to what you have, and see what can be done from there. Thanks! — {EspyoT} 19:28, 18 November 2013 (EST)


 * All right. If you need any more icons, please just let me know and I'll start to work on it.

Honestly, what are you doing?
Agh, this is really confusing; the background keeps screwing up. Honestly, what are you doing?
 * * What I said on IRC goes here* — {EspyoT} 19:52, 6 January 2014 (EST)

Hi Espyo!
How's the engine coming along? Also, I never, ever recolor, so how do I make my customs?
 * Hey! It's going pretty well! The graphics will be simple image files. You can either create your own, or grab one that other people made it and recolor it. If you say you don't want to recolor, just create your own. It's still a bit soon to talk about sprites and animations, because they're not entirely done on the engine (almost there!), but when that's done, I'll post an example of how a spritesheet is. — {EspyoT} 08:27, 26 January 2014 (EST)

I'm posting here since this is similar to hi Espyo so here/ Hey Espyo, why did you tell me to go to the talk pages, because i'm new, because I suck at Grammar, or because you want me to leave you alone? Pikifan4 16:36, 16 January 2016 (EST)
 * Nothing much, I only linked you to point out that you were missing some of the talk page rules. You weren't indenting your messages (adding a : for every reply), and weren't signing (adding four tildes). We need everybody to indent and sign their messages so that talk pages can be understood. Looks like you read the page, because you're signing now, so congrats! — {EspyoT} 16:40, 16 January 2016 (EST)

Re: Category "?"
Alrighty. :)

Question/Ideas for Engine
Heyo, Espyo! Anyways, I have a question regarding thr game engine. Why do a bunch of pikmin of assorted colors spawn in my map, even though I haven't put them there? So, some ideas are: Maybe add some more textures? Maybe some other editors such as a pikmin abilities editor? Also some bugs that I have found are that pikmin go straight to the onion. Although it is efficient, it poses/posed some problems, like pikmin getting stuck in corners. Also, if a captian is sucked in by an onion, he/his sprite dissapears. Other captains and pikmin will sometimes freeze and not respong to whistling. Sorry if I talked for a bit too much. If any of these aren't possible, I'll understand. If I could contribute to this project in any way, let me know! Thats all for now. ~Neo~


 * Hey! Don't worry, any sort of support is appreciated. The engine is still in development, so some things are still missing and glitchy. Regardless, I appreciate any feedback. Especially about bugs, because I don't know all the bugs that are still lying around!


 * The Pikmin spawn on all maps because it's some testing code that forces them too. On the maps I test the engine with, I always need Pikmin around, so instead of manually adding them to every map, I just forced them to spawn. I'll remove them from the auto-spawn thing in the next release. As for textures, you can add your own at any time. Go to the Game_data/Graphics/Textures folder and put whatever you want in there. The engine will recognize any textures there. I'll slowly bundle more textures with the releases, but the point is for the game makers to add their own textures, not me. Pikmin go straight for the Onion because I haven't implemented path-following yet. No worries, it'll come in a future version! As for your glitches about the leader sprites disappearing and Pikmin not responding, I think that I fixed those problems on alpha 5.0; are you using that version? If you are, can you elaborate a bit more on what you did to get the Pikmin to not respond? Thanks! — {EspyoT} 20:28, 22 December 2015 (EST)

For the glitch that happens with the captains, it seems to occur randomly... The first time it was with louie with red pikmin, the second was with louie next to a dwarf bulborb... Also when louie got stuck with the red pikmin, I could try to throw pikmin and the total number increased, until there were 100 pikmin... anyways I'm using 5.0, and I might try to make some graphics for some other stuff... If you would like to use them let me know. Do you have all pellet colors yet? Oh yeah, quick question, how did you make the sprites? ~Neo~


 * How odd... For the scenario with the Pikmin number increasing, were you next to the Onion? Because clicking the throw button while next to an Onion currently makes the leader pull out a new Pikmin from the Onion. I'll try to tinker about to see if I can find any similar glitches, thanks. I don't have the other pellets, but you can create them yourself. Even for a Pikmin type that doesn't exist yet! Just go to /Game_data/Types/Pellets, add another folder, and do the same that the other folders do. To make the current sprites, I used Inkscape. It's a program that works with vectorial art, which you can then export to normal raster graphics. That's why they have the distinct look that they do. I'm no artist, so I think vector-styled art is the best I can do. Oh, and I forgot to answer before, but I do plan on adding more editors later. I'm still not quite sure how I'll work out Pikmin abilities yet, but we'll see. — {EspyoT} 07:31, 23 December 2015 (EST)

Oh, ok. I might upload the sprites for the yellow and Blue pellets once I fix the blue pellet number and Yellow/Blue Pellet size. Also, I think I found the cause of the glitch. When a captain is whistling/plucking pikmin and then you switch to the other captain, the last captain will finish said job and then becomes unresponsive... If you whistle the pikmin that are next to the unresponsive captain, they will not respond either unless you "throw" them(they will not move) and then whistle them back, making clones of the thrown pikmin... Also some questions... Do you think that it will be possible to make overworld maps in the future? If not, will it be possible to change to different areas without naming the area you want to play in "Play"?~Neo~


 * Thanks, but you don't need to send me the sprites. Since I've still got the original vectorial graphics, I only need to change the color on Inkscape and the change goes instantly through. As for the glitch, I ended up fixing it after alpha 5.0. This will be fixed in the next update, no problem. The plan for the engine is to allow the full creation of entire Pikmin fan games, with story, game modes, etc. If I can't manage that, I'll at least add some nice way to enter the editors, choose what areas you want to play on, etc. Thanks for the feedback! — {EspyoT} 16:48, 23 December 2015 (EST)