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Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Sat, 14/06/2025 14:05 (1 Day ago) |
Day 14: A game map Today I once again switched my focus and worked a bit more on my tile map (see day 8). I added a few more tiles to my tilemap, and started drawing an actual game map with it. Just to see how everything might look in the end, when assembled together. ![]() (2x scale) It looks.... okay for now, I guess x'D Still empty, and the main issue right now is that I don't have enough variety in tiles. So I will work on that soon. Also, I feel that the windmills look way too small now... The road is almost as wide as a windmill is tall lol. [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Fri, 13/06/2025 13:17 (2 Days ago) |
Day 13: Grass-typed Legendary Bird (Part 2) ![]() Newest version: ![]() ... I looked at some Pokemon sprites for reference and... I really don't understand how their shading works lol. Where is the light coming from, exactly?? Top center? [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Thu, 12/06/2025 19:58 (2 Days ago) |
But today I took a break from that and worked on something else instead: Day 12: Grass-typed Legendary Bird (Part 1) ![]() We all know Articuno, Zapdos and Moltres. Ice, Lightning and Fire. But my favourite type is Grass! So my creative muse told me to create a grass-typed legendary bird today :D Clearly, I took Articuno as a base to start from. The first things I did today was recolour it to use a green colour palette, and then I added some leaves to it. They are currently not properly shaded. Of course, this is an early work in progress. I will add more details and make more adjustments later on, to make it look and feel more like an actual Grass type, and a stronger deviation from Articuno. Of and the leaves floating around it were just my copy-paste bases to create the wings. I will most likely remove them later on. But in a way, I also like how it looks like there's leaves falling down from its wings :] [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Wed, 11/06/2025 19:33 (3 Days ago) |
![]() (2x scale, previous version) ![]() (2x scale, new version) I've started shading the trees in the background, and added grass to the foreground...... and it looks horrible! Help! [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Tue, 10/06/2025 19:10 (4 Days ago) |
And it is true that the colours currently don't match the ones of the original image. However, I think I will lay down the basic ground work first (i.e. shapes, perspectives and shading and lights) before I start tweaking the actual colours. Putting an orange layer on top of it as some sort of "filter" sounds like a great idea, however, and I will try that out eventually! Day 10: Caterpie in the Woods - Part 4 ![]() (2x scale, previous version) ![]() (2x scale, new version) Here;s today's progress :) The Caterpie are somewhat done! And I've started outlining the background trees. The Caterpie are not fully perfect, I think. But eventually, there will also be foreground grass, hiding some parts of them, so I will first wait to see what this will look like, before trying to make the individual Caterpie all look perfect. Lemme know what you think! [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Mon, 09/06/2025 19:38 (5 Days ago) |
Day 9: Caterpie in the Woods - Part 3 ![]() (2x scale, previous version) ![]() (2x scale, new version) Btw, if anyone is curious: I spend about 25 minutes per day on pixelart. Just to put my daily progress a bit into perspective. [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Sun, 08/06/2025 14:23 (7 Days ago) |
Day 8: A Windmill ![]() After having finished the windmill, I noticed that the perspective will probably look off, if I were to use it in an actual 2D birds-eye-view game (like Pokemon Ruby/Sapphire). So I might fix that in the future. Does anyone have experience with creating game assets (tilesets) for games similar to the old Pokemon games? [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Sat, 07/06/2025 19:53 (7 Days ago) |
Day 7: Caterpie in the Woods - Part 2 I noticed that the image aspect ratio was completely off compared to my blender art, hence why I was never able to get the proportions correct. The pixelart image was almost rectangular, whereas the blender art has an aspect ratio of 16:9. So I had to fix this first, before starting to work more on my main Caterpie. Here is today's progress! ![]() (2x scale) Its head is basically "done". The rest of the body is currently just sketched out, but obviously lacks shadows and light. Any critiques? [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Fri, 06/06/2025 19:22 (8 Days ago) |
Day 6: Caterpie in the Woods - Part 1 Remember my feed where I showed my proudest work I made in Blender (3D software)?: ![]() Well, I thought it would be a great opportunity to turn this into a Pixelart! And by turning it into Pixelart, I of course don't mean resize it down to pixel-level, but instead hand-draw it myself. So here is today's first progress: ![]() (Sketch, 2x scale) I started sketching out the scene first, to know where things would eventually go. I struggled a lot with the proportions of the main Caterpie, but... I guess this is just a question of patience rather than skill. And I did not have 100% patience today lol. Anyway, I also already started working on drawing the main Caterpie: ![]() (2x scale) And... that's where I am at right now. I have a clear plan of what I want to do next. First, I draw the rest of the scene, and then add the lights and shadows. Sounds... simple. Wish me luck! [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Thu, 05/06/2025 19:20 (9 Days ago) |
-carter-: You are right :) Still, I did not implement that, because it just felt like mundane work instead of actual practise. The frame was already there, I just had to copy it as extra frames in-between. And I... was too lazy for that :') I preferred to work on some actual spriting. Anyway, here is today's final result: Day 5: The Ducklett has been caught! ![]() (Original size) ![]() (8x scale) Again the disclaimer: The Ducklett sprite itself was not made by me. I finished the animation from yesterday and added the sparkling star animation at the end. I quite like it :) Again: Please do point out any mistakes I may have made, so I can improve! I think tomorrow I want to practise something entirely new... I need a new challenge :) Ideas? [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Wed, 04/06/2025 18:36 (10 Days ago) |
Day 4: Gotta catch 'em Ducklett! Inspired by Politoed's suggestion, I started working on a catch animation: ![]() (Original size) ![]() (8x scale) Disclaimer: The Ducklett sprite was not drawn by me! This is the official Ducklett sprite from the Black/White games. I did, however, alter it, to make it flash during the animation. The animation is still work-in-progress. The final two frames currently have unfixed shading issues, and the animation also abruptly stops after the second shake. I will continue to work on this tomorrow. If you do find any issues with the current state, please do point them out :) As always: Happy to hear any kind of feedback! Good night. [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Wed, 04/06/2025 08:17 (11 Days ago) |
Day 3: Basic animations ![]() (Original size) ![]() (8x scale) First row is still the result of day 1 and 2. Row 2 now shows the animations I created yesterday. I must say that I am quite satisfied with animation 1 and 2. I love the little "bump" the Pokeball does when it reaches its maximum height and when it lands back on the ground. Animation 3 is "ok". I am not super happy with the flash that comes out of the Pokeball, but I also didn't spend more than 4 minutes on that step. Although I also didn't know how to improve on that... perhaps I could've used a reference. @Joyfuldoggy: Thanks for sharing your animation! :) It inspired me to work on animation #3. Now I need to think what to try out today on day 4... [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Mon, 02/06/2025 18:55 (12 Days ago) |
Day 2: Improving the lighting So today I tried to implement various of your suggestions into my Pokeball design. Politoed's suggestion of separating the 3D shape from the texture of the object helped me a lot. And instead of just copying what Politoed provided to me, I tried to visualise the 3D shading of a ball myself - with my recently acquired skill in Blender! I used this render next to my Pixelart Pokeball to see where light and where shadow should go. Here is today's progress: ![]() (Original size) ![]() (8x scale) The first one is still yesterday's result. I then did three iterations: First I noticed that the inner circle of my Pokeball was perhaps too small, so I greatly increased its size. ... By too much, as I later noticed! (Hence why it was scaled down again in iteration 3). I then tried using two colours for the lighting highlights (almost white + orange) and two colours for the shadows (beige and pink). The shape still didn't look perfectly round, so I (think I) improved that greatly in iteration 3. In iteration 4, I played around with "coloured" outlines as some of you have suggested. I think that's just a style preference, however, and I had seen a video where the guy explained that it ultimately just comes down to preference. Simple black outlines are much simpler, of course. But the outlines from the last iteration are probably closest to the Pokemon style we used on PH. Anyway! Comment your feedback and further tips, please :) I think that tomorrow I want to turn the Pokeball a bit, or make it bounce, to play with its shape and perspective... Wish me luck (and provide tips in advance :D)! [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Sun, 01/06/2025 12:00 (14 Days ago) |
This June, I've set myself an exciting goal: to learn how to create pixel art. I'm doing this purely for fun and not with any intention of becoming a professional. After all, I'll most likely always be a coder at heart :) My plan is to practice every single day throughout the month of June. One of my goals is to create my own PokeHeroes-style event Pokémon by the end of the month. However, I'll start with smaller and simpler projects to build my skills. In this thread, I'll be sharing my daily progress and would love to hear your thoughts! Any form of feedback, constructive criticism, or help is deeply appreciated! Please feel free to point out any mistakes you notice. I'm grateful to anyone willing to guide me on how to improve from my current skill level. For my pixelart journey, I will be using Aseprite. I have some basic experience with it, but mastering this tool will be part of my learning process. Day 1: A simple Poke Ball Today, I spent most of my time (re-)installing Aseprite and watching a couple of tutorials on the basics of the software and pixel art. To ensure I documented some progress, I attempted to sprite a Poké Ball. I used a random non-pixel art reference photo of a Poké Ball from Google and started spriting. I chose the AAP-64 color palette because, well, I wasn't entirely sure what I was doing. I picked one that had a manageable number of colors, including darker and lighter versions for lighting accents and shadows. Here is my result: ![]() (Original size) ![]() (8x scale) Please let me know what I could improve and how. I feel like the shading doesn't quite make the ball look round, so any hints on improving that would be greatly appreciated. [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Wed, 07/05/2025 19:28 (1 Month ago) |
"The" or "One" possible reason for recent lags has been fixed yesterday (and can now be confirmed "fixed" since --according to logs-- the problem hasn't occurred again in the past 24 hours). Many of you might had noticed over the last few weeks that every few page refreshes/page changes, the site would suddenly take 3+ seconds to generate instead of the usual < 100ms. Technical details, for dweebs: ![]() Every time you refresh the page or
switch to a different page on PH, your "last activity"/online
status is updated to the current time.
At the same time, we have the "Online users clicklist". And every time a user interacts via this clicklist, the server searches for users who've been online within the last 15 minutes, and collects a list of their Party Pokemon (which you haven't interacted with yet). This query is rather complex and takes a bit of time to compute. And that's perfectly okay. It uses smart prefetching and parallelism techniques so you oftentimes don't notice any delay. The problem was, however: While fetching and generating the clicklist data, the database did not like that a concurrent user suddenly wants to update their "last online status". The database, while being busy fetching and processing all online users, did not allow for changes to happen simultaneously. Concurrent changes can lead to inaccurate results after all. Does the user who's online status changed right now count towards the clicklist or not? That's undefined behaviour, and thus the database just blocks the possibility to update data concurrently. Simple fix: I told the database not to care about changes during the clicklist creation. After all, clicklists are not built for accuracy, they are built for performance. So if a user switches from online to offline, or from offline to online all of a sudden while someone else generates an "online users"-clicklist -- who cares! It is a completely unnoticeable difference. But lag-free browsing is definitely noticeable. Please note that there might still be lags for different reasons. I personally have experienced much more pleasant browsing today. If you do notice unusual, frequent lags (i.e. not ones that only occur every 1000+ refreshes or every 5+ minutes, and not ones that occur, for example, the first time you log in after long activity or the first time you load a clicklist after long inactivity), please report that in the bugs forum. For example, if still every 10-th page access or whatever on most pages of PH lags for 500ms/1s+, then feel free to write an appropriate report. [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Tue, 15/04/2025 18:23 (1 Month ago) |
[Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Tue, 15/04/2025 10:14 (2 Months ago) |
Thanks for the bug report! [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Mon, 14/04/2025 13:07 (2 Months ago) |
It's quite interesting to me, because I personally am not in favour of it. Now, please don't read my post as a rejection - it's not a rejection. If the majority of the users wants this and would be happy about this update, then I can surely implement it. Just stating my own personal opinion in here, in case anyone's interested in hearing it. Commenting "as a user" essentially, not as the developer. From a personal perspective, I am bothered by the following: The main "lore" about the fountain is that it is all about superstition. A lucky fountain (in real life) "works", because people want it to work. It works, because people believe it does. But deep inside of us, we of course know that it doesn't determine or change your actual future. And with the current way it is implemented, it is kept vague on purpose: The fountain says, that your shiny chance is increased. Sure, but by how much? Was the shiny I just hatched because of the shiny boost, or would I have also hatched it without the fountain? You can never know for sure, but oftentimes, people believe it worked. When someone hatches a shiny on a normal day, they are unsurprised. When they hatch a shiny on a fountain boost day, they feel lucky and thank the fountain for it. All ideas on your list (with the exception of the event egg chance) are measurable, however. If you get +20% power orbs due to a boost, then you can measure this exact outcome quite clearly at the end of the day. You won't get a "lucky surprise" that may or may not have been caused by the fountain. You will get exactly what the fountain promised to you that you will get. To me, the "magic" gets lost in a way. Instead of superstition, the fountain turns into a transaction. You pay for a boost, you get a boost with a guaranteed outcome. What boost you get is still random/luck-based of course. But it still doesn't feel the same. Again: At least to me. In the end, of course, what's most important is that is most fun for the players. [Read more] |
Riako OFFLINE ![]() Forum Posts: 2,835 ![]() |
Posted: Tue, 08/04/2025 05:58 (2 Months ago) |
The accuracy of the guest counter has been strongly improved. Web and AI crawlers all operating from the same network (but with different IPs) are now counted as "1" guest instead of 1,000+. [Read more] |
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