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Pokémon RMN Version is a collaborative Pokémon fan game developed with the Pokémon Essentials script engine for RPG Maker XP. It is the result of a creative event where members of the RMN community and abroad would create, design, and refine their very own Pokémon to feature in the game. Up to twenty-five members had their submissions accepted, and they've all contributed to a roster of 151* Pokémon for players to catch and train!
*There could be more...

The game features a brand new region to explore, exclusive to the RMN-made Pokémon contributed by our members, and with the power of the Pokémon Essentials engine, you'll experience this game in a way that's reminiscent of the handheld games!


Far away from familiar lands in the Pokémon world, lying South of the Inday Region and West of the Moddin Region, there exists the isolated island of Ahremin. The Ahremin region is known for it's rich history, including tales of a monstrous beast who once threatened to devour the world; it contains bizarre landscapes, including the mysterious ruins of a lost civilization and the outright befuddling Ultimate Warp Zone. The most fascinating aspect of Ahremin, however, is its Pokémon species, all of which are found nowhere else in the world.

After recently moving into the region, a curious, ambitious teenager wishes to explore Ahremin to its fullest; discovering, befriending, and training its Pokémon with the hopes of becoming champion of the Ahremin Pokémon League. This teen is the child of the world-famous Pokemon Trainer Andreas, who runs the gym at Misao City. With a reputation to keep up with and a dream to fulfill, the teen accepts the Trainer's License and embarks on a journey that will test his/her endurance.

Will he/she make a mark on this strange new world? Does he/she have what it takes to become the Ahremin region’s champion? This teen is you, in case you haven't figured that out, so what will you decide?

For Pokemon and Game information, visit the Pokémon RMN Version Wiki!

Latest Blog

Progress Report - 12/30/21 - Story, Sprites, and RPG News

Hey everyone, I hope you all had a great holiday week!

To start off this well-overdue update, several more overworld sprites have been completed. At the moment, there are only a small handful of remaining overworld sprites yet to be finished. Let me know how you think they’ve turned out!



The next point I wanted to address has to do with the story. I’ve gone back and forth about how exactly I wanted to handle things, whether to stick with the more traditional Pokemon style, or to go for something far different, or even to meet halfway. Ultimately though, I think I’ve settled on which I wanted to go for, all of them! More specifically, I’m thinking of allowing you to choose one of several campaigns at the start of the game, each one following one of three important characters who cross paths multiple times throughout their journeys.

The first campaign is the most traditional of the three, and will be what the currently existing portion of the game will be reworked into, retaining the usual butting heads with the bad guys, and taking on the gym challenge.

Second is Rosalyn. (As a note, these names here are the names given to these characters when not playing their campaign. When playing as them, you have the option to set their name) Her campaign will follow more of a “Pokemon Ranger” approach, focusing more on events happening in the region, rather than aspiring to take on the league.

And lastly, there’s Zade. His campaign will be from the perspective of the enemy team, at least initially, and will delve into his reasons for joining their cause, and the emotional weight that it has on him.

With all that said, I plan on finishing up the original campaign prior to starting work on the remaining two, so as not to further delay the game.

Lastly, I have some news about the other main project I’ve been working on. I’ve mentioned it a few times before, but in case you hadn’t seen it, it’s a more traditional JRPG that takes place in the same world as Pokemon RMN. It’s been pretty fun actually to think about how many of the ‘mons would function as more traditional RPG enemies as opposed to Pokemon, it opens up a whole new realm of possibilities with specific battle strategies and gimmicks that aren’t feasible in a Pokemon battle. The game takes a lot of inspiration from the Golden Sun series, with a lot of focus on exploration and using magic outside of just battle to solve environmental puzzles. Anyway though, if anyone’s interested in knowing more about it, just let me know. I’ll likely set up a gamepage for the project before too long. It’s still got a while to go before a demo would be ready, but I thought perhaps some of you would be interested in seeing how the Ahremin region and its diverse range of creatures would translate into a more traditional JRPG setting.

As for the next update, it’ll likely revolve around changes to mapping. One of the bigger tasks brought on by moving away from the Pokemon brand has been changing out the project’s tileset with non-Pokemon tiles, and remapping to fit the new tiles. Not the most difficult task, but one that’s taken a long while.

Have a Happy New Year everyone! :)

Posts

Okay, so after taking all the inputs above this is what I did. I tried to create the same emotion as the RGB battle theme (you can clearly see how the whole song is inspired by it). To give a SNES-feel I used 8bit for the main melody. Please tell me what you think of it!

Wild Battle Theme
author=seiromem
Don't worry, that really confused me too xD

The only walls you actually make are the wall in the back.
Observe:


That's the actual Emerald bedroom. The only wall is the one in the back.


Wow, how strange.. Thanks for clarifying that for me. Can you make that picture bigger?

Seiromem
I would have more makerscore If I did things.
6375
Don't worry, that really confused me too xD

The only walls you actually make are the wall in the back.
Observe:


That's the actual Emerald bedroom. The only wall is the one in the back.
Ratty, it feels like the The Ultimate Warp Zone is missing important tiles. I feel like when I'm doing the inner part, it's lacking essential wall tiles that curve and connect. When I look at the other tiles like the cave one, it seems it has a lot more tiles to utilize than The Ultimate Warp Zone.

Ratty can you show me an example on how to use The Ultimate Warp Zone? :(
I want to help, but I don't know if I can, or how...
I'll just wait in the sidelines until something comes up :)
Blobofgoo
Legs are a burden. Return to snek.
2751
I was having way too much difficulty trying to get pokemon essentials itself. Sorry.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Blobofgoo
What are the specifications for the attack animations? I'll give it a shot.

Edit: nevermind... pokemon essentials is beyond me

If you've used RMXP's animation editor before, Pokemon Essentials doesn't do much to change it, though it's editor does have the tendency to be a bit clunkier by comparison.

Here's the article on it, in case you haven't looked at it already:
http://pokemonessentials.wikia.com/wiki/Attack_animations
author=Ratty524
@Jin: After double-checking in the editor, the tileset is formatted the way RMXP generally handles tilesets. Did this "updated" RMXP change that? Do you also happen to have a screenshot that demonstrates this problem? That might help.

@Trass: Wow, you have some really nice stuff! I guess this is something I should get people's opinion on: Would everyone here prefer a custom soundtrack to this game? Maybe I shouldn't be married to the music I have now.

@Jayje: Great to see you back!, There are still plenty of cries that need to be done. I recently got MechanicalPen on board with making cries, though, so you might want to communicate with him as far as who wants to do what. Do you have the link to the spreadsheet?


Just my opinion but every game that has resonated with me on deep level and every nostalgic hard to forget game ever had an amazing original soundtrack that i will never forget. For an amazing game you need amazing music. Something new and fresh.
Blobofgoo
Legs are a burden. Return to snek.
2751
What are the specifications for the attack animations? I'll give it a shot.

Edit: nevermind... pokemon essentials is beyond me
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Trass
I'll try out the wild encounter theme then.

I guess what I need is... is there any kind of theme or emotion you want me to go for? More playful? Intense? Is there any kind of instrument you want me to highlight? (For example like hoenn trumpets)
I'd go for something similar to the red/blue in terms of emotion. I think that theme, while still catchy and upbeat, created a feeling of desperation and intensity that I kind of miss with the newer games, so I'd like a tune that evokes a similar emotion here. As far as instrumentation is concerned, it might be good to use Hoenn trumpets since I'm making the game in a Gen 3 type of style, but feel free to surprise me.

For information in regards to the theme and culture of this region, it's a bit like Kanto in that the populace is more sophisticated and practical-thinking compared to others, but with a good handful of goof-offs, nerds, and drunkards. While they do have the history and myths with the Bitwroar Ruins and such, the Ahremin region's culture isn't really centered around it, being a bit more modernized. In fact, with Bitwroar in particular, it's somewhat of a new thing archaeologists are finding out, and most of the populace live completely oblivious to what actually transpired in the region's dark past. Some activities that are popular within the region are Triple-Triad card battles, collecting and exchanging mysterious "RMN Coin" artifacts, and obviously Pokemon battling.

I hope that helps. xD

EDIT:
@TungermanU: I've got a few people working on cries already, so I don't think that's needed at the moment. Can you do some attack animations, though?

I've finally decided to aim to put out a demo of this in the near future, since there is actually quite a lot developed with this game and I've been quiet about it. I'd currently need to get the game in a presentable state before that, though.
Is Bitwroar ruins supposed to be 8/16-bit style? because it would be cool if we could compose a chiptune theme for that one area
Why use such a music for a cutesy-game? I don't think that'd come well together.
But well, I'm just looking forward to whatever might arise.
This is just a wild thought on my part, and might not be shared with the rest of the community, but since this is RPG Maker .net, what if our Pokemon game had a more SNES or fantasy musical theme to it? That might be cool.
Well, I know pokemon and their music just as anybody else here does, hahah. I'm also a pokemon freak to want to do this for free xD

What I mean with my question is more to what kind of feel you want for THIS fan-made version of pokemon game. What fits for the themes in THIS new region.
Seiromem
I would have more makerscore If I did things.
6375
Most wild pokemon battle themes are usually upbeat and slightly intense. Just slghtly. At least I think.
Here's all of the main series battle themes. To better explain what I think I'm talking about.
I love violins! But I don't think they would fit too well in Pokemon.

Try having gen 3 or gen 4 styled music, that would fit the best anyways.
I'll try out the wild encounter theme then.

I guess what I need is... is there any kind of theme or emotion you want me to go for? More playful? Intense? Is there any kind of instrument you want me to highlight? (For example like hoenn trumpets)