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KingCoin

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  1. I will incentivise the player to go after wandering pokemon by having their IVs roll between 10-31 instead of 1-31. Shinies are intended to be extremely rare and exciting to find. That being said, you are more likely to find a shiny wandering pokemon simply because you can see if they're shiny or not before you even battle them. You might be able to exploit this by continuously starting new games until you see a shiny in one of the four routes abjacent to the starting town or something if you want to... Regarding the possibility of a beta: I will eventually have a closed beta available when I feel the game is ready for it. The reasoning for it being a closed beta is that I don't want people to play a buggy beta, decide they don't like it, and give up on the game before it's even completed. The purpose of the closed beta is more for bug fixes and gameplay recommendations than a playable game teaser. After closed beta, when the game is ready, there will be an open beta which is when I will add a lot of new area types, extra NPC dialog, extra quest types, and alternative storylines.
  2. I'm glad you guys like it! It's always great (and motivating) for me to see that people appreciate my efforts. I'm posting this from my phone at the moment because my computer appears to be experiencing some hardware failure and my main hard drive with windows on it is failing. Don't worry about pokemon safari though, it's backed up on various hard drives and some older versions of it are backed up online so it should be pretty safe.
  3. I added wandering pokemon to the world. They have a small chance to spawn on grass tiles if there are less than 4 wandering pokemon already in the area. These pokemon have the same chance of being shiny as all other pokemon(1/8192) and will be visible as a shiny in the overworld. Fixed a bug which allowed moves used on pokemon to heal them past their maximum HP. (Having 120/100 hp for example) Here is a screenshot which shows a wandering shiny Azurill and a few other wandering pokemon that aren't shiny to showcase the feature:
  4. I've made some more progress! Here's the changes: Fixed a bug where the world was incorrectly generating cliff/rock tiles in places it wasn't supposed to. Fixed a bug that caused grass to continue to "wiggle" forever after walking through it. (It should only move when you step on it) Fixed a rare crash that could occur during world generation. Re-added trees to the world generation. Modified and re-added grass patches to the world generation. Modified and re-added npc's to the world generation. Areas now have names. The name of the area you are currently in is located in the upper right corner of the screen. Towns have a random name chosen from a list of about 600 possibilities. Variations in elevation still need to be re-added. It's a difficult thing to implement though so it will take some time to get it right. Here's a fresh screenshot:
  5. I'll take your idea about department stores into consideration but I don't want to say yes or no to that yet. It will depend on how others feel about that idea and how my vision for the game evolves leading up to where I could add them. There will be NPC trades for sure. Certain pokemon like Togepi and Castform will probably be exclusively available as npc trades. I don't think it would be right to be able to encounter those species in the wild and I don't want to just give things away for free without the player needing to do anything to earn them (Mystery gifts with exclusive pokemon like mew for example). It should be rewarding to get each and every pokemon/item.
  6. I'm glad you like it! Positive feedback is always encouraging. Regarding some areas only having 2 species of pokemon in them, Ideally each area would have a minimum of 4 species of pokemon. The game has a lot more areas in it at the moment than an official game so it's a trade off. Each area should have semi-unique Pokemon (You shouldn't find the same 5 types of pokemon in 4 different areas) and I want to encourage trading between players to fill out their pokedex so you will probably only be able to find something like 70% of the available pokemon in any individual playthrough. The minimum limit for pokemon in an area will probably go from a minimum of 2 to a minimum of 4 when I finish adding more pokemon. I also want to point out that that particular minimum is also for short grass in specific, you could potentially find 2 species in short grass and 3 others while surfing in the water in the same zone. I've also considered having trainers sometimes give you items instead of just money when defeated. Perhaps you beat a trainer with lvl 8 pokemon and they will give something like a Potion. Beating a lvl 40 trainer might give you something better like an Ultra Ball. I know you'll disagree with this but TM's will probably be a one time use, I want to encourage players to trade with each other so instead of getting every item/pokemon yourself you'll end up with some duplicate TMs to trade for what you're missing. If you don't want to trade other players then it will just mean you have to try something new instead of using that specific move. I'm also considering allowing transfer of pokemon between playthroughs. A transfer would obviously have to delevel the pokemon or make it unavailable until after the elite 4 or something to keep it balanced though.
  7. How many badges you will need is still to be determined and could vary between playthroughs. All trainers including gym leaders will be randomized within certain "themes". This hasn't been coded yet but the way a gym leader will be generated will probably be something like this: 1. Pick a random theme (favored type of pokemon for example). 2. Pick some random pokemon from within that theme. 3. Pick some random lines for the leader to say which go with that theme. They might refrence they power of one of their pokemon or their favorite move for example. 4. Generate randomized gym interior that goes with the leader's theme. 5. Add 3-6 trainers on the path to the leader which have a similar theme to the leader. 6. Pick some randomized lines for each of the trainers to say on the path to the leader. (perhaps hints or talking about other trainers in the gym) Trainers would scale based on the level of their area. They will have slightly more powerful pokemon than the wild pokemon nearby. The elite 4 would be generated in a similar manner to how the leaders are generated.
  8. So far I've done the following: Towns now spawn in the world again. Towns are now correctly connected to their adjacent routes. Currently randomized dirt paths connect the routes to a town's (more linear/straight) roads. Added a flashing marker for the player's current position to the map. Battles now display properly again rather than the game just showing you the pokedex entry of your opponent when you entered a battle. Fixed a bug which caused town roads not to generate if route paths already existed in the world and route paths to not generate if town roads already existed in the world. Fixed a bug that made it impossible for the player to walk left or right except in godmode. Fixed a bug where the list of possible encounters at the top of the screen would be cut off if an adjacent route/town other than the one you currently were in was overlapping it on the screen. Fixed a bug which caused the game to believe you were in every area in the world at the same time. Fixed a bug where the list of possible encounters in your area wasn't updating properly when transitioning between areas. Regarding HM's, there are a number of possible solutions that I've come up with: Using an HM such as Strength, Rock Smash, or Cut, could permanantly move or remove the obstacle similar to pouring water on a Snorlax that is blocking your path. HM's could be allowed to be learned as an "outside of battle only" fifth move for a pokemon on your team. The world could spawn such that HM's are only needed for side areas that contained event pokemon or special items. HM's themselves could be key items instead of solely learnable moves. The player could have a follower pokemon in addition to their normal 6 pokemon with the restriction that the follower cannot be used in battle even though it's HM's could be used outside of battle. The game could give you hints about where you should go to look for a needed HM when you tried to interact with an HM-based obstacle and didn't possess the needed HM yet. HM's could be removed from the game entirely. (I'm personally not a fan of this one) I'm sure there are other ideas for HMs that I haven't thought of yet. I personally haven't decided on one yet but in general I'd like to keep game mechanics as similar to official games as possible. The world generation isn't to a point yet where I can add HM requirements to areas so I'll probably just wait until I'm ready to add HM's to decide. Here's a few more screenshots showcasing a generated world's map and the corresponding road/path layout of the world:
  9. There will probably be a new update on Friday or Saturday. I'll elaborate on ideas concerning HMs at that time. I'm looking forward to it
  10. I have to think about how I want to do it. Whatever I decide on in the end will ideally be both unpredictable and add fun challenges to the game because one of my primary goals for this game is that you should have a unique experience on every play through.
  11. Today I reworked the world map. It now looks like this: . The red is where you start. Blue is a town. Numbers are area levels. I'm still trying to decide how to determine which areas you will need HMs for and how to make backtracking less pointless or more rewarding. At the moment you can kind of choose which way to go when you start but you might eventually reach a dead end because there is still only one "correct" path to take which leads to the highest level area.
  12. I've done some more work for terrain generation. What I've added is some code to determine the order in which the player will find HM's in a generated world. This is important because what HM's you have available to you will affect what sorts of obstacles you will face next. An example of this would be that the player should have access to the strength HM before they reach any boulders that would prevent them from getting to the place where they obtain the strength HM. The way it is implemented right now, this is how the order is determined for when you get each HM: 1. The first 3 HMs are randomly chosen out of these possibilities {Cut, Surf, Strength, Flash, Rock Smash}. If the player gets access to Surf as one of these HMs then Dive and Waterfall will be added to the list of possible HMs that can be found next. 2. After the player has found 3 HMs the next HM they find is guaranteed to be the HM Fly. (This is because the world is very large so I feel it will become necessary before late game) 3. The order that the remaining HMs is found in is randomly determined however Dive and Waterfall are only available after finding surf. If the first HM you get is flash then the terrain should generate with a cave or something that you need to pass through which requires flash to be able to see, If the first HM you get is cut then it will generate such that you need to cut down a tree somewhere in order to progress, etc. I've also fixed the spelling error that Principality pointed out to me.
  13. I'm hoping to make more progress on this project soon. I've been really busy with classes so I wasn't able to work on it during the last couple weeks. I've had a lot of time to think about how to do some of the complex terrain generation code though and I have some ideas now so hopefully that will pay off. I'm glad you pointed out the spelling mistake, things like that are easy to do and sometimes difficult to find. I'll try to fix that soon. I'm sure there are a few I haven't found yet, it's hard to avoid when you write tens of thousands of lines of code like I've done for this game already.
  14. First of all I want to apologize for not noticing your post until just now. Regarding what you said though, it sounds like it would be good if I posted an updated zip containing the results of running my program on the latest version of the game. I'll try to do it soon but it might be a few days because I'm going to be very busy IRL for the next few days. Thank you for the feedback though. I suspect the issues regarding the tilests folder are caused by either the names of the files inside being changed between game versions or the tiles inside being rearranged. If it is one of those things then it should be easy to fix. It could otherwise be the transperancy issue people have mentioned in this thread which would be a pain to fix so I hope it isn't that.
  15. I think I've found the issue with those particular images. It turns out that java "DOES NOT support 24-bit RGB with a tRNS trunk that includes a single transparent RGB color value for the image " for PNG images. I'm assuming that those particular problem images are saved in that format. The solution is to rewrite the code using an external library called "Java png decoder" which does have support for those types of images. I haven't looked too far into it but I believe if I did that I'd also have to include a copy of the license for that library with the game. Rewriting all the code to fix something that only affects a few images out of the thousands that do work would take a ton of time and unfortunately doesn't seem worth it to me at the moment.
  16. Thank you. Made a major change to the way the world is stored in the code. This will make it easier to write the rest of the new terrain generation code however it broke a lot of things because it was such a major change. Fixed a bug with the new terrain generation code that caused almost all tiles to render with the wrong orientation, missing animations, missing textures, or otherwise screwed up. Fixed a bug with the new terrain generation code that caused the entire game screen to turn black permanently after moving the player down any distance at all. The world map is now centered on the screen when displayed. (It used to be in the upper left corner and some parts weren't even on the screen or visible as a result). Made changes to improve the game's performance/FPS. (This appears to have sped up the character's walking animation quite a bit so I might have to slow him down to his intended speed). Introduced a bug where the player now has an afterimage behind them when they're moving. Disabled the old terrain generation code because it will not work properly with my changes to how terrain is stored. It will have to be modified or rewritten to make it work with the new system. I've done a bit more work since I posted this. Levels now connect to each other. Here's a "map" of a recently generated world. I still need to add in all the trees and mountains/water etc but I've gotten all the roads connecting levels generating now. Each red square is an individual level/area. I might tweak it a bit still.
  17. I've been working on the code for terrain generation recently. I realized that it would be difficult to realistically transition between areas smoothly with the existing terrain generation so I decided to rework it's code. I'm going to make it so that each area is seamlessly connected. If you walk off the edge of one area it will instantly load you into the adjacent area. Here's how it is at the moment: As you can see, I've managed to get it so each individual level is loaded side by side. The current issue is that each level doesn't connect properly to it's adjacent levels. What I'll be working on next is making them all interconnected in such a way that you won't even notice the borders between levels and the entire world will behave like one giant level. After that I'll probably work on adding more biome variety to the areas. I have final exams coming up shortly though so progress might slow down a bit for the near future.
  18. Fixed a bug which caused the world to generate 60 times as many routes/towns as was intended.
  19. I've done you a favor(regarding your first question, not sure what you mean exactly by the second) and spent about an hour and a half creating the sprites for you via writing a program to automatically resize, position, and rename all the needed sprites from a zip of gen 3 sprites I downloaded automatically. You can download the result here: Gen 3 battle sprites That's a zip file containing three folders. One folder contains all of the original sprites simply scaled up, renamed, and positioned correctly. There's another folder with the same files but I've run my texture smoothing program I created on them without edge blending, and another is those same files with my texture smoothing program run on them with edge blending. The sprites for Unown are not named correctly, you'll have to rename them yourself. The only problem with them is they're named with a letter instead of a number corresponding to each letter variant. Here's an image to show the differences between each. Pick the folder that looks best to you. I think I did pretty well on them, I'm actually considering using these sprites in Pokemon Safari, perhaps as an uncommon variant (maybe 1/10 pokemon from gen 1-3 will have these sprites instead of gen 4 when you find/catch them). Just a thought.
  20. Okay, so I added some things, I fixed some things. It's been a few days since my last post because of the website updating and stuff so I'll try to write down the things I remember doing since then: Added pokedex descriptions for all of the 264 pokemon currently available in the game. Added data for the height of every one of the 264 pokemon currently available in the game. Added data for the weight of every one of the 264 pokemon currently available in the game. Added footprint images for every one of the 264 pokemon currently available in the game. Added a lot of the code needed for catching pokemon. It is possible to capture the opponent pokemon at the moment however I haven't added a way to choose to use a pokeball yet so the only way to do it is through modifying the code at the moment. The player's pokemon now evolve by reaching their proper corresponding evolution levels. When your pokemon feints it now prompts you to switch to another pokemon. When your entire team feints you are told that you blacked out, you are then teleported to the poke center in the town you visited most recently. If you haven't visited any towns yet then you will be taken to the starting town. Your pokemon are fully healed. Fixed a problem where the text on the bottom of the screen was overlapping the screen for switching pokemon making it very difficult to see what you were switching to if it was at the bottom of the screen. Fixed a bug where your pokemon would be displayed as it's shiny variant briefly after being struck in combat by any opponent that happened to be shiny. Added some text scaling and wrapping code for areas of text like the pokedex descriptions to prevent large amounts of text from extending outside of it's intended area and onto parts of the screen where it might not have been visible. Here are a few more screenshots to show the new screen I spent so much time getting working. This is the screen that appears shortly after capturing a new pokemon:
  21. Haha, yeah. That's what choosing yes for that option does. I'm glad you were able to figure it out. Hopefully you didn't overwrite the original textures and can just run it again without that selected. That setting was something I was using myself while working on the program so I could debug it. I decided to leave it in as an option instead of completely removing it though in case people might find it useful for seeing what the various settings did to the textures. I also wanted to say, thank you for providing such a detailed post with relevant screenshots and everything. That helps a lot when I'm trying to solve an issue.
  22. I still haven't figured out what causes that particular problem. It only occurs very rarely and I've quadruple checked my code and not found anything wrong with it. I believe it's something wrong with the original unmodified PNG file. I believe I posted a work around for it that seemed to work for other people on my first post in this thread. Let me know if that works for you.
  23. Yeah it's normal. I realize it isn't worded completely intuitively but basically what its saying is that it made all of the modifications it could do using the settings you specified but there were 2931 files in the directory you specified which either were not actual PNG files or were already as smooth as you wanted to change them to. The counter shows how many files were modified instead of what you would expect it to show (how many files the program has attempted to modify). Sorry for the confusion.
  24. I've added/fixed a lot of stuff since my previous post. I'll make a post about it when I finish what I started adding.
  25. Fixed a bug which caused all moves that were used in battle and had a STAB bonus to appear as being "super effective" in battle regardless of whether or not they actually were. Added the following pokemon to the game: Treecko Grovyle Sceptile Torchic Combusken Blaziken Mudkip Marshtomp Swampert Poochyena Mightyena Zigzagoon Linoone I'm working on making it so that your pokemon feint when they get to 0 hp and need to be switched out. Here's the latest issue I've run into: As you can see, now that I've switched it from having a "Switch" button to a "Send out" button when your pokemon has feinted, I've run into the issue of my buttons being to small to fit the text. I need to either make the entire pokemon switching UI wider and manually scale all the textures involved to the new width or use a smaller phrase on the button that would occupy less space but still convey the same meaning. I haven't decided how to fix it yet. Also, I've just been editing my posts when I make new changes instead of making new posts for each change. I only make a new post when there is a response to my latest post. This way I avoid cluttering the thread and I'm not putting new information in posts that aren't the latest post which might not be seen.
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