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KingCoin

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  1. Yep, this game will use my texture improvements by default. That's why the screenshots I've posted of battles have smooth textures. Here's another screenshot of a battle to show it. I also recently added a forum signature for myself and modified the first post in this thread to direct people to the end of the thread to see recent changes. I would change my forum avatar but I haven't thought of a good one yet. Is there a way to modify the title of this thread?
  2. You can use it for any game where you have access to the textures, it doesn't need to be updated because it's designed to work with any game.
  3. Wild pokemon now fight back when attacked. (This took a lot of time) Changed the number of seperate pokemon species in each area from always being 8 to being a random amount between 2 and 7. Fixed a crash caused when any wild slowpoke tried to use any moves. (I forgot to give it a move list for leveling so it had no possible moves to use) Fixed a rare crash that could occur while transitioning between areas. Fixed a rare crash that could occur while new areas were being generated. (I'm pretty sure it's fixed anyways) Fixed a bug where totodile was learning a move which didn't exist and wasn't coded called "Aqual Tail" instead of "Aqua Tail". Fixed a bug where venusaur was learning a move which didn't exist and wasn't coded called "Petal-Dance" instead of "Petal Dance". Fixed a bug where venusaur was learning a move which didn't exist and wasn't coded called "Worry-Seed" instead of "Worry Seed". Fixed a bug where wild pokemon that were the evolution of another pokemon knew the wrong moves. (high level evolved wild pokemon had the movesets of their unevolved form) Fixed a problem where the animation for gaining experience was behaving very strangely after the first time experience was gained or when gaining more than one level from one fight.
  4. You could if you knew how to program in java. Otherwise it is possible that I could eventually make a tool for it but that would be a lot of work so I'd probably only do it if a lot of interest was expressed by multiple people after I finished the original game itself. Could you elaborate more on what my mean by making a fangame out of it? Do you mean an alternate story that uses the same procedural generation or what?
  5. I'm not sure what the rules are on this forum regarding bumping threads but here's a reminder that this program exists.
  6. Some of you have probably noticed that I haven't been posting updates as often recently. The truth is that I tend to work in bursts of effort. I'll program on one thing for like 12+ hours/day, then I get burned out on that and work really hard on something else for a week or two to recharge before I switch back to working hard on my original project really hard again. I don't want you guys to see the lack of recent updates and assume I'm abandoning this project because I'm not, if I haven't posted recently It probably means I'm just taking a short break. These are the other projects which I've worked on in between working on this project in case anyone wanted to know: University homework of course I created an AI which has learned to identify roughly 27,000 possible combinations of cell structures found in pictures of cell samples taken with microscopes. There's a bit of an interesting story behind this program. Basically some cancer researchers needed to be able to identify various cell structures from a massive selection of millions of slides quickly. They were apparently unable to solve this problem(identifying the different cell structures in pictures of cells) even with the super computers they tried to do it with so they ended up working with some game developers in an MMO to add a sort of minigame to the MMO. Players in the mmo can do a minigame where they are given these pictures of cells and asked to identify the structures found in them. They are occasionally shown slides with known answers in order to test how accurate they are and they are paid money in the game based on how accurate they are. Essentially, the players are paid currency in the mmo to help the cancer researchers solve this problem. I knew I could automate this process so I decided to make a bot that could do it for me. The bot started out with very low accuracy, it actually had 0% accuracy for the first 2,000 samples it attempted. The horrible initial accuracy of the bot may seem like a problem but I actually programed it to learn from it's mistakes. Every time it failed to correctly identify a sample it recorded information about the sample and would make modifications to it's chosen answers for future samples based on that data. After reaching a "critical mass" of experiences it was able to solve samples with 50% accuracy. The accuracy quickly grew and now it's been solving samples for 8 hours/day with 99.9% accuracy for me in the game for the past month making me rich in the game. The funny thing about this bot though is that bots are against the rules of the game so I actually had to also design it to behave like a human would behave to avoid detection. I'm not sure how the developers would react if they did catch me, none of the players in the game or the developers think it's even possible to solve the samples with a computer instead of a human and it's technically helping cancer research by running so I kind of wonder how they'd react to it. On a forum thread where someone raised the possibility of someone writing a bot for it everyone was saying it was probably impossible but if someone did solve it they'd probably get a nobel prize, then promptly get banned from the game lol. They did make an announcement shortly after I started running my bot on two computers though that was kind of entertaining. They were happy to see that there was "an increase in players doing the minigame recently". I did the math and apparently my two bots running 8 hours/day each accounted for half of that increase and the developers have no idea. The other project which I've worked on recently is a computer vision system that could be used as a general program to bot hundreds of different games in an undetectable manner. It looks at what's on the screen and analyzes the way it changes to determine locations of monsters/players in games as well as mapping the game's terrain as you/it play the game. It also reads the text on the screen and looks at cause and effect to learn to play games which it hasn't been exposed to yet. This project isn't even close to done yet but it shows promise. I intend to do some more big updates to pokemon safari after I get this AI to a usable state which shouldn't take too much longer. Here's a screenshot of this program learning about the game "RuneScape oldschool". The window on the left is the game window, the window on the right is showing what the bot is seeing in the game window.
  7. The game now properly states "It's super effective!" or "It's not very effective..." after a super effective or not very effective move is used in battle.
  8. Fixed a rare crash that could occur while transitioning between areas. Fixed a crash that occured when trying to switch pokemon outside of battle.
  9. I appreciate your input. I'll use the list you created and if anyone sees any issues with it I can always change it later. There will eventually be rock smash rocks and probably headbutt trees but those aren't as essential as some of the core game mechanics so I haven't began working on them yet. I'm trying to get a lot of the core stuff working before I release the first playable version of the game. A few of the things I need to get working before I can release the first version of the game include: AI for enemy pokemon/trainers. Procedurally generated building interiors. Ability to walk through "doors" and transition between the different game areas without godmode controls. Ability to catch pokemon. Ability to plant and harvest Apricorns and berries (I haven't decided yet if you'll be able to buy pokeballs in town like cannon games or if you will have to make them with apricorns or find them). Determine starter pokemon. Procedurally generated plot and trainers/gyms(possibly factions). All non-event pokemon from generations 1-3. Having at least this many pokemon available is important do to the large size of the world. At least a few legendary encounters. Ability to save and load game. HM gated areas. I do intend to add special types of areas like the ice caves or volcanoes you mentioned. These areas will probably lead to legendary encounters.
  10. I've finished adding an additional 51 pokemon and I need to decide where you should be able to find each one. If anyone wants to help me figure that out, here's a list of all of the possible locations to find a pokemon: Short Grass Tall Grass Cave Surfing Old Rod Good Rod Super Rod Here's a list of the new pokemon that need their encounter locations determined: Wobbuffet Girafarig Pineco Dunsparce Gligar Snubbull Qwilfish Scizor Shuckle Heracross Sneasel Teddiursa Slugma Swinub Corsola Remoraid Delibird Mantine Skarmory Houndour Phanpy Donphan Stantler Smeargle Tyrogue Smoochum Elekid Magby Miltank Larvitar I excluded evolutions and event pokemon because the game will automatically make you encounter a pokemon's evolutions rather than it's first form if you find it in a high enough level area. Event pokemon will get their own special set of circumstances that allow you to find them.
  11. Here you go, a new post Added the following: It is now possible to open and navigate the bag while in battle It is now possible to access the pokemon screen in battle which allows you to switch pokemon around during a fight. Partially added the pokemon corresponding to national pokedex numbers 201-251. They still need their moves, evolution levels, base stats, and information about what they can evolve into added. This isn't a new feature but I'm pretty sure I never showed a screenshot of this feature after I added it. When you encounter a wild pokemon it will have a silver star under it's name for each IV it has that is greater than or equal to 20. The star will be gold if the corresponding IV is a perfect 31. Here are a couple screenshots to demonstrate: This has only one silver star. This means only one of it's IV's is above 19. If you wanted to catch an arbok for your team, you might want to look for another one. This Yanma has one gold star and four silver stars, this means it has quite good IVs(one is perfect, 4 others are greater than or equal to 20). If you were looking to add a Yanma to your team, this one would be a good catch.
  12. Added the following: The world can now generate both towns and routes instead of choosing to spawn either entirely towns or entirely routes. The pokemon button in the start menu now functions properly. Choosing this button will display your current team as well as their current health, name, and gender. The "switch" option in the pokemon screen now works properly so you can switch around your pokemon team's order. The color of pokemon's HP changes colors depending on how close they are to fainting. If health is above 50% the hp bar will be green, if health is above 20% and below 50% it will be yellow. If it is below 20% then it will be red. The "cancel" button on the pokemon screen now brings you back to the start menu when it is pressed. Added the basic code necessary for items. Added about 100 items to the game. These items are no where near complete yet and only store their name and stack size. A couple of them have descriptions but the rest still need their descriptions added. The "bag" button in the start menu now opens up an inventory screen which has 6 categories that related items will be stored under. The item categories on the inventory screen can be scrolled down or up if they contain more items than can be displayed on the screen at once. Your position in each of the 6 categories on the inventory screen is not reset after exiting the inventory screen. This means the items you used most recently will already be selected when you re-open your inventory after using them. Pressing the X key now properly closes most windows and menus. Getting all of these new screens and menus working properly took a lot of time and effort but they bring the game another step closer to being playable as a game. Here are a few new screenshots: This one isn't a new feature but I included it anyways because it represents a nice town that was generated when I was testing.
  13. Is it better to post small frequent updates or less frequent larger updates? I'm wondering if I should make a new post for every little change or if I should wait until I have like 10 changes before making a post. Should I post information about progress as I make it? Once every day? Every 2-3 days? Or should I wait like a week or two between posts. What do you guys think is best? I feel like waiting too long will make people stop following the thread but posting two often can cause people to miss some of the information. Another thing worth mentioning is that some changes may take a lot of work to implement but still be able to be described in very few words so they don't sound very impressive.
  14. Added the following: Added 10 possible NPC's to the towns. They currently just stand where they spawned and change directions occasionally. The player now properly collides with and isn't able to pass through buildings or NPC's. Added the menu to the game. You can toggle the menu by pressing ENTER. The buttons in the menu don't do anything yet however this is the menu you will eventually use to access your bag, check on your pokemon, etc. Here's another screenshot showcasing the progress:
  15. I've finished the first stage of generating towns. The buildings cannot be entered and have no collisions yet. I also added a large list of possible town names to the game however I haven't added a way to set and show town names yet. Here's some fresh screenshots:
  16. I've been working on the code for how to generate towns. It currently creates a bunch of connected paths and will add buildings to these paths in the future. The first building I'm going to add the code for is the pokecenter. I'm not finished with it yet though so you'll have to wait for a screenshot. I've also fixed a few bugs with terrain generation and battles that could cause game crashes.
  17. Yeah I'm still going to finish it. Development has temporarily slowed down as a result of me needing to do some non hobby work to be able to pay my bills in real life. I apologize for the lack of recent updates, I'll see if I can spare enough time tomorrow to add some new content for you guys to see.
  18. I apologize for the lack of progress recently. I've been trying to work on adding a new area type but I'm having a lot of issues figuring out/inventing an algorithm to generate it. I don't want to post any screenshots of it until I get it right. I also added some custom water tiles/animations to the game.
  19. I'm glad you appreciate it. I enjoy doing it and I have a lot of prior experience with coding so I just sit down to work on it for an hour or so, glance at the time, then realize I've been working on it for like 5 hours I'm very good at figuring out how things work/how to do them quickly and on my own. I know exactly how to structure everything before I start so I spend pretty much all my time just adding content rather than trying to fix weird bugs which I'm sure other devs spend a lot of time on.
  20. Added the following: Added 49 new pokemon to the game. These are the pokemon corresponding to numbers 152-200 of the national pokedex. Wild encounters show a silver star for each IV they have that's greater than or equal to 20 under their name, The star is gold if the corresponding IV is 31. Modified/created textures for all pokemon up to gen 5 to work with the game and align properly with the baseplate(circle of grass/water/etc) in battle.
  21. Ok, I've made modifications to the lists of possible encounters in each type of situation. I added pokemon to some lists, removed them from others, and removed all evolutions from the list. The lists now only contain the first form of the pokemon and the pokemon will be evolved if it is found at a level past it's evolution level. I also added an animation to grass so that it gets smashed down when you step on it and pops back up after you walk off of it. Here are the new lists in case anyone wants to give their opinion on if they're fine as they are or if something should change: Pokemon that can be found in short grass: Pokemon that can be found in tall grass: Pokemon that can be found walking in caves: Pokemon that can be found while surfing: Pokemon that can be found with the old rod: Pokemon that can be found with the good rod: Pokemon that can be found with the super rod: I also added a new feature to the game which you can see in the top of this screenshot: It allows you to easily see if you've encountered all of the pokemon in an area before or if you should keep looking. I'm considering making this feature togglable or translucent. The only issue I currently know of that can occur with it is that if you encounter the same type of pokemon more than 99,999 times the number displayed will be missing the last digit. I don't think this is likely to be a problem. I also plan to make it show a pokeball next to the name of the pokemon if you've captured it before. The pokeball will probably be gold if you've captured one with perfect IV's or sparkle if you've captured a shiny version of the pokemon. I've considered making it show more information but I don't want to clutter the screen too much.
  22. I thought I remembered finding seel and dewgong in a cave in silver/gold version but yeah, I intend to add more area types. The area with moltres/groudon will probably be volcanic, articuno in a snowy area, etc.
  23. I removed the following from possible short grass encounters: Zubat Paras Parasect Venonat Venomoth Diglett Dugtrio Onix Cubone Marowak Mr. Mime Scyther I haven't decided what to do with the dratini line yet. I want dratini to be rare. It will probably either be a rare encounter while surfing in caves or a rare encounter with the super rod in caves. Lapras will either be a rare encounter while surfing or an event pokemon like a legendary.
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