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KingCoin

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  1. I've been working on figuring out how to determine which pokemon can be found where. Here's the lists I came up with so far. I'd appreciate if someone could take a look at them and tell me which pokemon they think should/shouldn't be in each list. (this is only for the first 151 pokemon in the pokedex since I haven't added the others to the game yet). The lists don't show the rarity of the respective pokemon because I haven't decided how to implement that yet. The starters that are included in the list will be very rare to find(like 1/500 chance). Legendaries and pokemon you get from fossils or other unique circumstances also aren't included. 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:
  2. Does anyone know the filename or have a copy of the png file for the animations when you walk through grass? There's an animation with little green particles that come from the grass when you step in it and I can't find it.
  3. Yeah I agree that it's weird having exits spawn in small rocks or a solitary tree like that. It's something that still needs improving.
  4. I've made improvements to the generation of routes and created(maybe temporary) overworld sprites for the player, Here's a few screenshots:
  5. I've made the following improvements: All of the first 151 pokemon in the pokedex now yield proper amounts of experience when defeated. Pokemon can now gain experience and the experience bar is animated to grow when xp is gained. Experience needed for each possible level is now known/coded for the first 151 pokemon in the pokedex. Moves can now be used in battle to deal damage to an opponent. Almost all moves which deal damage and have no other side effects should work properly other than missing animations. Pokemon can now lose hp and feint in battle. The hp bar is animated to decrease at a fixed speed when damage is received instead of instantly changing to reflect the new hp of the pokemon that was damaged.
  6. I've made the following improvements: All of the first 151 pokemon in the pokedex now have their associated move pools. (This took 2 days to complete). Pokemon now flicker when a move is used on them if their is no other animation for the move used. Here's a screenshot showing the player using a Moltres which now has all of the moves it should have at it's level. (Moltres is a pretty high number in the pokedex out of the first 151)
  7. Thank you guys for posting. It helps keep me motivated. I'll add a post soon with more information about the progress I've recently made.
  8. I've made a few more changes: It's now possible to run from battles, this uses the same mechanics as the core game series It's now possible to encounter shinies, they will have the normal 1/8192 encounter rate. I've put a system in place to be able to detect if a shiny is legit or hacked, if one is hacked you will not be able to trade it or battle it with other players and it will probably say on it's status page that it isn't legit. Added code for rendering animations. The game can now display animations. (Shiny pokemon sparkling when first encountered with an occasional random sparkle every 1.5 seconds on average is currently the only animation in the game so far). You can now select to fight in battles, this displays your pokemon's available moves with their PP and type displayed in a small area on the bottom right side of the battle screen. Moves which aren't done being coded and will not behave as expected will display a red circle with a line through it next to their name. Here's another screenshot showing a new feature, in this case it's a shiny encounter: Here's a bonus screenshot showing what moves which aren't complete look like in the move selection screen:
  9. Added the Attack, Bag, Pokemon, and run buttons as well as the code to select which one you choose.
  10. I just finished modifying the 621 textures for the first 151 pokemon in the pokedex so they would always line up with the baseplate they're standing on in battle(circle of grass). Here's a few more images: After posting this I noticed blastoise's hp was wrong, I've fixed that bug now.
  11. I've mostly finished coding all the moves. I also put in the code for determining the gender and stats for the first 151 pokemon in the pokedex. Here's a screenshot showcasing a wild encounter which is a feature I've recently added. It's not perfect but I'm making good progress: In case anyone is wondering, I don't intend to keep Charmander as a possible wild encounter. At the moment I'm thinking the normal starters will only be obtainable through more special means, either you pick one when you start and have to trade other players for the others or they might be really rare encounters like 1/500 chance in certain locations. Getting the game to this point was a lot of work, so far I've written a total of 9,848 lines of code.
  12. I'm a little less than half way done programming all of the moves in the game. There are a lot of them so it's taking a long time to do.
  13. I honestly hadn't thought about that. I need to think about it. I could give the hidden abilities to the wandering pokemon I mentioned in an earlier post or give them their own areas to spawn in like hidden grotto's or perhaps some other thing I haven't thought of yet.
  14. Today I wrote the code for the first 100 of the 621 moves available in pokemon. I'm currently planning to get the first 151 pokemon working fully in battle before I add more pokemon to the game and improve level generation code. Different types of pokemon should spawn in different areas and I think having the pokemon in the game will help inspire me to create good areas for the various types to spawn in. Zubat should spawn in caves, Magicarp should be found in small watery areas, slugma should spawn in a volcanic area, etc.
  15. I've just finished writing more than 1,800 additional lines of code. I've made the following changes: Added Type mechanics(weaknesses and strengths of different types, STAB multiplier) Added code for the type, name, pokedex number, base stats, IV's, and evolutions of the first 151 pokemon in the pokedex. Modified texture files for efficient use with the first 151 pokemon in the pokedex. It probably doesn't sound like much but that actually took a lot of time to code. I still intend to make many improvements to terrain generation, I just felt like working on some of the code for the pokemon themselves today.
  16. I'm glad you like it. I enjoy improving it and seeing the results of my work.
  17. I've made the following changes: The game now only renders tiles that are visible on the screen. (This improves performance) It is no longer possible to see the edges of a level. Levels are generated with large enough impassible tile borders(like cliffs) that you can never get close enough to the edge to see it. You could still see the border if you played in a resolution larger than 1920x1080. The player now has walking animations. The player is now represented by a squirtle. This is a temporary change that was made to test the code for the player's walking animation. I currently do not have a suitable player sprite, if someone wants to make one so I don't have to do it myself it would be great. Fixed almost all texture issues. There are still a few uncommon circumstances that can cause textures to have issues but they are not very common. Fixed a bug where the player would be teleported to the top left corner of the map after moving their first step in a new level. Fixed a bug where the player would move two tiles instead of one when they started moving after being stationary. The game's rendering system has been upgraded to active rendering using BufferStrategy instead of passive rendering. This eliminates screen tearing issues that previously could occur while moving. Added Godmode for testing purposes. (when toggled movement speed is 20x as fast as normal and collisions with terrain are disabled. This feature will become password protected in the future if it isn't removed altogether. Added the game's name to the top of the game window. Here's another screenshot in case anyone wants to see it with the fixes to the texture issues and the addition of squirtle:
  18. Legendaries will have special areas generated for them. Certain legendaries which don't really have an area in the games like Raikou and Latios will be random encounters after some criteria is met. You will only be able to find one of each legendary, You probably won't be able to get them all in one playthrough to encourage trading other players.
  19. Thanks for taking to time to make this video. It looks pretty good. I'll add a link to it on the original post so people can find it. I'm also going to look into the crash you showed in the video when I get time and try to get it fixed.
  20. The screenshot is helpful however I've spent a considerable amount of time trying to find a solution to it and wasn't able to find any issues with my code. From what I can tell it's a problem with the original unconverted files themselves that makes my program unable to detect their transparency. The program ends up not adding transparency to the converted images and the result is what you see with their being no transparency where their should be. The solution is to either manually add transparency to the files with this issue yourself in an image manipulating program like Photoshop or run the original textures through one of the PNG compression websites I linked at the bottom of my original post before running my program on them.
  21. I've made the following improvements: Routes now spawn with patches of grass. Routes now can have slightly more complex layouts The game window can now be resized to any size without issues. Making the window larger does not scale the game's textures, it simply increases the distance around the player that you can see. Added the code for the player's movement in the over world. The player is currently represented by a pink rectangle with a blue outline. You can use the arrow keys to move around the levels. Previously you could only see the parts of a route that spawned on screen and could not move. I've implemented basic collision detection. You currently can only move to tiles that are the same elevation as the tile at your current position. I can start posting download links for the latest versions of the game in this thread if people want to try them. I hadn't posted any yet because I figured the game wasn't in any sort of a playable state yet. Currently all you can do is move around using the arrow keys and check out different areas that have been generated by either closing the game and opening it again to generate a new world or by pressing '2' which moves the player to a random area out of the generated world map(which I showcased in some of my earlier posts). You will need to have java installed to be able to run the game. Here's a few new screenshots, as you can see I haven't fixed the texture issues yet, I know how to do it, it just hasn't been done yet: Here's one to showcase the fact that you can make the window any size, it doesn't have to be 1920x1080 like in the prior screenshots:
  22. Here's a few routes generated with my latest code. There are some texture issues which still need to be resolved but I've made good progress. I forgot to mention this in my previous post but the red squares represent where area exits/entrances will be spawned.
  23. Unfortunately there isn't but I'll try to make the instructions I gave in my initial post more clear. You should be able to look up any of the steps on google. Once you get it running the program will tell you what to do.
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