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KingCoin

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  1. I've written the code to line up cliff tiles automatically and some basic code to connect zone exits. Obviously this code could use some improvement but the basics are there. Here's a few randomly generated routes with my current code.
  2. I had an idea for how to generate the routes which involved the following steps: 1. Generate exit positions in each area edges at random positions corresponding to the layout of the areas on the world map. 2. Find all paths between the exits that are shorter than a certain length. 3. Pick a random path from the list of paths. 4. Set any tiles that are greater than X distance from the path to be non-passable tile types like trees. 5. Add grass, ledges, water, etc to the path. I've run into a problem though where finding all paths in a map uses more memory(RAM) than is normally allocated to java which causes the game to crash while generating these areas. I haven't thought of a solution for this yet but I'm working on it.
  3. Yeah, I'll probably do something like that or make it ask you to confirm entering any zone more than 10 levels higher than your highest level pokemon or something like that. There's a lot of things to work on so this probably won't get coded for a long time. I still need to code all of the game mechanics, all the pokemon, animations, etc. At the moment I'm working on code for generating route's which will take some time to perfect because I want them to be interesting and not super repetetive. I should probably get a list started that has all the features I plan to add. I like that you guys are giving me some feedback on the forums here because it gives me a good reference I can look back on when I'm deciding what to do next.
  4. I could just have it auto-save before the trainer so you could load afterwords.I've started to write some of the code for generating the individual areas in the game bit this part of the process will take a lot of time to perfect.
  5. I can easily make towns less frequent. Currently an area has a 33% chance to be generated as a town with the restriction that it can't generate as a town if there's already an adjacent town. What percentage of areas do you think should be towns? The areas are currently set to default to 100x100 tiles however they aren't being generated as anything other than a giant grid of grass tiles yet so that could easily change. As far as what I meant about the HM's, I meant I could make it so a lvl 10 area might be connected to a level 40 area but you'd need strength or surf to get between them. The wandering overworld pokemon wouldn't be very common, there would probably only be one or two in an area at any one time. I really like the idea of using a trainer as a way to prevent low level people being able to catch high level pokemon in a high level area they find. I could just put a trainer with pokemon high level like the area at the entrance to the area such that you can't get into the area without fighting them.
  6. I could implement level caps or change the catching mechanics like you said. I'm not sure if that's an ideal solution though. Changing game mechanics from the official games seems like a controversial subject among different players so I'd like to avoid it as much as possible. One change I'd like to implement is I might make it so you can both find pokemon in the grass and sometimes find them wandering around in the world. It's just an idea I had but I think it would be cool if pokemon could spawn at the edge of grass/water rarely and walk around a bit, if you interacted with them you'd enter a battle with them, after a while they'd walk back into the grass/water and disappear. There are a couple options I thought of for making it more interconnected. 1. I can make each branch shorter. Instead of having areas where you go linearly through for 5 areas in a row without it branching off it would be more like 1 or 2 areas before each branch. 2. I could make it so a percentage of nearby areas connect to each other but have a ledge or HM requirement so you can only go from the higher level area to the lower level ones through these connections and not the other way around. Which of those is better or would a mix be better? Also, I couldn't connect any areas that weren't adjacent to each other. I could but the map wouldn't make sense if I did. In the mean time, I've made it have a 50% chance to connect adjacent areas that are within 3 levels of each other and shortened the branch length. This is how it looks now. Another thing, it currently is set to keep generating more branches of 1 to 4 areas until it generates one with an area that has an average level greater than 50. As a result it's generating a huge amount of areas compared to traditional games. I'm not sure if that's a bad thing or a good thing. I could make it so each level generates higher level relative to nearby areas than it currently does if I wanted to make it so there were less areas overall. I don't think I should have too many areas because there's only so many pokemon and I'd like each zone to have like 5-10 different pokemon in it without too many repeats between zones. It's currently set to generate new areas within 2-4 levels higher than the area they connect to.
  7. Here's a few screenshots of world layouts using my new method for generating them. The light grey square is the starting town, light brown squares are towns(or could be something else like small camps/outposts with basic things like poke centers and marts), darker brown squares are routes. The numbers on the squares represent the average level of the pokemon that would be found in that area. Keep in mind this is all subject to change. This part of making the game is probably the easiest part there is to make/modify.
  8. I think it would be cool to have it so you can find an area that's too powerful for you and have to come back. The only issue is: what stops you from catching a high level pokemon there and being able to skip half the game by using your level 54 onix you caught when your team was level 20.
  9. I've improved the world layout quite a bit. I'll post newer screenshots when I finish getting area levels working properly. I'd like to make it so the first area is around level 4 and the highest level areas are like level 60. I almost have it working now but I need to work out a couple issues.
  10. I can do that. The question is how do I determine the level of wild pokemon in each area though. If an area has for example, a level 21 zone leading to it and it branches off into 2 other zones. What level should the two other zones be? Should one be like lvl 24 and one be like lvl 40 or should they both be lvl 24ish? Also, if I make the zones branch out like you suggested. Wouldn't the player have to backtrack a bit through the zones to get to the next area when they hit a dead end? Perhaps the best solution would be to give the player early access to the Fly HM.
  11. I wrote some code to generate possible layouts for the world (how the areas in the game connect). The area you start in is represented by a green square, the final area is represented by a red square, every area is represented by a square. Here's a few screenshots of different randomly generated world layouts: This code could easily change. One other idea I had for layout was having the player spawn in a central town and make it so the further from that town you go, the higher level pokemon you encounter. It would generate areas all around the starting town branching out from it in all directions.
  12. I haven't had time to think about the story for it yet. I'd probably make it generate the starting area first, then generate each zone after that zone one at a time, every time it generated a zone maybe add 3 or 4 to the level of pokemon in the area.
  13. Are you tired of replaying the same pokemon games over and over again? Pokemon Safari is a fangame still under development which is unique because the areas and quests in the game are all procedurally generated, this means that you'll never run out of new areas to explore. It will feature all existing official pokemon, game mechanics such as breeding and battling based on those used by the official games, shiny pokemon at their normal 1/8192 encounter rate, online battling/trading, and many other features. A lot of features are still under consideration but not confirmed such as the following: An available "balanced" game mode where all pokemon have similar stats allowing you to train your favorite pokemon without worrying about their normal downfalls. All pokeballs used by the player are either found or crafted with apricorns. Ability to choose between good and evil. (Work with team rocket and help them steal pokemon/sell them or defend against them) A lot of others I can't remember at the moment. Skip to last few pages if you want to see the most recent information about this game. You can find my original post inside this spoiler:
  14. I'm glad you like it, I haven't seen anyone else mention issues with that particular image. Maybe running the program on the original image again would fix. Anyways, It looks like it's in the Graphics/Pictures folder. Search that folder for files with "battleFoeBox" in their name.
  15. A few people have asked me in my other thread if I could create a texture pack for rejuvenation like I did for reborn. If you go to my other thread you'll find a download link for my program I created and used to create the texture pack as well as instructions on how to use it. I haven't downloaded rejuvenation to create a texture pack for it but you should be able to download my program and use it to create a texture pack. I wasn't confident that people in this part of the forums were seeing my post so I figured I might as well post it here as well. My thread with the program: http://www.pokemonreborn.com/forum/index.php?showtopic=21483 Let me know if you find any issues or have any requests for features.
  16. I've updated my original post to include the latest version of the texture pack as well as the latest version of the program. I also included the only known solution to the bug where an extremely small amount of specific texture files lose transparency when they're converted. The texture pack included on my first post now uses a detail preservation setting of 5. Fixed the following bugs in the program: The program no longer crashes when it encounters a file that is not a png image. The program now correctly recreates the original folder structure from it's input directory in it's output directory which should make installing a texture pack created by it as simple as copying and pasting one time from the output folder to the game's folder and merging folders.
  17. I was going to upload a version of the pack using the the detail preservation set to 5 but I ended up finding an issue with the program so I'll fix that, then reupload the fixed program and the texture pack.
  18. That's the before and after with a setting of 5. Here is how it looks with the currently uploaded texture pack which is what you and your friend are using:
  19. This is what that one looks like before(left) vs after(right) with a setting of 5:
  20. I haven't played this game yet so I'm not entirely sure what kuro looks like, based on a quick google search, I believe this is kuro? Or am I incorrect?
  21. I'm not entirely sure which sprites have eye issues but I could try to find one.
  22. It's already released, I've updated my original post to include a download link for the program! I've considered posting a texture pack for each possible variant of textures it can create (because the program itself might be hard for some people to figure out how to run) but that would be a lot of work. I personally think it's pretty easy to use but not everyone is as knowledgeable about computers. Here's an image showing all the possible values(a number between 0 and 8) of the detail preservation setting: I believe the texture pack that is currently posted has the equivalent of a setting of zero although it's hard to say since this option wasn't added until after I created that pack.
  23. My program has a detail preservation value you can set when you run it. This value determines how few nearby similar color pixels there can be before each pixel will be modified for smoothing. This can be any value between 0 and 8, I've found a setting of 4 or 5 works best. Here's an image showing unmodified vs a setting of 4 or 5:
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