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Tensoon the Kandra

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About Tensoon the Kandra

  • Birthday April 25

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    Male
  • Location
    South Africa

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    Tensoon#6980

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  1. @Molta10 in response to "Another question I have: Would it be better to show all map connections, without checking if it is accesable from the current location? The checking is currently enabled, because some indoor locations are on the same "indoor" map in the files. It would list exit coordinates from other buildings, which are of course, not reachable from the current player location. Another example would be a bridge, which can only be accesed if someone entered the map from a different direction. I wanted to avoid confusion why an exit can not be reached. Didn't thought I would create a hunt for the gym entry, my bad. Any suggestions?" This is a rather complicated issue. You were correct in making it clear with the path finder that a location cannot be reached, there is nothing wrong with that. The issue is that we can't see what a particular teleport zone/building is without actually going there. Unless there is an easy way to change the names displayed for the locations on the scan results I don't see an easy solution. You could perhaps keep the disclaimer that the a current location cannot currently be reached but give directions to it anyway? This would be kind of pointless though, this issue with the gym is kind of a unique one. I mean the only circumstance in which you would want to go to a building you cannot enter is if it is necessary to interact with the door to progress the story. This would happen naturally for a sighted player though because they would naturally search out the gym, that is logical pokemon player behaveour, but because we cannot see and we don't know what the different buildings are without going to them we won't even know we are missing, or don't have access to, the gym. All we know is there is a closed location we cannot go to. The reason why I wanted to "current coordinates" button was so that I could perhaps locate the gym myself and scan for clickable events nearby. That is assuming the gym is even a clickable event. Honestly I don't think logical progression will work for blind players in this game. As far as story event triggers and even pokemon locations go we will have to use a walkthrough. If you implement the changes I suggested I am sure I will be able to progress with the help of a walkthrough.
  2. Hello again. I did some proper testing today and I can provide the following feedback: The only way for us to properly navigate as things are now is to make a list of all the teleport points and explore each of them one by one identifying them by their coordinates. Identifying them by any other means such as their place on the list is pointless as the list and list order constantly changes. This method has a lot of drawbacks though. Everyone says they are stuck after the rival battle. Using the 100% episode 17 guide in addition to simply going to each teleport point in Eastern part of the ward I identified the different spots as follows: Lower Peridot Ward (32; 11) Inkay info house Lower Peridot Ward (12; 15) (Seacrest's house (Garden Lower Peridot Ward (33; 46) No route Lower Peridot Ward (52; 11) Eviction house, nothing here. opal Ward (75; 11) South Peridot Alley (54; 7) Easy to find from eviction house Lower Peridot Ward (38; 54) Battle and lake/pool access. Peridot Ward (29; 6) route to North part of ward Lower Peridot Ward (20; 31) Name rater Lower Peridot Ward (33; 50) Pokesnacks house Lower Peridot Ward (33; 44) No route Lower Peridot Ward (19; 44) Old Rod house Peridot Pokemon Center (35; 33) Lower Peridot Ward (42; 24) TV and Ally Switch Info house, nothing here. Lower Peridot Ward (68; 9) Kricketot house Lower Peridot Ward (57; 52) No route Lower Peridot Ward (66; 78) Entrance to (Seacrest's (Garden only accessible via Seacrest's house I might have missed one or two places due to the options constantly changing due to the limited scanner. As you may have noticed, the gym is not on the list of places even though its the next story objective. The reason being, I suspect, is because there is no route to the gym's teleport tile as it is currently locked until you read the notice on the door and then do the necessary stuff in the northern part of the ward. I have no idea how to locate the gym, by using the guide I can make an educated guess of where it should be located, but I have no reliable way of getting there. I would have just done the same thing with clickable events until I found the sign but the range on that is much smaller and I would have to be close to the gym before the scanner will pick up the clickable sign. I have the following suggestions: 1) Add a "current coordinates" hotkey we can press to immediately show us where we are, that way we can still get close to places that has no route to see if there are clickable events nearby. 2) Extend the range of the clickable event scanner. Perhaps just double it in size. I don't know if there is a reason for the limited range besides the time used to scan, if so matter will have to stay as is. 3) There is also currently no way of knowing when you are in an area where you can encounter wild pokemon, being able to locate those would be helpful, same goes for fishing spots. If I was not using a walkthrough I would never have been able to find the fishing spot. Could not manage to catch any pokemon anyway though, I always just got "not even a nibble," not sure if I was doing something wrong, it has been a while since I have played a pokemon game. A "re-select previous destination" hotkey is what I want most though. Alternatively an auto walk function or something would be nice. I kept having to re-opoen the menu and count exactly how many times down I go to re-select the same place, however, because the list constantly changes it made for a very frustrating experience where I kept accidentally navigating back to places I have already been before noticing I misclicked and had to start over. 4) Since we essentially have to use coordinates to identify events and places it would also be helpful if they arranged themselves in a logical order determined by the coordinates such as ascending order based on Y-axis for example. That would make keeping track of different options popping in and out a lot easier. I kept pasting the options in a notepad, but I am still not sure I found all the teleport tiles in the area. I am experiencing some difficulty with other things that are a bit beyond the scope of this navigation mod, just in case anyone has any suggestions or perhaps know which options I have to change to make the experience a bit more pleasant. 1) I have no means of checking the enemy's HP as they only have a bar and not a number OCR can read... THis may make catching pokemon difficult later on. 2) In battle the moves pokemon use moves so quickly I can't see what was actually done. Is there a way to make battle slower so that the messages don't auto scroll? 3) My OCR does not work well with pokemon moves, I suspect that there is too much colour or something on the GUI, if I catch new pokemon it takes a while before I know which option is which and if I don't play for a while I have to relearn the order again. Any way to make OCR more accurate for that? I already deleted the fonts in the fonts folder to raise accuracy. 4) My OCR does not work with GameZ at all, it only works when I run the game.exe. I would like it to work with gameZ as it is much smoother and clearly runs better and faster. With my limited vision I have left I can tell the game's visuals do appear, but for some reason OCR does not see it at all. Anyone else experiencing the same? Thanks again for taking the time to make this mod.
  3. Wow, this is amazing! It works very well. Unfortunately I can't play much during the week, but just by quickly testing I can already tell that this will make the game a lot more accessible. I definitely do not know the layout of this game's map and I managed to get to the starters with absolutely no problem. One possible addition I can recommend for a future update, assuming it is possible, is to add an option to the F6 menu to re-select the last selected location. Sometimes the directions would have a lot of steps, it would be nice to instantly recall them without going through the menus again. It is a luxury I can survive without though, this really looks fantastic. Thanks a lot for your effort. I will test some more during the week if I get the chance, otherwise I will test a lot during the weekend.
  4. Happy Birthday 😄, i hope that you will have a fun day ^^🍰

  5. Hello, Another blind dude here. Just wanted to say thanks for endeavouring to make this. I tried doing something similar just before I went blind but my knowledge of programming was too limited. The best I could manage was to make tiles white or black and negative the text boxes' colour to make everything high contrast to make it easier for low vision players to see. It made the game ugly as hell, but at least one could navigate. Cool lookin' tiles kind of lose their value if even the Pokecentre appears to be a red blur to you, haha. This path finder idea looks amazing!
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