KingOfTheKeyboard | 01/02/11 12:28 am - Last edited 01/14/12 08:26 pm by KingOfTheKeyboard | Filter |
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Graduate
Awards:
Group: Member Posts: 156
| Demo: Version 0.3
This is the official thread for posting updates/discussing information about Pokemon Cinder. It is a pokemon game as designed by me. A lot of effort still needs to be put into this game, please play the demo and comment on how you think it is.
Here is a screenshot of the battle engine, a WIP:
And here is some update progress:
Features of the demo:
OVERWORLD
-Walking, running biking
-Talking to people and reading signs
-Transitions between rooms
-Leaping from ledges
-Finding Wild pokemon in grass
BATTLE ENGINE
-Damage Calculation, type matchups, STAB
-GUI (FIGHT option only)
-attacks (no move animations)
-Speed and order of events
-STAT MODIFIERS are now fully functional, albeit a lack of moves to show their functionality.
-Accuracy and modifiers
Tasks Being Worked On:
BATTLE ENGINE
-priority moves
-EXP, Leveling, etc.
-PPs actually mattering,
OVERWORLD
-Animated water
-sfx
Tasks that need to be Started:
-More areas to explore, indoors, gyms and trainers (big one)
-The Bag
-Party and pc boxes
-Full movelists
-status conditions
-Trainer and Gym battles
-Cutscenes
-The storyline
-All of the towns/routes/etc.
-Badges
-TMs/HMs
-Surfing
-Picking up items
-ORIGINAL POKEMON AND SPRITES (Big one)
And here are some known glitches:
-Growl's PPs appear to be at 0
I will post any changes made in the latest posts of the topic.
Feel free to comment.
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PARTY LIKE A |
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HyperSerpent2638 | |
Trainer
Awards:
Group: Member Posts: 132
| What about a rival and someone like Team Rocket maybe? But nice job again!
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Lol yayz for spending 14 hours working on a video game. Hi NIAJABOY and DM O.O :) U rock Bouncy Ball! Xterm and Corona pm me if your on |
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KingOfTheKeyboard | |
Group: Member
| Yes, Ill add storyline to the to-do list |
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Dark Matter | |
Champion
Awards:
Group: Member Posts: 4563
| Is this basically the same topic as the other one?
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Want to know when a pokemon evolves or what moves it learns? Having trouble uncovering hidden items? Visit the Official Pokemon Twilight Guide!
Got any questions about PT or the forums? Visit the FAQ!
Official Beta Tester for Pokemon Twilight
Highest poster on the GFF
Most active member on the GFF
66 (+2 special) out of 66 Pokemon Obtained on PTV5! Every single one of 'em!
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Lody | |
League Master
Awards: Group: Member Posts: 2135 Donor: $250.00
| I'd say so.
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Dark Matter | |
Group: Member
| Not really much point making a completely new topic... |
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KingOfTheKeyboard | |
Group: Member
| Well, I named my game, so I just made a new topic for it so it is easier to find information about it. |
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Dark Matter | |
Group: Member
| We were familiar with the location of the other topic though
Ah well, it doesn't really matter. |
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Spencer G. | |
Enthusiast
Awards:
Group: Member Posts: 62
| I tried your demo. Its a start but you have alot of work ahead of you.
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Need 3D models but can make them?
Have a model but can't animate it?
PM me and I just may be able to help. |
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Dark Matter | |
Group: Member
| Ok, I've found a glitch: when you go through into another route, you'll stop running. |
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KingOfTheKeyboard | 01/03/11 08:41 pm - Last edited 01/03/11 08:47 pm by KingOfTheKeyboard | Filter - Reply #10 |
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Group: Member
| Yes, I was thinking of posting that as a known glitch! Apparently game maker loses track of the letter keys that are pressed in between rooms, I do not know how to remedy that as of yet....
edit: just posted
Another edit: Maybe if I directly check the hardware for the key by using keyboard_check_direct it will work? |
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Dark Matter | |
Group: Member
| Ah, I see - they're separate rooms. Yes, GM does do this... it carries only walking though, so surely you're still detecting one key press? |
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KingOfTheKeyboard | |
Group: Member
| Ok, well here's the dilemma.
keyboard_check_direct does allow the transition between rooms while still running, but offers a few cons:
1)The player will walk even if the game is not the active window.
2)There is a delayed reaction to all keys
So, I don't know which was way was better.
I think I just might make only the run key keyboard_check_direct and everything else keyboard_check |
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Dark Matter | |
Group: Member
| I suppose if you used _direct just for running, it would still only run if it was the active window, so that should be fine. Try it. |
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KingOfTheKeyboard | |
Group: Member
| Ok, here's the other dilemma.
Running works between rooms, but there is a delay between pressing it and releasing it.
There is still the glitch where if begin running or walking into a conjoined room only shortly after you start moving, you freeze until you release the keys.
I can fix this by making the arrow keys a direct check, but the movement is delayed by at least 0.3 seconds. I'm sure this will annoy people, especially if you want to turn or stop walking. |
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Dark Matter | |
Group: Member
| Ok, give me a few minutes and I'll figure out a way to fix it. |
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KingOfTheKeyboard | |
Group: Member
| Well, why don't you just become my lead programmer :)
Nah joking, but thanks for being helpful. I think I can fix this one up by only performing a direct check as soon as the player aligns to the 16x16 grid, only after he changes rooms. After that is regular checking. |
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Dark Matter | |
Group: Member
| Yeah. that would probably be best - for the first step in the room. |
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KingOfTheKeyboard | |
Group: Member
| *sighs* well it didn't work, all I got out of that check is the player not being able to run while walking, and standing in the running position while standing still and holding 'x'.
Things work better in theory than in practice :( |
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Dark Matter | |
Group: Member
| I'm sure it would work...
Have a variable called "run" which is set to true if keyboard_check or keyboard_check_direct pick up X being pressed, and set to false if it is released. Then, make him run when the variable is true. |
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