Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

Pokemon Teal/Amber Version


TailsSena

Recommended Posts

Yes, as the title indicates, this is a Pokemon fangame.

This is a short demo to show my progress with the engine...

A few notes:

The Load feature doesn't seem to work, even though I'm pretty sure I coded it right.

For some odd reason... I have full sound while running the game in MMF2, but when run as an independent .EXE, there are no samples...

If anyone can help with that, please... Do so here...

Screenshots!

Album

Kuh6q.pngJ8oTy.pngjxuTe.pngvBntE.pngBcgOG.png1kpue.pngOck84.png

Anyway, bug list a-go-go!

-On occasion, you will go left much faster than you should. Don't know why...

EDIT: Now that I've found the opposite of Teal, Amber, there will be a customary "second" version of the game.

Link to comment
Share on other sites

Am i doing something wrong? I cant seem to do anything. All im able to do is wander around the 2 maps while the NPC's stare at me. A little unerving to be honest.

The music was playing fine for me and the visuals are nice. Always loved the ranger series visuals. There is a some weird sprite glitching when changing maps however.

Link to comment
Share on other sites

If sounds don't play when building the executable, make sure filters are set up for the formats you use - head to application properties and deactivate auto-filters, then set them yourself. Rebuild, and see if that does the trick.

(don't include all filters, it would just inflate your executable size)

If you use sounds pulled from disk, then double check your directories.

Link to comment
Share on other sites

This is looking pretty good so far, the music definitely works for me. I'm not too familiar with MMF2 so I'm not experienced with sound issues. There was one thing that did bother me however. It was some of the text, like the menu button text and the status on the bottom screen that showed my name, I think you should sharpen the letters because it looks like it was stretched and blurred.

Link to comment
Share on other sites

That would be how Arial Strings look, and personally, I prefer it to regular DS font, which is incredibly sharp and pixilated. (I believe the DS usually used Cournier New, or something similar, no?)

And gsoft, I'll get on that in the morning, thanks.

EDIT: Oh, does anyone know if I can get more than 26 Global Values? It's becoming increasingly apparent that I'll need many more... I've already got 23 of them slated for use. (16 of those are not in use. Yet.)

Link to comment
Share on other sites

Guest Mr Lange

So how high generation is this going? Gen 2 Pokemon? Gen 3? Or do you plan to create the whole enchilada with every Pokemon to date? Or will they be non-canon fan Pokemon?

Link to comment
Share on other sites

DP, but whatever.

No new screens or demos today, just some news...

-Added debug options.

-Implemented a location dot on the map. (Buggy)

-Extended Oak's intro lecture, fixed some text wrapping errors, and fixed the font.

-Began implementation of NPC talking. Just an icon list of NPCs currently in range, in the order they came into range. (Still VERY buggy, and not fully programmed.)

I think that's it... I'll do this again tomorrow, provided I do anything by then. Which I assume I will.

Link to comment
Share on other sites

My notes to the game:

- Graphics are cool, better than the old 2D from GBA and the nowadays NDS/3DS 3D.

- Collisions with the map I think that is better you do a transparent shape layer behind the bushes and adjust the collisions to NOT throw the character a pixel back, just don't let it move to this way.

- Found a "bug" that you can let your follower away from you (in Oak's Lab), isn't better to put the follower to always be the inverse direction that you're walking to, and not a "real follow", because if have something blocking the way near your character, "you're gonna have a bad time", like the Oak's Lab.

- Why do the screen type like Nintendo DS since the game is for PC ? =x I think that it's better do a simple widescreen, like 640x360 or HD (1280x720).

- Since you're a AI specialist, I trust in what you're doing with the Engine, and I believe that the game would be awesome.

- Last note, do you have any screen prototype of the battle? (I don't want to see beautiful pics, just the spots of the buttons and which angle the pokemons will look)

Good job! Keep working =]

Link to comment
Share on other sites

My notes to the game:

- Graphics are cool, better than the old 2D from GBA and the nowadays NDS/3DS 3D.

- Collisions with the map I think that is better you do a transparent shape layer behind the bushes and adjust the collisions to NOT throw the character a pixel back, just don't let it move to this way.

- Found a "bug" that you can let your follower away from you (in Oak's Lab), isn't better to put the follower to always be the inverse direction that you're walking to, and not a "real follow", because if have something blocking the way near your character, "you're gonna have a bad time", like the Oak's Lab.

- Why do the screen type like Nintendo DS since the game is for PC ? =x I think that it's better do a simple widescreen, like 640x360 or HD (1280x720).

- Since you're a AI specialist, I trust in what you're doing with the Engine, and I believe that the game would be awesome.

- Last note, do you have any screen prototype of the battle? (I don't want to see beautiful pics, just the spots of the buttons and which angle the pokemons will look)

Good job! Keep working =]

Welcome to the Forums!

I must say, I'm flattered that such encouragement is your first post here.

So... Where exactly in the Lab can Ryan get stuck? The desk?

I might throw in some detectors that tell him to take another path in that case.

Regarding battle, I'm working on a mock-up on my down time right now.

Link to comment
Share on other sites

Yep, 'nother DP. I'm wondering if I should even care anymore.

Anyway, progress report.

-Fixed some timing and positioning errors with the map.

-Fixed a massive bug with the In-Range list. (Where Oak would appear on all remaining slots, instead of just one...)

-For some reason, Leaf won't show up on the list unless NamelessNPC#01 is also in range... What's more is that she can show up before or after him based on who came into range first... This tells me the flaw is in the display thingy, but... Nameless' code was copied from Leaf's and then modified for him...

Link to comment
Share on other sites

Yeah, was in the Oak's Desk...

I'm "new" here in post count, but I visit since 2004~2006 (not sure about the year), just looking for fangaming news, progress... But usually when I see a post, already have 9999 comments about what I'm about to say, so, I just kept quiet. =]

Your game is promising, I havent found many fangames in Pokemon area, just 2 engines, but only have the sprites and the character moving in the map, nothing more...

I was doing some studies in the UDK, C#, C++ area to decide which way I should progress with my games (I want to publish and sell them) and while this doesn't get decided, just playing with SonicGDK and MF2.

Wistful about the battle screens =]

Link to comment
Share on other sites

Saw your post since yesterday, but solving connection problems of my home network I couldnt answear before...

The idea is good, like the triple fighting of BlackWhite2, but where you took those sprites? How it's going to be the animation? I expected bigger pokemons, different angles... I will search for my pen to draw something on my tablet and upload soon.

Anyway, about the programming, do you already made the object ~Pokemon~ which can have a object ~MoveList~ and have an object ~EvolutionChart~... And in the user's save register the seen/captured pokemons level, User's Movelist...

Once I started doing an HTML5/Ajax/PHP/MySQL pokemon game like Pokemon FireRed (I think that I still have the engine, just got screwed in the damage calculus, effects (poison/paralysed...), but I have all pokemons (pics,description,size,weight,dex No...). If this helps... =]

Link to comment
Share on other sites

Mmkay. Quick, slightly meaningless post, here we go.

So, I've decided on the gym, elite four, champ, frontier brains, ECT...

(I'll be bulleting with Kanji, I'm bored.)

-GYM LEADERS-

一 Bug

二 Ground

三 Water

四 Dark

五 Flying

六 Electric

七 Rock

八 Ghost

-ELITE FOUR-

一 Dragon - Raey

二 Grass - Ryan

三 Ice - Brett

四 Psychic - Kate

-CHAMPION-

一 (Mostly) Fire - Christopher

-FRONTIER BRAINS-

...Actually, these are open.

I'll probably make them after Beta Testers, since there can be any number of these guys.

-TRAINERS-

...Just about anyone who has something valuable to say on this thread will be given a Trainer counterpart. I'll be in charge of that though.

Link to comment
Share on other sites

Okay, I've just realised that there are going to be 302 Pokemon in this game...

(I'll edit this post regularly to reflect the current number of sprited Pokemon, with their names below.)

# -01: ??????????

# 001: Bulbasaur

# 002: Ivysaur

# 003: Venusaur

So. As you can guess, I'd like to recruit some people to help me with this part... I can't efficiently animate 300 more Pokemon, so if you're willing, I'll assign you a clump of Pokemon to animate, and give you links to their sheets.

I'd appreciate if you simply did each cluster in a fresh MFA, so all I have to do is drag them into mine, rename, and position them.

And this goes without saying, but each Pokemon should be it's own Active.

All animations run at 20fps on loop.

Link to comment
Share on other sites

  • 2 weeks later...

CskfY.png

God fucking dammit... The game decides to lock up right here, for no reason I can deduce. On the plus side, characters can now talk you on the field, say your name, and there are no Character Limits on your name. (Though some dialogue may look funny if your name is an entire alphabet long...)

I'll put up a new demo soon, guys.

EDIT: Fixed!

Link to comment
Share on other sites

Alright, demo time!

Changes:

- NPCs now talk

- Aesthetic changes

- Partner removed for now. (For later plot purposes)

- A battle engine exists. (Incomplete, inaccessible to you.)

- My memory sucks, so I don't know what else.

Download

*This .ZIP includes both Teal and Amber... Differences are merely aesthetic for now, so it matters not which you run.

EDIT: I am aware that name calls don't work. They used to, but when I modified the text handling system, that part stopped working.

Link to comment
Share on other sites

I remember a long time ago when i first started the engine to my TA2 fangame, i branched off and started an Isometric Sonic RPG engine (with instanced battles, similar to FF or Pokemon i guess). I remember Kasei had a neat little Isometric beatemup that i was helping with at the time.

I just wanted to test what Nintendo has refused to do with the Pokemon game IP, and revamp the battle engine to have a bit more depth outside of elemental rock-paper-scissors. Something along the lines of an "Active Time" engine where the pokemon were ultimately AI controlled, but were able to be given commands for attacks. The biggest hurdle would have definitely been limited sprites, which would have also limited the amount of motion they could have. Im curious to see what you do with the pokemon battles. The main reason I cant get into pokemon is because of how ridiculously boring the fight presentation is. (seriously, Final Fantasy 2 had more visual realization during battles)

aaanyway Like someone said, you should change collisions to Box collisions to avoid odd issues. You should also definitely include a way to manipulate 2nd window buttons with basic keystrokes.

Link to comment
Share on other sites

Battles... How to describe...

You can send out 3 Pokemon at once, but only focus on one at a time. If you have a partner with you, he or she will control the other two Pokemon, with varying levels of success. So yeah, it's more or less AI based, like the newer FF games, but I'm trying to give the player some control.

Keystrokes for the bottom screen... So like, A will launch the NPC interaction on the top of the list? I was thinking I might wanna do that soon.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...