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Builds
May 13, 2006 10:22:19 GMT
Post by FMY on May 13, 2006 10:22:19 GMT
Ok, we have finally started with the programming. Verytime we change anything, we'll make a new build and upload it here. Currently we don't use numbers to indicate the version or progress, but dates. Every build will be named "ptreasures-daymonthyear-buildnumber.archiveformat". For example. I changed some things and made a new build "ptreasures-13052006-1.zip" and "ptreasures-13052006-1.tar.gz". All builds can be found here: test.ptreasures.net/game/builds/
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Builds
May 13, 2006 16:00:31 GMT
Post by mattgcn on May 13, 2006 16:00:31 GMT
Can you also provide links to get what you need to run it? Like..what were they, um
Python, pygame and SDL?
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Builds
May 13, 2006 16:24:23 GMT
Post by FMY on May 13, 2006 16:24:23 GMT
You don't need to install SDL yourself, pygame does it automatically. I was wrong about that. python: www.python.org/download/ (you need at least version 2.4.0) pygame: www.pygame.org/download.shtmlOnce the demo is officially released, there will be installationscripts that download and install everything for you.
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Builds
May 13, 2006 16:56:47 GMT
Post by FMY on May 13, 2006 16:56:47 GMT
Oh, by the way. If you really want to help, saparate all tiles and send them to me. That would be very helpful.
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davince
Junior Member
Team leader of Pokemon GS/SS
Posts: 6
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Builds
May 21, 2006 18:01:04 GMT
Post by davince on May 21, 2006 18:01:04 GMT
I don't know if putting that much spaces for an internet link is that smart... Use a few underscores and stick some words together, maybe. That would allow for easier linking too, anyway. Could you make sure that there's an offline install version when it's finally done? My other computer doesn't have internet, see...
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Builds
May 21, 2006 18:42:51 GMT
Post by mattgcn on May 21, 2006 18:42:51 GMT
Yeah, we'll make it so the game isn't online dependant. It's just a cool feature.
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Builds
May 23, 2006 15:22:46 GMT
Post by FMY on May 23, 2006 15:22:46 GMT
Actually, I don't even think the first version will be online at all. It's hard enough like this.
You may be right about the space however. I'll change that thing a little.
By the way, I uploaded a second build. I haven't got much spare time letely, so not much happened, but at least you can cleanly close the game now!
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Builds
Aug 18, 2006 21:29:11 GMT
Post by FMY on Aug 18, 2006 21:29:11 GMT
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Builds
Aug 27, 2006 12:36:19 GMT
Post by BonzaiRob on Aug 27, 2006 12:36:19 GMT
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Builds
Aug 27, 2006 22:32:43 GMT
Post by FMY on Aug 27, 2006 22:32:43 GMT
Oops, I thought I'd linked to the newest build. So stupid of me to forget. Thanks for doing it. Maps would be extremely great! Even if we're moving to Java, the maps will still be written in XML, so that would be awesome. Just base your new maps on the maplewood one. Of course, the map format isn't ready yet. I only implemented what I needed. However, here are some things and ideas on how to extend the format. If you'd want to make maps (I really hope you do), please use the following too (you won't see any affects in the game, but it would be good for later: - Extend tyhe map tag with a left, right, bottom and top argument with the filename of the maps that come left, right, under and above this map. E.g.
<map name="Maplewood Town" width="20" height="20" top="route11.map"></map>
- Add an acton tag. For example to read the first panel in the maplewood map, we could do something like this:
<object image="panel1.png" x="6" y="7" /> <action x="6" y="8" onkey="K_RETURN" do="show_message('Text on the panel')"/>
OR, to enter the topleft house:
<action x="6" y="9" onkey"K_UP" do="teleport('maplewood_house1.map')"/>
For more complex actions, we could make it possible to embed python code in the XML file. This should of course be done in comments or the parser could get confused:
<pyaction x="6" y="8"> <!-- some complex python code --> </pyaction>
Other suggestions are always welcome.
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Builds
Aug 27, 2006 23:15:47 GMT
Post by BonzaiRob on Aug 27, 2006 23:15:47 GMT
We'll be running maps and events separately. What this means is that we code the basic maps first, with just doors, signs, and other interactive areas. Then we load another file with the NPC locations and text, and this is the one that changes. This will work for storyline progression (different people saying different things after a certain event is completed), and also random events like Mirage Island. In maps with wild areas, the events file would contain the pokémon available. This would specify a range of levels, likliness of an encounter, and all the differences based on time of day/year (for instance, more Ice-types would be available in winter, more Fire-types in summer - and things like Oddish only coming out at night). We can also generate random EV's and stats within a certain range, depending on what we implement.
And so on...
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Builds
Jan 23, 2007 11:28:47 GMT
Post by FMY on Jan 23, 2007 11:28:47 GMT
First Java-Build: test.ptreasures.net/game/builds/PokemonTreasures-2007-01-23.zipIt's not nearly as far as the last pythin build, but well, that will change. To run it, you need JRE v1.6 or higher (1.3, 1.4 & 1.5 might work too, but I'm not sure). Furthermore, make sure you add the jdom.jar & GTGE.jar to your java classpath.
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Builds
Jan 23, 2007 19:20:41 GMT
Post by BonzaiRob on Jan 23, 2007 19:20:41 GMT
Since we're now making daily progress, builds won't stay current for very long, will they? Not sure what we can do about that except ignore it
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Builds
Jan 23, 2007 20:18:29 GMT
Post by FMY on Jan 23, 2007 20:18:29 GMT
Well, there are systems like Subversion & CVS to manage constantly changing code bases, but we would need a server to put that on (servage won't do, we need a dedicated one), so we'll just have to ignore it for now.
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Builds
Jan 28, 2007 0:37:21 GMT
Post by FMY on Jan 28, 2007 0:37:21 GMT
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Builds
Jan 31, 2007 12:48:39 GMT
Post by FMY on Jan 31, 2007 12:48:39 GMT
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Builds
Feb 25, 2007 22:03:12 GMT
Post by FMY on Feb 25, 2007 22:03:12 GMT
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Builds
Feb 27, 2007 16:07:34 GMT
Post by FMY on Feb 27, 2007 16:07:34 GMT
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