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Post by BonzaiRob on Mar 4, 2006 22:47:36 GMT
Just a place for posting thought about how we're going to do things...
I think it would be easiers to give people whatever font we use (we have RSE at PF, I don't know about FRLG), and use the battles and messages as text rather than groups of images.
In battle, some variables: OWNPOK1 THP(total hit points), PP1, PP2, PP3, PP4, ATK, DEF, SPE(speed), SPA, SPD, EVA(evasion), HIT(hold item, Charcoal), GIT (give item, X Attack), TYP (type), MOV1 (2, 3, 4), ABI(ability) These would be duplicated for OWNPOK2, OPPOKE1, OPPOKE2, and possibly again for Substitutes. LOCATION cave, grass1, ice, water, etc. Perhaps different areas could have effects on the battle. WEATHER sun, rain, hail, etc. Depending on the weather outside, I think any battles you go in should have the same effect inside (say when it's raining).
Anyway. When a trainer uses a move: OWNPOK1 use MOV1 on OPPOKE1: (get MOV1, PP1 -1(check for Pressure)) MOV1: (get damage, accuracy, effects etc, apply ABI, GIT, HIT, ATK/SPA, SPE, TYP, apply to OPPOKE1) Check OPPOKE1's ability (such as Poison Point) and DEF/SPD, EVA, TYP and check for Critical Hit [TEXT]: OWNPOK1 used MOV1! [TEXT]: (if CritHit) Critical hit! (get TYP match) It's not very effective!/It's super effective! (if StatAffect) OPPOKE1 fell asleep!/is paralyzed! etc
How does that look?
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Post by FMY on Mar 5, 2006 11:53:31 GMT
Ok, but I'd suggest making them all lowercase. Traditionally, uppercase is for constants. Also, don't forget we're working with an object oriented language. We should make use of that. Here's what I suggest:
class owned_poke: #Class for all owned pokemon ''def _init_(self, pokemon, mhp, chp, attacks, mpp, cpp, atk, def, ...): #when catching the pokemon ''''self.pokemon=pokemon #pokemon data ''''self.mhp=mhp #max amount of hp ''''self.chp=chp #current amount of hp ''''self.attaks=attacks #list of all attacks eg {"tail whip", "scratch", "tackle", "fly"}, data will be fetched from the attacks class using this ''''self.mpp=mpp # maximum pp (also a list) ''''self.cpp=cpp # current pp ''''self.atk=atk ''''self.def=def ''''...
''def attack(self, attack, opponent): #when attacking ''''self.cpp[attack]=self.ccp[attack]-1 ''''#here comes the attack effect, ability ckecing, defense, location and weather effects and all that stuff ''''opponent.chp-damage
(replace ' with spaces)
location is a good idea, and so is weather
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Post by BonzaiRob on Sept 10, 2006 12:42:27 GMT
Well, I've been doing some thinking about this, and this si what i have. I know the syntax isn't right (I used what I know of action-/javascript) but here it is:
tileline = array 0, 16, 32, 48...
if (Key.isDown(Key.RIGHT)){ while (tileline != player._x) { player._x += 2 } }
So we have an array containing lots and lots of multiples of 16, including 0 and -16. This is the position of either x or y of every tile. (I don't know if there's a way in Java to just check if a number is 'a multiple of' rather than containing them all in an array). Anyway. What it does is, if the character isn't on one of the tile lines, it moves it +2 until it is. We could increase this number to +4 for bike/surf, or +8 for the mach bike. Obviously this would be negative for moving to the left, and up.
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Post by FMY on Sept 10, 2006 15:21:13 GMT
That's actually a pretty good idea, except for the array. I think it would be better if we'd try this
if (Key.isDown(Key.RIGHT)){ while (player._x%16!=0) { player._x += 2 } }
It does the same, but it doesn't need the tileline array.
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Post by BonzaiRob on Sept 10, 2006 20:32:09 GMT
Even better, MAKE IT SO! Remember the boolean check for biking and surfing!
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Post by BonzaiRob on Nov 19, 2006 19:21:57 GMT
Ok, on an online game I play called Puzzle Pirates, they have an interesting money-gathering system. Most in-game stuff is free, but if you ant something interesting (like your own ship), you need a second currency, which is purchased from the online store for real life money. This is a good idea.
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Post by mattgcn on Nov 19, 2006 21:36:41 GMT
If we're making money it should only be to help pay bandwidth costs, and prices should be adjusted accordingly. We'd be pretty eeeed if we were making profit using Nintendo's IP, wouldn't we?
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Post by FMY on Nov 20, 2006 15:05:53 GMT
I agree with Math, but I also think it's somewhat early for this discussion. Afterall, the online game is only planned for version 2, while we aren't even close to finishing version 1.
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