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Post by BonzaiRob on Feb 6, 2007 19:32:26 GMT
I'll post here whenever I have a XML template to show you. So far we just have pokémon, but I'll be doing moves today and then save files and events. I can't think of anything else offhand that would need XML, other than perhaps inventories and owned pokémon. First, I'd like you all to meet my friend Missingno.: ptreasures.net/xfiles/bonzairob/xml/Missingno.pokemon.xmlThis is, for the moment, our dex and pokémon template. I'll be starting tutorials soon, starting with downloading Java, for anyone interested in helping out but a bit befuddled by the whole thing (or my use of the word 'befuddled').
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Post by BonzaiRob on Feb 8, 2007 22:06:00 GMT
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Post by FMY on Feb 9, 2007 8:07:55 GMT
Very good, but there's one thing wrong with the Wailmer Pail event: tags can't be only numbers. So <1> can't be used. Also, instead of changing the tagname, please cgange an attribuete. That makes itmuch easier for me too parse. Change it into '<event number="1">' or something likely.
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Post by BonzaiRob on Feb 9, 2007 20:07:10 GMT
Oh, I think I knew that but forgot.. ok then.
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Post by FMY on Feb 9, 2007 22:19:43 GMT
Oh, another thing. Please change <florist> to "<talk guy="florist">" or something.
To be honest, I don't know if we'll be able to do all events with XML, but we'll try.
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Post by BonzaiRob on Feb 10, 2007 18:16:15 GMT
Didn't you say with Python that we could write <pycode>[python code</pycode> ? Can't we do that with Java? Changed the WailmerPail, and added the first version of a saved game. I'm not sure if having all the pokémon caught with stats and everything with the player's file is a good idea; making the save file a package might be a better option. That way inventory could go in there too. Do you think it's easier to have everything in the bag to start with, but they only show up if you have one or more? Or to add things and delete things as they are used? ptreasures.net/xfiles/bonzairob/xml/save.xml
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Post by FMY on Feb 10, 2007 22:25:03 GMT
I don't know if that's possible in Java, after all, it's a programming language that's compiled.
I just thought I would serialize all game data and save that as a file. That would make it a binary save-file, but very easy to use.
For the bag, we'll add and delete things. That's easy.
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Post by BonzaiRob on Feb 11, 2007 13:29:45 GMT
Compilation, good point. Well, now I've sorted out how to get Java on Windows machines, I can set up another tutorial on actually writing in Java, or with Eclipse and GTGE anyway.
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Post by FMY on Feb 11, 2007 19:55:54 GMT
Now that would be awesome!
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Post by BonzaiRob on Feb 13, 2007 23:14:09 GMT
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Post by FMY on Feb 14, 2007 15:23:53 GMT
What about the delay between all the moves? How many time should there be between every one of them? I can't see that.
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Post by BonzaiRob on Feb 14, 2007 22:54:11 GMT
The delay there is 100, that's like framerate. 1000 would be a second. So ten of those would happen in a second, which come to think of it is slow. I think I meant 10, so 100 a second. Anyway, GTGE has timers to handle that nicely. The time="4" attribute would mean it would last for 4 frames. There would be 5 different tags in there: move - moves the user foemove - moves the foe showimage - loads an image, Tackle's is a little star shape for the hit. Actually , think I'll change that to x and y STARTING from the foe's image's 0,0. maybe an identifier for foe or user. pause - just a pause in the animation where nothing happens. Does that make it clearer? I might be able to set up some sort of example if not :/
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Post by FMY on Feb 15, 2007 21:17:44 GMT
Yeah, that's very good. Now I know what I need to know
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Post by newc254 on Feb 20, 2007 17:05:20 GMT
I havent posted here for a while and it seems my account got deleted, but now you are using Java and GTGE I might be able to be useful - I have developed a lots of bits and pieces for a pokemon game. The only thing that is sort-of usable at the moment is a prototype of some data loading/management features. It loads data about abilities, moves, items and pokemon species from either a mysql database, XML or binary, and Ive written writers to convert between the formats - you can read from an easy input database, write to XML and then use those xml files during testing for portability, and then convert to binary for the releases (binary seems to be about 6xfaster than xml for loading). Obviously I've developed slightly different data formats, but if you find it useful it shouldnt be too hard for you to convert it. Also I havent implemented all the data - the pokemon species information is the most complete, though it has nothing about evolutions yet, but the abilities, items and move managers basically just contain ids and names for now. Also I havent implemented anything graphics related yet.
Im pretty busy with work for the next few days, but after that I'll clean what I have up a bit and post it for people to look at.
Also, I only just found out that Java 6 includes support for scripting, which could prove very useful.
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Post by BonzaiRob on Feb 20, 2007 18:41:33 GMT
Well, we've developed our own system so far, as you can tell, but we'll have a look at yours, definitely. I've been making GUI stuff to test our reading capabilities, if you've got an MSN address I can send some over (or I guess you could wait till the next build, week after next ish).
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Post by FMY on Feb 25, 2007 22:02:27 GMT
That would be awesome indeed Newc. We haven't developped all our formats yet and otherways I guess you're right about converting, it shouldn't be too hard, so yes, that would be awesome. The new build is online by the way.
For the scripting. I read it too, but completely forgot. Awesome!
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