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Post by BonzaiRob on Dec 16, 2006 22:49:19 GMT
I'll be doing this every time we make a little but significant bit of progress. Today's work!: Cuddles has done frames for the throwing animation from behind for the male hero (for pokéballs, rocks, and bait) Learnt how to load images into Java and display them, and some preliminary work on grid layouts.
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Post by FMY on Dec 16, 2006 23:22:18 GMT
Nice job, both of you. I've almost learnt chapter 2 of my book, but since I'll be in France again after Christmas, without internet, I'll have nothing else to do than read in it and practise a little on my notebook. I really hope I'll be able to help soon.
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Post by BonzaiRob on Dec 18, 2006 19:58:50 GMT
Cuddles has done the female one: Shame about you going to france again You can't buy a cheap laptop to use or anything? Oh well.
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Post by FMY on Dec 18, 2006 22:23:13 GMT
I bought a laptop 2 months ago, but we're in a place where it's nearly impossible to have internet. I'll be able to practice my Java however.
Nice job by the way, awesome animation. Keep up the good work!
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Post by BonzaiRob on Dec 27, 2006 2:09:48 GMT
Cuddles and I have been discussing her long storylines, and decided that like some RPG games (think Pokémon Mystery Dungeon) some events will have small facial images of the person talking, to show their expression. More on this later, no doubt. Also, thinking about how to make what we have into a game: events like Cuddles' Togepi storyline will need to become XML format. iIfigure we'll do this bit by bit - someone's speech will be one instruction, then if they move we'll do each movement in one part, then the story can stop until you trigger it by talking to the right person. That seems logical to me.
EDIT: just a thought.. saving in-game progress would be a lot like a bigger version of this, I think - any stories you're involved in, and the number of steps you are into them. Plus other things like pokémon caught and their stats, which you have with you, etc. So say there's a simple little story like where you get the Wilmer Pail on Ruby/Sapphire. I can't remember exactly how this goes but:
1) Wailmer Pail Lady: Oh, aren't the flowers looking lovely today... you know, to make flowers grow properly, you need to be wise and experienced.
And there the story will stay, at step one. However, if you beat the gym leader, that triggers the event to go to step two:
[INSTRUCTIONS IN ALL CAPS] 2) Oh, look at all those badges! You must be an experienced trainer! Is there any way I can help you with your journey? IF ANSWER = 2 (No), GO TO 3 IF ANSWER = 1 (yes), GO TO 4 3) No? Oh... what a pity. (LOOP TO 2) 4) There is? .. Oh, you want this pail? It's not much... If you're sure. Here, take it, free of charge. INVENTORY ADD ITEM [Wailmer Pail]
Hopefully that explains what I mean. If you saved between 1 and 2, it would be in your save file as 1. But if you save after saying no, you'd save as 2 still, to give you another chance to get the pail. But if you saved after 4, after getting it? Well, it would either register as 4 or perhaps complete. Or we could add a fifth:
5) Has that pail helped you, my dear? Tra la la...
Then save with 5, and no way to increase or decrease it. That way you'd always get 5 when you spoke to the lady.
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Post by FMY on Dec 27, 2006 21:32:17 GMT
I'll keep it in mind. I haven't really thought about the save-file format anyways, but I'll make sure to include this.
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Post by BonzaiRob on Jan 2, 2007 22:06:20 GMT
MLS has started remapping Maplewood, using the map she'd already made and altering it slightly to fit. WE've discussed locations and will carry that on soon, but we sorted out trains, and how much train line we'll see and so on.
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Post by BonzaiRob on Jan 6, 2007 22:39:21 GMT
MLS has finished Maplewood and has started on Hillside from a sketch I've made, along with her own version of the route between them.
Oh yeah, Alto Mare is now called Zumitis. It's a half Venetian, half submerged city on the water. We'll need custom tiles for it though.
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Post by BonzaiRob on Jan 8, 2007 18:39:59 GMT
Hillside is finished, and FMY has started porting what we have. Sounds like it's going well, so when he's done the build I can start XMLing. Looking a the games, there are some little simple animations that play around the hero's feet, for instance jumping a ledge has a little poof of dust, and wild grass has leaves flying around you. Incidentally, it looks like wild grass just squashes down a bit when you step on it. Does anyone know any GameShark codes that would get us some serious debug on the Nintendo games, like making the player invisible and stopping music?
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Post by BonzaiRob on Jan 10, 2007 22:05:38 GMT
Got the grass animation, MLS listed other animations.
Discussed navigear and plot with Matt, navigear has cards, you start with pokédex, pokémon, player, save, option channels (and exit). Navigear IS the start menu. Will have three channels that you can "set" to teh menu as well as a channel/card index (this will have time, weather, radio, TV, etc). World Map is from cartographer in Hillside in house on right, might need custom overworld cartography sprites. Discussed way to get player to go Maplewood > Hillside > Maplewood, such as meteor strike cleanup, weed killer, etc. Made the Unown radio station.
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Post by BonzaiRob on Jan 12, 2007 22:53:33 GMT
Tried to make a First Route theme but failed. Mostly XMLed Maplewood town.
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Post by Fossil Kabutops on Jan 14, 2007 15:23:15 GMT
Matt asked me yesterday to re-upload the intro and title screen for the game, so here they are once again: Title screen: Intro animation:
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Post by BonzaiRob on Jan 14, 2007 21:38:04 GMT
might need all the sprites separated, not sure how this is going to work yet though. I know we'll be able to do parallax with the clouds (think layered Sonic backgrounds). Might be worth adding some detail on the flat parts (stars in the sky, clouds, trees etc) and antialiasing the yellow and the darker bits of hurricane. Like this:
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Post by FMY on Jan 14, 2007 23:16:29 GMT
We won't need all the sprites separated. The animation is good like it is now. Very good job anyways, FK.
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Post by BonzaiRob on Jan 19, 2007 20:30:34 GMT
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Post by BonzaiRob on Jan 21, 2007 21:14:36 GMT
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Post by FMY on Jan 22, 2007 11:52:30 GMT
Very nice, but the FPS has droped to 21 on that image. I don't know if that'll be enough for running a smooth game. We might have to optimise things a bit.
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Post by BonzaiRob on Jan 22, 2007 18:53:58 GMT
My comp was suffering a bit because I also had Fireworks and Photoshop open for the graphics, and Eclipse is actually quite processor-hungry, but I take your point. We'll see what it's like when we have a full game to deal with, I suppose.
Started work on a text-only battle engine. level 5 Sputteren vs level 5 Rattata, Sputteren uses Tackle and it does 4 damage :/ not sure about this.
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Post by BonzaiRob on Jan 23, 2007 21:03:58 GMT
Ok, sorted the battle engine now, it works! Now I need to start adding the rest of the variables. Got the XML input for the dex ready, so people can start coding pokémon if they wish. Bwtter to put them on the wikidex.ptreasures.net/ first though.
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Post by BonzaiRob on Jan 24, 2007 22:06:27 GMT
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Post by FMY on Jan 25, 2007 15:34:21 GMT
Nice. Seems like we'll have a lot of information on one screen.
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Post by BonzaiRob on Feb 4, 2007 17:55:28 GMT
The dex has (with the slight hitch of me losing it all) progressed to the point where I can't do any more to it, until we get a bit further in to the rest of the game: ptreasures.net/xfiles/bonzairob/dex-0402.pngWell, I could probably work out the feet/ metres thing, but nah. Not yet. I was also thinking that maybe we could open up a separate window with variables and stuff in it, so we can edit them in-game. Weather and stuff. Easier than compiling, changing code and compiling again.
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Post by BonzaiRob on Feb 8, 2007 21:21:35 GMT
• Battle engine now at version 0.005, with critical hits, speed, and EXP added. • ptreasures.net/xfiles/bonzairob/tutorials/java/ - tutorial to get Java working on Windows. • Event XML started • Move XML started • Pokémon XML done for now • Thought about night effects - water will change for each type of weather and time of day. At night Dive spots become invisible. Flash will light up the area around you at night but won't penetrate water. Stars reflect in still water. Flash will also help in blizzards and other adverse weather - it is pretty much THE most useless HM in Nintendo games, it may as well be good for something.
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Post by FMY on Feb 8, 2007 21:43:04 GMT
Talking about HMs. We don't number pokémon, do you think we should number HMs & TMs? Pretty useless if you ask me.
Anyways, these night/weather effects will be quite hard, but they can be done.
For the separate window with variables, I don't think it's worth the effort, but go ahead and implement it if you want. I want to finish the real game stuff first.
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Post by BonzaiRob on Feb 10, 2007 20:46:08 GMT
There are a lot of TMs (50?) so numbering might be worth thinking about at least. NIght/weather? Vaiable for each, we jsut add filters and animation on top, have different directories for day/night/weather waters and flowers. I'll work on the separate window laters... Today's Progress!EXP/Level Growth calculator, improvised fastest and slowest rates Started an IV/Stat Growth calculator but I keep getting IVs of -4. Started the save-game XML. FMY has got Collision Detection working! Did the walking overworld sprites for the male hero. I'll do the female hero and then carry on making both of their sets.
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