An important issue: the lag on project versions 14 there is massive lag. Probally cus I made some scripts run with a forever loop out of lazyness. This is a must fix, most things can be triggered with a broadcast or something.
going to study now...
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archmage wrote:
An important issue: the lag on project versions 14 there is massive lag. Probally cus I made some scripts run with a forever loop out of lazyness. This is a must fix, most things can be triggered with a broadcast or something.
going to study now...
I thought you said lag was good...
Anyways; two new monsters!
rot 20.0 -100.0 90.0 90.0 40.0 shape 2 4 5 1 3 size 110 90 70 90 90 x -6 -13 -11 -43 -1 y -21 -10 -48 31 -74
My sister made that one.
name = conejito
good at offence
rot 90.0 120.0 140.0 150.0 180.0 -160.0 -130.0 -90.0 0.0 60.0 150.0 -140.0 -60.0 0.0 70.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 150.0 70.0 70.0 140.0 140.0 90.0 shape 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 3 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3 3 3 5 size 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 30 x -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 21 41 51 59 57 49 32 13 -7 -32 -48 -20 -60 -67 -67 -67 -63 -54 -36 -19 1 -6 -5 62 -63 -1 y -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -55 -39 -24 -5 16 36 51 59 60 59 45 59 31 14 -1 -18 -37 -50 -58 -64 -64 59 -65 11 1 -3
name = Turshi
good at defense
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MiffinTheMuffin wrote:
An important issue: the lag on project versions 14 there is massive lag. Probally cus I made some scripts run with a forever loop out of lazyness. This is a must fix, most things can be triggered with a broadcast or something.
going to study now...
I thought you said lag was good...
No this is diffrent, this time I mean that this version is a resource hog. It takes 50-60% of my cpu compared to 30-40 previously. I already ran tests and pinpointed the forever loops as the problem tho.
There is increase monster generation lag but that is for a good reason. Before, it drew the enemy monster as whatever the player monster was but these are seperate now.
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Hey archmage, I would like to join! Im a great scripter (Actually, most Ive learned it from u) and know how to make a good game! Can I join? I work on Scratch at least 3 days a week! No worries if I cant join!
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Sorry, its getting kind of full and I only really need people good with art.
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k, hope you win the challenge, dude!
BTW, this sounds funny: (bold part)
archmage wrote:
For those who want popularity this may be something that would interest you since most projects I am involved in get frontpage.
What is funny is that its true
Last edited by Rub0Gameton (2011-02-19 20:02:32)
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Well its true
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You are going to have to work it out with miffin personally if you don't want to do it. But some one has to, it doesn't even have to be any good.
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Took the time to fix nerfs (still working on buffs), added them to formula, etc.
One major glitch before was the fact that Scratch does weird stuff with fractions, so it messed up all of the stats when I first put in nerfs. Converted them all to decimals rounded to the third decimal place to fix this.
Added two attacks while I was at it to test my fixes. Archmage, what font did you use to make the menu buttons? Tell me the font so I don't have to do weird placeholder stuff.
http://scratch.mit.edu/projects/mkolpnji_test/1589610
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Don't worry, I'll do all the menu graphics when its done. The current menu is kind of a placeholder. font is Trebuchet MS
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New bugs:
-After switching to monster 3, menu is stuck, menu needs to be reset after monster change
-Buttons are clickable between monster loading times which may result in the game freezing
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archmage wrote:
New bugs:
-After switching to monster 3, menu is stuck, menu needs to be reset after monster change
-Buttons are clickable between monster loading times which may result in the game freezing
The first bug should be relatively easy to fix. The second one can be averted by using your loading... idea.
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The loading screen was way too ugly, its going to be replaced with "The monsters are preparing for battle" and "Switching monster" as text in the info box.
Also I haven't looked too much at your stat mod script but it should be fine if:
-it saves the modifier data after the monster is switched out
-it has limits
-it doesn't disrupt game flow
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archmage wrote:
The loading screen was way too ugly, its going to be replaced with "The monsters are preparing for battle" and "Switching monster" as text in the info box.
Also I haven't looked too much at your stat mod script but it should be fine if:
-it saves the modifier data after the monster is switched out
-it has limits
-it doesn't disrupt game flow
Wait, what do you mean by saving data after switching out?
In Pokemon, all of the stat mods are set to 0 once you switch a pokemon.
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Oh, you are right, the only possible way to save those is with baton pass it seems.
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Exam sunday :S Will work on this on monday... Lemmie make a to do list.
First of all, the main game screen is going to be a thing where you can click diffrent parts and do diffrent things. Not sure if you've ever played adventure quest
But you can click random battle and you get a monster, the castle and you go to the castle. I want ours to work like this.
All bugs MUST be fixed. This includes the resource hogging as well as the menu bugs. For the resource hogging issue this is caused (i think) by the menu items and their forever loops/ There needs to be an update_menu broadcast to replace the forevers because the forevers slow things down.
Also need more monsters and more moves.
When those are done, we can work on things like the random battle feature, the items, the bosses, the leving, the catching, and other stuff that makes this game actually fun (its not fun right now but it will be).
Last edited by archmage (2011-02-12 01:21:41)
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Hey I can sprite if splices are allowed.
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mooster wrote:
Hey I can sprite if splices are allowed.
the monsters are made with the collab-challenge sprites
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You fixed most of it but theres still some sprites with forevers running. THe only forever that should run is the music one and the enemy action one.
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archmage wrote:
You fixed most of it but theres still some sprites with forevers running. THe only forever that should run is the music one and the enemy action one.
Forgot about the battle menu sprite.
Fixed.
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Good job with the code mkolpnji!
This is thinking into the future but how do people feel about a sequel to this game which may or may not be directly related to pokemon. I think its pretty clear that this is already far better than all current pokemon projects and making a semi accurate pokemon clone would blow everyone's socks off. It can have tile maps (allowing for a large game with a small file size) but they must be stamped so no scrolling.
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can't help then
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