Would you be able to adjust the size for the tiles? 16 by 16 is good for nintendo's handhelds but not the scratch screen. Tiles sized at 48 by 36 would be best. When you have a .map file ready (or whatever file extension tiled uses) please share it here. For the testing area, which tests most of the game's functions it should look like Virdian city, pokemon mart/center, gym grass somewhere, sea.
Last edited by archmage (2011-04-21 21:00:35)
Offline
I use .png (I think, but it's not .map).
You can export it.
Since my tiles are 16x16, 48x36 will make this a rectangle shape.
I can make it to 36x36 if you want. You can leave the black sides.
Instead of adjusting all my tilesets, I'll just increase the size of the map by 2.25.
It'll be a little [lot, actually] blurry...
Offline
Yeah if 48x36 is too blurry then 32x32 is fine. Just leave them as 16x16, I'll just set the size to 200%.
So each costume is going to be 15 tiles wide and 11 tall. Also, it is important to note that there must be layers for collision and pokemon areas. So, when you submit a map, there must be a map of black tiles showing walls and places you can't move in to, and there must be another map of black tiles showing where you can find pokemon. In tile based maps, each tile has different properties so all these issues can be addressed at once in a tile based system, not the case with this, there needs to be layers.
Last edited by archmage (2011-04-21 22:58:11)
Offline
When I was doing RMXP, there were:
Ground
Ledge down
Ledge right
Ledge left
grass
Building/tree/anything you can't walk though
doors
water
waterfalls
I won't use the ledges though.
So you're saying you want me to make a new map with just a tile not used, to show what you can't walk through, right?
What tile would be best for that?
Offline
What I need is just a black square, it will be invisible.
You have to put these black tiles everywhere the player can't move into.
Last edited by archmage (2011-04-21 22:59:29)
Offline
Added in multiple-hit attacks. Spikes is currently the "test" multiple-hit attack. Added in critical hits. There is a 6.25% chance of landing a critical hit, and it will do twice the damage of a normal attack like in pokemon.
http://scratch.mit.edu/projects/mkolpnji_test/1739470
Offline
Good stuff Mkolpnji, keep em coming!
One thing that has to be added sometime soon is the elemental modifiers and adjusting the damage formulas to account for them.
Offline
archmage wrote:
Good stuff Mkolpnji, keep em coming!
One thing that has to be added sometime soon is the elemental modifiers and adjusting the damage formulas to account for them.
The only thing is that implementing the elemental modifiers is going to be extremely hard to do. I will have to write this long script to check for each element and their weaknesses and everything.
Offline
Yeah, each element should have 3 lists, 1 strong against, 2 weak against, 3 not affected by. The code should be something like this,
E_element is the element of the enemy, there are no dual element monsters, this assumes the player is using a fire pokemon.
if (fire_strong contains E_element){
set ele_mod to 1.5
}
else{
if (fire_weak contains E_element){
set ele_mod to .5
}
else{
if (fire_nonafft contains E_element){
set ele_mod to 0
}
else{
set ele_mod to 1
}
}
}
And I think you may have to do this for each element, this wouldn't be the case with multidimensional arrays. There may be a better way of doing this, but I can't think of anything better at this time.
Before all that, you have to make a list with the elements though.
EDIT: Just thought of a faster way of doing this. First put all the elements of pokemon in a list, for example say there are 8 different elements. You have a list called elemental_mod which lists the modifiers for each monster. Say fire is the first element, the first eight values in the list contain the modifier values, say water is the second element, the next 8 values contain the modifers for the water element. The script would look like this:
set ele_mod to (8*(player_ele-1)+ene_ele)
I will code an example of this soon.
Last edited by archmage (2011-04-22 00:17:59)
Offline
Jeeze, just open paint, bucket fill, then change the dimensions to 16 by 16.
Last edited by archmage (2011-04-22 00:47:06)
Offline
Errr which method did you use? The first thing I mentioned takes a ton more scripting space than the last one.
Offline
Offline
I am looking for the element script and I can't find it
Can you say where you put it?
Offline
archmage wrote:
I am looking for the element script and I can't find it
Can you say where you put it?
It's in its own sprite, conviently named Element_chk. It's right after the admin_Nextstate sprite.
Also, you might want to redownload it, I reuploaded it a few times to fix some bugs.
Last edited by mkolpnji (2011-04-22 03:04:26)
Offline
Wait a sec, this takes in to account monster with more than 1 elements, I was just thinking of doing 1 but 2 is good too. Sorry, I've looked over your code and its hard for me to read it, so could you comment it a bit.
Like I understand the set ele_mod to (8*(player_ele-1)+ene_ele) part that I told you but I don't get the rest, like the stuff you do with the i variable and the other element variable setting.
Offline
archmage wrote:
Wait a sec, this takes in to account monster with more than 1 elements, I was just thinking of doing 1 but 2 is good too. Sorry, I've looked over your code and its hard for me to read it, so could you comment it a bit.
Like I understand the set ele_mod to (8*(player_ele-1)+ene_ele) part that I told you but I don't get the rest, like the stuff you do with the i variable and the other element variable setting.
Basically, the script sets it to the elem_mod for the first monster type. However, if the monster has a second type, then the ele_mod would have to change so you can't just use the set ele_mod to (8*... script anymore because if the first type was super-effective, and the second type was not very effective, than ele_mod would = 0.5, not 1. So I set i to the (8*... script, and I made it so that it tests for all the situations and set the ele_mod to the correct value accordingly.
Offline
I've been following this for a while and saw that you were trying to get some new members. If you give me a programming assignment to prove my skills I may be able to help you. I may be able to contribute a few ideas to this colab, too.
Thanks -jj
Offline
mkolpnji wrote:
archmage wrote:
Wait a sec, this takes in to account monster with more than 1 elements, I was just thinking of doing 1 but 2 is good too. Sorry, I've looked over your code and its hard for me to read it, so could you comment it a bit.
Like I understand the set ele_mod to (8*(player_ele-1)+ene_ele) part that I told you but I don't get the rest, like the stuff you do with the i variable and the other element variable setting.Basically, the script sets it to the elem_mod for the first monster type. However, if the monster has a second type, then the ele_mod would have to change so you can't just use the set ele_mod to (8*... script anymore because if the first type was super-effective, and the second type was not very effective, than ele_mod would = 0.5, not 1. So I set i to the (8*... script, and I made it so that it tests for all the situations and set the ele_mod to the correct value accordingly.
I was wondering why you didn't just do
first elemental mod * second elemental mod
If there is no second element it is set to 1 by default.
Offline
cooljj100 wrote:
I've been following this for a while and saw that you were trying to get some new members. If you give me a programming assignment to prove my skills I may be able to help you. I may be able to contribute a few ideas to this colab, too.
Thanks -jj
Umm sure, can you try to code a realistic RPG battle simulation? Just try to clone the battle engine of your favorite RPG game.
Offline
archmage wrote:
cooljj100 wrote:
I've been following this for a while and saw that you were trying to get some new members. If you give me a programming assignment to prove my skills I may be able to help you. I may be able to contribute a few ideas to this colab, too.
Thanks -jjUmm sure, can you try to code a realistic RPG battle simulation? Just try to clone the battle engine of your favorite RPG game.
So would a elemental battle engine be sufficent?
Offline
Ok, just pick any rpg, pokemon, final fantasy, golden sun, ect, and make an accurate battle clone using the formulas from the game you pick.
This is an example of what I mean
http://scratch.mit.edu/projects/mkolpnji/1492994
Offline