Any progress for today people?
Once Kaybee makes some test maps, I can code a demo area.
I also may be programming a Monster Based RPG in flash with flixel. I think mkolpnji may be able to help if hes willing.
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Ok, sorry I edited my post when I posted the optimal dimensions.
The best size is 16x16 tiles and 15 tiles wide and 11 tall per costume.
I'll implement your map but still, it isn't the optimal size.
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archmage wrote:
Any progress for today people?
Once Kaybee makes some test maps, I can code a demo area.
I also may be programming a Monster Based RPG in flash with flixel. I think mkolpnji may be able to help if hes willing.
Sorry, wasn't home for the entire day.
I'll think about that.
archmage wrote:
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.
...
Well that's what I get for coding something at 1:00 AM.
Changing.
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Lol don't worry mkolpnji, we all have our days when we think our code is awesome but the next day we realize that its junk
Also, I think you would be good with AS3, you understand the importance of organizing and segmenting scripts which is one of the biggest parts of OOP in AS3. The approach I took to collab monsters is actually pretty similar to the approach I would take in a larger scale flash game, so you should do fine.
If you want to try out flixel use this tutorial
http://www.creativeapplications.net/flash/flixel-2-tutorial-flash-tutorials-games/
It walks you though a simple shooting game, this was the original base for my beetle mania game.
Last edited by archmage (2011-04-23 00:12:12)
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archmage wrote:
Lol don't worry mkolpnji, we all have our days when we think our code is awesome but the next day we realize that its junk
![]()
Also, I think you would be good with AS3, you understand the importance of organizing and segmenting scripts which is one of the biggest parts of OOP in AS3. The approach I took to collab monsters is actually pretty similar to the approach I would take in a larger scale flash game, so you should do fine.
If you want to try out flixel use this tutorial
http://www.creativeapplications.net/flash/flixel-2-tutorial-flash-tutorials-games/
It walks you though a simple shooting game, this was the original base for my beetle mania game.
I'll try it, I would have learned flash before if it wasn't it's huge price tag, and here I find a free program to make flash games.
And here: http://scratch.mit.edu/projects/mkolpnji_test/1741626
Fixed some bugs and added One Hit KO moves. A test move appropriately named OHKO can be bought in the dojo for 0 money.
I think for the next update, I want to try to make the battle text a variable instead, that way I could have it show up and say "Pokemon" used "move." And other stuff like that.
Also need to add PP and then protect moves and then rewrite the next_state script to include priority in moves...
Basically a bunch of stuff.
Last edited by mkolpnji (2011-04-23 00:54:14)
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well i just scraped something up in a few minutes. I didnt know how deep you wanted me to get in to it so i just have a level 5 type pokemon facing a magikarp type pokemon. Nothing much.....
Its on the first page of my stuff.
Last edited by cooljj100 (2011-04-23 12:25:43)
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http://scratch.mit.edu/projects/mkolpnji_test/1743466
Fixed the item bug.
Made the battle_text thing a variable.
Also, I made a clever way to hide the lag from the element_chk broadcast by having the battle_text say "Pokemon uses move" during it.
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The element check broadcast should not create lag, why does it lag?
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Well the enemy AI shouldn't cause lag either, it should just pick one of its moves at random which is not resource intensive.
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archmage wrote:
Well the enemy AI shouldn't cause lag either, it should just pick one of its moves at random which is not resource intensive.
Actually, I programmed it to not actually choose an attack at random, but to pick it based on certain percentages that change when the enemy has less than half of its hp left. It only causes maybe 0.1 - 0.3 seconds of lag, so it's not that noticeable.
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Some things to add now:
Make moves type-specific //Should be done sometime soon
Choice of starter (or at least a pikachu or something like that) //Should take 5 minutes, this should be done later
Storyline? //go though 8 gyms, team magnus is evil. There is your story.
Also, would like some maps with the proper dimentions pls
Last edited by archmage (2011-04-24 23:12:51)
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kayybee wrote:
Okay, I checked on the game again, I didn't quite see any glitches.
Some things to add now:
Make moves type-specific
Choice of starter (or at least a pikachu or something like that)
Storyline?
Wait, what do you mean by type-specific?
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Moves should have an element, this was the point of putting in elements in the first place. You also have to take account of STAB for the elemental moves.
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archmage wrote:
Moves should have an element, this was the point of putting in elements in the first place. You also have to take account of STAB for the elemental moves.
Oh, moves already do have an element, it's just that most of the test moves are normal-type right now, so it's hard to see any changes. Fire Wave is fire typed though, and will be super-effective on a bunch of the pokemon in the demo.
And yeah, I forgot about STAB, working on that now.
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mkolpnji wrote:
kayybee wrote:
Okay, I checked on the game again, I didn't quite see any glitches.
Some things to add now:
Make moves type-specific
Choice of starter (or at least a pikachu or something like that)
Storyline?Wait, what do you mean by type-specific?
Bulbasaur should not be able to learn a fire type move, (unless it's like sunny day, but I mean fire blast).
Also, you should make moves learned by level up, and only some moves in the dojo...
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kayybee wrote:
mkolpnji wrote:
kayybee wrote:
Okay, I checked on the game again, I didn't quite see any glitches.
Some things to add now:
Make moves type-specific
Choice of starter (or at least a pikachu or something like that)
Storyline?Wait, what do you mean by type-specific?
Bulbasaur should not be able to learn a fire type move, (unless it's like sunny day, but I mean fire blast).
Also, you should make moves learned by level up, and only some moves in the dojo...
That's almost impossible to do, because that means I'm going to have to make a list for everyone pokemon detailing what moves they learn at what level.
http://scratch.mit.edu/projects/mkolpnji_test/1746799
-Added STAB
-Fixed a bunch of bugs.
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Yeah, I am thinking the pokemon can learn a random move of the same element every 10 levels.
Implementing learnsets (this is what kayybee is asking for) would take a massive amount of work and would create a new list for every pokemon due to the lack of multidimentional arrays/tables.
Here is an example of a learnset http://bulbapedia.bulbagarden.net/wiki/Zubat#Learnset
Also, there is no dojo, there are only tms and hms.
Last edited by archmage (2011-04-25 20:25:09)
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