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#176 2011-04-22 17:15:12

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Pokemon Magnus: The collab thread

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.


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

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#177 2011-04-22 18:53:51

kayybee
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Registered: 2009-12-07
Posts: 1000+

Re: Pokemon Magnus: The collab thread

This is something I made real quick:

http://i53.tinypic.com/347i5h4.png

http://i55.tinypic.com/27y7neg.png

I realized I am able to resize tiles, so if you want me to resize them to 32x32 next time, I will.

The dimensions are 26x20 tiles, so you'll have 4 13x10s.

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#178 2011-04-22 19:38:49

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Pokemon Magnus: The collab thread

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.


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

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#179 2011-04-22 20:15:15

kayybee
Scratcher
Registered: 2009-12-07
Posts: 1000+

Re: Pokemon Magnus: The collab thread

The forums enlarged it, if you copy it to your desktop, the tiles will be 16x16, jtlyk.

Next time, I'll make the maps multiples of 15x11.

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#180 2011-04-22 23:49:08

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Pokemon Magnus: The collab thread

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.


http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

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#181 2011-04-23 00:08:40

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Pokemon Magnus: The collab thread

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  tongue

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)


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

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#182 2011-04-23 00:49:22

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Pokemon Magnus: The collab thread

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  tongue

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)


http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

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#183 2011-04-23 12:25:27

cooljj100
Scratcher
Registered: 2009-10-10
Posts: 55

Re: Pokemon Magnus: The collab thread

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)


Summertime is almost here!
My Stuff

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#184 2011-04-23 23:30:15

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Pokemon Magnus: The collab thread

http://scratch.mit.edu/projects/mkolpnji/1743398
Added move priority.
I changed a lot of the code for the next_state script here, but its become a lot more organized now.


http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

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#185 2011-04-24 00:17:42

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Pokemon Magnus: The collab thread

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.


http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

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#186 2011-04-24 00:32:56

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Pokemon Magnus: The collab thread

The element check broadcast should not create lag, why does it lag?


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

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#187 2011-04-24 00:56:36

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Pokemon Magnus: The collab thread

archmage wrote:

The element check broadcast should not create lag, why does it lag?

Oh wait.
It doesn't, it's the enemy_ai thing that causes lag, my mistake.


http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

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#188 2011-04-24 01:04:42

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Pokemon Magnus: The collab thread

Well the enemy AI shouldn't cause lag either, it should just pick one of its moves at random which is not resource intensive.


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

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#189 2011-04-24 01:37:35

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Pokemon Magnus: The collab thread

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.


http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

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#190 2011-04-24 22:19:19

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Pokemon Magnus: The collab thread

http://scratch.mit.edu/projects/mkolpnji_test/1745030
Added in 25 more pokemon just because I felt like it.


http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

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#191 2011-04-24 23:05:35

kayybee
Scratcher
Registered: 2009-12-07
Posts: 1000+

Re: Pokemon Magnus: The collab thread

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?

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#192 2011-04-24 23:10:27

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Pokemon Magnus: The collab thread

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)


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

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#193 2011-04-24 23:35:06

kayybee
Scratcher
Registered: 2009-12-07
Posts: 1000+

Re: Pokemon Magnus: The collab thread

Okay, sure.

I'll make the hometown soon.

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#194 2011-04-25 15:20:12

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Pokemon Magnus: The collab thread

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?


http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

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#195 2011-04-25 16:12:28

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Pokemon Magnus: The collab thread

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.


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

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#196 2011-04-25 16:37:58

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Pokemon Magnus: The collab thread

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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#197 2011-04-25 18:49:38

kayybee
Scratcher
Registered: 2009-12-07
Posts: 1000+

Re: Pokemon Magnus: The collab thread

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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#198 2011-04-25 19:58:51

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Pokemon Magnus: The collab thread

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.


http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

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#199 2011-04-25 20:17:38

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Pokemon Magnus: The collab thread

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)


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

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#200 2011-04-26 00:16:45

kayybee
Scratcher
Registered: 2009-12-07
Posts: 1000+

Re: Pokemon Magnus: The collab thread

One random move from the list of elements sounds good.

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