2 4 1 1 3 3 5 -10.0 90.0 90.0 140.0 -60.0 40.0 80.0 150 80 66 66 66 66 66 1 -18 -71 34 -61 26 -9 5 28 -43 -47 94 99 -18
so this is the original one.
new one:
2 2 2 2 2 2 2 2 2 4 3 1 3 1 3 90.0 90.0 90.0 90.0 90.0 90.0 90.0 90.0 -30.0 180.0 -130.0 -130.0 -100.0 -60.0 70.0 30 40 60 70 80 80 80 80 110 50 50 50 50 50 27 162 140 109 75 36 4 -30 -64 -94 -117 -172 -200 -179 -205 188 8 6 3 0 -2 -2 -3 -5 8 7 -38 -49 28 26 15
caterpillar, you like?
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Okay, I'm joining.
shape: 1 1 1 1 1 1 3 4 Rot: -80.0 -80.0 -80.0 -80.0 -80.0 -80.0 -130.0 -120.0 Size: 100 100 100 100 100 100 57 57 X: 2 46 -10 36 -31 -47 13 -8 Y: -22 4 23 58 67 8 -7 39
My lack of creativity amazes me.
Last edited by mkolpnji (2011-02-02 11:49:52)
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Welcome aboard mkolpnji!
I think you are really well suited to this being a RPG expert yourself
Updating the member list now
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Also, remeber,when you post the monster you must say what it is and what its strenghts are.
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kayybee wrote:
Code:
2 4 1 1 3 3 5 -10.0 90.0 90.0 140.0 -60.0 40.0 80.0 150 80 66 66 66 66 66 1 -18 -71 34 -61 26 -9 5 28 -43 -47 94 99 -18so this is the original one.
new one:Code:
2 2 2 2 2 2 2 2 2 4 3 1 3 1 3 90.0 90.0 90.0 90.0 90.0 90.0 90.0 90.0 -30.0 180.0 -130.0 -130.0 -100.0 -60.0 70.0 30 40 60 70 80 80 80 80 110 50 50 50 50 50 27 162 140 109 75 36 4 -30 -64 -94 -117 -172 -200 -179 -205 188 8 6 3 0 -2 -2 -3 -5 8 7 -38 -49 28 26 15caterpillar, you like?
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Its actually kind of big, 2 monsters have to fit on screen.
Hold off on the monster creation until a get a simple demo up.
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http://scratch.mit.edu/projects/archtest/1572486
There the demo thing I made. Going to bed now.
Last edited by archmage (2011-02-02 00:51:31)
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If you think any of them is too big, divide every "size" by 1.2 and if that's not enough, repeat.
I'll add the stats.
Monster 1-
hp-4
attack-2
defense-2
speed-2
monster 2/caterpillar
hp-4
attack-2
defense-3
speed-1
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I was expecting something more but I suppose that is still pretty cool
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Arch, you can consider me a part of the team too
Here's the monster generator I was working on before I saw yours, if it helps.
http://scratch.mit.edu/projects/Lucario621/1572703
Tell me if I should finish it, so perhaps you could add features here (such as choosing different hands, eyes, bodies, etc.) into yours.
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Sorry, I hate to do this but there is only 1 slot left open and I really need someone to do art. If anyone drops out you will be the first one in though.
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Lord-Sprites wrote:
I was expecting something more but I suppose that is still pretty cool
Give me a break, I did this in less than an hour after my classes. The look of the finished battle system will probally not be too diffrent from this, but it will have:
tons of new attacks
new monsters and ability to change monsters
coding that is not awful
decent visuals
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kayybee wrote:
If you think any of them is too big, divide every "size" by 1.2 and if that's not enough, repeat.
I'll add the stats.
Monster 1-
hp-4
attack-2
defense-2
speed-2
monster 2/caterpillar
hp-4
attack-2
defense-3
speed-1
Well, the problem with that is that if I change the size the space between the stamped symbols is still the same. Also the monster seems to be facing the right, if you look at the monster demo you can see that it won't look right.
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I remembered that this game still has no name. You guys can come up with the name.
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Okay, just woke up.
For my previous monster:
HP 4
Atk 2
Def 1
Spd 4
Say, what types have been decided on?
If they haven't been decided yet, I would make this wind type.
EDIT: Hah, just looked at your code for the demo thing.
It does need a lot of work, because I can see that you basically just copied your revised RPG project and replaced some things while removing the magic attack, mp, and adding the stamper.
So, what exact battle formula are we using? The pokemon one, or the one in the demo?
Last edited by mkolpnji (2011-02-02 11:36:14)
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Its the pokemon one, more specifically this:
Damage Formula = ((((((Level × 2 ÷ 5) + 2) × BasePower × Atk ÷ 50) ÷ Def) + 2) × R ÷ 100)
Taken from http://www.smogon.com/dp/articles/damage_formula
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Some things to know when you give the monster and stats.
The monster's stats are like this:
For example, lets take mkolpnji's monster
HP 4
Atk 2
Def 1
Spd 4
First of all all the numbers need to add up to 10, like this
HP 4
Atk 2
Def 1
Spd 3
Each monster gets 5 free stat points in each area, (10 for hp) and then the monster type's stat ratings are multiplied by their level. So lets say this monster was a lv 20 wind type.
Its stats are:
HP 4*20+10
Atk 2*20+5
Def 1*20+5
Spd 3*20+5
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Here is the battle forumla as adapted by myself from the forumla on http://www.smogon.com/dp/articles/damage_formula
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archmage wrote:
Here is the battle forumla as adapted by myself from the forumla on http://www.smogon.com/dp/articles/damage_formula
http://i.imgur.com/0Zg2e.gif
Nice.
Although, If I remember correctly, the page said that you have to round at every step.
I guess it doesn't really matter though, we're not going to make a complete clone of pokemon anyway.
Size 4 4 3 3 3 3 3 3 1 1 2 2 5 5 Rot 90.0 180.0 -130.0 -130.0 -150.0 -150.0 40.0 40.0 10.0 10.0 10.0 10.0 -170.0 -170.0 Size: 50 50 50 50 50 50 50 50 50 50 30 30 30 30 X: -4 -4 7 -13 8 -31 -17 26 -28 18 16 37 -48 -36 Y: 2 3 -10 13 35 -9 -27 12 39 -30 48 23 -20 -36
Another monster.
HP:3
Atk: 3
Def: 2
Spd: 2
It's supposed to be balanced.
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mkolpnji wrote:
Nice.
Although, If I remember correctly, the page said that you have to round at every step.
I guess it doesn't really matter though, we're not going to make a complete clone of pokemon anyway.
Lol, you caught me. Be to honest, it doesn't matter a whole ton if the numbers are rounded at every step or not, well it may make a 1 number diffrence but thats it. The block stack is large enough I don't want to make it bigger by putting tons of <round(
Last edited by archmage (2011-02-02 12:52:20)
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mkolpnji, that monster looks really bizzare, I still need a name for it because I can't make one up
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http://scratch.mit.edu/projects/archtest/1573465
Progress has been made, and I am done for the day.
Here is what I did:
Made the code not horrible
Deleted unneeded variables/sprites/broadcasts
made it so you can change monsters
set up an attack ID system
Next time, I am putting in a stat ID system so monsters all have their own unique stats.
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archmage wrote:
http://scratch.mit.edu/projects/archtest/1573465
Progress has been made, and I am done for the day.
Here is what I did:
Made the code not horrible
Deleted unneeded variables/sprites/broadcasts
made it so you can change monsters
set up an attack ID system
Next time, I am putting in a stat ID system so monsters all have their own unique stats.
Nice.
Went ahead and added the stat ID system for you.
http://scratch.mit.edu/projects/mkolpnji_test/1573870
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That is a good stat ID system but I am not sure I can use it because it doesn't fit my specifications.
Let me elaborate:
First, which is the part you did properly (kind of) is keeping track of the stats of the particular monsters. You can have up to 6 monsters that all have their stats stored in lists. When you fight a new monster however its stats are generated based on the leveling data for the monster's type.
//as I talked about eariler
Each monster gets 5 free stat points in each area, (10 for hp) and then the monster type's stat ratings are multiplied by their level. So lets say this monster was a lv 20 wind type.
Its stats are:
HP 4*20+10
Atk 2*20+5
Def 1*20+5
Spd 3*20+5
Anyways I have homework to do, I'll do a bit more tommrow.
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If people really want to do something for this here is the to-do list
-come up with a name
-get music for battle and stuff
-art for everything
Also on a diffrent note, my original plan was to the the monster's moves and name and look set up like this
Each monster has a "shape level" from 1 to 10. The higher the shape level (the power of the pinwheel, squiggle, moon) the more moves it can learn and the higher its level is. Also, the larger the shape level the larger the symbols are stamped and the more the color of the symbols changes. The names of the monsters are also decided by these shape levels. Now I am thinking that it may be better to forget that and just have monsters without shape levels.
What do you guys think?
Last edited by archmage (2011-02-02 19:14:50)
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