archmage wrote:
mkolpnji wrote:
archmage wrote:
How do you feel about calling it a final version once the victory and loss images are done? Would it be ok if I uploaded the project to my account or should it be uploaded to another account?
Yeah, that works.
Also, we still need to implement a back button during battle. The problem is, if you don't have any items, and you click on the items button, you get stuck.
And I think it would be best uploaded to your account. That way we get more views.So you want to do the back button thing?
Uh.
Sure.
I'll also implement a "save" button "kinda".
Basically you click the save button and it prepares the project for saving. That way, people don't get messed up variable displays.
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Final version is done and uploading to my account as well as uploaded to replace the original submission.
Good job team
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Also I added cheats. If you type missingno while the project is running you can call any broadcast in the project. I have made all admin commands broadcasts and added 2 cheats "hacks_powerup" and "hacks_money".
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Winning screen is kind of messed up May fix this later but even without a win screen I think this game is good.
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Lol the deadline is extended to the fourth... all that lost sleep for nothing.
The game needs a proper ending screen, kayybee if you could do that, it would be super great of you
Last edited by archmage (2011-03-03 03:08:18)
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Also thinking of putting some little things in the game like Missingno. Right now if you type out missingno you can bring up the commands input box but it would be cool if you could fight a missingno.
I am going to explain how missingno was activated in the original pokemon games its pretty interesting
First you go talk to the old man in viridian city and he teaches you the basics of catching pokemon. When the old man is showing you this, your name changes from whatever it was two OLD MAN. Your original name is stored in the list variable that normally keeps track of what pokemon appear in tall grass. Every time you enter an area with tall grass this list variable is given a new set of values that say which monsters should appear. Normally since areas with tall grass fill the "tall grass" list with monsters this should be a problem but there is one area that doesn't not set this list and has an area that acts as tall grass. On the coast of cinibar island the tiles are miscoded so that they behave like grass. Normally, this coast area takes the "tall grass" values of whatever area the player last visited. When you use the OLD MAN however, your name is temporary stored in this "tall grass" list so the game will look for pokemon with the ID numbers of the characters in your name! So sometimes when you use the old man then go to cinibar you will see weird pokemon like squirtle because the game is trying to convert the player's name into numbers, when it can't convert the player's name it brings up a MissingNo.
</end missingno explanation>
I have trying brining up a missingno in the Collab Monsters game but it just shows a blank for the enemy and automatically finishes the battle. Thinking of making missingno a secret boss
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archmage wrote:
Lol the deadline is extended to the fourth... all that lost sleep for nothing.
The game needs a proper ending screen, kayybee if you could do that, it would be super great of you
like when you defeat all the lords?
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kayybee wrote:
archmage wrote:
Lol the deadline is extended to the fourth... all that lost sleep for nothing.
The game needs a proper ending screen, kayybee if you could do that, it would be super great of youlike when you defeat all the lords?
Yeah, right now the screen just flashes
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archmage wrote:
kayybee wrote:
archmage wrote:
Lol the deadline is extended to the fourth... all that lost sleep for nothing.
The game needs a proper ending screen, kayybee if you could do that, it would be super great of youlike when you defeat all the lords?
Yeah, right now the screen just flashes
oh Animagus already made a winning screen I think.
He also made a losing screen.
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Wow I found a massive oversight. Most battle forumlas rely on the player's monster's level to do damage. Well I found that the variable for player level was not being set in battles! This explains why a level 100 monster will do 15 damage and a level 5 can do 5 damage, while enemies are fully powered up.
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archmage wrote:
Wow I found a massive oversight. Most battle forumlas rely on the player's monster's level to do damage. Well I found that the variable for player level was not being set in battles! This explains why a level 100 monster will do 15 damage and a level 5 can do 5 damage, while enemies are fully powered up.
huh what.
I thought I fixed that some time ago.
Huh, anyway fixing.
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Yeah in the change monster broadcast it sets all relevant variables except the monster's level. I think I coded that so its all my fault
I also noticed something kind of bad about the code. It uses the change_monster broadcast to trigger monster stamping and to set the player's stats. So it set the players stats twice when the battle begins because that broadcast is called 2 times, once to stamp the player and once to stamp the enemy. It works fine but don't take that as an example of how to program.
Also the code on the stage is becoming unmanageable. I think that all the broadcasts for the moves should be moved to one blank sprite like the admin tools.
Last edited by archmage (2011-03-03 16:08:49)
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These are not bugs but things I think should be changed:
-Flame Wave is a horrible move, the accuracy or power needs to be increased
-The dark lords are too easy IMO
Later today I will add a missingno a secert superboss that appears after the dark lord is dead. It will be level 146 like in the original pokemon games.
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Hey guys I got us curated.
Comment from the current curator:
HiccupHaddokthe3rd HiccupHaddokt… 4 minutes ago
this is epic! awesome! pure coolness! and only 40 views! perfect to curate!
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archmage wrote:
These are not bugs but things I think should be changed:
-Flame Wave is a horrible move, the accuracy or power needs to be increased
-The dark lords are too easy IMO
Later today I will add a missingno a secert superboss that appears after the dark lord is dead. It will be level 146 like in the original pokemon games.
I'm editing the project right now, i'll raise the accuracy a little.
For the dark lords, I'll raise their levels so that each will be 10 * instead.
that way, we'll have a level 10 miffin, a level 20 kayabee, etc.
I'm currently adding a few moves, and a new status effect, confuse (works just like in pokemon )
And that's awesome how we got curated.
EDIT: Oh yeah, I also changed speed back to how it is in pokemon. I know that we should be more original, but speed was near useless before, causing moves like slow to be useless for enemies, and rotaran to be a pretty horrible monster.
Last edited by mkolpnji (2011-03-03 17:09:48)
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Yeah I didn't put too much thought into the speed stat. Just make sure whatever changes to speed you make doesn't break things. I just went with that particular function for speed because it was simple.
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V37 is uploading to my test account as I speak.
Updates:
-Two new attacks: Fortify (defense up) and confuse (confuses enemies)
-New status effect, confuse, works like in pokemon
-Changed the shop to work like the dojo.
-New item, heal balls, they restore status to normal.
-Added one more item button.
-Fixed glitch where the back button would appear once a monster died, allowing you to use moves with a dead monster.
-Raised Flame Wave's accuracy.
-Raised dark lord's levels.
-Other random stuff I've forgotten about.
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Good stuff, I think there would be a better name for the status restore than heal balls because they could become confused with monster capture balls. Something like elixir or restore berry would be better I think.
I also think there should be a tutorial. It would just take you though all the battle options and the stuff on the main map. It would be a slideshow like the intro.
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