This is collaborative effort to make a realistic pokemon game on Scratch. Most current pokemon games have very limited gameplay but this game will have a full world with gyms and trainers and things you expect. It will be farily large scale but not quite as large scale as the official pokemon games.
If you want to be a part of this or give ideas post here.
At the end of this month I will select 5 people to be a part of this.
Last edited by archmage (2011-03-09 16:32:55)
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I'd like to take part. I can program pretty well, and I can compose music. (In case we want our own theme song)
I would love to be in this if possible!
Last edited by Necromaster (2011-03-09 17:11:43)
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Yeah your inclusion in this is guaranteed Mkolpnji. Other users will have to show suitable examples of work or create something that requires skills relevant to this project.
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No the tile map generator isn't coded yet, anyone who wants to may try though.
You could cut up tilesheets into individual tiles The tile art isn't too much of a concern the only issue is cutting the tiles, it takes a bit of time.
Last edited by archmage (2011-03-09 19:21:10)
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maybe
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Okay, I just realized it was fine, so I made v1 without pokemon tiles.
Would you like me to put the tiles in, or do you have special tiles to use?
pretty good, right?
Last edited by kayybee (2011-03-09 20:35:28)
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Well if you have never made a tile map system before it is kind of hard to understand.
Basically it works like this:
You have a multi-dimention array (list) or in this case 1 list which you treat as many lists.
1,1,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,0,0,1
1,1,1,1,1,1,1,1,1,1
Imagine that each row is a list, so there are 3 lists. This is how the tilemap data needs to be stored. Each value represents a tile, so there is 10 tiles per row and 30 tiles in total.
1,1,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,P,0,1
1,1,1,1,1,1,1,1,1,1
Now in this maps lets say that P is represented by the player. How collisions work is it check to see if the tile it is moving into a an open tile and in this example 0 is an open tile. So if the player tries to move up the game will not allow it because there is a 1 above the player but moving left and right is fine.
I am sorry if you didn't understand that, but that is the way the tile system MUST work in order for this to be successful.
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okay, um... let's see...
*reads*
so, do i change mine?
how do i change it? ...
I get that, but I don't get the part about how this is supposed to do with mine.
am i supposed to make more lists saying "this tile open, this tile player..." or do i replace them?
I'll let you do it.
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Well this are not a ton of good examples of this in Scratch, I learned tilemaps when doing flash.
The biggest problem with yours is that there must be only 1 list which contains a map.
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I could sprite for this! Example of my work: http://scratch.mit.edu/projects/mooster/1629448 Just go through it for the examples
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oh
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If you want to make music then show some of your songs. If you want to program, please explain in detail how any specific feature in Collab Monsters was programmed.
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archmage wrote:
If you want to make music then show some of your songs. If you want to program, please explain in detail how any specific feature in Collab Monsters was programmed.
Ok... For generating monsters, I'm guessing it read a list code which was different for each monster type when a monster appeared. BTW, with a different list for each monster.
And then, it would stamp accordingly. So, for example the Breezem monster, would have a different set of code to generate than the Spidden monster. I think it would read like this,
repeat [item monstertype of #mondirection]
Set Direction to item var of [listmonsterdirection]
stamp
move [item monstertype of mondirlength] steps
change var by 1
Etc. Do that for every single different variable you have.
And... Music. Here it is.
There you go. I doubt the programming is quite right though.
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The programming bit is getting there but its way too vague. The music is good, but do you have anything that would go better with a pokemon game?
I think you were trying to describe stamping monsters which is just a small part of the monster generation process.
Last edited by archmage (2011-03-12 17:53:56)
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archmage wrote:
The programming bit is getting there but its way too vague. The music is good, but do you have anything that would go better with a pokemon game?
I think you were trying to describe stamping monsters which is just a small part of the monster generation process.
Meh... Well, I could make some more music...
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I don't really care about custom pokemon. They are easy to make, you just use this website http://alexonsager.net/pokemon/
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I will join. I can program OK and I make music for video games with GarageBand(plus I play Pokemon video games!) Anything I can currently do to help?
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If you want you want to be a part of this you must show a song better than necrofiend's or give instructions on how to code the monster generation feature (when a monster is called in battle) in collab monsters.
Last edited by archmage (2011-03-13 08:33:44)
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Monster generation feature? Explain plox.
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