I look forward to seeing what you can do. This will be interesting.
I have thought about re-doing my pokemon game, but I think that I will pass o this collab. Good luck though.
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Lellowsfuzz wrote:
Monster generation feature? Explain plox.
In the collab monster game, describe what happens when a monster is brought into the game using the battlefield icon.
I want you to give exact instructions on how to code something like it.
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OK: It stamps the monster and changes the name and health variables to that certain monster. It does this by referring to the variable current_Mon.
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archmage wrote:
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.
...Master. Necro MASTER. Sheesh. BTW, I was 7 when I made up that name. And are you saying my song is bad?
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Necromaster wrote:
archmage wrote:
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.
...Master. Necro MASTER. Sheesh. BTW, I was 7 when I made up that name. And are you saying my song is bad?
No, your song is awesome. I could never do better than that.
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I'd love to work with the great Archmage!
Here are some examples of my work.
A project that scans the scratch cat, with only a slight error on the nose. Be aware though, it takes FOREVER. This is the kind of thing you leave running when you go out to eat or overnight.
A project that makes a scroller on both the X and Y axes, realistically depending on the direction and speed of the car. Originally made for the Scratch Winter Olympics.
A random thunderstorm simulator. The rain starts at the same Y level, but staggers as the differences in ground height affect it. Sounds, too!
Please consider me for the collab!
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Necromaster wrote:
archmage wrote:
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.
...Master. Necro MASTER. Sheesh. BTW, I was 7 when I made up that name. And are you saying my song is bad?
Lol sry Necromaster. Your song is great, you are currently my number 1 pic for music composer. But it anyone happens to out do you, then I will have to pick them.
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16Skittles wrote:
I'd love to work with the great Archmage!
Here are some examples of my work.
A project that scans the scratch cat, with only a slight error on the nose. Be aware though, it takes FOREVER. This is the kind of thing you leave running when you go out to eat or overnight.
A project that makes a scroller on both the X and Y axes, realistically depending on the direction and speed of the car. Originally made for the Scratch Winter Olympics.
A random thunderstorm simulator. The rain starts at the same Y level, but staggers as the differences in ground height affect it. Sounds, too!
Please consider me for the collab!
While your projects are very nice, I don't think you would be able to contribute to scripting this particular project.
A project that shows more coding experence to this particular project is this, which is a accurate clone of the fire emblem battle system. http://scratch.mit.edu/projects/mkolpnji/1492994
Since we are trying to clone many features in pokemon a project like this (a battle clone) is a good way to show off your abilities.
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kayybee wrote:
Arch, do you have the map maker up yet?
I have assignements due Wednesday so I will start it on Thursday.
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Lellowsfuzz wrote:
OK: It stamps the monster and changes the name and health variables to that certain monster. It does this by referring to the variable current_Mon.
Still way too vague. How does it stamp the monster? What do the statistic variables represent? How are monsters assigned statistics?
Your description should allow another programmer to create what you are describing. This is pretty hard to do and I don't expect too many people to be able to do this.
Alternatively, you can code up your own accurate pokemon battle engine clone and I can consider you for this.
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archmage wrote:
Alternatively, you can code up your own accurate pokemon battle engine clone and I can consider you for this.
Might try this.
Last edited by Lellowsfuzz (2011-03-13 16:05:21)
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If it helps, I have a cool name for the game: Pokemon Finale.
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http://scratch.mit.edu/projects/mkolpnji_test/1655089
First battle system thing.
Added Evasion.
Removed stuff in Collab Monsters that's not part of pokemon (heartless angel, curse, monsters)
Added one pokemon, Bulbasaur.
Made escaping work how it does in pokemon.
Made stats work how they do in pokemon. (With the exception of EVs)
Added IVs, which create variation in stats between pokemon of the same species.
Some other stuff that I forgot about.
Last edited by mkolpnji (2011-03-13 21:57:49)
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Necromaster wrote:
May I make a battle engine instead?
We spent A LOT of time with the current one. If you can look at the current on and say how to improve it I will let you do whatever you want if it would make it better.
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archmage wrote:
Necromaster wrote:
May I make a battle engine instead?
We spent A LOT of time with the current one. If you can look at the current on and say how to improve it I will let you do whatever you want if it would make it better.
I think he's talking about making a pokemon battle engine so he can be qualified to become a programmer in this collab.
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mkolpnji wrote:
archmage wrote:
Necromaster wrote:
May I make a battle engine instead?
We spent A LOT of time with the current one. If you can look at the current on and say how to improve it I will let you do whatever you want if it would make it better.
I think he's talking about making a pokemon battle engine so he can be qualified to become a programmer in this collab.
Oh yeah that is acceptable, but it has to be a perfect/near perfect clone.
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I will join, but I will post scripts on the forum for you to copy out.
My monster generation script:
From the idea of using 3 (15 in this example) lists for the map,
111111111111111
100!00000000P01
111111111111111
Pretend that P is the player and ! is the monster. One value of one of the 15 lists will become ! which marks the monster. Also the 1 is the wall.
And monster health is like a var:
Monster HP: 1000
Player HP: 948
And:
Monster: [monster name here]
DefaultMonsterHP: 1000
using scripts like:
if PlayerPower = [power]
if player is touching monster
change monster hp by -102
end if
end if
...and more if's.
and
if Monster = [pokemon monster]
set DefultMonsterHP to 1000
end if
...and more if's for other pokemon monsters.
Last edited by rdococ (2011-03-14 09:53:16)
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archmage wrote:
16Skittles wrote:
I'd love to work with the great Archmage!
Here are some examples of my work.
A project that scans the scratch cat, with only a slight error on the nose. Be aware though, it takes FOREVER. This is the kind of thing you leave running when you go out to eat or overnight.
A project that makes a scroller on both the X and Y axes, realistically depending on the direction and speed of the car. Originally made for the Scratch Winter Olympics.
A random thunderstorm simulator. The rain starts at the same Y level, but staggers as the differences in ground height affect it. Sounds, too!
Please consider me for the collab!While your projects are very nice, I don't think you would be able to contribute to scripting this particular project.
A project that shows more coding experence to this particular project is this, which is a accurate clone of the fire emblem battle system. http://scratch.mit.edu/projects/mkolpnji/1492994
Since we are trying to clone many features in pokemon a project like this (a battle clone) is a good way to show off your abilities.
oh well. thanks for the consideration though.
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I've decided to make my own Pokemon-like clone. Good day, gentleman.
EDIT: But you can still use my idea for a name, Pokemon Finale.
Last edited by Lellowsfuzz (2011-03-14 17:25:58)
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I am interested in joining this, just for fun. I probably wouldn't be able to give you guys as much time as yourselves, but I could help.
As for programming skill, I think that this should speak towards my abilities: http://scratch.mit.edu/projects/TheSaint/859522
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There are some good things about that project. The battle formula seems to be there and working but that project has pretty poor scalability. What I mean by that is that if you wanted to add 100 more moves and monsters, you would need way more scripts, but for collab monsters you just need to insert new values into lists. Also the way the maps are set up have the same problem, to much coding for each area when only insertion of new values should be required.
So other than scalability that project seems pretty good. I hope for this version to be similar to yours, only much bigger like a full game. I'll consider you for inclusion in this, the only problem is if you can't give too much time then you may not be able to help when needed.
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