Author Topic: Pokémon Purple  (Read 69531 times)

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Offline tifreak

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Pokémon Purple
« Reply #45 on: November 08, 2005, 06:50:00 am »
Wow, I just realized I haven't posted in this section for quite a while...

Any who, I was working on the map in between Veridian and the Elite 4. Once that is done, I might be able to start on the walking engine. I think for now, all doors will be locked, until I can get the map at least up as high as it goes, so I can have a place to start building the individual rooms.

I have also figured out that I will have to have it display the screen each time you move, though I might limit it to when you move over just grassy areas, I will just have to see what kind of speed issue it will have.

But take heart, I am still working on this! Then once the maps are complete, I might look for some help with transferring the Pokemon stats and attacks... :)smile.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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Pokémon Purple
« Reply #46 on: November 08, 2005, 07:41:00 am »
nice to see new updates! Will you show us how the new maps look soon? Also I dont remember if I asked this but did you had scrolling between maps?

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Pokémon Purple
« Reply #47 on: November 08, 2005, 10:16:00 am »
If you have any questions regarding the mechanics behind the game, feel free to ask.

Offline tifreak

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« Reply #48 on: November 09, 2005, 02:06:00 am »
@Mathstuf: Thanks, I will probably take you up on that offer for battle info and the storage of Pokemon Data...  :crazy:fou.gif

@Kevin: Not right now. I just want to get the basics of the game out, then I can worry about adding cool features like that. :Dbiggrin.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

CDI

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Pokémon Purple
« Reply #49 on: November 09, 2005, 12:28:00 pm »
@tifreak8x - Okay, this'll be a bit complicated so bear with me...

You need lists to store the pokemon data, but sonce individual calls are costly in speed/size you could do this (I'm using this methos for loading the maps for a few un-released games)

:<>
:Define the number of pokemon you're fighting
:expr("/L/"+sub(Str#,Pokemon#*5,5->L/#/

Tada!!!!

Offline tifreak

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« Reply #50 on: November 10, 2005, 02:02:00 am »
Hmm, that makes sense... I will have to play around with it. Thanks! >Dgni.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

CDI

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« Reply #51 on: November 10, 2005, 09:00:00 am »
np :Dbiggrin.gif

@Kevin - See???? one of my side projects was where I learned that

Offline tifreak

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« Reply #52 on: November 11, 2005, 05:32:00 am »
Well, only a few more segments left until I can start modifying the RPGSK engine to make it work for the Pokemon engine... :Dbiggrin.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline DJ Omnimaga

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« Reply #53 on: November 11, 2005, 05:40:00 am »
kewl!

Offline tifreak

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« Reply #54 on: November 11, 2005, 07:23:00 am »
Yup!

I might even have a demo walking engine for you to try in the next 2 weeks... >Dgni.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

MathStuf

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Pokémon Purple
« Reply #55 on: November 11, 2005, 09:42:00 am »
Maybe we could release ours together? Mine is getting under way. Sorry for not going with the battle engine, but an idea for the movement just hit me and I had to jump on it before I forgot it...

Offline tifreak

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« Reply #56 on: November 11, 2005, 10:10:00 am »
Releasing together... Sounds like a cool idea. Problem is, I don't want to hold up your great program, if I for some reason can't work on mine as much...

Anywho, once I get the private beta up and running, I will post for people to pm me that want it. I hope to impress you...
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

MathStuf

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Pokémon Purple
« Reply #57 on: November 11, 2005, 10:28:00 am »
I could use the extra time to bug test...my first releases always seem to have a bug or two...'tis a curse... :(sad.gif

Offline tifreak

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« Reply #58 on: November 11, 2005, 12:23:00 pm »
You too?

Since I program in BASIC, and there is no need to compile a bunch, when I add something new, I just run the game to make sure that it does what it is supposed to, without interfering with the operation of the other features.

That is the one absolute strength BASIC has over asm/C. :Dbiggrin.gif

I still would like to learn c, so I might port the star trek game over to it. That would be awesome. :)smile.gif
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

MathStuf

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« Reply #59 on: November 11, 2005, 02:51:00 pm »
If you get a hold of 68k BASIC, its extra functionality over z80 BASIC allows a much smaller learning curve than typical. I would suggest getting a C book and looking over it to learn ANSI C (standards) and then the jump to TIGCC is even smaller. And the TIGCC DOcs are plentiful with information. Kevin Kofler is also very helpful on his channel #tigcc on irc.worldnet.net.