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Messages - tifreak
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451
« on: June 20, 2010, 04:55:06 pm »
I notice that some of the text is coming outside of the boxes. Is this made to happen? Or should you think about increasing the size of the boxes?
The status messages? Yeah, it wasn't at first, but at the time, everyone agreed it was kind of cool, so we left it. =] I am hoping people will continue to agree it looks nice.
452
« on: June 20, 2010, 11:51:05 am »
lol, I know what the crash was, I should have RAM cleared the calc before going and programming. And yes, I was referring to the garbage on the right side of the screen. I have it no longer trying to post data if the value of the pokemon level isn't greater than 0. I have moved a few things slightly, to get better adjustments and a better fit for the text. And right now working on making the hp bars work correctly without requiring yet -another- loop. Edit:  Proof to show that it now only shows occupied lists for pokemon, and the hp bar is calculated within the data display loop.
453
« on: June 20, 2010, 10:43:39 am »
Progress as of this morning, I have the data being displayed to the screen correctly, I just have to finish populating the lists with enough data so I can begin working on getting menus and the like to work. Edit:  Shows what I have at this moment. I am going to work on nullifying the 'errors' that pop up there. More screens coming soon.
454
« on: June 19, 2010, 03:47:06 pm »
how exactly do i get the tiles into calcGS? do i have to copy them by hand? i call Celadon City.
You should just be able to open them in calcgs then open the map editor and start using them.
Looks very nice Buckeye, will definitely be keeping an eye on your progress. =]
Thanks tifreak. I've actually been really impressed with your clone, since what you are doing is actually way harder than mine. You've stayed with it for an impressively long time, I hope to see yours finished in all its BASIC-y glory 
Lol, thanks! I am working on it at this moment, I want to try to have a working pokemon party screen done this weekend, if possible. Knowing my luck now, I just set a time table, and I will be stuck in the wreckers.  Also, I have this PDF somewhere of what Mathstuf had put together back when he was working on pokemon for the 68k. It is a compilation of stuff covering almost all aspects of the game.
455
« on: June 19, 2010, 03:31:09 pm »
Looks very nice Buckeye, will definitely be keeping an eye on your progress. =]
456
« on: June 17, 2010, 10:26:41 pm »
lol, no problem.
Found some of the original code for the pokemon party display, but it will have to be revised to some extent because I no longer use that system for name storing. This shouldn't take too long to modify, hopefully, and soon after a working menu system will follow.
457
« on: June 17, 2010, 04:04:07 pm »
It is a forum, you upload to a server to use, etc.
458
« on: June 17, 2010, 03:42:11 pm »
Since pokemon is such a large project, I make sure everything else starts with a 'Z' to make sure pokemon is highest up on the list, for easier starting.
459
« on: June 17, 2010, 10:45:48 am »
Making some progress on pokemon, minuscule things. I am also going to be setting up a subfolder on tifw forums ( http://tifreakware.ath.cx/index.php?showforum=85 ) Where I will be dumping the code for each program into their own topic, so people can see all what I am doing with the game, utilizing Source Coder to keep the code up to date. I am doing it on my forums so I don't go and plug up everyone else's sites. I might, however, see about setting up my phpbb3 forum I wanted to do, and drop it there. Not sure yet, we will just have to see. At this point coding wise, I am working on the pokemon party screen and trying to get it to be fully functional. I have moved this aspect of the project over to another calculator so I can manipulate lists without having to worry about screwing things up on the main project calc.
460
« on: June 10, 2010, 06:31:57 pm »
Glad to see this progressing 
And yeah battle systems can be rather hard sometimes. It's one of my least favorite part of RPG coding because there are so many things to think about. It's partly the reason why the last ROL4 project died 
Yes, but you have to realize there are something like 140 attacks to program in to it. And some of those attacks just cause status problems. It gets a bit complicated. >< But yes, progress indeed!
461
« on: June 10, 2010, 10:16:43 am »
Making some headway with this code for the pokemon party menu. I had found the coe that displays the boxes and such, so all I have to do is redo the code for displaying the names and HP of each. From there I will need to make the boxes selectable, and get the switch and stats options of them all working. I also still need to tie in that code that sends the pokemon you receive to the appropriate place into the 'getting starter' event.
After that, it is the dreaded battle system I will have to start working on ><
462
« on: May 31, 2010, 07:29:10 pm »
Celtic 2 is amazing. I haven't had any crashes caused by it.
And as soon as I get this code typed into the calc, I am going to do a backup and start working on the pokemon party screen. :p
463
« on: May 31, 2010, 11:07:57 am »
Why thank you. ^_^
At the moment, I have mostly completed the headache code of writing a program to write a program to write to an appvar bit and should soon be dropping that into the calc. After this, I need to finish up the status screens of the pokemon party so we can see if the 'getting a pokemon' bit actually works. =]
464
« on: May 30, 2010, 03:31:54 am »
yeah, pokemon blew through all sorts of sites when it made digg's front page o.o
Still working on it tho! Realized I forgot to write out code to set the screen up before shifting the pokemon to where they need to go, once I get all that fixed, hopefully I can move on to the next phase!
465
« on: May 27, 2010, 08:01:01 pm »
press F12 once you load the ROM, it should turn on at that point. if it doesn't, you have a bad ROM image.
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