Author Topic: Pokemon Development Topic - Ideas and Discussion Here  (Read 13962 times)

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metagross111

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Pokemon Development Topic - Ideas and Discussion Here
« on: March 07, 2009, 01:05:16 am »
Well, I am officially back to work on this. However, I'm doing a total rewrite of the last released version so that it will be awesome...err.....use CelticIII  ::)

Right now I'm just planning and databasing. I don't expect to release a version for some time, since this game will be a huge graphical jump from the original, as well as content. Trainer sprites will be a feature, and there will be several to fight, even though you're still using rentals. it will have saves, as well as a built-in pokedex and a hugely improved version of the original battle engine. this is just a topic for my ramblings about it.

for example, the engine. i am trying to optimize it as much as possible, so that it only uses one 'core'. the original engine had four cores, one for each particular turn situation in battle (you first, him second, and vice-versa). Also, I want to exclaim my surprise that missingno will indeed be featured, though not on purpose. for databasing all pokemon and their sprites, stats, and such, I will need placeholders for special sprites. this leads to a possibility of missingno as a placeholder, though i will try to discourage that :P

i'm hoping that the newer code can be more easily adapted to the possibility of a real rpg, it's certainly possible! converting all my sprites to hex will be a real bitch, though. i tell ya.

it will still be a stadium sim, however it will be a much more enjoyable one. so whatever, start discussing here and shit o_O

Offline noahbaby94

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Re: Pokemon Development Topic - Ideas and Discussion Here
« Reply #1 on: March 07, 2009, 08:28:47 am »
Interesting I've been trying to write a prog to turn sprites into hex but it's still not working but you can always you ti-freakware's  one but I'm not the biggest can of the editor.
That's what she said!!!

metagross111

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Re: Pokemon Development Topic - Ideas and Discussion Here
« Reply #2 on: March 07, 2009, 09:20:11 am »
someone (i forgot who) told me about a computer sprite editor/manager called CalcGS, and it's pretty damn useful. its good for converting large amounts of sprites to hex

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Re: Pokemon Development Topic - Ideas and Discussion Here
« Reply #3 on: March 07, 2009, 09:21:24 am »
I just finished a sprite to hex program.
Only works for the very first sprite in a pic though and only 8x8.
Doing finishing touches that'll make it possible for 16x16 and making it to where you can select the sprite from the picture.

(EDIT: Didn't see your new post, Meta. Damn, now I feel like I wasted 15 minutes.)

metagross111

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Re: Pokemon Development Topic - Ideas and Discussion Here
« Reply #4 on: March 07, 2009, 09:28:32 am »
oh SNAP!

i just realized my orininal sprite sheet has the sprites separated in 32x32 sections, and that they are positioned just so in a way that they'll fit!


wow. i really have been wasting my time, haven't I? guess i'll feed it into calcgs and get the sprites, eh?

metagross111

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Re: Pokemon Development Topic - Ideas and Discussion Here
« Reply #5 on: March 07, 2009, 09:30:11 am »
I just finished a sprite to hex program.
Only works for the very first sprite in a pic though and only 8x8.
Doing finishing touches that'll make it possible for 16x16 and making it to where you can select the sprite from the picture.

(EDIT: Didn't see your new post, Meta. Damn, now I feel like I wasted 15 minutes.)

i was gonna console you, but yeah. you messed up :P

lol. still. perhaps you should expand on that and make a much more useful and less individual program :D

EDIT: oops, didn't intend to double post.

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Re: Pokemon Development Topic - Ideas and Discussion Here
« Reply #6 on: March 07, 2009, 09:33:30 am »
Yeah... I'll be working on it still.
Just for the hell of it.

Should be done in no more than an hour.
Or at least a functional version of it.

metagross111

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Re: Pokemon Development Topic - Ideas and Discussion Here
« Reply #7 on: March 07, 2009, 09:49:05 am »
still, though. i'm not sure about CelticIII's speed with extensively working with hex. I was toying with the idea with storing most trainer and pokemon data in hex, and i'm not talking about sprites. for example, the hex for trainer data could tell me it's class (Bug Catcher, Youngster, Engineer), its name after the class, it's corresponding sprite, and it's pokemon data.

the question is, how MUCH pokemon data is relevant? I know that species and attacks are, but is small, individual things like EVs and DVs important or are they better off randomized?

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Re: Pokemon Development Topic - Ideas and Discussion Here
« Reply #8 on: March 07, 2009, 09:56:57 am »
the question is, how MUCH pokemon data is relevant? I know that species and attacks are, but is small, individual things like EVs and DVs important or are they better off randomized?

I like the idea a lot. I may steal it for NPCs in Nyaar.
As for the small things... I'd say have it randomized. It'd take ages to have those tiny things each picked out for every pokemon every trainer has.

metagross111

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Re: Pokemon Development Topic - Ideas and Discussion Here
« Reply #9 on: March 07, 2009, 10:09:29 am »
that's sort of what i was thinking.

i suppose it might look something like this:

"AABBCCDDEEFFGVUUUUUUUUUUUUVVVVVVVVVVVVWWWWWWWWWWWWXXXXXXXXXXXXYYYYYYYYYYYYZZZZZZZZZZZZ (~680 bytes)

AA: Class Identifier
BB: Name Identifier
CC: Sprite Identifier
DD: Battle Message
EE: Win Message
FF: Lose Message
G: Number of Pokemon

the last 72 chars are for pokemon:

AABBCCDDEEFFGG

AA: Species Identifier
BB: Level
CC: Move 1
DD: Move 2
EE: Move 3
FF: Move 4

680 bytes is pretty good, actually. I'll be able to store much trainer data in the archive. even then, the number of pokemon tells how many pokemon the trainer has, so i can just leave out the extra zeros for nonexistent pokemon since the program won't try to read from them anyway.
« Last Edit: March 07, 2009, 10:33:29 am by metagross111 »

Offline noahbaby94

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Re: Pokemon Development Topic - Ideas and Discussion Here
« Reply #10 on: March 07, 2009, 11:05:50 am »
Looks impressive you could even store it into a program with det(6 then archive it and then barely even have to worry about size.
That's what she said!!!

metagross111

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Re: Pokemon Development Topic - Ideas and Discussion Here
« Reply #11 on: March 07, 2009, 11:17:24 am »
yep.

unfortuantely, calcgs is being retarded. i'm trying to import a bitmap with all the tiles on it, but it gives me a hell of a lot of error messages and then it doesn't work. when i tried to import a fewer number of sprites, it worked, but they were all screwed up, as if someone sliced them up and put pieces together wrong.

-_-

*goes to read the readme again

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Re: Pokemon Development Topic - Ideas and Discussion Here
« Reply #12 on: March 07, 2009, 11:25:16 am »
Where is this prog I can't seem to find it?
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metagross111

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Re: Pokemon Development Topic - Ideas and Discussion Here
« Reply #13 on: March 07, 2009, 11:25:51 am »
search it on ticalc

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Re: Pokemon Development Topic - Ideas and Discussion Here
« Reply #14 on: March 07, 2009, 11:30:47 am »
Read-me looks very light and I don't see anything about hex.
That's what she said!!!