Pokemon Purple

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Pokemon Purple

Postby StAquinas » Thu Sep 08, 2011 5:38 am

Screen shot 2011-09-08 at 12.12.26 AM.png
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Hey all,
This is my first game with GE, I had previously begun work on this game using Java as my primary programming language, but I eventually gave up out of frustration before I had built the entire game engine. GE resparked my interest in game creation since it used a true point and click environment, and is decently user friendly. (I wish I knew how to move the screen without having to click and drag on my mac)

Anyways after scanning the forums for games similar in style to what I hoped to create I found a Zelda demo someone had posted and after a quick look I adapted their system to fit my basic needs. What I need the most help with is learning the new syntax and how scripts and the global code really works inside GE, I'm trying to learn C to help facilitate the process. So anyone who can help me with developing the logic systems in the core engine would be greatly appreciated.

This game is one a friend proposed I help with creating, aka I do all the work and they design a map here and there. It is meant to be a combination of the pokemon and movesets of red and blue versions, hence purple. The map tiles are borrowed from gold and silver, those are the roms I have on hand to rip from. But all the maps are brand new, and eventually you will be able catch or make in-game trades with npcs for every single of the original 151 pokemon.

Right now all the game does is let you walk around and go through doors (most of the time, occasionally the doors act like flypaper).

To Do List: (Because I like being able to mark off that I've done something :D )

1. Establish Logic for all types of terrain (water, tall grass, cave inside)
2. Learn how to create and format a save game.
3. Create scripts so I don't have to retype them into every level
4. Find font from pokemon games
5. Create Menu
6. Create Battle Scene
7. Create Logic for TMs, HMs
8. Input all pokemon stats
9. Well there are more things, but they can wait for a few (or several) updates.

Please any help you give in the way of code snippets or sugestions try to explain thoroughly so I can understand them better.
Screen shot 2011-09-08 at 12.12.26 AM.png
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Attachments
Pokemon Purple V0_1_1.zip
Mac OS X appication, same map boundaries, updated movement speed
(958.95 KiB) Downloaded 39 times
Pokemon_Purple_v0-1.zip
(898.67 KiB) Downloaded 36 times
Last edited by StAquinas on Tue Sep 27, 2011 5:30 pm, edited 1 time in total.
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Re: Pokemon Purple

Postby ikarus » Thu Sep 08, 2011 7:14 am

1: I'd probably do some kind of mask for each terrain that modifies a global that the player bases it's speed and animation on, but I haven't gotten to games where I'll have to do much mapping yet.
2: Easiest one! Look up saveVar and loadVar in the script reference in the ge docs
3: Search "Global Code" on the forum.
4: http://www.dafont.com/pokemon.font / http://www.dafont.com/pokemon-ruby-sapphi.font <-just google dude, first page google results
5: I just use basic mouse button down events and view states for this, but more elaborate examples you could probably find by searching.
6: Look up activation regions, or you could have a separate ged only for this and use saveVar loadVar to keep variables consistent. If you do activation regions make sure to search them because they can be tricky.

Tried to help as much as I can^-^ and kudos, I don't think I'd ever have the guts to take on a game the scale of pokemon. Let us know how it goes :D
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Re: Pokemon Purple

Postby NERDnotGEEK » Sat Sep 10, 2011 3:11 pm

Just a little word of warning, I have attempted this and it did get the better of me. the Battle System pokemon has is a lot more complicated that it first seems, it almost had me in tears I swear :)

Good luck :) do let me know if you get it working id love to see the code behind it.
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Re: Pokemon Purple

Postby StAquinas » Mon Sep 12, 2011 3:42 am

Thanks ikarus for the help so far. :D

I have been trying to map out how the battle and stats system will work. I spent the weekend with only paper and pencil, so I had some quality time in a hammock to try and work things out on paper. I think in the long run Pokemon in this game will be a little more stratified in each stat category based on their base and max for each, but that's something that can be fixed as time goes on and I have a few real releasable versions done. Though I am interested to hear more about what your frustrations were with the battle system to see if maybe you encountered something I haven't thought yet.
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Re: Pokemon Purple

Postby NERDnotGEEK » Mon Sep 12, 2011 5:01 pm

I guess I'm just not the tidiest coder in the world, I just ended up with lots of bugs, and couldn't really keep track of things. (for me) it became quite a big system. If your good at that kind of thing then you should be able to get it working :)
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Re: Pokemon Purple

Postby MrJolteon » Tue Sep 13, 2011 4:26 pm

NERDnotGEEK wrote:the Battle System pokemon has is a lot more complicated that it first seems, it almost had me in tears I swear :)

I agree, it takes me 15 minutes just giving an event a battle in RPG Maker :/
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Re: Pokemon Purple

Postby savvy » Wed Sep 14, 2011 8:56 am

surely you could store each pokemons PP and stats in a single array, then base the battle around variables which determins which move has been used, the actions such as flamethrower are the same whatever pokemon you have so the animation is actiavted on the move used.. nothing to do with the type of pokemon, it can be in the same pos every time. you just have to be smart around it.
saving can be simple, again use arrays or Loadvars and Savevars.
i personally prefer arrays... more compatability.
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Re: Pokemon Purple

Postby StAquinas » Mon Sep 19, 2011 8:24 pm

I have been working on the overall system for handling data within the game, and I have it nearly finalized. Mainly I created a pokemon object that has a few arrays that hold either its stats, moves, or other random things. I've been organizing it this way mainly to have consistency in array size.
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