Pokemon RPG

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Pokemon RPG

Postby tlah » Sat Mar 28, 2009 8:19 pm

I am currently working on a Pokemon rpg, as the name states. I hand drew all of the starter pokemon, but need better names for them. In the game, the battle system works fully only in the gym, with the penguin pokemon(I will get to the others later). If you use any sprites or ideas, please give credit to tlah. Thanks, and once again, I need better names for the starters!
As a side note, in the game, use "Enter" to select stuff(It functions as the "A" button on Gameboy and DS).
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Re: Pokemon RPG

Postby skydereign » Sat Mar 28, 2009 9:36 pm

I would need more info on the starting pokemon to try to name them, such as there later evolutions and what they might look like. But I can help with other parts of the game. You can eliminate the moonwalking by replacing your current move system with this;
Player->DrawActor->Script Editor
Code: Select all
char* key=GetKeyState();
int DIR;

if (key[KEY_UP]==1)
 {
   DIR=0;
   KeyDown=1;
 }
if (key[KEY_RIGHT]==1)
 {
   DIR=1;
   KeyDown=1;
 }
if (key[KEY_DOWN]==1)
 {
   DIR=2;
   KeyDown=1;
 }
if (key[KEY_LEFT]==1)
 {
   DIR=3;
   KeyDown=1;
 }

if (KeyDown==1)
 {
   switch(DIR)
   {
     case 0:
       y-=2;
       ChangeAnimation("Event Actor", "walk up", NO_CHANGE);
       break;
     case 1:
       x+=2;
       ChangeAnimation("Event Actor", "walk right", NO_CHANGE);
       break;
     case 2:
       y+=2;
       ChangeAnimation("Event Actor", "walk down", NO_CHANGE);
       break;
     case 3:
       x-=2;
       ChangeAnimation("Event Actor", "walk left", NO_CHANGE);
       break;
   }
 }
 else
 {
   switch(DIR)
   {
     case 0:
       ChangeAnimation("Event Actor", "up", FORWARD);
       break;
     case 1:
       ChangeAnimation("Event Actor", "right", FORWARD);
       break;
     case 2:
       ChangeAnimation("Event Actor", "down", FORWARD);
       break;
     case 3:
       ChangeAnimation("Event Actor", "left", FORWARD);
       break;
   }
 }


Player->KeyUp(any)->Script Editor
Code: Select all
char * key = GetKeyState();

if (key[KEY_DOWN]==0 && key[KEY_RIGHT]==0 && key[KEY_LEFT]==0 && key[KEY_UP]==0)
 {
   KeyDown=0;
 }

If you want each keydown to set the movement, ie. DOWN is pressed, while you are moving down, you press RIGHT, if you want that to set you to move right, this will not work. You would need to set it up a little differently. If that is what you want, I can explain that.
Also, I suggest moving the dont_go_wire_frame farther north, you can bypass it if you try. And so you know, the Script Editor can do anything you want, such as your ChangeAnimations. So instead of doubling up events from a trigger, you can just have one Script Editor event.
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Re: Pokemon RPG

Postby tlah » Sun Mar 29, 2009 11:58 am

Cool, thanks! :)

Edited a few days later: As for the names and pictures, I have only made one evolution- go to the penguin-mon thing actor ang change the animation. I forget what it is called, but it probably needs a better name.
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Re: Pokemon RPG

Postby MrJolteon » Mon Apr 06, 2009 9:18 am

I've got a name for this game: Pokemon Amethyst
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Re: Pokemon RPG

Postby tlah » Wed Apr 08, 2009 8:49 pm

MrJolteon wrote:I've got a name for this game: Pokemon Amethyst

Ok, I'll see if I can make a splashscreen for it over spring break.
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Re: Pokemon RPG

Postby MrJolteon » Fri Apr 10, 2009 5:01 pm

I wrote:I've got a name for this game: Pokemon Amethyst

An amethyst is, if you didn't know what gem it was, that purple February gem.
Here's a picture to inspire you:
Image
Sorry if it's too big.
I just found it on Google.
And the whole site is norwegean, but that's because i'm norwegean and using google.no which is norwegean, of course.
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Re: Pokemon RPG

Postby MrJolteon » Fri Apr 10, 2009 5:09 pm

skydereign wrote:I would need more info on the starting pokemon to try to name them, such as there later evolutions and what they might look like. But I can help with other parts of the game. You can eliminate the moonwalking by replacing your current move system with this;
Player->DrawActor->Script Editor
Code: Select all
char* key=GetKeyState();
int DIR;

if (key[KEY_UP]==1)
 {
   DIR=0;
   KeyDown=1;
 }
if (key[KEY_RIGHT]==1)
 {
   DIR=1;
   KeyDown=1;
 }
if (key[KEY_DOWN]==1)
 {
   DIR=2;
   KeyDown=1;
 }
if (key[KEY_LEFT]==1)
 {
   DIR=3;
   KeyDown=1;
 }

if (KeyDown==1)
 {
   switch(DIR)
   {
     case 0:
       y-=2;
       ChangeAnimation("Event Actor", "walk up", NO_CHANGE);
       break;
     case 1:
       x+=2;
       ChangeAnimation("Event Actor", "walk right", NO_CHANGE);
       break;
     case 2:
       y+=2;
       ChangeAnimation("Event Actor", "walk down", NO_CHANGE);
       break;
     case 3:
       x-=2;
       ChangeAnimation("Event Actor", "walk left", NO_CHANGE);
       break;
   }
 }
 else
 {
   switch(DIR)
   {
     case 0:
       ChangeAnimation("Event Actor", "up", FORWARD);
       break;
     case 1:
       ChangeAnimation("Event Actor", "right", FORWARD);
       break;
     case 2:
       ChangeAnimation("Event Actor", "down", FORWARD);
       break;
     case 3:
       ChangeAnimation("Event Actor", "left", FORWARD);
       break;
   }
 }


Player->KeyUp(any)->Script Editor
Code: Select all
char * key = GetKeyState();

if (key[KEY_DOWN]==0 && key[KEY_RIGHT]==0 && key[KEY_LEFT]==0 && key[KEY_UP]==0)
 {
   KeyDown=0;
 }

If you want each keydown to set the movement, ie. DOWN is pressed, while you are moving down, you press RIGHT, if you want that to set you to move right, this will not work. You would need to set it up a little differently. If that is what you want, I can explain that.
Also, I suggest moving the dont_go_wire_frame farther north, you can bypass it if you try. And so you know, the Script Editor can do anything you want, such as your ChangeAnimations. So instead of doubling up events from a trigger, you can just have one Script Editor event.

That's not the code I used for anti-moonwalk. I used a less advanced anti-moonwalk code:
Anyway: direct = 1 is up,
direct = 2 is right
direct = 3 is down
direct = 4 is left
direct = 0 is stop.
Key down:
Code: Select all
    if (direct==1)
    {
    ChangeAnimationDirection("Event Actor", FORWARD);
    ChangeAnimation("Event Actor", "walkup", NO_CHANGE);
    you.y = you.y - 5;
    }
    if (direct == 2)
    {
    ChangeAnimationDirection("Event Actor", FORWARD);
    ChangeAnimation("Event Actor", "walkright", NO_CHANGE);
    you.x=you.x + 5;
    }
    if (direct == 3)
    {
    ChangeAnimationDirection("Event Actor", FORWARD);
    ChangeAnimation("Event Actor", "walkdown", NO_CHANGE);
    you.y = you.y + 5;
    }
    if (direct == 4)
    {
    ChangeAnimationDirection("Event Actor", FORWARD);
    ChangeAnimation("Event Actor", "walkleft", NO_CHANGE);
    you.x = you.x - 5;
    }
    if (direct == 0)
    {
        ChangeAnimationDirection("Event Actor", STOPPED);
        animpos = 0;
    }

Key up down, left, up and right:
Code: Select all
direct = 0;

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Re: Pokemon RPG

Postby skydereign » Sat Apr 11, 2009 1:18 am

They are essentially the same thing. I just tried not to use other events, and I used switches. Those ifs are the same as my switch.
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Re: Pokemon RPG

Postby Hblade » Sat May 09, 2009 7:23 pm

Mind if I help you out a little? I can do some pretty cool stuff :D. I can cure the moon walk for you if the following messages up above were a little bit too confusing. Also, I can fix your battle. It would require different .dat files, or different.exe files, and saving variables to a file so that after the battle if can still be read as the same HP, MP, attack, defense, etc.... Also, you will be able to change music better, too :D. Allow me to help and I will show you what I mean.
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Re: Pokemon RPG

Postby tlah » Sun May 10, 2009 4:11 pm

Hblade wrote:Mind if I help you out a little? I can do some pretty cool stuff :D. I can cure the moon walk for you if the following messages up above were a little bit too confusing. Also, I can fix your battle. It would require different .dat files, or different.exe files, and saving variables to a file so that after the battle if can still be read as the same HP, MP, attack, defense, etc.... Also, you will be able to change music better, too :D. Allow me to help and I will show you what I mean.

sure! I'd love some help! :)
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Re: Pokemon RPG

Postby Hblade » Sun May 10, 2009 5:21 pm

Cool, I'll get started. I'll work on explaining how to make more effective text first. better yet, I'll edit your file then I'll show you.
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Re: Pokemon RPG

Postby wizfit » Fri Jun 26, 2009 2:53 am

I tried using the code provided by skydereign, but I received a few errors when trying to close. They're "Incompatible types: cannot convert from 'const int' to 'identifier' on lines 6, 11, 16, and 21. Then it says "line 23, undeclared identifier key down"
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Re: Pokemon RPG

Postby skydereign » Fri Jun 26, 2009 4:09 am

You off setted the code, I think. As you say it, DIR should be the problem, but it I think is KeyDown. You need an int KeyDown for this script, so make one. If that does not work, post the code you are using, or a .ged and its data folder.
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Re: Pokemon RPG

Postby tlah » Fri Jun 26, 2009 2:11 pm

whoo.. I thought that this was a dead post! This game sort of faded from my list of tings to work on... :oops:
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