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Conversation Between Luka S.J. and Maruno
Showing Visitor Messages 1 to 15 of 52
  1. Luka S.J.
    June 8th, 2014 08:03 AM
    Luka S.J.
    Hehe, never mind, I got it. It was $INTERNAL the whole time.
  2. Luka S.J.
    June 8th, 2014 07:54 AM
    Luka S.J.
    Hey Maruno, me again. I'm doing a little debugging, and I think I remember reading somewhere around the forums that there was a flag in Essentials you could turn on, for error messages to be displayed in the battle system. I tried searching the threads, and haven't found anything. If the flag does exist, and if you know, could you tell me what it is?
  3. Maruno
    June 6th, 2014 05:53 AM
    Fair enough. I'll leave the thread alone for now.
  4. Luka S.J.
    June 6th, 2014 05:39 AM
    Luka S.J.
    Well, do to the thread what you think is most suitable. I just needed it to be unlocked to refresh the first post and link the Demo to it. The reason I released the demo is so that it doesn't go to waste. I felt there was no point in keeping it just locked up on my hdd when I'm not actively using it anyway. So I wanted to share the first playable portion with the community.
  5. Maruno
    June 6th, 2014 05:23 AM
    Oh, you haven't revived it after all? It seems a bit pointless to release a demo, then. I'm not sure whether to tag your thread as [Demo] or [Dead].
  6. Luka S.J.
    June 5th, 2014 02:32 PM
    Luka S.J.
    Already fixing up the thread. It might take me a tad longer to post the demo. Dropbox banned my public sharing due to high traffic, so I'm reuploading the game elsewhere.
  7. Maruno
    June 5th, 2014 08:53 AM
    Blimey, this is a surprise! Your thread is unlocked. Remember to spruce up the first post with accurate information and links.
  8. Luka S.J.
    June 4th, 2014 10:14 AM
    Luka S.J.
    Hey Maruno, could you unlock my thread for me. I have something to post in it.

    Demo to be precise...
  9. Luka S.J.
    July 18th, 2013 03:39 PM
    Luka S.J.
    Haha, the coders are an endangered species around here. True dat. I wouldn't know much about starting forums, or advertising (besides creating giant posters and sticking 'em across campus). Honestly, I don't think you'd find much coding help around these forums. Chaos Project is probably the best collective coders place that I've seen for RMXP. Maybe they could help out with other stuff too. Who knows. But I'd recommend searching for those people away from Pokecommunity, lol.
  10. Maruno
    July 12th, 2013 10:15 AM
    People are certainly welcome to contribute. The problem is, around here, the "contributions" will usually be along the lines of "I can make a tileset for you" which doesn't really help. Maybe it'll be different because it's an engine (endorsed by me, for all that means), and the coders will appear from the darkness and help out. Maybe.

    This project really needs to start off well. I'm thinking a new forum, an editable-by-anyone design document (Google Docs? I've not used that kind of thing before), and plenty of advertising (although I'm rubbish at that last point). That's the first major hurdle. The point is to get coders in, or at least people who know many things about game engines who can flesh out the design document and come up with solutions to problems and data file layouts and features and such. That alone is a lot of fun to work on, at least for me. I'm just concerned it'll only attract the "keep it up" guys and other spectators.
  11. Luka S.J.
    July 12th, 2013 08:20 AM
    Luka S.J.
    I understand. Making an engine from scratch, no matter how small or big, is still a large task. Anyway, whatever you do, if people still wanted to build upon it, they could always learn to code for themselves Finding a team would also help you in the process so yeah. I'm sure that once you open a topic about it, you'd find people willing to contribute. So, we'll see what happens :D
  12. Maruno
    July 11th, 2013 03:04 PM
    Yeah, I just said I don't really want a border. It'd feel inconsistent if it was only there for overworld stuff.

    I'm sure there'd be improved camera options in the engine for 2D (scroll, zoom, tint, etc.) compared to RMXP and Essentials. I suppose there could be some camera controls in 3D mode too. If you wanted to go crazy, there could also be a modern free movement system with chase camera mode.

    This is still all hypothetical, of course. I for one am not going to invest any time in 3D without much more experience of C#, a team to collaborate and figure out what to do with, and an existing 2D engine (which is what the engine was originally intended to be: a free copy of Essentials with a custom map maker). It's a big step.
  13. Luka S.J.
    July 11th, 2013 12:43 PM
    Luka S.J.
    Maybe you could find something along the lines of "single-screen" and DS style. By that I mean, you could have (the OW) to be a single screen but with borders, to cover the map. That way, for the interfaces, the borders could just go away and you'd have that extra screenspace. Kinda like a screen in a screen. Don't know how you feel about that though :D

    If the engine did feature some sort of 3D, why not open the camera position/angles instead of locking them? I mean, being able to manipulate the FOV would allow for better cutscenes/events. I think that'd be a feature attractive to the users. I know I'm working on having panorama (fake 3D) cutscenes for my game, and I did some when I was working on Blue Chrome. Changing up the camera angle, instead of having to recode it would be cool. Also, I always want/ed to be able to do things like zoom on the map, alongside being able to scroll it. Something the current version of Essentials lack. I think it can be used to create a dynamic in the overall game. What do you think?
  14. Maruno
    July 11th, 2013 09:37 AM
    Redesigning the GUI to work with a mouse and to suit a larger screen wouldn't be a problem. As you say, the problem is the maps. While a person's mapping style can change to accommodate the larger viewable area, it may not be the best solution to simply increase the screen size. I considered stepping the tile size up to 48x48 pixels, which would result in a screen size of 768x576 (or 800x600, rounding off), but I'm not sure if that would be best either. I really don't want a border or a dual screen-type arrangement just to try to hide the extra visibility.

    The engine wouldn't bother allowing anything other than the standard camera angle and FOV, so I don't think it'd be worth having such complex tree models. My suggestion meant that you could probably get away with very simple models (either the DPPt angled plane, or a box sandwich), and if you could, then it probably wouldn't be that hard to let the map-maker create them as part of the map geometry (there could even be preset geometries for use in making trees and things). It was just a suggestion of what I thought would be a more user-friendly option (insofar as the user wouldn't need any models of their own, just tiles, and it'd be easier to create custom-shaped buildings). Your model suggestion is just as valid.

    Of course, 3D mode is a pipe dream anyway, and toggling between 2D and 3D even more so. Maybe that'll be in Essentials 3, if that's ever going to exist.
  15. Luka S.J.
    July 10th, 2013 11:43 AM
    Luka S.J.
    Definitely. Mouse input, and WASD movement, were actually one of the first things I was considering when making Blue Chrome, and were one of the early features I implemented. So that is definitely something to consider. The input on the PC is much less restricted than it is on Nintendo's console, so straying away from the official games in terms of input is a must (I always considered this). These would include things from basic WASD movement, to Text Entry via Keyboard. A bigger screensize though, is something to seriously consider, as using the currently available tiles and graphics which were drawn in 16x16, of which all Pokemon fan-games are made, can make the big screen awkward. I mean, for a test, you could just increase the screensize of Essentials, set the resize factor to 0.5 and then see what the ideal screensize would be. Problem with a screensize that is too big, is too much of the map becomes visible, which can spoil the game in some instances, and makes it harder to properly map like that.

    With regards of 3D, I think that just sticking 3D models on tiles would be easier, than distort the tile into a shape. Imagine now complicated it would be to make trees like this, 3D objects/models would definitely give you an advantage in such a case. It's up to you, but I feel using 3D models gives you better precision over your 3D environment, when compared to tile distortion.

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