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Python Pokemon!

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Full Metal

C(++) Developer.
810
Posts
16
Years

  • Update.

    Minor Changes & A Bug.



    So the minor changes:
    Camera-adjustment is fixed and working for the game-play. It's smoother now.
    The bug:
    NPC-movement.

     

    Awkward Squirtle

    ,@,e .ºoO
    110
    Posts
    12
    Years
    • Seen Jan 29, 2016
    Looks pretty good. The NPC looks really jittery, and the player isn't quite centred, though.

    Also, the menu animation is really really slow. Speed it up a bit!
     

    Full Metal

    C(++) Developer.
    810
    Posts
    16
    Years

  • Update.

    NPCs moving!

    Looks pretty good. The NPC looks really jittery, and the player isn't quite centred, though.

    Also, the menu animation is really really slow. Speed it up a bit!
    The player is as close to centered as he's going to get. His (0,0) pixel is at the center, if that counts? And I'm not entirely sure why it's so jittery, but I'm trying to figure it out. :\



    Basically, NPC Movement is complete!
    The NPCs move randomly, simple enough. I don't plan on adding 'tracks' or whatever to what the NPC's do. Anyways, their names are also randomly selected ( Nerds have their list of names, Ace's have their list of names, so forth ). Collision prevention works just as it should as well. :) OH- also, I fixed NPC movement so that the position is updated before the walking animation begins, that way changing directions doesn't move you back if you were in the middle of a step. C:


     

    Full Metal

    C(++) Developer.
    810
    Posts
    16
    Years

  • Update.

    Minor Details.

    KingCharizard said:
    it could be the animation sheet your using. one sprite could be placed higher or is taller than the other..



    changing this:
    Code:
    [self.open_menu,self.map,self.npc_exec,self.sync_cam,self.npc_paint]
    to this:
    Code:
    [self.open_menu,self.npc_exec,self.sync_cam,self.map,self.npc_paint]

    fixed the NPC's from bouncing around all the time. A minor update, but a nice one. Also, I sped up the menu animation! :)

    From now on, you can follow my progress ( the to-do list ) here.



    Job Oppurtunity!

    Roster View.

    I need somebody who can do pixel-art and is graphically oriented! Here's what your task is:

    Design a roster-view screen. If you're not entirely sure what I mean...
    Spoiler:


    Here are the requirements:
    • Done in a .PSD format or other file format that supports layers ( This will help both of us )
    • It must have an area to display everything on the reference image ( above )
    • The sprite area needs to be 96x96
    • The icon area needs to be 32x32
    • You can designate animations, but don't bother making a gif. Just designate a reasonably simple animation ( fades/slides/etc ) via text when you submit
    • Please don't make a duplicate of any of the other games, please. :)
    • Don't bother with creating spots for empty pokemon at the over-view ( where you see all the pokemon's icons / names / hp / etc )-- That's a big reason why the layers is a requirement.
    • Remember to make a design for when something is highlighed and when something is not highlighted if it makes sense to ( again, see the reference image ).
    • 480x320 resolution. :)
    *Subject to change. I realize there's lots of them, but none of them are too difficult.

     

    Ho-oh 112

    Advance Scripter
    311
    Posts
    13
    Years
    • Seen Mar 8, 2014
    Still a small problem I saw, you sprite wasn't on the same y path as the cpu (View in video at: 0:50) your sprite is a little bit more down...
     

    Full Metal

    C(++) Developer.
    810
    Posts
    16
    Years

  • Update.

    Roster View.

    Still a small problem I saw, you sprite wasn't on the same y path as the cpu (View in video at: 0:50) your sprite is a little bit more down...
    ;) I fixed that about 10 minutes after recording the video




    This is a temporary holder for the roster-viewer. As I'm not graphically talented outside of CSS, this is the best I could do. I would greatly appreciate somebody making a new one for me. :)


     

    Full Metal

    C(++) Developer.
    810
    Posts
    16
    Years

  • Update.

    Animation.

    I haven't been working much on it lately, but here's a small update for you guys! :)


    *I have a new wifi-card now, so I uploaded this one in 1080p just because I can. :D Unfortunately, youtube changed it to only be 480p. :(

     

    KingCharizard

    C++ Developer Extraordinaire
    1,229
    Posts
    14
    Years
  • I'm impressed with how far this has come already. However you still have much to do. Also why are you using so little of the window, when its size is about 400x400. For testing purposes?
     

    Full Metal

    C(++) Developer.
    810
    Posts
    16
    Years
  • I'm impressed with how far this has come already. However you still have much to do. Also why are you using so little of the window, when its size is about 400x400. For testing purposes?

    For testing purposes?

    Correct. :)
    -- As of right now, I'm strictly developing an engine -- not a game. When I'm done with this, I plan to make a thread [ or ask a mod to move this one ] into the resources section. It will have a map editor, and a script editor. Of course, the option to add plugins is there as well since this is Python -- so plugins is just a matter of this:

    Code:
    import * from fm_py_pk
    
    class NewVersion(OldVersion):
      #override the old class methods here
    
    class NewGame(PyPokemon):
      def __init__(self):
        PyPokemon.__init__(self)
        self.tasks=[NewVersion]
    or something. Or if you really wanted, you could just edit fm_py_pk.py directly! ( But that's all assuming you want to change the engine or add on to it ).

    I'm not sure if I'll make my own game or not, to be entirely honest. :P
     

    KingCharizard

    C++ Developer Extraordinaire
    1,229
    Posts
    14
    Years
  • Well another engine is a good thing. Oh and Python looks really easy to use and learn, as a C programer that kinda annoys me...
     
    Last edited:

    link12552

    decade club
    205
    Posts
    16
    Years
  • Oooh. I just noticed this, but I'm seeing some very excellent stuff going on here :p

    Skimming through the videos its cool to see your engine's growth!

    And reading the first post it sounds like you encountered the same conundrum I did: rom hacking has gotten boring.
    It's much more fun to have COMPLETE control over a game and it's engine (Hence what I've been doing for the past 4 months)

    Now for some questions:
    - Is python a managed language, does it run in a virtual machine or is it an un-managed one? I ask because I've only rarely encountered python (mostly with Blender)
    - It looks like python is object-oriented?
    - Is this using a software renderer or some sort of hardware acceleration? ie OpenGL (not that it would be needed for most uses, but for things like effects)

    Again this is looking very cool, I'll be sure to keep checking on this :)
    -Best of luck!
     

    Full Metal

    C(++) Developer.
    810
    Posts
    16
    Years
  • Oooh. I just noticed this, but I'm seeing some very excellent stuff going on here :p

    Skimming through the videos its cool to see your engine's growth!

    Again this is looking very cool, I'll be sure to keep checking on this :)
    -Best of luck!

    Thank you! (:

    And reading the first post it sounds like you encountered the same conundrum I did: rom hacking has gotten boring.
    It's much more fun to have COMPLETE control over a game and it's engine (Hence what I've been doing for the past 4 months)

    In a nutshell, exactly. :P

    Now for some questions:
    - Is python a managed language, does it run in a virtual machine or is it an un-managed one? I ask because I've only rarely encountered python (mostly with Blender)
    - It looks like python is object-oriented?
    - Is this using a software renderer or some sort of hardware acceleration? ie OpenGL (not that it would be needed for most uses, but for things like effects)

    Python is managed, entirely. It's objects are allocated similarly to C#. A variable holds a reference to objects ( save for micro types like integers ). To delete an object, set all of it's references to None ( equivalent to NULL )

    Python is designed to be entirely OOP, if I understand correctly. However, you can do things functionally or as you would in C.

    It uses pygame 1.9.2, I believe. That is a port of SDL. Which can be hardware accelerated, but I don't think it usually is. So in essence, I'm not entirely certain.
     

    TrackerXNinjaX

    Traveling Artist
    48
    Posts
    15
    Years
  • Well, I have experience with pixels, if you know what I mean. I'll help you out there, but give me an idea of what i'm shooting for; style, colors, anything in particular?
    Oh, and clarify this for me?
    "The sprite area needs to be 96x96
    The icon area needs to be 32x32
    480x320 resolution."
     
    Last edited:

    Full Metal

    C(++) Developer.
    810
    Posts
    16
    Years
  • The sprite area -- this holds the Pokemon's actual sprite, which is 96x96 pixels.
    The icon area -- holds the Pokemon's icon, which is 32x32 pixels
    The total design needs to be 480x320 pixels in size.
    A clean, modern style would be preferable. Perhaps inspired by windows Phones / windows metro UI ?
    You're the artist here, so feel free to take artistic license, but I think I answered your questions. :)
     

    Ooka

    [font=Maven Pro][color=#A75EE2]Cosmic[/color][/fon
    2,626
    Posts
    16
    Years
  • I think I'll be having a run at the graphics for this as well (Just GUI, no spriting as I suck at it). Is there any limit on the colors used (Like there is in hacking, I mean, with the whole 256 colors)?

    Anyways, I'll post when/if I have something.

    I like the project btw, and I'm a fan of Python. ;x
     

    TrackerXNinjaX

    Traveling Artist
    48
    Posts
    15
    Years
  • Ah it seems I misunderstood =/. I Pretty Much reworked the entire image I took from your post^^. I'll modify it, so no worries. Gives me a chance to correct any mistakes. Btw, Ooka, what are you working on, just so we don't end up working on the same things?

    ALSO. I have an idea, but i'm not sure how much work would be required.
    We enlarge the slots for viewing pokemon in your roster and allow for a larger sprite to be placed there, perhaps the sprite from the pokedex entry? That could be a nice touch.
     
    Last edited:

    Ooka

    [font=Maven Pro][color=#A75EE2]Cosmic[/color][/fon
    2,626
    Posts
    16
    Years
  • Well, I planned on just doing the party selection for now, and if it's accepted I would move on to other things in the same sort of style. It's probably best if we each do them all, just because consistency is very key in any sort of designing.
     

    TrackerXNinjaX

    Traveling Artist
    48
    Posts
    15
    Years
  • Well, I planned on just doing the party selection for now, and if it's accepted I would move on to other things in the same sort of style. It's probably best if we each do them all, just because consistency is very key in any sort of designing.
    Hmmm...you may be right there. Either way, a selection of which scheme in game you want is possible. As long as Full Metal agrees. Everyone would be happy^^
    Aaaandhere is my second version. Its just a png, I have the full psd with layers in front of me. http://wyndarl.deviantart.com/art/Pokemon-Roster-Screen-Demo-V2-296496728
     
    Last edited:
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