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Alexandre Alexandre is offline

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Showing Visitor Messages 11 to 20 of 62
  1. Maruno
    September 1st, 2013 06:33 AM
    Maruno
    It's a basic feature of Ruby. It occurred to me when thinking about online battles that the only information you really need to send across are the initial conditions (i.e. the party Pokémon at the start, not the battlers), the chosen commands and any outcomes of randomness - everything else is calculated. Knowing how an RNG works, I then figured you don't even need to send the outcomes of randomness; just sync the seed at the start and it becomes just more calculations. In theory.

    An example of setting the RNG seed is in the Lottery mini-game. Here the seed is set depending on the day, which ensures the winning number is the same on any given day. You'll probably want to randomise it again afterwards to prevent any possible abuse (not that I think anyone will care enough to try it for a fangame).

  2. Maruno
    August 31st, 2013 04:47 PM
    Maruno
    That sounds like a very unnecessary way of getting online battles to work. If you synchronise the random number seed at the beginning of the battle for all participants, then all random events in the battle will be the same for both players (assuming identical code). This way you only need to send the information about which command is chosen, and play each round locally for each player, knowing that the RNG is playing out the exact same moves for each participant so there'll be no desynching.

    I'm not sure how to answer your question. pbAttackPhase starts the activity and handles retreating and priority calculations. Then for each battler, in order of priority, that battler's pbProcessTurn is run. pbProcessTurn makes that battler use a move. The process of using a move is definitely a jumble of code.

  3. Maruno
    August 30th, 2013 04:43 PM
    Maruno
    What would you possibly want to do that for? Debugging purposes? Surely there are better ways...

    You'll have put the dump code in the wrong place. Marshal.dump(@battlers[0]) will work somewhere in PokeBattle_Battle and that's about it. Also, you can't really use that line all by itself - you'll need to open a file to dump it into - check other dumping for examples.

  4. xalien95
    February 25th, 2013 03:13 PM
    xalien95
    Hi, you've done an amazing work with your online implementation in Pokémon Essentials.
    Do you think you will find time to finish it? I'm really interested in it.
    Thanks for reading.

  5. chevalsky
    January 24th, 2013 07:22 AM
    chevalsky
    Alexandre glat to meet, i send you a prive message

  6. hansiec
    October 15th, 2012 09:41 AM
    hansiec
    Alright I made an update to my code, it can now support 3D models (I still need to make a model loader) I also converted from DirectX to openGL but now it does not render anything, do you think you can look at the code for me?

    https://rapidshare.com/files/3310677258/XP3D.zip it's the complete source (written in c++) + dll.

  7. hansiec
    October 13th, 2012 06:11 PM
    hansiec
    Thanks I'm working on projections now then I'll start adding blocks and model support.

  8. hansiec
    October 13th, 2012 01:34 PM
    hansiec
    Hey, I got my dll working!

    https://rapidshare.com/files/3121395...%20project.exe

    I only need to add 3D graphics too it, but what do you think of my progress?

  9. hansiec
    October 12th, 2012 09:40 AM
    hansiec
    Alright its fine.

  10. hansiec
    October 12th, 2012 08:02 AM
    hansiec
    Do you have the d3dx9 header files for Visual Studio? I can't seem to install the SDK : /

About Me

  • About Alexandre
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  • Last Activity: 2 Days Ago 05:09 PM
  • Join Date: March 15th, 2005
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