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Alexandre Alexandre is offline

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Showing Visitor Messages 11 to 20 of 64
  1. khkramer
    September 28th, 2013 01:04 AM
    khkramer
    Would porting it to RMX-Os be a hard job?
    Or would I be able to do it with my lacking coding experience?

  2. khkramer
    September 27th, 2013 03:59 AM
    khkramer
    Would it be possible to use the online battle script from your essentials release in rmx-os?
    I'm asking cause I'm developing an mmorpg and I already have everything else in rmx-os.

  3. 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).

  4. 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.

  5. 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.

  6. 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.

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

  8. Umbreon
    October 15th, 2012 09:41 AM
    Umbreon
    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.

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

  10. Umbreon
    October 13th, 2012 01:34 PM
    Umbreon
    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?

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  • About Alexandre
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