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Well, Ditto is now over a year old! To be honest I'm not sure I ever thought it'd get this far!
I've put up a new video, which you can watch here:
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Thank you to everyone who has helped and supported this project. :)
Yeah there is. On the plus side, the battle system is at least quite fun to test and you get quite quick results. It's when it gets to implementing 100+ move effects that it'll start to drag I think...
Thanks! Glad to hear you got it running. Once there's a stable release we'll have to spend a bit of time making sure it works straight out of the box.
It is still being developed, basically just getting all the various menus and the battle system sorted, and we may even manage a release!
Hi everyone, it's been two months so I thought I'd post to let you know that the project is still going! There's been a lot of work on the menus, and also the battle system is starting to take shape, so it's all very exciting!
Anyway, here's a new video to show you what's been happening...
I understand why you say you're not gonna release the source (and by the way I have no doubts this is your work...) but can I please beg that you do when you release the final version? The level of closed source on PC is ridiculous, and also if you don't then you're preventing developers from...
Thanks! Yeah it is easy to pick up Python, although with the finished project the idea is that creating a basic game won't require any actual coding, only editing xml files, either by hand or I may build an editor at some point. Although you'll be able to extend the engine with Python if you...
UPDATE
Not much love for this project yet is there? Still, development continues :) Ledges are in, weather is half in, and we're hopefully starting on the battle engine soon! Hopefully that'll excite a few more people.
Anyway, here's a brand new video for y'all.
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I think the best way to learn is to use the internet tutorials. I would recommend Python if you've never programmed before, because it is very easy to learn, works on all operating systems, has a very natural syntax (way of writing the code) and has great community support. If you wanted to try...
UPDATE
It's been a while since I last posted, so I thought I'd make a quick update.
Monkeyman and xGeovanni are both helping out now, so that's pretty good news.
The menus are coming along pretty nicely, but we're trying to get the game world finished in the next few weeks so we can move...
Woops, I read it as wanting to do straight up in terms of screen coordinates (and therefore while stepping left/right)... but now that you point it out it seems obvious ;)
http://pokemonessentials.wikia.com/wiki/Map_transfers
http://pokemonessentials.wikia.com/wiki/Side_stairs
You'll want to read those two pages... basically you can do it, but not perfectly yet
Your art style is really interesting. I like it (especially the final gym leader looks awesome) but I don't know how it will fit into the rest of the game if you choose to leave them like that. Or are you they just concepts and you're planning to get them into the standard style??
Cheers for replying. For comparison I am using TMX format and have infinite layers plus one for movement permissions and another for behaviour stuff (encounters, ledges etc.) which works pretty well. Your menu approach makes sense, they really are a pain to write though however you do it...
Firstly, this looks pretty epic, and all the screens seem really high quality. I have some questions...
Did you make the map editor yourself? It looks good. If so how did you define the map format? Are movement permissions etc. stored on the map or in a separate file?
Your menus look really...