Thread: [Engine] Pokemon Java Engine
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Unread January 10th, 2013, 05:19 PM
danice123's Avatar
danice123
Unhatched Egg
 
Join Date: Sep 2007
Age: 19
Gender: Male
Yep, another Java engine.

Basically, end goal is a Pokemon engine that is as true to the look and feel of the Pokemon games that it feels like you are playing on a game boy/emulator. And to make the engine easy enough to edit and create games in that it is more attractive than ROM hacking.

- Based on Fire Red graphics right now (my personal favorite) but I am planning on making the engine either support other games or be flexible enough to use almost any graphic. Flexible menu systems are the biggest problem, but I think it is workable.

- The main goal of the engine is to support the latest generation's battle system and Pokemon, but with changes in style in the new game, that may not be possible. I will at least support up to Diamond/Pearl. I want to be able to play with the advances in the battle system from later games used in the graphics and story line of the older ones.

Features as of 1/10/2013:
-Mapping system is close to finished, totally tile based. The only things left are adding more layers (for bridges) and hopefully modifications allowing more generic tile sets.
-Entity system is also working, with a simple scripting system to control them. The script is based off ROM hacking languages I've worked with. I'm also planning a plugin system to allow expansion of the scripting system.
-Menu system is in place, but with the lack of any item implementation, some features are not ready.
-Pokemon are implemented at some degree, enough to have a working PokeDex.
-Items have a baseline, but need a lot of work.
-The battle system is at a almost playable level, but attack's effects need implemented and a lot of other little things.
-Attack animations need... Well, frankly I'm scared of them. Hand-animating each attack is going to be a huge pain, so I think I need to develop a system, but it's gonna be a lot of work. Saving that one for later... Much later...

Performance:
Memory - Seems to take up a LOT of memory, but that may be because I might be loading every Pokemon's image into the program when it starts... Shhh....
CPU - Unfortunately at the moment it seems to eat CPU cycles, but I think once I limit the fps the CPU will settle down.
FPS - Unlimited, when on the map, FPS is around 120-130.

Images -
Gameplay:
Spoiler:



Map Editor
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Menu System:
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Last edited by danice123; January 15th, 2013 at 09:06 PM.
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