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  #1    
Old April 13th, 2013, 11:01 AM
Rayquaza.'s Avatar
Rayquaza.
Lead Dev in Pokémon Chaos
 
Join Date: Sep 2011
Location: United Kingdom
Age: 18
Gender: Male
Nature: Adamant

I haven't been here in a while, but while I'm off I do hatch quite a few ideas; many of which I'm sure others on this community have had but have not put-forth:
I have no idea how many people on this community like Pokémon Mystery Dungeon, but for those who do and want to build a fangame; they have to start from scratch and script everything - and in doing so making most, if not, all of the scripts private - which got me thinking; "Why not make a kit where the scripts are public?" Although my scripting knowlege is far below 0, as a community (for those who like the mystery dungeon games and for those who just like contributing) we could pull through a successful kit fairly easily.
I know there is CNG's kit, but is wasn't the best. It was a couple of scripts and no battle system, but I think it's high-time we, of this community, pulled through a working kit which could enable more mystery dungeon fangames on this community, as it is very rare that we ever have a different sort of fangame around here that doesn't revolve around pokémon essentials and it would be good to see things around here that deliver more variety to this forum, different sorts of Pokémon fangames and so on.

Why don't we do this?

Current Progress:

Spoiler:


Current Contributors:

Rayquaza.
Angelican
Varion
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Last edited by Rayquaza.; April 17th, 2013 at 11:09 AM.
  #2    
Old April 14th, 2013, 02:58 AM
Zodiac.'s Avatar
Zodiac.
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Come to think of it, it's a very good idea. It'd be better to have a community-made kit because it would give everyone (who contributed) a sense of achievement and it would take less time to develop.

That aside Mystery dungeon is a whole lot more complex than regular Pokémon games, and the tiles are very awkward. But we, who love mystery dungeon, really would like one to arise. While I too have no scripting knowledge if this lifts off I will contribute as much to it as possible.
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  #3    
Old April 14th, 2013, 06:24 AM
Saving Raven's Avatar
Saving Raven
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I could make mugshots for the Pokemon and some tiles I guess, I can't help with scripts but that stuff is fun
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  #4    
Old April 14th, 2013, 06:31 AM
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Varion Bluefire
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I probably won't be able to do a whole much, mostly getting mugshots, sprites, and organizing them,
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  #5    
Old April 14th, 2013, 06:32 AM
Elaitenstile
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This is a very nice idea to boot up. In fact, one of my upcoming games is itself related to PMD, so when I fully learn how to script and things I would like to heavily contribute. Until then I'll just help with graphics and stuff; and yes, this Project should be brought forward much.

Yeah I liked CNG's stuff, and he was one of the first to think that way.

Considering the fact that we don't have all the Unova Pokémon's OW sprites under our belt, I think it'd be a good idea to have some made!

Mystery Dungeon is liked by me far as the second best Game System, first being Pokémon Conquest (When the time comes, I will make something for this).

I do hope everyone agrees!
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  #6    
Old April 14th, 2013, 08:22 AM
Rayquaza.'s Avatar
Rayquaza.
Lead Dev in Pokémon Chaos
 
Join Date: Sep 2011
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Thanks guys. While the graphics side of things are looking-up the script side still needs one or two more players so if you know any who like this idea then please inform them. Many aspects of the PMD games have been ripped already (mainly by the spriters-resource); making the job that bit easier:
E.G.
Spoiler:



Unforntunately there was no PMD DS game for the new gen 5 pokémon and as a result the graphics for anything to do with gen 5 will be custom.

A quick tip for tilers and scripters who are interested:
- Looking into PMD, I have discovered that in total the maps use 2 layers; the bottom layer with everything animated on it and the top layer with everything static.
(Examples in the attachments)

The Aesthetic Aims for this kits succession should include simple script calling methods and tying scripts to the generic RMXP/VX/A event options as much as possible.
Attached Thumbnails
Waterfall_1.png‎   Waterfall_2.png‎   Waterfall_3.png‎  
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Last edited by Rayquaza.; April 14th, 2013 at 08:31 AM.
  #7    
Old April 14th, 2013, 09:05 AM
Saving Raven's Avatar
Saving Raven
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I could make some custom mugs but there seems to be a lot of different amounts of them for each pokemon
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  #8    
Old April 14th, 2013, 09:50 AM
Rayquaza.'s Avatar
Rayquaza.
Lead Dev in Pokémon Chaos
 
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That'd be a great help. If you could also help in the ripping of graphics that'd be helpful too, particularly the cutscenes like in explorers of time/darkness/sky where primal dialga appears. It's fairly easy with desmume.
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  #9    
Old April 14th, 2013, 10:05 AM
FL's Avatar
FL
Pokémon Island Creator
 
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All custom B2W2 mugs (click for original page):
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  #10    
Old April 14th, 2013, 10:09 AM
Rayquaza.'s Avatar
Rayquaza.
Lead Dev in Pokémon Chaos
 
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Thanks (I just realised that this was in my Da favourites!). Pokemon-Diamond sure is good at ths stuff. Just need to worry about the OWs to be honest.
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  #11    
Old April 14th, 2013, 10:10 AM
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Quote:
Originally Posted by Rayquaza. View Post
Thanks (I just realised that this was in my Da favourites!). Pokemon-Diamond sure is good at ths stuff. Just need to worry about the OWs to be honest.
Why for now you wont use HGSS Styled overworlds?
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  #12    
Old April 14th, 2013, 10:12 AM
Rayquaza.'s Avatar
Rayquaza.
Lead Dev in Pokémon Chaos
 
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Currently there is nothing to build on. Would you be able to help? After all; your scripting knowlege is amazing.
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  #13    
Old April 15th, 2013, 01:06 AM
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Varion Bluefire
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Quote:
Originally Posted by venom12 View Post
Why for now you wont use HGSS Styled overworlds?
IF it's a PMD engine, HGSS overworld are out of the question. Lack of detail, lack of animations, Only bad 2 framed animations.

It would be better finding someone to sprite the overworlds.
Which I might try later, I'll try Snivy, see how it goes.
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  #14    
Old April 15th, 2013, 01:16 AM
Rayquaza.'s Avatar
Rayquaza.
Lead Dev in Pokémon Chaos
 
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I agree. But like I said; it won't matter what sprites we use until we actually have some scripts to change an RMXP/VX/A project into a PMD kit.

Another idea popped into my head recently: Instead of scripting from scratch; we use CNG's kit as a base as it already has basic PMD style scripts (but no battle system). I permission is required then I'll ask him.
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  #15    
Old April 15th, 2013, 01:16 AM
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UnderMybrella
Some Game Developer
 
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Ooo! This should be interesting. My scripting knowledge in Ruby is tiny, Java being my 'native' language. I've actually been working on a Java version for a bit. However, In a way, you can model the new battle system off the Essentials one.
a) Moves are largely the same
b) The only major change you make is with the actual battle scene. I'm not on Windows, so I can't have a look at the moment, however, you know that minigame with all the jumping around and stuff? Combine that, with the essentials battle system, do a bit of tweaking, and you *should* be largely done... I think
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  #16    
Old April 15th, 2013, 01:20 AM
Varion Bluefire's Avatar
Varion Bluefire
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Quote:
Originally Posted by Rayquaza. View Post
I agree. But like I said; it won't matter what sprites we use until we actually have some scripts to change an RMXP/VX/A project into a PMD kit.

Another idea popped into my head recently: Instead of scripting from scratch; we use CNG's kit as a base as it already has basic PMD style scripts (but no battle system). I permission is required then I'll ask him.
I'd help with scripting and stuff, but I lack knowledge.
Only thing I could do is generic Town events.
Or at least try... :/
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  #17    
Old April 15th, 2013, 01:25 AM
UnderMybrella's Avatar
UnderMybrella
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Also, which PMD version are we using? Red/Blue had infinite storage, only 2 bag pages, and held items were counted separately, while Time/Darkness/Sky had limited storage that increased as time went on, as with the bag, and held items remained in the bag.
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  #18    
Old April 15th, 2013, 01:27 AM
Rayquaza.'s Avatar
Rayquaza.
Lead Dev in Pokémon Chaos
 
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Quote:
Originally Posted by Anglican View Post
Ooo! This should be interesting. My scripting knowledge in Ruby is tiny, Java being my 'native' language. I've actually been working on a Java version for a bit. However, In a way, you can model the new battle system off the Essentials one.
a) Moves are largely the same
b) The only major change you make is with the actual battle scene. I'm not on Windows, so I can't have a look at the moment, however, you know that minigame with all the jumping around and stuff? Combine that, with the essentials battle system, do a bit of tweaking, and you *should* be largely done... I think
Good idea, but even with my puny scripting knowlege I know that when combining scripts you must consider "script compatibility".

Also the mystery dungeon battle scenes aren't exactly the same at all. Most of the battles in PMD happen in maps without transitions.


Quote:
Originally Posted by Varion View Post
I'd help with scripting and stuff, but I lack knowledge.
Only thing I could do is generic Town events.
Or at least try... :/
Do you mean like the storage and shops? If not, at least that gives us something to go on.

Quote:
Originally Posted by Anglican View Post
Also, which PMD version are we using? Red/Blue had infinite storage, only 2 bag pages, and held items were counted separately, while Time/Darkness/Sky had limited storage that increased as time went on, as with the bag, and held items remained in the bag.
Explorers of the Sky.

I'd also hope that this kit has some sort of dual screen in order to add more functionality to it (Like in Time/Darkness/Sky).
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Last edited by Rayquaza.; April 15th, 2013 at 01:34 AM.
  #19    
Old April 15th, 2013, 01:39 AM
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You mean like the map, sprites, text and faces on the bottom screen and team stats on the top screen?
Attached Thumbnails
Untitled-3.png‎  
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  #20    
Old April 15th, 2013, 01:41 AM
Rayquaza.'s Avatar
Rayquaza.
Lead Dev in Pokémon Chaos
 
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Precisely, using that graphic that you attached would be ideal. If I remember rightly CNG also made a dual screen script that put the map on the bottom and parralaxes at the top.

Just found something useful here. It's a random dungeon generator for VX (I think) with instructions that are to complicated for me to understand but I think others may be able to.

Spoiler:
Code:
#===============================================================================
# Roguelike Random Dungeon Generator
#-------------------------------------------------------------------------------
# Version: 2.0a
# Author: cozziekuns (rmrk)
# Last Date Updated: 4/11/2011
#===============================================================================
# Description:
#-------------------------------------------------------------------------------
# A random dungeon generator akin to that of games like Rogue or Pokemon Mystery
# Dungeon.
#===============================================================================
# Updates
# ------------------------------------------------------------------------------
# o 16/07/2011 - Started Script
# o 17/07/2011 - Updated Script to support black outlines and some autotile 
#                features
# o 15/09/2011 - Bugfix.
# o 17/09/2011 - Major overhaul of the entire script. Now has fully functional
#                autotile support, and a much faster algorithm that can create a 
#                500 * 500 tile map with 1000 features in less than 10 seconds.
#===============================================================================
# To-do List
#------------------------------------------------------------------------------- 
# o Nothing! Suggest some features.
#===============================================================================
# Instructions
#-------------------------------------------------------------------------------
# Copy and paste this script above ? Main Process but below ? Materials, and
# edit the modules to your liking. Some difficult modules have links to the 
# instructions.
#===============================================================================
# Maps
#-------------------------------------------------------------------------------
# Start editing at:
#   case id
#   when [id] - Replace [id] with your map id.
#     ROOM_MIN_WIDTH : Minimum width for a single "Room"
#     ROOM_MAX_WIDTH : Maximum width for a single "Room"
#     ROOM_MIN_HEIGHT : Minimum height for a single "Room"
#     ROOM_MAX_HEIGHT : Maximum height for a single "Room"
#     FEATURES : How many features you want to fit in the map
#     WALL_TILE : Tile of the wall
#     FLOOR_TILE : Tile of the floor
#     BLACK_OUTLINE : Do you want a black outline surrounding your random 
#                     dungeon (slow).
#   end
#===============================================================================

module COZZIEKUNS
  
  module RDG
    
    def self.map_settings(id)
      case id
      when 1
        room_min_width = 3
        room_max_width = 6
        room_min_height = 3
        room_max_height = 6
        features = 200
        wall_tile = 0
        floor_tile = 16
        black_outline = false
      when 2
        room_min_width = 4
        room_max_width = 8
        room_min_height = 4
        room_max_height = 8
        features = 75
        wall_tile = 6
        floor_tile = 52
        black_outline = false
      end
      return [room_min_width, room_max_width, room_min_height, room_max_height,
      features, wall_tile, floor_tile, black_outline].compact 
    end
  
  end
  
end

#==============================================================================
# ** Game_Map
#==============================================================================

class Game_Map 
  
  alias coz_rdg_gm_setup setup
  def setup(*args)
    coz_rdg_gm_setup(*args)
    create_dungeon if not COZZIEKUNS::RDG.map_settings(@map_id).empty?
  end
  
  def create_dungeon
    set_variables
    fill_wall_tiles
    dig_random_room
    for i in 0...@features
      count = 0
      loop do
        count += 1
        choose_next_wall
        make_new_feature
        break if @can_make or count == 5
      end
    end
    refine_tilemap
    set_player_and_events
  end
  
  def set_variables
    settings = COZZIEKUNS::RDG.map_settings(@map_id)
    @rmiw = settings[0]
    @rmaw = settings[1]
    @rmih = settings[2]
    @rmah = settings[3]
    @features = settings[4]
    @walls = []
    @floor = []
    @next_wall = []
    @wall_tile = (settings[5] + 80) * 48 + 2048
    @wall2_tile = (settings[5] + 88) * 48 + 2048
    @floor_tile = (settings[6] + 128) + 1408
    @black_outline = settings[7]
    @next_feature = 0
    @can_make = false
    @player_transfered = false
  end
  
  def set_player_and_events
    for event in $game_map.events.values + [$game_player]
      loop do
        ax = @floor[rand(@floor.size)][0]
        ay = @floor[rand(@floor.size)][1]
        if passable_in_area?(ax - 1, ay - 1, event)
          event.moveto(ax, ay)
          break
        end
      end
    end
  end
  
  alias coz_rdg_gm_update update
  def update
    coz_rdg_gm_update
    unless @player_transfered or COZZIEKUNS::RDG.map_settings(@map_id).empty?
      @player_transfered = true
      set_player_and_events
    end
  end
  
  def passable_in_area?(x, y, char, width = 3, height = 3)
    for i in x...x + width; for j in y...y + height
      return false if not char.passable?(i, j)
    end; end
    return true
  end
  
  def fill_wall_tiles
    for i in 0...width; for j in 0...height
      @map.data[i, j, 0] = @wall_tile
    end; end
  end
  
  def dig_random_room
    x = [rand(width) + 1, width - @rmaw - 1].min
    y = [rand(height) + 1, height - @rmah - 1].min
    dig_room(x, y)
  end
  
  def dig_room(x, y, direction = 2)
    width = rand(@rmiw) + @rmaw - @rmiw + 1
    height = rand(@rmih) + @rmah - @rmih + 1
    for i in 0...width
      for j in 0...height
        case direction
        when 0; new_x = x + j; new_y = y + i
        when 1; new_x = x - i; new_y = y + j
        when 2; new_x = x + i; new_y = y + j
        when 3; new_x = x + j; new_y = y - i
        end
        @map.data[new_x, new_y, 0] = @floor_tile
        @floor.push([new_x, new_y]) 
        @walls.push([new_x - 1, new_y, 1]) if new_x == x
        @walls.push([new_x + 1, new_y, 2]) if new_x == x + width - 1
        @walls.push([new_x, new_y - 1, 3]) if new_y == y
        @walls.push([new_x, new_y + 1, 0]) if new_y == y + height - 1
      end
    end
    @next_feature = 1
  end
  
  def dig_corridor(x, y, direction)
    j = 0
    width = rand(@rmiw) + @rmaw - @rmiw + 1
    height = 0
    for i in 0...width
      case direction
      when 0; new_x = x + j; new_y = y + i
      when 1; new_x = x - i; new_y = y + j
      when 2; new_x = x + i; new_y = y + j  
      when 3; new_x = x + j; new_y = y - i 
      end
      @map.data[new_x, new_y, 0] = @floor_tile
      @floor.push([new_x, new_y]) 
      @walls.push([new_x - 1, new_y, 1]) if new_x == x
      @walls.push([new_x + 1, new_y, 2]) if new_x == x + width - 1
      @walls.push([new_x, new_y - 1, 3]) if new_y == y
      @walls.push([new_x, new_y + 1, 0]) if new_y == y + height - 1
    end
    case direction
    when 0; @next_wall = [x + height, y + width, 0]
    when 1; @next_wall = [x - width, y + height, 1]
    when 2; @next_wall = [x + width, y + height, 2]
    when 3; @next_wall = [x + height, y - width, 3]
    end
    @next_feature = 0
  end
  
  def choose_next_wall; @next_wall = @walls[rand(@walls.size)]; end
  
  def make_new_feature
    direction = rand(4)
    @can_make = scan_area(@next_wall[0], @next_wall[1], @next_wall[2])
    return if not @can_make
    @walls.delete(@next_wall)
    dig_corridor(@next_wall[0], @next_wall[1], @next_wall[2])
    @can_make = scan_area(@next_wall[0], @next_wall[1], @next_wall[2])
    dig_room(@next_wall[0], @next_wall[1], @next_wall[2]) if @can_make
    @next_feature = 1
  end
  
  def scan_area(x, y, direction)
    case @next_feature
    when 0
      for i in 0..@rmaw + 1; for j in 0..@rmah + 1
        case direction
        when 0; return false if passable?(x + j, y + i) or !valid?(x + j, y + i)
        when 1; return false if passable?(x - i, y + j) or !valid?(x - i, y + j)
        when 2; return false if passable?(x + i, y + j) or !valid?(x + i, y + j)
        when 3; return false if passable?(x + j, y - i) or !valid?(x + j, y - i)
        end
      end; end
    when 1
      for i in 0..@rmaw + 1; for j in -2..2
        case direction
        when 0; return false if passable?(x + j, y + i) or !valid?(x + j, y + i)
        when 1; return false if passable?(x - i, y + j) or !valid?(x - i, y + j)
        when 2; return false if passable?(x + i, y + j) or !valid?(x + i, y + j)
        when 3; return false if passable?(x + j, y - i) or !valid?(x + j, y - i)
        end
      end; end
    end
    return true
  end
  
  def refine_tilemap
    for point in @floor
      next if passable?(point[0], point[1] - 1)
      if passable?(point[0], point[1] - 2)
        @map.data[point[0], point[1] - 1, 0] = @floor_tile
      else
        @map.data[point[0], point[1] - 1, 0] = @wall2_tile
      end
    end
    for i in 0...width; for j in 0...height
      next if @map.data[i, j, 0] == @floor_tile 
      type = @map.data[i, j, 0] == @wall2_tile ? 1 : 0
      @map.data[i, j, 0] = rdg_tilemap_id(i, j, type) 
    end; end
    return if not @black_outline
    for i in 0...width; for j in 0...height
      next if @floor.include?([i, j])
      if (@map.data[i, j, 0] - 2048) % 48 == 0 
        @map.data[i, j, 0] = 0
      end
    end; end
  end
  
  def rdg_tilemap_id(x, y, type)
    data = @map.data
    base = @map.data[x, y, 0]
    return base if x == 0 or x == width - 1 or y == 0 or y == width - 1
    case type
    when 0
      count = 0
      count += 1 if (data[x - 1, y, 0] - 2048) / 48 != (base - 2048) / 48 rescue false
      count += 2 if (data[x, y - 1, 0] - 2048) / 48 != (base - 2048) / 48 rescue false
      count += 4 if (data[x + 1, y, 0] - 2048) / 48 != (base - 2048) / 48 rescue false
      count += 8 if (data[x, y + 1, 0] - 2048) / 48 != (base - 2048) / 48 rescue false
      id = case count 
      when 0 then check_corners(x, y, base)
      when 1 then 16 + ((check_corners(x, y, base, [2, 4])) / 2)
      when 2 then 20 + ((check_corners(x, y, base, [4, 8])) / 4)
      when 3 then 34 + ((check_corners(x, y, base, [4])) / 4)
      when 4 then 24 + ([0,8,1,9].index(check_corners(x, y, base, [1, 8])))
      when 5 then 32
      when 6 then 36 + ((check_corners(x, y, base, [8])) / 8)
      when 7 then 42
      when 8 then 28 + check_corners(x, y, base, [1, 2])
      when 9 then 40 + ((check_corners(x, y, base, [2])) / 2)
      when 10 then 33
      when 11 then 43
      when 12 then 38 + check_corners(x, y, base, [1])
      else
        31 + count
      end
    when 1
      count = 0
      count += 1 if passable?(x - 1, y)
      count += 4 if passable?(x + 1, y)
      id = count + 10
    end
    return base + id
  end

  def check_corners(x, y, base, corners = [1, 2, 4, 8])
    count = 0
    data = @map.data
    count += 1 if corners.include?(1) and (data[x - 1, y - 1, 0] - 2048) / 48 != (base - 2048) / 48 rescue false
    count += 2 if corners.include?(2) and (data[x + 1, y - 1, 0] - 2048) / 48 != (base - 2048) / 48 rescue false
    count += 4 if corners.include?(4) and (data[x + 1, y + 1, 0] - 2048) / 48 != (base - 2048) / 48 rescue false
    count += 8 if corners.include?(8) and (data[x - 1, y + 1, 0] - 2048) / 48 != (base - 2048) / 48 rescue false
    return count
  end
  
end
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Last edited by Rayquaza.; April 15th, 2013 at 09:54 AM. Reason: Your double post has been automatically merged.
  #21    
Old April 15th, 2013, 02:46 PM
UnderMybrella's Avatar
UnderMybrella
Some Game Developer
 
Join Date: Jan 2011
Location: Atlantis
Gender: Male
Nature: Calm
Just listing things off, for the wild Pokémon
- Use pathfinding to locate target Pokémon (Main character, partner, teammate, decoy)
- Have a species, stats, and 4 moves, as well as IQ
- Limit as to amount of Pokemon per floor? (Excluding kecleon swarms) Means less potential lagggg (Imagine 1000 Pokemon on a floor....)
Anything I'm missing?
Similar for teammates, apart from limit for Pokemon per floor

Quote:
Originally Posted by Rayquaza. View Post
Also the mystery dungeon battle scenes aren't exactly the same at all. Most of the battles in PMD happen in maps without transitions.
Sorry if I was unclear, the actual battle scene would come from the minigame, but the logic could mostly come from the battle script. The minigame happens on the map
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Last edited by UnderMybrella; April 15th, 2013 at 03:42 PM. Reason: Your double post has been automatically merged.
  #22    
Old April 16th, 2013, 09:52 AM
Rayquaza.'s Avatar
Rayquaza.
Lead Dev in Pokémon Chaos
 
Join Date: Sep 2011
Location: United Kingdom
Age: 18
Gender: Male
Nature: Adamant
Quote:
Originally Posted by Anglican View Post
Just listing things off, for the wild Pokémon
- Use pathfinding to locate target Pokémon (Main character, partner, teammate, decoy)
- Have a species, stats, and 4 moves, as well as IQ
- Limit as to amount of Pokemon per floor? (Excluding kecleon swarms) Means less potential lagggg (Imagine 1000 Pokemon on a floor....)
Anything I'm missing?
Similar for teammates, apart from limit for Pokemon per floor



Sorry if I was unclear, the actual battle scene would come from the minigame, but the logic could mostly come from the battle script. The minigame happens on the map
True, as well as level restrictions. I think it'd be helpul if you were to contribute if possible. You don't have to but you know more than I do about scripting.

A quick update to show what I have been abled to do as a tileset test:

Spoiler:
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Last edited by Rayquaza.; April 16th, 2013 at 11:45 AM. Reason: Your double post has been automatically merged.
  #23    
Old April 16th, 2013, 01:42 PM
UnderMybrella's Avatar
UnderMybrella
Some Game Developer
 
Join Date: Jan 2011
Location: Atlantis
Gender: Male
Nature: Calm
Quote:
Originally Posted by Rayquaza. View Post
True, as well as level restrictions. I think it'd be helpul if you were to contribute if possible. You don't have to but you know more than I do about scripting.
Sure! At first, for scripting, I won't be much help, unfortunately, however, as I start leaning a bit more (And mucking around with Essential Scripts), I'll see what I can do!

Ok, I looked into the scripts. At the moment, I have no idea how to do this, but, for the most efficient way, for enemies, create the events via a script. Anyone know how to do this?
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Last edited by UnderMybrella; April 16th, 2013 at 05:37 PM. Reason: Your double post has been automatically merged.
  #24    
Old April 17th, 2013, 01:43 AM
Varion Bluefire's Avatar
Varion Bluefire
A.K.A The Glitch
 
Join Date: Apr 2013
Age: 20
Gender: Male
Nature: Naughty
Send a message via Skype™ to Varion Bluefire
Yes, storage, banks, and shops.
I can try. I've already a wise know-how for the Poké Bank.
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Just strollin' to my next destination...
  #25    
Old April 17th, 2013, 11:08 AM
Rayquaza.'s Avatar
Rayquaza.
Lead Dev in Pokémon Chaos
 
Join Date: Sep 2011
Location: United Kingdom
Age: 18
Gender: Male
Nature: Adamant
Quote:
Originally Posted by Anglican View Post
Sure! At first, for scripting, I won't be much help, unfortunately, however, as I start leaning a bit more (And mucking around with Essential Scripts), I'll see what I can do!

Ok, I looked into the scripts. At the moment, I have no idea how to do this, but, for the most efficient way, for enemies, create the events via a script. Anyone know how to do this?
That's great. My best guess is setting the events to parallel process and calling a script from there, maybe even using common events. I'll look into it also.

Quote:
Originally Posted by Varion View Post
Yes, storage, banks, and shops.
I can try. I've already a wise know-how for the Poké Bank.
That would be usefull, as the pokébank stores variables for the amount deposited and the savings present. It can also be applied to storage as well if I'm not mistaken.
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