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  #276    
Old February 12th, 2015 (05:08 PM).
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Quote originally posted by BadSamaritan:
Ah, very cool. Curiously enough, how do you know so much about how the game does this stuff? I mean, because I'm a 3D artist I can guess many of the ways it does something, but I definitely have no idea how it's technically done.

Also yeah, the normal/spec maps seem packed in with the diffuse maps(presumably because they are just placeholders for future games/movies that aren't cell shaded and will use the maps more), so they don't appear in regular file viewers. It's only through PaintTool Sai that I actually find them.
Mostly it's through lots of observation with a relatively trained eye - I'm a 3rd year BSCSGD at DigiPen, so I've learned a little bit of everything(art, psychology, team dynamics, and a whole lot of game design and computer science), though I am by no means an expert on anything! I've also been writing some shader code from time to time, and thinking about ways that I'd recreate pixel art dynamically. Usually the stuff I know about is stuff I've tried to implement myself at some point or another - dynamically shaded sprites, terrain generation, particle effects, that sort of thing.

Interesting; I would guess it's a hardware issue with the 3DS, actually, and that the art team made all the textures that could possibly be used for a model before the shaders were written. Then, since the shader wound up being expensive computationally, probably left the art assets in-game because they didn't cost much in terms of game space. (We actually still have some REALLY old art of a dragon in my class game project that we were using to demonstrate that we had animated sprites back at engine proof)
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  #277    
Old February 13th, 2015 (07:39 PM).
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I've always been annoyed at how bad the AI is in Pokemon games, and while it was improved in the newer versions of essentials it still didn't satisfy me. I've been working on coding a better AI in the last couple of weeks and while there is still a lot of work to do, I am happy with the progress I have made. I actually uploaded a youtube video of a test battle I had with it, but I can't link it here because I don't have enough posts to post the link.
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  #278    
Old February 13th, 2015 (08:23 PM).
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Quote originally posted by greenOak:
I've always been annoyed at how bad the AI is in Pokemon games, and while it was improved in the newer versions of essentials it still didn't satisfy me. I've been working on coding a better AI in the last couple of weeks and while there is still a lot of work to do, I am happy with the progress I have made. I actually uploaded a youtube video of a test battle I had with it, but I can't link it here because I don't have enough posts to post the link.
I'd really be interested in seeing how you implemented it - does it conform to a specific strategy or use something more akin to fuzzy logic?
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  #279    
Old February 13th, 2015 (08:41 PM).
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Quote originally posted by Java's Missingno.:
I'd really be interested in seeing how you implemented it - does it conform to a specific strategy or use something more akin to fuzzy logic?
It's more or less the same way it is implemented currently in essentials. Each move gets assigned a score - which the way I set it up is directly related to the damage output or equivalent in the case of a move like toxic, thunder wave, etc. Each switch to another pokemon is also assigned a score depending on the damage (or equivalent) that will be taken on switching in as well as the damage that will be done to each pokemon on future turns. Laying down entry hazards like spikes and stealth rock are assigned a static score. I've written separate code for recovery moves and stat uping moves which again assign a score. My AI then simply chooses the move or switch with the highest score.

I did use one pretty big shortcut though in that the AI knows the users team. I didn't feel like trying to write the code where the AI has to "guess" the users team. I also felt this wasn't too big a problem as the user can also know the AI teams in pokemon games.
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  #280    
Old February 14th, 2015 (12:23 PM).
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Quote originally posted by greenOak:
It's more or less the same way it is implemented currently in essentials. Each move gets assigned a score - which the way I set it up is directly related to the damage output or equivalent in the case of a move like toxic, thunder wave, etc. Each switch to another pokemon is also assigned a score depending on the damage (or equivalent) that will be taken on switching in as well as the damage that will be done to each pokemon on future turns. Laying down entry hazards like spikes and stealth rock are assigned a static score. I've written separate code for recovery moves and stat uping moves which again assign a score. My AI then simply chooses the move or switch with the highest score.

I did use one pretty big shortcut though in that the AI knows the users team. I didn't feel like trying to write the code where the AI has to "guess" the users team. I also felt this wasn't too big a problem as the user can also know the AI teams in pokemon games.
Ah, I see. The only difference between what you described and what I was envisioning is the fact that you take the highest-scoring option. For Beat Down, I actually implemented a weighted score system for the AI, which weights the different actions available(attack, retreat, advance, jump, etc.), and then randomly selects, with each action's probability weighted by its score(so if jump has a score of 10 whereas attack has a score of 5, it's twice as likely to pick jump), which makes the AI overall less predictable but still have some semblance of strategy.
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  #281    
Old February 14th, 2015 (03:46 PM).
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Quote originally posted by Java's Missingno.:
Ah, I see. The only difference between what you described and what I was envisioning is the fact that you take the highest-scoring option. For Beat Down, I actually implemented a weighted score system for the AI, which weights the different actions available(attack, retreat, advance, jump, etc.), and then randomly selects, with each action's probability weighted by its score(so if jump has a score of 10 whereas attack has a score of 5, it's twice as likely to pick jump), which makes the AI overall less predictable but still have some semblance of strategy.
Yeah I want the AI to use some mixed strategies too, but that is farther down the line for me.
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  #282    
Old February 15th, 2015 (04:11 PM).
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I don't see why the game wouldn't be using those normal maps already - look at how Sneasel's right ear has very slight shading differences compared to its' head.

As for the bright white/black maps, the ones corresponding to eye textures appear to be used as an opacity map for the eyes where a Pokemon has their irises floating on top of their face. Where they exist for the body I don't know but I have a feeling they're implemented as a kind of shadow bias map, even though most Pokemon have shadows baked into their diffuse textures there are things like the band of shading on Greninja's arms which look like they match those maps instead.

You'd get a definitive answer though if someone with the right tools could dummy out one of the maps with a blank/solid color image and compare the results.
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  #283    
Old February 15th, 2015 (05:48 PM).
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Quote originally posted by COOLTRAINER♂:
I don't see why the game wouldn't be using those normal maps already - look at how Sneasel's right ear has very slight shading differences compared to its' head.

As for the bright white/black maps, the ones corresponding to eye textures appear to be used as an opacity map for the eyes where a Pokemon has their irises floating on top of their face. Where they exist for the body I don't know but I have a feeling they're implemented as a kind of shadow bias map, even though most Pokemon have shadows baked into their diffuse textures there are things like the band of shading on Greninja's arms which look like they match those maps instead.

You'd get a definitive answer though if someone with the right tools could dummy out one of the maps with a blank/solid color image and compare the results.
Main reason to skip using them would be hardware - normal calculation for dynamic lighting is fairly expensive, and the game has huge framerate drops as-is in certain circumstances. That said, I don't know for sure one way or the other, and my thoughts on how it's done -are- based on casual observation and could very well be completely off.
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  #284    
Old February 15th, 2015 (06:41 PM). Edited February 15th, 2015 by BadSamaritan.
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Quote originally posted by COOLTRAINER♂:
I don't see why the game wouldn't be using those normal maps already - look at how Sneasel's right ear has very slight shading differences compared to its' head.
Which is why I said "use more than it already does" and mentioned that not all the pokemon have them. Irregardless I honestly don't think many models are using them. Most of the pokemon are already 5000k plus meshes that already lag the heck out of the 3ds(as anyone with xy/oras has seen). Combined with the shadow maps taking care of shadows as you said, they serve no real purpose other than few pokemon here and there.

Edit: Java beat me to the punch lol
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  #285    
Old February 16th, 2015 (02:46 PM).
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Somebody should make a randomizable AI script. Like their strategy changes if you battle them again or something.. That WOULD BE AWESOME.
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  #286    
Old February 25th, 2015 (10:05 PM).
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schoooooool!

Ugh, it has not been as entertaining as I had hoped.
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  #287    
Old February 27th, 2015 (12:22 PM).
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After 4-5 months i decided to pick up my game again and i finally managed to fix a problem with autotiles i had that made me quit(and the solution was so simple i facepalmed that i couldn't figure it out before). I'm gonna upgrade to the newest Pokemon Essentials version and then start working on my game again. If i don't run into any high school problems i could possibly make a post about it in a month.
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  #288    
Old March 1st, 2015 (07:56 AM).
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Although progress is extremely slow due to work commitments amongst other things, I'm currently attempting to create a fangame version of the Alternia Region Text RPG (of which I was adminstrator...sadly it's now on hiatus). It's a pretty ambitious thing to try and do given the features we had. It would feature three ways of attaining starters (which would result in potentially 170+ starter Pokémon), variable gym order (and variable teams - in the late-game, each slot in their party would have a choice of two Pokémon with the exception of the last 1/2 slots), wild Pokémon at similar levels to your own team throughout the game. Also includes free travel around the entire region (ferry travel unless you want to use Surf), the Pokémon League tournament (with varied trainers who have earned eight badges to reach said tournament - the right to face the Elite Fou is the prize) and (this one may be beyond me, granted) a variable champion.

Main stumbling block at the minute is mapping - I'm going for a Gen 4 style and in terms of spriting in that style...yeah. >>; If anyone would be willing to lend a hand in that regard, it would be much appreciated (though sadly, I feel spriting may be something of a dying art nowadays with Gen 6 and 3D Models).
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  #289    
Old March 3rd, 2015 (11:42 AM).
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Ending my break from Faith & Prayer Version after 2 months, it's time to start getting back down to business again. Right now I'm currently working on some side content that will be present in Demo 6, taking place in the Abandoned Cinnabar Mansion Ruins within the volcano. This video shows a cutscene for this little event.
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  #290    
Old March 3rd, 2015 (09:09 PM).
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Finished a demo of an ORAS remake up until Petalburg event for event, but I'm not happy with it, so it'll be a private project.

I've started a new project with lots of original ideas that I hope to organize a thread for soon if progress goes well.
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  #291    
Old March 3rd, 2015 (09:34 PM).
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Quote originally posted by Bowlstir:
Finished a demo of an ORAS remake up until Petalburg event for event, but I'm not happy with it, so it'll be a private project.

I've started a new project with lots of original ideas that I hope to organize a thread for soon if progress goes well.
I think the ORAS remake might not be a bad idea, even if you don't want to release it as a game. People could use it as a base for a project, only replacing the events they need to, similar to a rom hack
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  #292    
Old March 4th, 2015 (12:02 AM).
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Quote originally posted by mej71:
I think the ORAS remake might not be a bad idea, even if you don't want to release it as a game. People could use it as a base for a project, only replacing the events they need to, similar to a rom hack
This is a good idea, I'd have to clean it up a bit, but yeah, if this can help people with eventing, I might consider posting the demo.
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  #293    
Old April 7th, 2015 (08:31 PM).
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I just got into making a game with essentials, after a joke between some friends slowly evolved into an idea for making a game. i'm pretty much a novice at it all, and my ideas surpass my skill level, but with a little help i'm hoping to produce something good. Right now i'm just learning as much as I can about it all, while my friends who want to help seem to be doing none of the hard stuff... Its pretty much they randomly tell me of ideas that are cool, but don't try to figure out how to work them. I still have a LONG way to go, and will be a very long time before I can produce something i'm happy with, but ill get to it eventually.
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  #294    
Old 4 Weeks Ago (07:33 AM).
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In between playing Phantasy Star Online 2, I'm slowly recovering my work drive and coming off extended break. Here's what I recently got finished.
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  #295    
Old 3 Weeks Ago (05:05 PM).
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Trying to figure out how to port my Python skills to Ruby. XD
Meanwhile, trying to avoid cursing out Ruby for every single minuscule counter-intuitive thing that makes me want to punch it and trying to pray myself into the parallel universe where RPGMXP was written in Python instead. XD
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  #296    
Old 3 Weeks Ago (12:31 PM).
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Quote originally posted by Mr909:
Trying to figure out how to port my Python skills to Ruby. XD
Meanwhile, trying to avoid cursing out Ruby for every single minuscule counter-intuitive thing that makes me want to punch it and trying to pray myself into the parallel universe where RPGMXP was written in Python instead. XD
The tricky thing about Python, from what I've been told, is that it was written specifically for parsing strings and nothing else. It made the jump at some point when someone familiar with python decided that it was easier to expand the language than learn a different one that already did what that programmer wanted. If Zero Engine ever goes public, remind me and I'll be happy to send you a link to a version which supported Python!
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  #297    
Old 3 Weeks Ago (05:45 AM).
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working on my two fan games need some sprites for a few people and then i can get another version out.
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  #298    
Old 3 Weeks Ago (07:52 AM).
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I'm working on MMO Pokémon Game based on lastest Pokémon Essentials (15.01) with Luka EB System, shiney570 BW Menu, minor overhaul's and HUD made by me. Full trade support based on RMX-OS.

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  #299    
Old 3 Weeks Ago (02:09 PM).
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Quote originally posted by Java's Missingno.:
The tricky thing about Python, from what I've been told, is that it was written specifically for parsing strings and nothing else. It made the jump at some point when someone familiar with python decided that it was easier to expand the language than learn a different one that already did what that programmer wanted. If Zero Engine ever goes public, remind me and I'll be happy to send you a link to a version which supported Python!
It's regex engine was ported from perl, and it doesn't actually have a designated and consistent way to parse XML. XD It's good at parsing strings, great depending on what you want parsed, don't get me wrong, but that's by far not the only thing it's good at.

Python's real weakness, as I've seen it, is that there's too many third-party libraries that do essentially the same thing with little variation. You have to know how to shop around to make Python good, but when you do, it quickly becomes great. It's very accessible, and writing your own modules is a snap. I use it to accent my work on PE recently, actually. I had a script take all the files from Smogon's XY sprites and rename/retool them to fit the formatting. That whole process of dealing with 300+ images took me ten minutes and less than 50 lines.

But yeah. Now I'm working on getting my new move effects implemented. This... this will be rough.
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  #300    
Old 3 Weeks Ago (09:22 PM).
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I'm currently trying to implement a 'birth sign' system, kinda like in the Elder Scrolls games. Searching through the scripts I noticed that essentials keeps track of moon phases and astrological signs in the zodiac...seems like a waste to have that just sitting there, not really affecting anything.

So far I've been able to make it so that the game will recognize which 'sign' a Pokemon is born under, and I've put together some graphics to accompany each sign in the Summary pages (coming up with constellations and lore to go along with them). I've written out some basic ideas for bonus effects each sign will bestow onto a Pokemon, but I haven't implemented any of them yet...so at the moment, it's pretty much just novelty.

I think if I combine this with an Unreal Time system, some cool bonuses, and link some kind of quests and things to it, it could really deepen the breeding system and help personalize your Pokemon a bit more. I'm also thinking that something special can happen on your Pokemon's birthdays, or maybe they get some kind of additional boost if you use them during times of the year that correlate with their birth sign. I think there's lots of potential with this idea, I just hope I can figure out how to properly implement it beyond just cosmetics. I'm not a coder or anything, so everything I've done so far is a gradual process of trial & error.
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