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  #126    
Old March 3rd, 2009 (07:39 AM). Edited March 3rd, 2009 by Waudby.
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Quote originally posted by Rhuan:
No animations... Come on Waudby, you can do better than that.
Well it depends on if I can get the graphics for the animations or not. The system would be easy enough to create, but what worries me is the 467 different animation sets that would be needed :/

With that said, I may just create an animation for each type of move, i.e fire, water, ice etc and use that as animations until the main system is done.

On a side note, does anyone happen to have a list of Pokémon Abilites which activated when attacked by a contact move?
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  #127    
Old March 3rd, 2009 (08:17 AM).
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Google is your friend in most cases

A list of all abilities and I'm sure contact hits are in there; http://gaming.wikia.com/wiki/Pokémon_Abilities

Animations, do you have to create them all yourself ? or would you be able to obtain them yourself and set them in the game ? (No idea about this myself)
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  #128    
Old March 3rd, 2009 (08:31 AM).
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Quote originally posted by EJames2100:
Google is your friend in most cases

A list of all abilities and I'm sure contact hits are in there; http://gaming.wikia.com/wiki/Pokémon_Abilities

Animations, do you have to create them all yourself ? or would you be able to obtain them yourself and set them in the game ? (No idea about this myself)
Never mind I have found a place where I can find what I need, I needed the Generation 4 abilities as well.

As for animations, they will be a set of images for each animation which are played through on screen however I'd have to assemble them all myself if I managed to find a full set of images.

Okay another small progress update, I've now implemented Protect, Attract, Safeguard and moves like sing. Progress is really going smoothly on this battle system, I think i'll probably need to clean it up some once it's done, but for the most part I'm happy with how it's turning out.

I'm still to begin working on the A.I for the enemy, and this is where progress will slow as I've never done A.I before properly.

@Rhuan if you read this: for a decent A.I system, would it be as simple as comparing the Player's type of Pokémon against the types of each of the enemy pokémon's moves to check for effectiveness etc and selecting a move based on that? I'd also check to see if any of the enemy's moves are healing moves incase the Pokémon's HP is below a certain percentage.

Would it be a good way to start off? I'm kinda thinking out loud here lol.
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  #129    
Old March 3rd, 2009 (11:05 AM).
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That sounds like a good way to start an AI, though it may lead to some repetitive tactics, (using the most effective move repeatedly) probably optimal though.
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  #130    
Old March 4th, 2009 (04:40 AM).
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Wow, I never checked this wonderful game thread. (added to support list)
Lovin the features. Keep up the good work!!!
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  #131    
Old March 4th, 2009 (07:44 AM).
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I've been working on getting the battle system up to par, and so far it's coming along well. I have a numerous amount of attacks coded so far.

Just thought I'd post this video to show the nice little intro I made for a wild Pokémon battle, it's still a WIP but I think it looks pretty good.

Comments people?
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  #132    
Old March 4th, 2009 (08:50 AM).
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The circle your Pokemon's standing has been cut when it's moving...
And the Pokeball animation is not very good, too...
Well, GL!
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  #133    
Old March 4th, 2009 (08:53 AM).
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The pokeball animation isnt the best in the video because I had to change the kind of drivers the game used to make that video.

It is better in game. As for the base, i'm gonna fix it, as I said, it's a WIP.
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  #134    
Old March 5th, 2009 (10:05 AM).
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Just another small progress update;

• The Pokemon option in the menu is now almost full coded, with just the summary screen left to do,
switching is already finished.
• Experience system has now been added, includes support for Exp.Share and Lucky Egg.
• Plus, many other small updates.
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  #135    
Old March 6th, 2009 (04:42 AM).
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Well done! I'd really like to see the new updates!
GL!
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  #136    
Old March 8th, 2009 (10:59 AM).
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The battle system is still under way with about 200 attacks being fully usable now.

Also in case people haven't read in other posts i've made on the forum, a nice feature is being implemented into the game - Houndour Race Track.

It will be a place to make bets on the entrants and and make a nice tidy profit. It will also feature as the main aspect for one of the episodes which will be based around a criminal gang doing dodgy dealings.
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  #137    
Old March 8th, 2009 (11:09 AM).
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Hmm..
Nice. So we have to catch a Houndoom to participate?
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  #138    
Old March 8th, 2009 (11:12 AM).
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There will be to sides to the Race Track, you can either enter your own Houndour or Houndoom (it's a two tier thing), or you can bet on the prexisting ones.

If you enter your own, you will be able to win prizes which may vary between a few things. However if you place a bet you will only win money back.

Now I also mentioned Houndoom above, think of it as a child and adult race. The Houndour race is just the standard race however the Houndoom races are slightly harder and require your Houndoom's to be high level and very fast - so yes, your stats will effect the outcome.
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  #139    
Old March 8th, 2009 (11:24 AM).
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So our Houndour/Houndoom is required a high SPEED stat? That's a preatty neat idea. I hope implementing it will not cause you many trouble.
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  #140    
Old March 8th, 2009 (02:48 PM).
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Good work on the battle system! It's looking pretty sweet.
  #141    
Old March 8th, 2009 (03:59 PM).
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I love the idea of betting Waudby :D
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  #142    
Old March 8th, 2009 (04:02 PM). Edited March 8th, 2009 by Milk.
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Good luck with your game =)
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  #143    
Old March 9th, 2009 (10:33 AM).
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Trying a new style, what do you guys think?

New trees and new pond/lake graphics...
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  #144    
Old March 9th, 2009 (11:32 AM).
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The trees are nice, and is'nt that water from Pokemon colbolt? or thedudemisters rips, they look fimiliar... the trees look a bit stumpy
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  #145    
Old March 9th, 2009 (11:45 AM).
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Quote originally posted by Jonny Chleevas:
The trees are nice, and is'nt that water from Pokemon colbolt? or thedudemisters rips, they look fimiliar... the trees look a bit stumpy
Nope its nmy own custom ones based on the water tiles from platinum.
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  #146    
Old March 9th, 2009 (11:55 AM).
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eh, not digging the muddy border =/
maybe make it so the mud and grass somehow blend together?
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  #147    
Old March 9th, 2009 (12:26 PM).
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I think it looks fine... Its more realistic
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  #148    
Old March 9th, 2009 (12:27 PM).
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For the AI, may I suggest you use a system similar to the one in poccil's starter kit?

Basically, each move has a certain chance of being used. The chance increases if it's super effective, and decreases if it's not very effective. Also, most move effects have conditions associated with them, which also affect the chance of it being picked. For example, a healing move's chance will increase if the user has low HP, or a stat-up move's chance will decrease if the user already has +6 in that stat.
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  #149    
Old March 9th, 2009 (12:31 PM).
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The water's edge tiles are kinda bugging me, they seem better suited to a swamp :3
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  #150    
Old March 9th, 2009 (12:34 PM).
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i agree with mason, maybe if you change the pallet to look more like sand?
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