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  #1    
Old April 16th, 2015 (5:07 PM). Edited January 10th, 2016 by PoketronHacker.
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PoketronHacker PoketronHacker is offline
 
Join Date: Sep 2007
Location: Hoenn, Littleroot Town
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Introduction & Premise
PokeDroid started out as YAPJE, the idea was to have a randomly generated Pokémon world. However before doing this I decided it would be much better to have a Java android and desktop open-source engine.
The engine is being made to allow for extensions using LUA, Java and JSON files to add new story, game play ideas and mechanics and attempt to add a great Pokémon game experience on an android platform, the engine uses LibGDX which is cross-platform and is relatively easy for developers to change the source code to allow for forks of PokeDroid.

Gameplay
The standard story line will come with PokeDroid, based off Pokemon Gold. I will be attempting to recreate Pokémon Gold within PokeDroid. This does not mean however you will not get Pokémon abilities or uses of IV's and not DV's. These will be determined by the Game Mode you use and not the story. This means that a story will be fresh if a new game mode is installed, and new game modes will become new if new story's are installed. Game Mode's will also be used to enforce Nuzlocke rules, change random encounters to be truly random and other things.

So, I want to develop content but how...
PokeDroid is in early days, but there are ideas on how extensions will be made.
  • GameMode - GameMode's determine the mechanics that the gameplay will take, this includes deleting pokemon when they faint, making random pokemon appear based off what pokemon would appear and other interesting features.
  • Stories - Stories will determine the maps, the encounters and the events. The story will be the game that you will be playing and hopefully developers will create other stories that can be played on PokeDroid. I will try to release Pokémon Gold and Silver for PokeDroid, with an appropriate Gen2 GameMode. If this happens then I will work on the other gamemode's too such as Gen1-Gen5, with each's appropriate features.
  • Maps - PokeDroid will have a map editor (Named Mappy) packaged available as a separate download. I am hoping to allow it to do most of the hardwork for those who are not as experienced with programming or do not wish to edit base files directly.

I have a suggestion/idea I would like to see within this project
Please by all means give me your suggestions, I would love to see them, expand on them or discuss some constraints on them. I am only in my second year of university and don't believe I have the coding experience to do EVERYTHING, and it is a very aspirational project.
I would also love to see what people would like to do with the API, events or mapping systems, and/or any improvements or features they would like within them.

I appreciate all expansion ideas upon this system however it may not be possible to fit them all in or to do them at all, I will certainly try to adhere to any ideas you wish, I will take a voting approach to some of the features within the system.

Outro
I appreciate any feedback and support upon this project, I'm quite a shy person and just writing these ideas to show other people is a big leap for me in-terms of project development and helps me drive this project forward. I am hoping you can see the potential within this project and will be very supportive of it.

Images
Old:
Spoiler:

Desktop:


Touchscreen:


New:
Spoiler:








Editor:
Spoiler:




Downloads & Source
GitHub Source
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  #2    
Old April 17th, 2015 (9:18 AM).
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PoketronHacker PoketronHacker is offline
 
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Update Log
  • Added Experience formulas and allows plugins to accept new formulas
  • Allowed external plugin loading
  • Created a Basic Plugin System
  • Created a Base Game System
  • Created GitHub
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  #3    
Old June 9th, 2015 (12:25 AM).
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terrakon terrakon is offline
 
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It looks very promising!
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  #4    
Old August 17th, 2015 (9:15 AM).
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PoketronHacker PoketronHacker is offline
 
Join Date: Sep 2007
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Update Log:
  • Changed to LibGDX for both Desktop & Android support (Now running OpenGL, better for games).
  • Implemented TileMap's and full walking and running.
  • Loading of TileMap's from JSON files.
  • Player can walk and run.
  • In-Game audio player working.

To be worked on next:
  • Battling system
  • Adding pokemon in-game
  • GUI work
  • More on the mapping system
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  #5    
Old January 3rd, 2016 (5:47 AM). Edited January 3rd, 2016 by PoketronHacker.
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Join Date: Sep 2007
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Update to PokeDroid:
  • Added a Title-Menu
  • Added a Main-Menu
  • Created Story System
    • Multiple Stories available
    • Story Select & Back to Title for menu
  • Added interactable entities
  • Removed Audio to attempt to find a faster solution
  • Added real-time and unreal time

Things available to customise using the story system:
  • Can change map, tileset and starting map
  • Can change the main character
  • Can create and add new entities to maps, with custom step-by-step scripting similar to RMXP
  • Can create custom GUI's
  • Can set to use real-time or unreal time with any time scale.

Images:
Spoiler:






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  #6    
Old January 6th, 2016 (2:30 AM).
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KillerMapper KillerMapper is offline
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This looks good. Especially with a 16:9 ratio screen.
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  #7    
Old January 6th, 2016 (11:35 AM).
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Quote:
Originally Posted by KillerMapper View Post
This looks good. Especially with a 16:9 ratio screen.
The screen adapts to the aspect ratio, so it will run fine with a 4:3 resolution or any other.
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  #8    
Old January 8th, 2016 (10:37 AM).
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DaSpirit DaSpirit is offline
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Quote:
Originally Posted by PoketronHacker View Post
The screen adapts to the aspect ratio, so it will run fine with a 4:3 resolution or any other.
How does that work? Does it add black bars on the sides, does it resize the screen or does it does it show less of the map? Frankly, none of these are good solutions but I am curious which one you chose.
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  #9    
Old January 10th, 2016 (3:41 PM).
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Quote:
Originally Posted by DaSpirit View Post
How does that work? Does it add black bars on the sides, does it resize the screen or does it does it show less of the map? Frankly, none of these are good solutions but I am curious which one you chose.
I have chosen to keep a fixed width of 640px, with a variable height. This means that on a 4:3 screen there will be the same amount of tiles horizontally as on a 16:9. Vertically there will be less tiles shown on a 16:9 screen but this shouldn't affect game play in any way.
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  #10    
Old January 10th, 2016 (3:52 PM).
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Here is a quick little update log regarding the editor this time, with first looks at the editor:
  • Editor can create new story's, save and load them (They are stored as .zip files)
  • Editor can set the story information, the character, the different tilesets and createtile maps.

Editor Images
Spoiler:



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  #11    
Old March 1st, 2016 (5:58 AM).
pokemonsterxtream pokemonsterxtream is offline
 
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I don't know how or if this will help you - Tiled. libGdx can read tmx files which Tiled generates. Just a thought.
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  #12    
Old March 8th, 2016 (7:47 PM).
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Quote:
Originally Posted by pokemonsterxtream View Post
I don't know how or if this will help you - Tiled. libGdx can read tmx files which Tiled generates. Just a thought.
As much as I love Tiled due to it's game agnostic approach. The lack of an extension system infuriates me, it makes creating games with specific map properties quite hard/tedious to do. The map editor for PokeDroid will be made specifically for PokeDroid, with an ability to extend it's current functionality to accommodate any additional/needed functions.

I will be mainly focusing on the desktop edition of PokeDroid, but will not be ignoring the needs for android.

My main focus has been university so there hasn't been much major progress but I am still working on PokeDroid.
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  #13    
Old 3 Weeks Ago (8:04 AM).
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so what sort of features would be included by default would it be like essentials containing a lot of the mainstream features or will it be more basic (like an earlier generation)
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