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  #1  
Unread July 12th, 2012, 07:01 PM
m.vit's Avatar
m.vit
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PokeClone: A Pokémon engine coded in Python


Introduction

PokeClone is developed by tpw_rules, sonicrules1234 and m.vit, it's intended to be an engine base (like Pokemon Essentials) however coded in Python, allowing for more expandability and variety, the current version is v 0.1 and supports many overworld features. We're using this engine to create Pokemon Bronze, which is currently looking for team members.

Features

As of v 0.15 PokeClone supports:
  • Basic overworld movement
  • Warps
  • Cutscenes
  • Trainer spotting
  • NPC dialog
  • Self dialog
  • Choice dialog
  • Basic surf support
  • Animated tiles
  • Attack System (not battle system)
  • Black/White-like animation
  • Saving

Media





(More updated screenshots coming soon, feel free to submit your own and I'll gladly add them here)

Dependencies

To be able to use Pokeclone you need:
  • Python 2.6+
  • Pygame
  • PyOpenGL

FAQ

Quote:
I want to create my own map, where should I start?
If you want to make maps, open up Tiled, select your sizes and go! Make sure you have a "Collisions" layer and use the collisions tileset provided to use them.
Quote:
What about NPCs/Trainers/Cutscenes?
In the data/maps folder in the source you can find some xmls that share the map's name, for now use those as reference.
Quote:
I found a bug! What do I do?
In your .exe folder or source folder you'll find a file called exception.txt, paste the contents in Pastebin or a similar service and post the link here.
Quote:
Where can I find more info about doing (insert here)?
PokeClone's source includes some basic documentation, and in the source link you will be able to find a wiki which will be edited to fit your knowledge needs

Downloads

Developer Channel

If you want to look for some help, discuss about code or new features, feel free to join us on IRC, we're on #pokeclone in Freenode.

Help Wanted!

We're looking for Rom Hackers who can help us translate ROM data into XML files (like Pokémon B/W Animations) and developers who know OpenGL!

Credits

Nintendo and GameFreak for Pokemon
Pokemon-Diamond, Thunderdove and Serebii08 for their amazing tiles
Sonicrules1234 for ROM to XML conversions

Last edited by m.vit; October 18th, 2012 at 07:45 PM.
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  #2  
Unread July 12th, 2012, 07:20 PM
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Nice!
I'm going to give this a try right away

Edit: I lol'd at the jesus boots xD
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Last edited by khkramer; July 12th, 2012 at 07:27 PM.
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  #3  
Unread July 13th, 2012, 05:34 AM
Spira
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Well done. Almost makes me want to continue working on the Python Pokemon game I was helping to create! Hope to see more in the future from you!
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  #4  
Unread July 15th, 2012, 06:42 AM
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Remember you guys can fork the source and implement your own maps and features!
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  #5  
Unread July 15th, 2012, 06:33 PM
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I'd fork and help if I knew the slightest thing about what you guys were doing. I've never used PyGame before, and it took me a while to figure out that pokeclone.py was the startup file. D:
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  #6  
Unread July 18th, 2012, 05:40 AM
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Seems interestin'. Well good luck on this ya two. I might make a game from this eventually, if ya don't mind.
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  #7  
Unread July 18th, 2012, 11:31 AM
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This is interesting but I'd love to see some screens or maybe a video... if you have as much done as you say media shouldn't be a problem.....
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  #8  
Unread July 18th, 2012, 07:05 PM
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I'll add some screenshots of earlier builds since I'm not near my desktop at the moment, would be nice to have user submitted screenshots with custom content
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  #9  
Unread July 31st, 2012, 07:08 PM
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Don't know if this counts,

but here's proof that the player sprite can and has been edited.
Can't edit the game itself because I have no idea how to install python or pygame on my windows 7 computer...
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  #10  
Unread August 4th, 2012, 04:59 PM
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This should work on windows then?

Quote:
Originally Posted by godo156 View Post
Don't know if this counts,

but here's proof that the player sprite can and has been edited.
Can't edit the game itself because I have no idea how to install python or pygame on my windows 7 computer...
You can get python on windows here:
Get Python 2.7.3 for Windows

Last edited by DOA_Hitomi; August 4th, 2012 at 05:03 PM. Reason: Your double post has been automatically merged.
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  #11  
Unread August 4th, 2012, 07:57 PM
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This cool but when can we make our own game out of it?
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  #12  
Unread August 8th, 2012, 06:03 PM
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Quote:
Originally Posted by pokemoner2500 View Post
This cool but when can we make our own game out of it?
When they get to a point where it's possible. Just work with what you can at the moment really. Oh, and thank you person with the python link. I'll download it when I get to a computer.
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  #13  
Unread August 12th, 2012, 09:26 AM
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Jesus Boots XD

I played with the engine a bit and it's actually really nice, just needs a few more things added to it.

Excited for the next release.
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  #14  
Unread September 12th, 2012, 02:37 AM
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Quick update to keep this thread from being dead!

We've started OpenGL implementation! (woo!) what does this mean?

Firstly, a new dependency, PyOpenGL.

For now it's implemented in the animation system (yet it's only in the tool, not in the very early battle screen), it brings higher frames per seconds, amazing fluidity in animations (I truly mean it!) and hopefully will make our lives easier with adding bigger content (bigger maps, battle tweens, battle animations) without consequences (frame drops mostly)!

Go ahead and try out the animation tool! It's very easy to load an animation, in your terminal type out the following
Quote:
python tools/animation_view.py pathtoanimation(must be in data folder) animationname(demo/battle, just check the xmls)
I'll be starting a PokeClone resource git...sometime... so that others can contribute with battle graphics, animations (we need all 649 pokémon!), new features, etc...

Also feel free to discuss features and their implementations here, I was thinking of a universal GTS, just send new fakemon data to a database and watch it sync across all pokeclone games? who knows! virtually anything is possible with python in comparison to other platforms!

Last edited by m.vit; September 15th, 2012 at 12:01 AM.
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  #15  
Unread September 12th, 2012, 12:41 PM
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OpenGL sounds awesome! Which minimum version are you supporting?
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  #16  
Unread September 14th, 2012, 01:49 AM
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PyOpenGL supports from 1.1
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  #17  
Unread September 15th, 2012, 06:31 PM
pokeMa7as
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Cool, I like Python. Good luck!
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  #18  
Unread September 20th, 2012, 03:23 AM
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I'm officially announcing the first PokeClone-powered game!

So what is it? Well well well, think about it as a Pokémon Prism 2, a new adventure in the region of Naljo!

I already asked Koolboyman and he said yes, hence why I'm making this announcement.

So, to show the power of PokeClone it will expand upon Prism's features, right now I have a working Pokemon-controlling area and a 2D sidescrolling area, which will be further expanded than Prism's appearance, it will feature new/reworked areas, new dialogs/characters/gym leaders, and hopefully 3D!

Here's a quick teaser, yet i'm sure you saw the titlescreen already in the current PokeClone build ;)


(Note, even if it's an OSX screenshot, it's Python so it will run on Windows/Linux/OSX! How's that for cross-platform huh?)
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  #19  
Unread September 22nd, 2012, 05:43 AM
pokeMa7as
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Very nice work m.vit! Is that in github.com?
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  #20  
Unread September 30th, 2012, 12:10 AM
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Pokemon Bronze is being mantained by me directly, to try out PokeClone's current flexibility, it's easy to add tiletypes like ladders so far, and adding NPC animations even more. Scripts are an easy deal. But no, it's all private for now and is as advanced as PokeClone, everything I've done so far is easy to reproduce in PokeClone vanilla :)
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  #21  
Unread October 12th, 2012, 01:27 AM
sonicrules1234
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Hi everyone. I've been hanging out in the IRC channel lately, and have generated some pokemon xml files from firered. It's got pretty much all the info in it besides tm's and hm's.
Attached Files
File Type: zip pokemonxmlfirered.zip‎ (241.2 KB, 4 views)
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  #22  
Unread October 12th, 2012, 07:37 PM
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PokeClone Content Update!

Now this should look fancier, anyways time for the first content update where I'll be showing what's new/recent.

First thing, Sonicrules1234, who posted the awesome xml files for all of the first 251 Pokémon is joining the PokeClone main team! *claps*

Alright, so since the screenshots don't tell much and are kind of outdated (kind of being an understatement) I've decided to record a video!



Now, this is the internal Pokémon Bronze build, so there's a map in there that isn't in the final version, but it should show how easy it was to make a custom movement tile, in this case, climbing ladders.

And finally, here's a gif showing how smooth OpenGL animations are, expect more OpenGL integration soon!

Click on it to see it.

Also, we're looking for an OpenGL coder who can help out on the conversion from SDL, please pm me or go in the channel for more info

Last edited by m.vit; October 12th, 2012 at 09:44 PM.
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  #23  
Unread October 12th, 2012, 09:06 PM
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Nice to know you got OpenGL working. Does the game render each individual body part like how you wanted?
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  #24  
Unread October 12th, 2012, 09:42 PM
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Yeah, still supports odd numbers weirdly
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  #25  
Unread October 12th, 2012, 09:59 PM
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I like the fact that the screenshots are from Mac; which means it runs natively on Mac.
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