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Development: New Battle System

Trev

[span="font-size: 8px; color: white;"][font="Monts
1,505
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11
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    • Age 27
    • Seen Nov 15, 2023
    3BHK8LZ.png


    Something like this? I expanded it to support up to 9 characters. I would have done 12 but this screen shot didn't allow it, and I didn't want to move around elements when they might not be supported. I also have no idea if you can even make the box expand in-game but yeah. I based it off the stat screen design above and can modify it as necessary.
     

    Blah

    Free supporter
    1,924
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    Years
  • 3BHK8LZ.png


    Something like this? I expanded it to support up to 9 characters. I would have done 12 but this screen shot didn't allow it, and I didn't want to move around elements when they might not be supported. I also have no idea if you can even make the box expand in-game but yeah. I based it off the stat screen design above and can modify it as necessary.

    Yeah basically a Yes/No choice box like that. I think the textbox should be a similar style, but at the same time different from the battle textbox. Consider this:
    zsRQuUl.png


    The textbox design and the option box design are different, yet in a similar style. I hope that made sense :P
     

    Trev

    [span="font-size: 8px; color: white;"][font="Monts
    1,505
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    11
    Years
    • Age 27
    • Seen Nov 15, 2023
    Yeah basically a Yes/No choice box like that. I think the textbox should be a similar style, but at the same time different from the battle textbox. Consider this:
    zsRQuUl.png


    The textbox design and the option box design are different, yet in a similar style. I hope that made sense :P

    Yeah, I can do that later tonight.
     

    Criminon

    Forever Spriting
    265
    Posts
    11
    Years
  • The colors look dull.
    Use Bright colors like game freak does...

    Personally I really like the colors.


    Yeah basically a Yes/No choice box like that. I think the textbox should be a similar style, but at the same time different from the battle textbox. Consider this:
    zsRQuUl.png


    The textbox design and the option box design are different, yet in a similar style. I hope that made sense :P

    Can agree with what you're saying but would say it would be great having a unified hud throughout the game. Start Menu, Convos, Yes/No, Battle etc. Everything having the gray and yellow style would be A++


    Did some more mock ups.

    aFZDoRo.png
    Ro6s6Xl.png


    hhqiync.png
    6pn3V4Y.png
     
    Last edited:

    Froosty

    The_Learner
    535
    Posts
    9
    Years
  • Personally I really like the colors.
    Can agree with what you're saying but would say it would be great having a unified hud throughout the game. Start Menu, Convos, Yes/No, Battle etc. Everything having the gray and yellow style would be A++
    Did some more mock ups.
    aFZDoRo.png
    Ro6s6Xl.png

    hhqiync.png
    6pn3V4Y.png

    Dont about the hp box but the detailing, the things like atk and so are not so needed and look ugly there in battle menu!
     

    Lunos

    Random Uruguayan User
    3,114
    Posts
    15
    Years
  • Hey there!

    I don't want to bother anyone, but, is this project still on developement?

    I didn't expected to see you here, Blax.
    It's hard to tell, as of right now. The last thing that FBI said in the community's Discord was that he hasn't worked on it in a while because implementing the attacks was a boring task.
    7LbTjkS.png
     
    Last edited:
    13
    Posts
    7
    Years
    • Seen Sep 12, 2019
    I'll have some free time over the next few days - if there's any boring tasks that need handling to speed up development I'm more than happy to do them.
     

    Blah

    Free supporter
    1,924
    Posts
    11
    Years
  • Moves todo list


    A todo list of all the moves which aren't implemented as of yet, but hopefully with some community help they all will. I've gone through each remaining move one by one and categorized them on difficulty to implement, so everyone no matter what skill can help make this process faster!
    Q: Why is this being made before the video?
    A: I need to use this for the video.


    Easy difficulty

    Moves in this category will generally only require an assignment or addition of a move_procs structure to get working. They're very simple! Note that it's possible some of the moves in this list are done simply by virtue of the engine. For example, Strength has no additional effect, just a power. This move would be done by the engine at no labor cost for the creator. I have listed such moves because the moves table is currently computer generated and it would be nice if someone can double check if everything about that specific move was generated correctly!

    Spoiler:



    Medium difficulty

    Moves in this category require you to write one or more simple callback. If you're stuck with a move in this category feel free to post asking how to do it.

    Spoiler:



    Hard difficulty

    These moves aren't supported by the engine and require various additions to it (in addition to regular callbacks) to work. Some of them don't require additions to the engine, but have complex callbacks. Lets face it, these are the moves that I will end up having to do. If you're feeling up to the task you can try. Some of these moves will move to medium when another is completed though. For example, when I do Rollout, Iceball will no longer be considered hard as you just copy Rollout.

    Spoiler:




    Currently impossible

    These are moves that are currently impossible to implement. The engine simply doesn't support everything yet, and until support is added and tested these moves are impossible for one reason or another.

    Spoiler:



    ...​
     
    Last edited:

    Blah

    Free supporter
    1,924
    Posts
    11
    Years
  • Hey this is a video explaining the Battle engine move callbacks currently implemented and how they work. I've added a little more to these since making the video, but the concept is about the same!

    It's 15 mins long and worth the watch if you plan to help or plan to use this engine. It is needed for medium difficulty moves, but not needed for easy ones. Next video will explain actually adding moves.


    EDIT: First post has been updated with quick building information and the information posted so far.
     
    Last edited:

    ASDBUDDY

    The Derp
    347
    Posts
    7
    Years
  • DID the first few easy moves namely
    Flamethrower
    Water Gun
    Hydro Pump
    Surf(callback req)
    Ice Beam
    Blizzard(callback req)
    Bubble Beam(proc can be reused for constrict)
    Aurora Beam(proc can be reused for playrough)
    Peck
    Drill Peck
    sooo yeh
     
    Last edited:

    Blah

    Free supporter
    1,924
    Posts
    11
    Years
  • DID the first few easy moves namely
    Flamethrower
    Water Gun
    Hydro Pump
    Surf(callback req)
    Ice Beam
    Blizzard(callback req)
    Bubble Beam(proc can be reused for constrict)
    Aurora Beam(proc can be reused for playrough)
    Peck
    Drill Peck
    sooo yeh

    Thanks. Surf and Blizzard are moved to medium difficulty. If you spot these kinds of moves that require callbacks down the list let me know!
     

    ASDBUDDY

    The Derp
    347
    Posts
    7
    Years
  • did another set of moves namely:

    Submission
    Seismic Toss(requires call back)
    Strength
    Mega Drain
    Razor Leaf
    Poison Powder
    Stun Spore
    Sleep Powder
    String Shot
    Dragon Rage (requires call back)
     
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