View Full Version : C++ OpenGL Pokémon Game Engine

June 22nd, 2010, 4:56 PM
Hi I'm new to the forums but have been playing Pokemon for a long time. Well anyway here is my "game"

PC Monsters: a Pokemon engine.
My current version is still not at a playable stage yet so there is no demo.

The concept is that you will be able to create a region and populate it with your own Pokemon. These regions will be separate from the main region and to get to them you must "earn your way". People will be able to make download packs for people to install into the game which will contain new regions and Pokemon.

The story of my game is non existent right now mainly for the reason that this is going to be an engine for creating your own regions.

I have a video to post but I cannot because I have not made 15 posts yet.
here is the url

Progress is as such
Core Engine
[------- ] 80%

Tile Engine
[--------] 100%

Battle System
[--- ] 30%

RPG Event System
[- ] 10%

Editor's (maps, events, ect.)
[ ] 0%

demo region/Story
[ ] 0%

A battle animation system is done, so moves can be scripted and animated separate from the engine.

Other then that i just wanted to see if there might be a demand for a new engine to develop games with. BTW I have had this running on the wii and i hope to possibly get it running on the DS, but this engine will be strictly PC until it is finished.

June 23rd, 2010, 5:48 PM
Wow. this will be incredible if it works :D

June 23rd, 2010, 6:57 PM
You have a LONG way to go buddy, to save you the trouble, look up vectors. You will need to know vector math if you want to work with OpenGL, mainly for collision. You might get away with bounding box collision though. For my game, there will be a need for vectors. I will check up on it. BTW im not familiar with Wii Homebrew, but I am assuming you are using the SDL port? Also engine as in a full tool set and scripting language (as far as I know, you might just be ifstream ing in a text file with the text, thats not really scripting) In an engine, there is NO story, its a thread bare game from the user point of view. the developer (I say developer, not the programmer) has a toolset from maps to scripting to even image editing for the more advanced ones. The programmers of course has the raw code he has to work with.

BTW you need sound too, if you didn't know, sound is a big part of games and a lot of programmers first starting sometime forget about it


June 23rd, 2010, 7:21 PM
Yeah this project is in the drawing board section cause it is very very very young still.

I was considering using either lua for script interpereting. This Pokemon project actually stems back from a recreation of Game maker on the wii that i programmed (which used Lua heavily for object handling) for a short while, soon after tehskeen was shut down i lost the team support and so i have converted the code to focus on one game.

I'm pretty well versed on vectors and the like the engine i have is fully functional in the sense of collisions and the like. By Tile System I meant to say Map System, which includes characters, animations, collisions, and such. I just need to make an RPG Event system for handling the interactions.

The concept of this project may not bloom into a "full featured" SDK but more of a "Original RPG Maker" for fun engine. Make creating the game more of a game for creating? Right? lol

Or maybe I'll just turn out another fan game :) I got tons of Ideas. I just would prefer to be able to play the game on other platforms, and to be able to incorporate some ideas that i have that are not possible.... Well i should say.... Probable on RPG Maker.

Sound is err yeah, I want the game to be portable so i am looking to find a way to feed the sound buffer on the ds without using to many resources...

June 23rd, 2010, 7:43 PM
Good Luck With It Brah, what are you using for the windowing system? SDL or is there a DS/Wii or what ever system you are pogramming on's specific library that handles that?

June 23rd, 2010, 8:00 PM
All drawing is handled through custom libraries that I created for my Game Maker Wii Project. Window handling along with input and timing is done through SDL, or libOGC or libNDS depending on the platform it is compiled for.

mr. ck
June 23rd, 2010, 11:38 PM
Q1. Are there going to be 2D graphics or 3D?
Q2. Either way, is it going to be like the Pokemon DS and GBA games?
(I as this because the other Pokemon games for Gamecube etc. are fully 3D)
In case it's just like the DS, you really don't need to do any vector math for collision. Since it's only a tilebased system. (even in 3D)

June 24th, 2010, 11:02 AM
I'm not going to attempt anything that will make it difficult to complete.
It will be 2d. I will try to make it as much like the newest iteration of pokemon. The resolution I am using is 640x480 for the pc so it leaves room for higher resolution sprites, currently I am using graphics i can find, later though i hope to get help with graphics and have ones created for 640x480 resolution.

I want to expand the breading system into something a little more interactive (lol not like that) and offer more then just a egg move or status change for breading.

Also Pokemon will have more personality in my game and badges will not MAKE a Pokemon obay you. more on that later gtg.

February 3rd, 2013, 10:28 AM
When will it come out? And is there a download link.

February 3rd, 2013, 11:24 AM
Okay buddy, I recommend that you read the rules. You shouldn't post in threads in which have not been posted in in over 2 months. This one is almost 3 years old. And don't ask for a download link or release date, if there isn't one quite obviously there, then there isn't one. Gonna close this up.