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The powers, yeah, would definitely be more efficient that way. The most I care about it is that it's not inefficient enough to cause any lag. (the bigger problem would be my deck builder. Repopulating after searching takes like half a second) I have something of an event system that works well...
To be honest it is probably spaghetti code. I'm definitely a designer first and a programmer second. For the attacks each generic pokAttack points to a List of compontents that are attack effects (deal damage, deal a status effect, flip and if heads to these effects and if not these, etc). If I...
to be honest I've never tried it directly... You should be able to extract the files and run the html file, assuming you're on a desktop. This is the first time I've heard of the itch.io app, but I imagine it's a launcher for exe versions of downloaded games. I build my games to html5 because...
I'm back with 0.7.1. Or more accurately, I'm done lurking. Rest assured I've been keeping an eye on both this and the itch.io page near daily since I last posted. Over the past month I've been getting better at developing a new work-life balance, and so I've gotten back to work on milestone 8...
Milestone 7, finally done. This was more or less finished like two weeks ago but then I got a new job and things have been weird.
A lot of general improvements in this one. The tutorial now exists. If you've never played the Pokémon tcg I would love your feedback on how it works. There's also...
Yeah I based the whole thing on the original Gameboy game, in which players could attack on the first turn. I'm planning for a future milestone to add togglable variant rules.
Milestone 6 adds the overworld! There's actually some semblance of progression now, which is a massive step from turning it from just a tcg simulator to an actual fangame! Like there's actually goals and continuity and actual intrinsic reason to play duels now. I was tempted to make this 0.1...
I'm back. I was in a Zelda coma for a while there.
The next milestone is done. The main additions are the card animations and the sound design. Looking back on milestone 4 the card animations are the one change I can't believe I lived without, it makes the whole game so much easier to follow...
Milestone 4 is finally done.. Compared to 0.0.3.2 the main difference you may notice is that the ai will sometimes switch out. Trust me when I say the ai is much more robust now.
Next milestone is more finishing touches towards completing the duel system. Mostly cosmetic ones that are a little...
Just dropped a hot fix that hopefully fixed most of those. Except for:
Either way, unless you find something especially game-crashing that will be the last hot fix before the next milestone. I'm excited for what comes after I do the hard part of "finalizing" the AI, so really just want to...
New Build. (0.0.3.2) All them bug fixes have been bug-fixed (hopefully). But even more interesting you get an early look at the new UI. It is a world of better. From the player perspective this may as well be milestone 4, but I still have a lot of work to do on the AI behind the scenes. In the...
If you're asking about project management and version control tools, technically yes. How professional projects work is they work from a common repository and "pull" the files they're working on and "push" them the repo when they're ready to commit them. It's easier to do if you're working on...
Yeah, I definitely didn't check each individual card so this amount of bugs isn't remotely surprising. I figured this would be a stage where people will test every card and get back to me about exactly these kinds of mostly data-entry error bugs. I've already found a couple of these in my own...