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Python Pokemon!
http://fc09.deviantart.net/fs70/f/2012/072/2/c/python_pokemon_by_pedro121-d4snmax.png http://www.rss-image.com/img/de38c23884530142e862aaa51c8d238b.gif About Me. Well, some of you may know me from RH. I'm a programmer. And I despise RPGXP / RPGVX and Game Maker. And RH is just becoming annoying at this point. I'm a chill dude, and I write on a blog. I also write SOFTWARES. :) Intro. Here's the gist of this game: I don't know. As of now it is being written in Python. I am mostly working on the engine right now, and it is so early in development I haven't even began to work out a story-line or plot. Anyways I'll catch you up on what has been done so far, and what the future goal is. The future goal is a game playable on the GBA, and the computer with multi-player functions! What has been done so far is a text-based engine that isn't entirely complete. For now this is in Python. Why? Python is a great prototyping language that allows you to focus on the bigger picture rather than tiny details. Once I'm satisfied with my text-based python engine, I'll work on re-writing the text-based part in C++. Once I have that done comes the fun part. Programming the graphics / sound parts, which will be based on the C++ text project, but will differ in implementations. I've seen SDL libraries on the NDS and Wii, so heck, I might even go for that, but I doubt it. One cool thing about this game, is that there are TONS of random things!
Media. Downloads. If you'd like I can always upload the most current source ( not ready for a svn repository just yet ) and you can see for yourself what things look like from my end. Just send me a VM, and I'll do an upload. However, I only do one upload per day. :l So please check to see if I have uploaded recently before asking! (: SVN Repository. For those interested, you can grab the most recent updates by svn. ( READ-ONLY ): > svn checkout http://fm-py-pk.googlecode.com/svn/trunk/ fm-py-pk-read-only For linux users, install svn: > sudo apt-get install svn For Windows users, install svn. Apply. You want to help? GREAT! (: Here's a team I need as of now:
Credits. Here's a list of awesome people! Thanks for your help guys! :)
SVN Repository For those interested, you can grab the most recent updates by svn. ( READ-ONLY ): > svn checkout http://fm-py-pk.googlecode.com/svn/trunk/ fm-py-pk-read-only For linux users, install svn: > sudo apt-get install svn For Windows users, install svn. |
I really like the sound of this, besides perhaps the new battle system.
That's just me though, and in-game it wouldn't be so bad as it would online. Probably fun even. I particularly like the persistent features, like the trainers whom battle each other when you aren't around, and the randomly generated classes. Stuff like that is where I feel the Pokémon series should be taking itself. |
I did flick through the thread, however is this intended to be a public resource of sorts or is this a solo project game you are working on? If it's the latter you'll need to repost it in the Beginner's Showcase with a storyline and other required features mentioned in the rules. However if you intend on this being a new engine for people to work with, it should be posted in the Tutorials & Resources once you have a release. I just need you to clarify this for me.
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Ah, I see. My apologies!
Well, both. It is open source, and I am currently designing the engine. Once the engine is complete, I will then work on an actual game, which will be separate from the engine source. I hope this helps? :\ |
Sounds like an interesting project. My game is also being developed in Python, it definitely is very awesome. Good luck!
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Update. Map Rendering. Yup. It works. :3 |
Cool dude I dont like python but I do like what you've done with it.. I'd like to see how far you get with this...
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Update. Map Editing. Yessir-- a map editor! :D I'm glad you like it! And I plan on going pretty far. :3 |
Why is the map & editor area so small?
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Pretty nice stuff you already have, I'm also a programmer and making a game in Java. I'm currently using Python as scripting language for it :p
Good luck with your project :) |
You beat me to this.... So I'm making a Text-Rpg engine instead.
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I can help with Ideas and Beta Test...
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I can help with some minor scripts, also shouldn't you be compiling save data/maps/ect? (I'm guessing your not doing that currently from the view only svn...
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Hum? I do have a sample map out right now, but thats' about it.
And I also work with knizz quite frequently. @Ho-oh 112 - May I see some of your python code samples? @pokemonpokemonpokemon59 -- I'll be sure to remember you once I reach that stage! Thanks! :) Update. Map Editor. The map editor is now pretty much complete. * Ignore that bug where the map got all glitchy at the end. I fixed it about 5 minutes after uploading the video. XD Controls: escape- if a map is loaded, the editor is closed and you are returned to the editor up/down - moves cursor on the menu r - enter resize-mode u - decrease height |
Right, here is a sample:
Code:
(just a few days before this thread was posted) in anycase, I can also convert arrays into strings/vice versa and then compile/decompile them using a custom-made compiler I'm working on... EDIT: lol, forgot about Java... |
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I like the new map editor and options you've added. Very nice. @ Ho-oh That doesn't really prove anything, that could have been copied and pasted from somewhere. With all you extensive knowledge why aren't you learning a language like C or C++? Because Python is not widely used in the game development industry. Infact the only games made with Python worth mentioning are Battlefield2 and 1942 and Civ IV. However with your current knowledge you could be making money making websites if your as good as you say you are. I honestly dont believe you. |
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Yeah I could but don't feel like it BECAUSE I'M HORRIBLE WITH GRAPHICS, I can't even make a simple .png file that looks almost close to horrible.... So doing that isn't worth it.... with my HTML knowledge I could make a simple text-only based website but I'm too lazy to start my own project from scratch and I'd prefer working as a co-programer/minor scripter rather than taking a whole project of which I might abandon fast.... (like the poke-essentials online I wanted to make....) So that answers both, as of my Scripting knowledge I got bored and read those books from my basement. (except RGSS which I learned from rpgmaker XP) |
Would you mind pasting the contents of 'turtle.py' ? Or is that a module I just don't know about?
I'm looking to see if you understand core concepts of OOP or not. My colleague ( for lack of better wording ) is very strict ( as well as knowledgeable ) about programming. He also maintains some of the code, just not as much as I do. So if you're going to work, you should be able to write code that he's not going to change. @KingCharizard -- Try not putting him down so harshly. You're points are entirely valid, but it's not best to make assumptions. You can't judge a book by it's cover, and there's nothing more risky than a mind left un-opened. You'll do well to remember that. -- Thanks for the feedback, guys! Right now I'm re-adjusting my map-rendering code because the code I had written was bad OOP. Therefor, I ran into problems with the design-flow when I introduced my map editor. I have fixed it -- mostly. I'm encountering some issues with positioning, but otherwise things are all well. :) I'll go ahead and commit for now. :o |
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Also looking at the source code it's a decent start. However, It'll need more organization as things grow. |
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Turtle comes with Python 3.2 (I'll paste them if they arn't in the lib folder) In anycase Turtle allows easy graphics drawing. EDIT: For me it's located here: Python Root/Lib/turtledemo/ IF You are talking about the turtle.py it's in: Python Root/Lib/turtle.py |
Update. Minor Changes & A Bug. So the minor changes: Camera-adjustment is fixed and working for the game-play. It's smoother now. The bug: NPC-movement. |
Update. Camera Sync And NPC movement. Annnd another update for the night! |
Looks pretty good. The NPC looks really jittery, and the player isn't quite centred, though.
Also, the menu animation is really really slow. Speed it up a bit! |
Update. NPCs moving! Quote:
Basically, NPC Movement is complete! The NPCs move randomly, simple enough. I don't plan on adding 'tracks' or whatever to what the NPC's do. Anyways, their names are also randomly selected ( Nerds have their list of names, Ace's have their list of names, so forth ). Collision prevention works just as it should as well. :) OH- also, I fixed NPC movement so that the position is updated before the walking animation begins, that way changing directions doesn't move you back if you were in the middle of a step. C: |
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Update. Minor Details. Quote:
changing this: Code:
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From now on, you can follow my progress ( the to-do list ) here. Job Oppurtunity! Roster View. I need somebody who can do pixel-art and is graphically oriented! Here's what your task is: Design a roster-view screen. If you're not entirely sure what I mean... Spoiler:
Here are the requirements:
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Still a small problem I saw, you sprite wasn't on the same y path as the cpu (View in video at: 0:50) your sprite is a little bit more down...
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Update. Roster View. Quote:
This is a temporary holder for the roster-viewer. As I'm not graphically talented outside of CSS, this is the best I could do. I would greatly appreciate somebody making a new one for me. :) |
Update. Animation. I haven't been working much on it lately, but here's a small update for you guys! :) *I have a new wifi-card now, so I uploaded this one in 1080p just because I can. :D Unfortunately, youtube changed it to only be 480p. :( |
I'm impressed with how far this has come already. However you still have much to do. Also why are you using so little of the window, when its size is about 400x400. For testing purposes?
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-- As of right now, I'm strictly developing an engine -- not a game. When I'm done with this, I plan to make a thread [ or ask a mod to move this one ] into the resources section. It will have a map editor, and a script editor. Of course, the option to add plugins is there as well since this is Python -- so plugins is just a matter of this: Code:
I'm not sure if I'll make my own game or not, to be entirely honest. :P |
Well another engine is a good thing. Oh and Python looks really easy to use and learn, as a C programer that kinda annoys me...
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Oooh. I just noticed this, but I'm seeing some very excellent stuff going on here :p
Skimming through the videos its cool to see your engine's growth! And reading the first post it sounds like you encountered the same conundrum I did: rom hacking has gotten boring. It's much more fun to have COMPLETE control over a game and it's engine (Hence what I've been doing for the past 4 months) Now for some questions: - Is python a managed language, does it run in a virtual machine or is it an un-managed one? I ask because I've only rarely encountered python (mostly with Blender) - It looks like python is object-oriented? - Is this using a software renderer or some sort of hardware acceleration? ie OpenGL (not that it would be needed for most uses, but for things like effects) Again this is looking very cool, I'll be sure to keep checking on this :) -Best of luck! |
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Python is designed to be entirely OOP, if I understand correctly. However, you can do things functionally or as you would in C. It uses pygame 1.9.2, I believe. That is a port of SDL. Which can be hardware accelerated, but I don't think it usually is. So in essence, I'm not entirely certain. |
Well, I have experience with pixels, if you know what I mean. I'll help you out there, but give me an idea of what i'm shooting for; style, colors, anything in particular?
Oh, and clarify this for me? "The sprite area needs to be 96x96 The icon area needs to be 32x32 480x320 resolution." |
The sprite area -- this holds the Pokemon's actual sprite, which is 96x96 pixels.
The icon area -- holds the Pokemon's icon, which is 32x32 pixels The total design needs to be 480x320 pixels in size. A clean, modern style would be preferable. Perhaps inspired by windows Phones / windows metro UI ? You're the artist here, so feel free to take artistic license, but I think I answered your questions. :) |
I think I'll be having a run at the graphics for this as well (Just GUI, no spriting as I suck at it). Is there any limit on the colors used (Like there is in hacking, I mean, with the whole 256 colors)?
Anyways, I'll post when/if I have something. I like the project btw, and I'm a fan of Python. ;x |
Ah it seems I misunderstood =/. I Pretty Much reworked the entire image I took from your post^^. I'll modify it, so no worries. Gives me a chance to correct any mistakes. Btw, Ooka, what are you working on, just so we don't end up working on the same things?
ALSO. I have an idea, but i'm not sure how much work would be required. We enlarge the slots for viewing pokemon in your roster and allow for a larger sprite to be placed there, perhaps the sprite from the pokedex entry? That could be a nice touch. |
Well, I planned on just doing the party selection for now, and if it's accepted I would move on to other things in the same sort of style. It's probably best if we each do them all, just because consistency is very key in any sort of designing.
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Aaaandhere is my second version. Its just a png, I have the full psd with layers in front of me. http://wyndarl.deviantart.com/art/Pokemon-Roster-Screen-Demo-V2-296496728 |
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The only thing you can't do is alpha-transparency. [ use RGB(255,0,255) for an index color ] Quote:
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http://pixelpinch.com/wp-content/uploads/2011/11/Metro-UI-Demo-PSD.png Notice that the borders aren't dark -- much lighter and less noticable -- simply solid colors with highlights around the borders. |
http://wyndarl.deviantart.com/art/Pokemon-Roster-Screen-Demo-V3-296637626
How about something like this? I'm open to suggestions. |
Another excellent update-- especially as far as the borders are concerned. I also like the 'active' highlight that you have.
Perhaps removing the drop shadow, and gradients on the boxes, and replaced with a bright solid bg color? |
I can do that. If I don't go to sleep you'll see it up soon.
But now the question remains, what color for the slots? |
http://i.imgur.com/ErrcH.png
I tried to go for the whole Metro feel, I can't really say how well it worked, so let me know what you think. |
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-- You've both shown abilities in design, so you're both welcome as official designers. Do you think you'll be able to collaborate, or will I need to choose one? |
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If the shape is there I should have seen it...guess I'll go look again >_< I'm not a prideful person so I'd be happy to help if you need me, regardless of collaboration or not. |
Sure, it'd be great if you took both of us. :)
Here's the PSD for that btw: http://www.mediafire.com/?jpt38l182ev2pbx Oh, and yeah, just the rectangle took in Phosothop is all. Each slot I used a 10px radius then 5px radius on the HP bars. (I used transparency in the .PSD, but you can get around it when you slice the images out) |
Update. Roster View. WUAHOO! I prettier roster-view ( don't mind the pink on the corners. I'll 'shop that part out ). But, give a welcome to the first graphic team member: Ooka! Don't mind the fact that the fade freaks out on you. Just a detail. ;) I'll fix it. later. yup. @Ooka- I've tried to fix up the graphics, but I didn't do very well. :\ Do you want me to add you to the commiters list, so that you can manually edit the pictures yourself? I'm afraid I've already ruined it somehow. 3: Also, next design task: Individual summary screen, in the same style as the roster-overview! :D |
The ideas you want to put into this game sound so awesome.
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You want to help? GREAT! (: Here's a team I need as of now:
ideas person beta tester graphics manager.. |
Yeah! More progress!
Looking good. Don't you just love the whole Magenta transparency thing, lol Can you use 32bpp alpha blending? (not that you may ever need it) Programming interfaces is always fun, so many different scenarios you have to consider :P As always, keep up the good work! |
I'm sure I could. I prefer to avoid that, however. Editors that support that tend to have ridiculously long start-up times( Photoshop ) and what-not. Allthough, as It turns out I may have to end up just dealing with that problem. :\
Thanks for the encouraging words! :D @DarkCreations: For the Graphic manager, I'd have to see some proof-of-concept. ( website design, something that shows you can either produce or co-ordinate graphics ) As for beta-testing, PM me. |
Full Metal, I know you like the Metro feel, but I want to post another idea on here that I've got.
Oh, and any chance I could go for Graphic manager also? Here's a web design I'm working on atm: http://i.imgur.com/wbc3M.png Here's the concept: http://i.imgur.com/xMlii.png Update: http://i.imgur.com/1mYQy.png |
This is also a very nice design, if I may say so! ( also, I like that web-layout! )
Currently, you are accepted as graphic manager, and you'll be in charge of recruiting for graphics, as well as the lead designer. Tell me what you're trying to create, and I'll try and model it out with the code! (: |
@ooka
I like that design too.. |
Here's a little diagram I made to help me work out the different levels of "People" on the map.
Warning: HUGE Image Spoiler:
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Dunno about anyone else, but your image is broken for me..
I have a question is Python similar to Java, I been working with Java Recently and I'm just curious |
Super sorry about not being able to finish this man. My job has been keeping me super busy and I just don't have the time. Anyways, here's the .PSD, if you find anyone good with Photoshop feel free to have them use the PSD to create other screens, and if I do find the time I'll try to contribute some time:
http://www.mediafire.com/?1f6c6uusodtptcz |
Update. Roster View. Ooka has given me another excellent PSD design! ( Thank you! ). When I got it, I decided to re-factor a little bit of code in the bg as well. Now the RosterView and SummaryView will have access to all the same information. ( Meaning, you use the left/right keys to change between pokemon while in an individual view -- up/down will scroll the information kinda like a web-page ). |
Update. Code Re-Structure Time! Well, I decided to remove map-rendering for the time-being. Why? It introduced terrible terrible code into my program design and broke my object modals. Until the menu is completely functional, I'm not going to worry about map-rendering. Once I have that stuff done, rendering maps should be easier, and I will feel better about myself. (: If Ooka or TrackerXNinjaX would whip up a bag design, that would be terrific! Same resolution, and preferably try to match a similar theme with the Roster View. Consistency in design is a good thing. If you have better icons for the menu ( 32x32 ) those are also welcome. Feedback? Did anybody else notice the icons rotating? :3 |
I've been watching this for some time, and would like to let you know that this looks awesome. I have never used python, but this might inspire me to. Awesome work. I'd love to see where this goes
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Um if you're still looking for help, I can help with ideas and beta testing. Also, I'm going to be learning coding, so, if it's ok, I'd like to observe the coding process.
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Well, a beta tester would be good, actually. Sometimes there are bugs that I miss, and not spending the time looking for them myself would be nice.
Have you installed TortoiseSVN? If not, do so. Next, create a folder somewhere convenient to access. Right click -> SVN Checkout A dialog box should appear. Under the "URL of repository" paste this url: http://fm-py-pk.googlecode.com/svn/trunk/ Push "okay" and you will begin downloading the current source. Anytime you see me post an update up here, right click the folder->SVN Update *Warning* There are TONS of files for Pokemon data, sprites, etc. It WILL take a while to download everything. |
This is one of the coolest things I've ever seen. I'm a Pokemon lover and an active Python user. I don't know how advanced the coding is, but if it isn't too complicated, I'd be happy to help. I can't wait to see more!
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Given this thread had been dead for two years before you revived it, I imagine this project is long since dead.
Thread closed. |
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