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Full Metal February 19th, 2012 6:09 PM

Python Pokemon!
 



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!
  • Maps have random amounts of trainers in random spots, but still the option is there for statically placed trainers.
  • Trainers are randomly generated based on their class.
The game is also slightly more realistic!
  • NPC's will battle other NPC's and become stronger ( only during run-time, however. )
  • Rival battles will be based on your party.
  • Better battle system. A battle consists of 'rounds' -- each 'round' evaluates the speed of all the pokemon currently active. If A speed is 6, and B speed is 4, A has a 60%(6/(4+6)) chance of it being his turn; B has a 40% chance ( 4/(4+6) ). Whoever goes, looses one speed for that round. Then it is re-calculated. What all that means is: You can get more than one turn in a row! ( Similar to FFX if you've played it. )
  • You can sacrifice a turn for a little bit of rest. ( Restores a small amount of HP / PP )
  • Status effects will FADE over time. Eg: The damage from poison slowly gets smaller, and smaller until it's gone completely. Paralyzation's hold on your pokemon will flux from minimal, to maximum, to minimal again. Sleep is more realistic, and you actually regain a little bit of health / pp from it.
  • You CAN have multiple status inflictions at the same time.
  • Any and every item can be bought ( well. Any items that aren't KEY items, anyways )
  • Doors will actually be locked from time to time!
  • The pokemon center will not be instant. The ER is free, but it only restores up to half of your Pokemon's stats, and cures status-inflictions. The main area will not be free. ( You only get into the ER by loosing a battle, btw ). When using the pokemon center, you have to withdraw a new party from your PC or you can pay to rent a few pokemon while yours recover.
  • You don't carry silly outdated paper money! Your trainer-card is wired strait into your bank account! You can go into debt with this, but bare in mind interest does accumulate, and eventually you will no longer be able to buy things until you pay your interest and debts, if you let it get to that point.
  • Badges are now special types of emblems. All emblems belong on your trainer card.
  • YOU have a class( Ace Trainer, Beauty, Cool Trainer, etc )
  • YOU have to eat to maintain YOUR OWN health ( maybe. I'm debating on this one )


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:
  • Ideas person. ( Please, keep things realistic and reasonable... :l )
  • Beta-tester
  • Co-programmer, perhaps?
LATER, the team I will need:
  • Scripter
  • Mapper
  • Graphics Manager
  • Co-Storyline writer.
  • Beta-testers.


Credits.

Here's a list of awesome people! Thanks for your help guys! :)
  • Pedro - Support Images
  • Veekun - Sprite Collage of all the Pokemon -- even generation 5! Also, his database has been a HUGE help.
  • Knizz - Help and support in coding
  • Agent Geo - The very first Beta tester!
  • Kyledove - Tiles. See his "Fresh Beginnings" maps. :)



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.



Ravecat February 20th, 2012 4:51 PM

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.

seeker February 20th, 2012 5:23 PM

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.

Full Metal February 20th, 2012 7:06 PM

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? :\

Spira February 21st, 2012 3:49 PM

Sounds like an interesting project. My game is also being developed in Python, it definitely is very awesome. Good luck!

Full Metal February 26th, 2012 2:30 PM


Update.

Map Rendering.

Yup. It works. :3


KingCharizard February 27th, 2012 8:48 AM

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...

Full Metal February 27th, 2012 4:26 PM


Update.

Map Editing.

Yessir-- a map editor! :D
I'm glad you like it!
And I plan on going pretty far. :3


KingCharizard February 28th, 2012 2:15 PM

Why is the map & editor area so small?

Xavier_PokeNation February 29th, 2012 6:41 AM

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 :)

Ho-oh 112 March 2nd, 2012 8:42 AM

You beat me to this.... So I'm making a Text-Rpg engine instead.

pokemonpokemonpokemon59 March 3rd, 2012 2:40 PM

I can help with Ideas and Beta Test...

Ho-oh 112 March 3rd, 2012 5:24 PM

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...

Full Metal March 3rd, 2012 5:54 PM

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
Menu:

up/down - moves cursor on the menu
enter - select item

Editor:

r - enter resize-mode
left-click: set tile ( as long as the cursor is inside the map)
right-click: select tile( if the cursor is inside the map)
left-click: select tile ( if the cursor is in the palette of tiles on the right side)
up/down/left/right key: pan the map -- this may be replaced with mouse kinetics. push the mouse wheel in your web browser to see what I mean.
resize mode:

u - decrease height
j - increase height
l - increase width
k - decrease width
enter - accept changes



Ho-oh 112 March 4th, 2012 7:27 AM

Right, here is a sample:

Code:

from turtle import *
def up():
    print("You pressed Up!")
def down():
    print("You pressed Down!")
def left():
    print("You pressed Left!")
def right():
    print("You pressed Right!")
def main():
    onkey(up, "Up")
    listen()
    onkey(down, "Down")
    listen()
    onkey(left, "Left")
    listen()
    onkey(right, "Right")
    listen()

main()
mainloop()


not the best, but it's something also I do have rgss/php/lua/HTML/javascript knowledge and script in them well I've only started python a few weeks ago
(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...

KingCharizard March 4th, 2012 10:25 AM

Quote:

Originally Posted by Ho-oh 112 (Post 7072192)
Right, here is a sample:

Code:

from turtle import *
def up():
    print("You pressed Up!")
def down():
    print("You pressed Down!")
def left():
    print("You pressed Left!")
def right():
    print("You pressed Right!")
def main():
    onkey(up, "Up")
    listen()
    onkey(down, "Down")
    listen()
    onkey(left, "Left")
    listen()
    onkey(right, "Right")
    listen()

main()
mainloop()


not the best, but it's something also I do have rgss/php/lua/HTML/javascript knowledge and script in them well I've only started python a few weeks ago
(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...

@Metal
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.

Ho-oh 112 March 4th, 2012 6:42 PM

Quote:

Originally Posted by KingCharizard (Post 7072432)
@ 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.


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)

Full Metal March 4th, 2012 7:09 PM

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

Spira March 4th, 2012 9:16 PM

Quote:

Originally Posted by KingCharizard (Post 7072432)
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.

Actually Eve Online uses Python and they are pretty big.

Also looking at the source code it's a decent start. However, It'll need more organization as things grow.

Ho-oh 112 March 5th, 2012 6:56 AM

Quote:

Originally Posted by Full Metal (Post 7072786)
Would you mind pasting the contents of 'turtle.py' ? Or is that a module I just don't know about?


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

Full Metal March 8th, 2012 4:57 PM


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.


Full Metal March 10th, 2012 7:32 PM


Update.

Camera Sync And NPC movement.

Annnd another update for the night!




Awkward Squirtle March 11th, 2012 2:32 PM

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!

Full Metal March 17th, 2012 8:04 AM


Update.

NPCs moving!

Quote:

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!
The player is as close to centered as he's going to get. His (0,0) pixel is at the center, if that counts? And I'm not entirely sure why it's so jittery, but I'm trying to figure it out. :\



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:



KingCharizard March 18th, 2012 5:38 PM

Quote:

And I'm not entirely sure why it's so jittery, but I'm trying to figure it out.
it could be the animation sheet your using. one sprite could be placed higher or is taller than the other..

Full Metal March 19th, 2012 11:13 AM


Update.

Minor Details.

Quote:

Originally Posted by KingCharizard
it could be the animation sheet your using. one sprite could be placed higher or is taller than the other..



changing this:
Code:

[self.open_menu,self.map,self.npc_exec,self.sync_cam,self.npc_paint]


to this:
Code:

[self.open_menu,self.npc_exec,self.sync_cam,self.map,self.npc_paint]


fixed the NPC's from bouncing around all the time. A minor update, but a nice one. Also, I sped up the menu animation! :)

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...


Here are the requirements:
  • Done in a .PSD format or other file format that supports layers ( This will help both of us )
  • It must have an area to display everything on the reference image ( above )
  • The sprite area needs to be 96x96
  • The icon area needs to be 32x32
  • You can designate animations, but don't bother making a gif. Just designate a reasonably simple animation ( fades/slides/etc ) via text when you submit
  • Please don't make a duplicate of any of the other games, please. :)
  • Don't bother with creating spots for empty pokemon at the over-view ( where you see all the pokemon's icons / names / hp / etc )-- That's a big reason why the layers is a requirement.
  • Remember to make a design for when something is highlighed and when something is not highlighted if it makes sense to ( again, see the reference image ).
  • 480x320 resolution. :)
*Subject to change. I realize there's lots of them, but none of them are too difficult.


Ho-oh 112 March 20th, 2012 6:58 AM

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...

Full Metal March 21st, 2012 4:06 PM


Update.

Roster View.

Quote:

Originally Posted by Ho-oh 112 (Post 7091768)
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...

;) I fixed that about 10 minutes after recording the video




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. :)



Full Metal March 27th, 2012 5:01 PM


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. :(


KingCharizard March 28th, 2012 5:36 AM

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?

Full Metal March 28th, 2012 1:19 PM

Quote:

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?
Quote:

For testing purposes?
Correct. :)
-- 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:

import * from fm_py_pk

class NewVersion(OldVersion):
  #override the old class methods here

class NewGame(PyPokemon):
  def __init__(self):
    PyPokemon.__init__(self)
    self.tasks=[NewVersion]


or something. Or if you really wanted, you could just edit fm_py_pk.py directly! ( But that's all assuming you want to change the engine or add on to it ).

I'm not sure if I'll make my own game or not, to be entirely honest. :P

KingCharizard March 29th, 2012 4:26 AM

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...

link12552 April 6th, 2012 11:56 AM

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!

Full Metal April 11th, 2012 5:56 PM

Quote:

Originally Posted by link12552 (Post 7117782)
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!

Quote:

Originally Posted by link12552 (Post 7117782)
Again this is looking very cool, I'll be sure to keep checking on this :)
-Best of luck!

Thank you! (:

Quote:

Originally Posted by link12552 (Post 7117782)
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)

In a nutshell, exactly. :P

Quote:

Originally Posted by link12552 (Post 7117782)
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)

Python is managed, entirely. It's objects are allocated similarly to C#. A variable holds a reference to objects ( save for micro types like integers ). To delete an object, set all of it's references to None ( equivalent to NULL )

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.

TrackerXNinjaX April 13th, 2012 6:06 PM

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."

Full Metal April 15th, 2012 2:58 PM

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. :)

Ooka April 15th, 2012 5:30 PM

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

TrackerXNinjaX April 15th, 2012 11:20 PM

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.

Ooka April 16th, 2012 12:13 PM

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.

TrackerXNinjaX April 16th, 2012 12:17 PM

Quote:

Originally Posted by Ooka (Post 7134947)
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.

Hmmm...you may be right there. Either way, a selection of which scheme in game you want is possible. As long as Full Metal agrees. Everyone would be happy^^
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

Full Metal April 16th, 2012 3:18 PM

Quote:

Originally Posted by Ooka (Post 7133828)
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

Nope, no color limits! :D
The only thing you can't do is alpha-transparency. [ use RGB(255,0,255) for an index color ]

Quote:

Originally Posted by TrackerXNinjaX (Post 7134142)
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.

Hum. Perhaps that would be a good idea, considering the relatively large screen resolution.

Quote:

Originally Posted by Ooka (Post 7134947)
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.

Sounds very good, and I like the way you think.

Quote:

Originally Posted by TrackerXNinjaX (Post 7134949)
Hmmm...you may be right there. Either way, a selection of which scheme in game you want is possible. As long as Full Metal agrees. Everyone would be happy^^
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

Hum. I like the concept and background, however the box behind the pokemon-slots could use improvement. I'm not too fond of the border.

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.

TrackerXNinjaX April 17th, 2012 11:14 AM

http://wyndarl.deviantart.com/art/Pokemon-Roster-Screen-Demo-V3-296637626
How about something like this? I'm open to suggestions.

Full Metal April 17th, 2012 1:03 PM

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?

TrackerXNinjaX April 17th, 2012 1:22 PM

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?

Ooka April 17th, 2012 8:06 PM

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.

TrackerXNinjaX April 18th, 2012 12:32 AM

Quote:

Originally Posted by Ooka (Post 7137044)
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.

Fuuuu I like it more than mine. I was afraid to step out into particular colors because some people might not like the particular color. How did you make the boxes rounded btw?

Full Metal April 18th, 2012 3:55 AM

Quote:

Originally Posted by Ooka (Post 7137044)
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.

Excellent, I don't think I could have asked for better!

Quote:

Originally Posted by TrackerXNinjaX (Post 7137313)
Fuuuu I like it more than mine. I was afraid to step out into particular colors because some people might not like the particular color. How did you make the boxes rounded btw?

I would guess he used the rounded-rectangle shape. b:

-- 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?

TrackerXNinjaX April 18th, 2012 11:27 AM

Quote:

Originally Posted by Full Metal (Post 7137441)


Excellent, I don't think I could have asked for better!



I would guess he used the rounded-rectangle shape. b:


-- 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?

I'll say, he really pulled off the metro look.
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.

Ooka April 18th, 2012 2:01 PM

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)

Full Metal April 29th, 2012 5:32 PM


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


Deadrocks April 29th, 2012 7:18 PM

The ideas you want to put into this game sound so awesome.

DarkCreations April 30th, 2012 4:05 AM

"
You want to help? GREAT! (:
Here's a team I need as of now:
  • Ideas person. ( Please, keep things realistic and reasonable... :l )
  • Beta-tester
  • Co-programmer, perhaps?
LATER, the team I will need:
  • Scripter
  • Mapper
  • Graphics Manager
  • Co-Storyline writer.
  • Beta-testers. "
i would like to apply for any of these three
ideas person
beta tester
graphics manager..


link12552 April 30th, 2012 4:39 PM

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!

Full Metal May 1st, 2012 2:48 PM

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.

Ooka May 2nd, 2012 11:02 AM

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

Full Metal May 2nd, 2012 5:51 PM

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! (:

KingCharizard May 5th, 2012 8:51 AM

@ooka
I like that design too..

Full Metal May 28th, 2012 4:48 PM

Here's a little diagram I made to help me work out the different levels of "People" on the map.
Warning: HUGE Image

KingCharizard May 30th, 2012 10:41 PM

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

Ooka June 1st, 2012 3:06 AM

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

Full Metal June 3rd, 2012 8:37 PM


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 ).


Full Metal June 11th, 2012 8:06 PM


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



Rayd12smitty June 12th, 2012 12:52 PM

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

Lake Rodary June 18th, 2012 6:08 AM

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.

Full Metal June 18th, 2012 8:02 AM

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.

Brighton Solrock July 4th, 2014 9:13 AM

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!

Maruno July 4th, 2014 3:07 PM

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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