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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



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