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PokeSharp is a Pokemon engine written in C# using the XNA framework for rendering. The engine has been in development for quite some time however no in-game related things have been programmed yet, only the Map Editor has been worked on so far. However, Alot of the stuff written for the Map Editor will be reused for the Engine itself.
Purpose
The engine is being made to replace Pokemon Essentials. It will allow for a much better experience. Whenever I play a RPG maker based pokemon game, it alway feels weird and not like the original games and this is what I am trying to change in my Engine. The Map Editor is built for fast development and has only a small learning curve.
Cost
The engine will be absolutely free. I am 15 years old and doing this alone and completely out of free will, donations are greatly appreciated. Those who donate 5$ and up will have some sort of honorable mentions, I don't know yet. Perhaps a special rank on the forum when we have one or access to new builds of the engine and upcoming features.
Features
Engine Features:
- Day Night cycles with customizable colors
- C# Game component scripting
- Dynamically generated shadows for entities
- User-friendly easy to make events with all flow control statements
- Striving to make the engine feels EXACTLY like you were playing the real games, unlike with RPG Maker XP
Game Editor Features:
- All-in-one game editor, edit everything in it from maps to items to moves
- Import your own tilesets and entities
- Logic tile C# scripts
- Definable default project to load when the editor is opened
- 16 Layers of tiles
- Built-In script editor with syntax highlighting
FAQ
Q: What language is it written in? Does it use any framework?
A: C#, XNA framework
Q: What will it cost?
A: Free, will take donations
Q: How long have you been programming for?
A: Almost 2 years now. Started with Java and moved to C# about 2 months ago. C# is much more powerful. Screw Java. Java sucks. (for games at least...)
Q: What are your plans with regards to functions the future game developers will have once this engine is released? Rudimentary functions such as adding NPC's, giving Pokemon, giving items, etc. are expected but to which detail are you looking to giving default functions and actions for the developer to use?
A: Everything that has been done in Pokemon games from Pokemon Red to Pokemon Black and White 2 should be hopefully doable, whether it be an actual integrated feature of the engine or something you will have to code yourself with a LUA script.
Q: Will it be ported to the Xbox 360 seeing as it uses the XNA framework?
A: I don't think so. If yes, you will not be able to create projects on it, you will have to make them on the computer then submit them to a marketplace or something like that then it will be downloadable on the Xbox.
Looks pretty good so far. Don't think there have ever been any successful Pokémon Engines yet so if this makes the cut that would be great, keep up the good work and good luck.
Looks interesting.
I'm glad you chose to do it in C# instead of Java. ;)
It's surely gonna be much better and more user friendly =) (Opinion as someone who pretty much hates Java xD)
This looks incredibly promising, and from somebody who has witnessed a friend try to re-create a map editor from scratch in XNA I bet there's a lot of work that has been put into this already. I really like the fact that this works through C#. I've only just recently learnt C# language and even more recently familiarised myself with XNA - therefore I know how powerful it can be!
I do have a question, however: what are your plans with regards to functions the future game developers will have once this engine is released? Rudimentary functions such as adding NPC's, giving Pokemon, giving items, etc. are expected but to which detail are you looking to giving default functions and actions for the developer to use? A planned list will be nice, and some people who are prominent at XNA could even help you to write them up, allowing for a quicker build overall. I do believe that the more functions you add, the merrier!
After almost 3 weeks of not giving any update, here is what I have been doing!
In response to Serene Grace above, I will give enough options to make a full game that mimics for example Fire Red or Emerald but i'm not sure about custom scripts that are ran on runtime and add full new functionalities and I have no idea how I would implement them.
Your editor looks great! I usually use Tiled, the opensource tilemap editor but you cant beat one you've made for really fitting your needs. C# is hard to beat for making tools fast!
Seeing your preview of a map editor is making me rather excited haha.
Will this be compatible with the Xbox XNA as well, or just the PC version? Seeing as I have an indie license, I wouldn't mind trying it on the Xbox once you have an initial release.
I doubt it will but who knows. You could download games from a marketplace i would make or something I assume. I doubt I would port the map editor to xbox though.
Will this be compatible with the Xbox XNA as well, or just the PC version? Seeing as I have an indie license, I wouldn't mind trying it on the Xbox once you have an initial release.
You necessarily don't have to make a Pokémon game out of a Pokémon engine. Since it's all open-source (I think), you can always adapt it in various ways. But I think it's feasible, because from what I'm seeing, the map editor is part of windows and not part of the actual game executable, am I correct?