|
Fangame Showcase Working on a Homebrew project of some kind? Come and show it off! |
![]() |
|
Thread Tools | Display Modes |
![]() |
#51 |
Junior Trainer
![]() Join Date: Jun 2010
Posts: 74
![]() |
![]()
I meant that there is just data for the Pokemon as far as I can tell.
__________________
Pokemon Game Editor download! |
![]() |
![]() |
Sponsored Links |
![]() |
#52 |
Glory To Arstotzka
![]() Join Date: May 2012
Location: Scotland
Posts: 85
![]() |
![]()
Sorry guys, I've been really busy with University coursework and my honours project so development on this has taken a major back seat.
I plan to add Gen 4 and 5 items where they are necessary. EG, new evolution items, the EV training items are already in, but not game specific stuff, you'll have to add that yourself. The Kalos Pokémon are partially implemented in the engine too, but some are missing base stats and sprites. Mega Evolution is NOT in the game, and I have no intention of adding it either. I could do with some help, however, in porting over the move effects and making battle scripts for the engine. Given the sheer number of moves, doing each of them by hand will be an excruciating process! If anyone's interested in helping me with those, speak to me on RHM or reply to me in this thread and we can discuss what needs to be done. I've built a lot of framework for the battle engine now, and fundamentally it is quite complete. There's a lot of stuff missing though. There's no bag support (primarily because I've not coded the bag in any way) and there's also no party screen (same reason as above).
__________________
I have nothing interesting to add |
![]() |
![]() |
![]() |
|
![]() |
#53 |
Glory To Arstotzka
![]() Join Date: May 2012
Location: Scotland
Posts: 85
![]() |
![]()
Sorry for the double post, but I just wanted to say that I've done some work on the Pokédex over the last couple of days. Only enough to have the weight based functions work though. But, for a bit of fun, I put in code to convert the metric values stored in ROM to imperial values for display. This is a setting that can be chosen by the player, so they can see the values in metric m and kg or imperial lbs and ft and inches.
![]()
__________________
I have nothing interesting to add |
![]() |
![]() |
![]() |
|
![]() |
#54 |
Newbie
Join Date: Apr 2015
Posts: 7
![]() |
![]()
I've just read this thread, and I'm very eager to see what will come of this.
Now I'm not a programmer in the slightest so if anything I say is inanely obvious I apologise. In terms of suggestions, the ability for as much easy customisation as possible, along with the ability to expand things without much trouble would be greatly appreciated. (Things such as battleground expansion, overworlds, palettes, extended pokédex, more that just either a male or female to play as, more bag slots etc) In terms of features, potentially some of the more modern feature such as swarm battles, other than that I am unaware of the newer features as I've not played the recent games. I posted an idea for ridable pokémon using an overworld with two palettes on pokecommunity to which you gave me an explanation as to why it is unfeasible to implement it in a hack (page 16 & 20, quick research and development). Would your engine be able to support something like this? |
![]() |
![]() |
![]() |
#55 | |||
Glory To Arstotzka
![]() Join Date: May 2012
Location: Scotland
Posts: 85
![]() |
![]() Quote:
Quote:
Quote:
__________________
I have nothing interesting to add |
|||
![]() |
![]() |
![]() |
#56 | |||||
Newbie
Join Date: Apr 2015
Posts: 7
![]() |
![]()
Here's the comments.
Quote:
Quote:
Quote:
Quote:
Quote:
|
|||||
![]() |
![]() |
![]() |
#57 |
Glory To Arstotzka
![]() Join Date: May 2012
Location: Scotland
Posts: 85
![]() |
![]()
Ah yes, I remember now. Thanks for that. Well, yes, this is something I'd ideally like to achieve with my engine since it gives that extra flexibility to the end users. I may not directly implement the system you want, but I'll do my best to make sure that it can be implemented fairly easily.
__________________
I have nothing interesting to add |
![]() |
![]() |
![]() |
#58 |
Newbie
Join Date: Apr 2015
Posts: 7
![]() |
![]()
Perfect. That's exactly what I was looking for, the ability for as much customisation as possible.
Has there been any progress on this recently? EDIT: How will the tiling system work for mapping, will it work exactly the same as gen III games, or will there be slight variations? Last edited by Slawter; 10th May 2015 at 08:53 PM. |
![]() |
![]() |
![]() |
#59 |
Horus/Seth/Black Charizard.
![]() ![]() Join Date: Apr 2010
Age: 25
Posts: 44
![]() |
![]()
First of all great project!
It would be great to have no limitations when creating a game in the GameFreak style ![]() In what language is the engine coded if I may ask? C? C++? Or? |
![]() |
![]() |
![]() |
#60 | |
Glory To Arstotzka
![]() Join Date: May 2012
Location: Scotland
Posts: 85
![]() |
![]()
Sadly no. I've not long finished university and I've been concentrating on writing my CV and developing my game instead of this. The fact that text rendering has broken too isn't helping.
Quote:
However, tile animations are very different and significantly easier to add than the vanilla gen 3 games. If you've ever used Lu-Ho's tile animation hack, it's very similar to that in this engine. It's written in C, although I am now starting to consider redoing it in C++ from scratch. C, while powerful, has a large number of issues for a project like this which I am having trouble getting around.
__________________
I have nothing interesting to add |
|
![]() |
![]() |
![]() |
Tags |
engine, homebrew, jambo51, pokemon |
Thread Tools | |
Display Modes | |
|
|