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Thread: Programming Checklist

  1. #41
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    Good news! I've figured out the basics of adding pokemon, trainers, and events. Even with faulty data, the system was stable enough to hold a simple battle:



    I still haven't tweaked the interface so the sprites are a bit small.

  2. #42
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    I noticed that. Great job, though! We do you expect a working program that has more or less all the basics completed? Like, character, NPC or two, wild pokemon or two, and working battles with correct size sprites?
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  3. #43
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    I'll have all of that stuff figured out shortly. Right now the game consists of a single room filled with NPCs.

  4. #44
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    A screenshot of progress is worth millions of words

    If we manage to resolve the sprite size issue, then we're pretty good to go!

  5. #45
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    Quote Originally Posted by ImmunityBow View Post
    A screenshot of progress is worth millions of words

  6. #46
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    What IB said, about the screenshot.
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  7. #47
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    Excellent. I'll get around to updating the battle backgrounds soon too and have those sent as well.

    I have stuff to do tonight but tomorrow I should be able to spend a few hours on the icons and the backgrounds.

    @Konrad, that's excellent. I will set up your FTP account tomorrow as well and send you the information. Are you familiar with FTP?

    @IB, one of these days I'm going to get you to curse. Or at least quote one. Thanks for the info.

  8. #48
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    Never used FTP before, but I'm sure I can figure it out. Looking it up on Wikipedia right now.

  9. #49
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    Quote Originally Posted by Konrad View Post
    Never used FTP before, but I'm sure I can figure it out. Looking it up on Wikipedia right now.
    When I send you the user info, I'll include a link to the FTP client I use and a quick rundown.

    Edit: Just realized I used excellent twice in my last post. Well, this is just all so excellent!

  10. #50
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    I started fiddling around with maps. It was a little confusing, but I eventually got the terrain to do what I wanted. I made a simple video showing what I've got done so far:



    The reason that the player doesn't exit the house is because I resized the map and didn't update the event, but otherwise entering and exiting buildings works. Kraklaw obviously isn't going to be the starter and you won't be able to catch Celsinge in the wild, but they served well for this testing.

    I did notice that I need cries and icons for pokemon, but none of that is urgent.

  11. #51
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    Oh god mate, that was great. I lol'd heartily at "it can punch stuff" and the Natu icon bobbing for Kraklaw.

    That's truly excellent progress. We actually do have some cries done. I will sort through them and email that as well. They're not posted on the site due to the logistics problem of getting a free/open source sound player that works across all browsers and with all sound formats. There's also the fact that I'm profoundly deaf (born that way) and have absolutely no way of testing it myself. Last time I got something going, I had to ask the users here if it worked and sounded right, etc.

    So needless to say, it's pretty complicated to get something in terms of sound on the site. Anyway, I'm getting the FTP info together now and I'll have that sent to you via PM then I will get to work on emailing the Pokemon cries we have.

    Icons I'll try to get to soon.

  12. #52
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    EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEE

    /shot

    Fanotter squealling aside, it looks GREAT! I am the resident cry-maker, if you didn't know, so I'll get those to you ASAP!

  13. #53
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    HHAHAHAHAHAHAHA!!!! AWESOMENESS!!!! All that needs work is pokemon sprite resizing, adn what you mentioned, and we're good to go!
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  14. #54
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    Yes! Progress! I feel motivated... must... get... creative juices flowing...

    Seriously, though, I'm impressed with how fast you're moving. Just smack me or something if you realize we don't have enough music. ;p
    Haven't checked out the Pokemon Topaz Soundtrack? Click HERE!

    Like my music and still want to hear more? Check out my compositions at IR's Music Corner!

  15. #55
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    Right, music is another thing altogether. I also have files for those. You want? I can make a 'dropbox' folder in /svn/ for us to share stuff.

    This one is a bit too large to e-mail. I have stuff like "Berry Obtained", "Evolving", "Elite Four Battle", etc.

    I bugged Irot recently to send me his stuff, need to do the same with STT.

  16. #56
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    A dropbox folder would be good, so we don't have to email each other every file.

  17. #57
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    :D

    Nothing else to add.

  18. #58
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    dropbox/irsoundtrack/ has two folders. First one is the stuff in MIDI format, second is mp3.

    Let us know if you need anything else. I'm downloading your rar and will uncompress then upload everything. I'm also about to bug STT for a complete compilation of his work, and make sure I have IR's latest stuff as well.

  19. #59
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    "It can punch things"

    This is the greatest quote I have ever seen.

  20. #60
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    Quote Originally Posted by ragingprimeape View Post
    "It can punch things"

    This is the greatest quote I have ever seen.
    An NPC should use it somewhere.

  21. #61
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    Quote Originally Posted by Cyndadile View Post
    An NPC should use it somewhere.
    You can count on almost every NPC having something worth listening to. I've already got a few good ideas, and maybe I'll start a topic about it.

  22. #62
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    Well, We have a topic somewhere buried underneath everything that was a list/suggestion thread for NPC Lines that we had already come up with. We had a lot of different possible trainer ones, and some NPCs that tell stories, or something that references another game, etc...
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  23. #63
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    I.e. Here: http://www.pokemontopaz.net/forums/s...wfull=1#post58

    It could give you an idea of how many NPCs there are in each area. They aren't set in stone or anything, but it's work we don't have to do.


  24. #64
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    I found an old topic with a lot of lines here. It has a lot of information, but I'll probably add a few lines of my own.

  25. #65
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    I laughed at Quinn's first post there. It brought back memories... of when I thought that he was unbearably annoying...

    Then the shiny polls brought it all back...

    By the way, those are both the same link.

  26. #66
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    I'll need to go through at some point and edit/add it some plot related ones. Just keep that in mind as the list is formed.


  27. #67
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    Time for an update!


    I can easily fix walking over the fences and fountain. Still need to set the encounters for route 201. Next up is Softwind City, Cranewing city, and the routes in between. Is that everywhere that the demo takes place?

  28. #68
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    I believe so, there's also Chartree forest between Softwind and Cranewing.

  29. #69
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    OK, I watched this last night but it seemed laggy. I couldn't tell if it was my internet, my computer, the video capture, or the game itself so I rebooted but was tired and forgot to watch again.

    I just checked it again and it seems the game did lag quite a bit? Is that due to your hardware or the game itself?

    Otherwise, good stuff.

  30. #70
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    When I was playing, it lagged frequently. It also did that when I tested the starter kit, so its either my hardware or its because I didn't make it into a single .exe file.

    EDIT: Turns out the lag has been a common problem since around April 2010 when the day/night system was overhauled. That may not be the only cause, however, so I'll keep trying to figure out how to improve performance.
    Last edited by Konrad; 03-30-11 at 03:51 AM.

  31. #71
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    Can we remove the system to reduce lag? Probably not but it was worth asking.

    If the game is going to lag like that even after it compiles, then that's not going to be good at all...

  32. #72
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    I tried disabling the system but it still lagged, so there's something else going on as well. It appears to happen after a certain number of frames.

  33. #73
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    Well, it's not a priority for the demo but it would be nice if you could try to track it down sometime.

  34. #74
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    We aren't very far along in terms of programming, so now is the best time to track down the bug. I'm going to try older versions of essentials until I get one that has no lag, then use the release notes to determine which new methods are slowing it down. It'll probably take a while, but I'd rather fix it now before we're too heavily invested in the current version.

    EDIT: The April 3rd version is much, much smoother. I will migrate all of the data to that version. I'd rather have fewer features than a lumpy game. I'll continue experimenting with adding more current data.
    Last edited by Konrad; 03-30-11 at 05:40 PM.

  35. #75
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    Have you compiled a copy yet? If it doesn't lag when compiled, it shouldn't really matter.

  36. #76
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    It doesn't appear to be a compiling thing. A whole mess of people using Poccil's kit are having the same problem.

    I've migrated all of the data to the older version. Everything is running smoothly, but I'll have to reset the terrain tags. I'm gonna update the first post with in a few minutes with a list of goals.

  37. #77
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    Just a quick update: Maps are all done. Most of the buggy terrain has been found and fixed, and anything else can be taken care of as its discovered. I'm going to intentionally leave the two-way ledges till after testing for easier navigation. Next on my list is getting some trainers in the game and implementing the new moves.

  38. #78
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    Good stuff man. Check dropbox/titlescreen/ for Title Screen graphics. One is normal, one is for demo/beta, one is for playtest versions. All have PSD versions included if you want to make changes.

    I dropped the necessary fonts in dropbox/titlescreen/fonts/ in case.

    Edit: I got your message on my wall. Thanks for letting me know.
    Last edited by zeroality; 03-31-11 at 12:13 PM.

  39. #79
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    Did you get the interiors of the gyms done?

  40. #80
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    Quote Originally Posted by Tyrannigon64 View Post
    Did you get the interiors of the gyms done?
    Not yet, but I do have the layouts you posted for when I do.

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