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KingCoin

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  1. Another thing I forgot to mention was that you may actually need to press G to toggle godmode in order walk through walls to get between some zones. I never properly added some warp points to get between them.
  2. Some of you may remember this thread about my work on a procedurally generated pokemon fangame named Pokemon Safari. I eventually stopped working on the game for a few reasons, the main one was that I was too busy with my college classes at the time and I needed to work on something that I could make a living off of. Another reason was that I had attempted to add a new feature to the terrain generation and I inadvertently broke the terrain generation completely and after not looking at the code for weeks, I forgot what I did so it became way to hard to fix so I lost motivation. Anyways, I was thinking about new projects I could work on that would give me experience that would look good on my resume for my next job and in the process, I stumbled upon an old workspace on one of my hard drives which actually had a backup of the source code for pokemon safari on it from before I busted everything with the terrain generation! I fired it up and it had a few glaringly obvious bugs that made it unplayable but I decided to fix those core issues to at least get it to a point where you could run around the procedurally generated world and see the state of the game. I've felt bad about basically abandoning this project for a while now and I figured the least I could do was get it to a playable state and upload it for people to mess around with and get some closure. This version does not include my cliff generation code so the world is frankly kind of bland compared to how it was before I connected the individually generated routes and towns and consolidated them into one huge interconnected world. That being said, I'm sorry to say that I will probably not be continuing with the development of the game. The primary reason for this is that I don't own the rights to pokemon so I could never sell the game to make back any of the money I spend on development. I've also become a lot more experienced with software development over the years and there's a ton of things I would do differently if I was to continue work on this game. I would write it in a completely different programming language for starters. I don't want to come across as greedy and only in it for the money, I'm passionate about making games but I just feel that if I'm going to spend thousands of hours developing a great game, I should make something original that people would be willing to pay for and could cover some of my living expenses. If I was wealthy enough to be retired already and money wasn't an issue, I'd be happy to spend more time on passion projects like this one because it's a lot of fun. If enough interest is expressed, I will consider adding more core features(like saving or the PC) or I may consider releasing some of the source code. You can download the game with this link: DOWNLOAD The game was written in java so you will need to download a JRE if you haven't installed java. If you've played Minecraft, you most likely have java installed already. Another thing of note is that the shinies in pokemon safari have procedurally generated sprites and each one is unique. They occur at the normal 1/8192 rate. Run the game by doing the following: Open Command Prompt. Navigate to the folder with your PokemonSafari.jar file using the cd command (you would type cd "C:\Users\YourUsername\Downloads" for example if you saved it to your downloads folder on your C drive) Launch Pokemon Safari by typing Java -jar PokemonSafari.jar 15530 The 15530 number in the above command is specifying the seed for world generation, it's just a random number I came up with while writing this, if you want to generate a different world, change the number to any other number. If you don't specify a number, a random seed will be used. You can launch the game without specifying a seed (it will use a random one) by simply double clicking the jar file. Here are the controls as far as I can remember, there may be some I don't remember that you could find via experimentation: Arrow keys to move C to accept X to cancel G to enter godmode M to open the map If you have any questions, comments, thoughts, or concerns, leave a comment and let me know. I'd love to see if people are still interested in this project. Please keep in mind that the entire engine for pokemon safari was written by me from nothing so I had to personally implement every little mechanic including the game rendering system so that's why a lot of things that may seem like basic things to have in a pokemon game were not implemented yet.
  3. Here you guy guys, many hours of coding later: Content Added variations to the “stepped on grass” animation for each biome type. It is now possible to capture wild pokemon by throwing pokeballs at them. If you have 6 pokemon with you it sends them to the PC. If the PC is full the caught pokemon will be deleted and the player will be informed that they were set free because there was no room left in the PC. Added support for entering and leaving buildings. You can now enter Poke Centers. Added the ability to enter the professor’s lab in the starting town. (Recent code has broken this building and entering it will crash the game after the door closes behind you) Added animations for the doors opening/closing on buildings when entered. Buildings feel lonely because nobody lives inside them and there is almost no furniture inside yet. Added support for intractable furniture inside buildings (This includes things like bookshelves or trash cans). In the future this furniture will be generated inside appropriate buildings by the terrain generator. It is now possible to encounter wild pokemon in the grass inside areas that contain towns. The possible grass based encounters in an area are now only shown while you’re standing in the grass in the area. Bug Fixes Fixed a crash caused by the move Roar having no assigned type. Fixed a bug which made it impossible to encounter Pokémon while walking in grass. Fixed a bug which caused the tile animation from stepping on grass to never stop after it had been started. Fixed various crashes relating to Missingno in the event that something breaks or a player cheats and obtains one. Fixed the game freezing after throwing a pokeball at a wild pokemon. Fixed a bug when entering buildings which caused the door to open for the player, slam shut in their face, then after the player had phased through it, it would suddenly be open, then close again before they loaded into the building. Fixed a bug which caused the player to continue walking forward when entering the door to a building which resulted in them climbing over the roof of the building to get in. Fixed a bug which allowed the player to open the main menu while in the middle of a battle. Fixed a bug which allowed the player to have more than six pokemon with them at a time. Any additional pokemon weren’t accessible. This means that if your first six pokemon fainted, it would be impossible to select the seventh and you would never be teleported to town for running out of usable pokemon so you would not be able to progress or leave the battle without closing the game. Fixed a bug where the amount of an item in your bag did not decrease when you used that item. Other The game window is now located in the center of your primary monitor’s screen when you launch it. (Previously it opened at the top left corner of your leftmost monitor)
  4. Thanks, I'll be graduating after christmas The game will get a release when it's ready. As I said before, I want it to be in a good playable state before I release it. It would be bad if people tried an early version that was full of bugs, decided they didn't like it, then gave up on it before it was ever finished.
  5. I took a break from development when life got busy but I started working on this project again a few days ago. Progress is being made I'll post a list of changes when I get a significant enough amount of progress.
  6. The first release will have gen 1-3. Starters haven't been decided yet but it will be a choice between fire/water/grass like it is in the original games. I'm considering letting the player choose an egg which hatches into a random starter of known type at the start of the game.
  7. I've been developing Pokemon Safari in java without any preexisting tools. It's more work but it allows me to add any features I want without limitations. If you want any tips on that I'd be happy to help
  8. I'll be able to make the procedural shinies generate a lot better if I remove the possibility of finding normal cannon shinies. Are there any opinions on the complete removal of cannon shinies? It would fix this bug:
  9. I've been working on a new feature. Procedurally generated shinies! They can be almost any color you can think of. As of right now there is a 50/50 chance of getting a procedural shiny instead of a cannon shiny. Procedural shinies have blue sparkles while cannon shinies have yellow. If anyone has any recommendations regarding the new procedurally generated variants I'd love to hear them.
  10. I had some time to work on the game today so here's the progress report: Fixed a display bug that's been in the game for a long time. Areas that are adjacent to the current area yet still on the screen now move at the same time as the current area. Tree tops now also move at the correct time when the player moves. Fixed a bug which caused the player's walking animation to be 8x faster than intended. Fixed a bug which allowed a player to select slots in their party which had no pokemon after their lead pokemon had feinted in a battle. Fixed a bug which allowed the player to move left or right while viewing the menu. Fixed a bug which caused the "stepping on grass" animation to not move with the camera as the player moved. Fixed a bug which caused the "stepping on grass" animation to loop forever instead of ending shortly after the player moved onto a grass tile. Implemented custom encounterable species list for the "graveyard" biome. Added backgrounds to battles which match the biome the battle takes place in. (You no longer see a green field when you enter battle in a desert for example) Added critical hit mechanics to battles. Moves which have a high critical hit chance are now more likely to critically hit. Improved support for increased zoom. The game will probably be more zoomed in than it was in prior screenshots, this change is being made in order to increase the difficulty of exploring areas/navigating mazes as well as to reduce the complexity required to create convincing procedurally generated zone transitions.
  11. I appreciate you taking the time to write such a detailed post. I believe I know how to fix this but I can't do it until I have some more free time. In the meantime I suggest either replacing the buggy textures with the originals or using the solution I posted on my initial post in the thread.
  12. That's strange. My recommended fix is to use the program on a fresh rejuvenation copy's graphics folder, then copy the output of that into your graphics folder and replace whatever is already inside it. The program couldn't have done this so you probably accidentally pasted an extra folder in or something.
  13. That's actually how it should look. The files that couldn't be changed are just files that were already "HD". It doesn't change things if it can't improve them.
  14. Could you be a little more specific about how it's stopping? Does it say something in the terminal? Which file is it stopping on? I'll do my best to help you figure this out.
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