KingCoin Posted February 15, 2017 Author Share Posted February 15, 2017 13 hours ago, DemICE said: also when people say they want somehting, don't add it till very late game, because 90% of what people ask, is broken OP shit xD It will be a bit of a balancing act to try to give people what they want but also keep the game balanced and rewarding. I'm sure that some people would like me to boost the shiny encounter rate for example however I won't because I think that makes it less rewarding and less memorable when you finally do encounter a shiny. Quote Link to comment Share on other sites More sharing options...
KingCoin Posted February 15, 2017 Author Share Posted February 15, 2017 (edited) Removed a double post. It's looking like I'll have no homework today so there might be another update in the near future. Edited February 15, 2017 by KingCoin Attempted to remove double post Quote Link to comment Share on other sites More sharing options...
KingCoin Posted February 16, 2017 Author Share Posted February 16, 2017 Added the following pokemon to the game: Wurmple Silcoon Beautifly Cascoon Dustox Lotad Lombre Ludicolo Quote Link to comment Share on other sites More sharing options...
KingCoin Posted February 18, 2017 Author Share Posted February 18, 2017 I've been working on a very important game mechanic. It probably won't sound very impressive when I announce what it is but it has been a lot of work to perfect. Hopefully I can get it mostly finished tomorrow and move on to something more exciting. Quote Link to comment Share on other sites More sharing options...
KingCoin Posted February 19, 2017 Author Share Posted February 19, 2017 I made some more progress on it today however it is still incomplete. Quote Link to comment Share on other sites More sharing options...
KingCoin Posted February 20, 2017 Author Share Posted February 20, 2017 Added the following: Added 16 types of pokeballs to the game. Added(created) basic animations for some of the pokeballs in the game (spinning when thrown, opening when it reaches the pokemon, sucking up the pokemon, closing, falling to the ground, shaking). It is now possible to open your inventory in a battle and use a pokeball if you have one available. Temporarily changed the default catch rate for all pokemon to 100 instead of 0. This prevents all types of pokeballs from behaving like a masterball when used on any pokemon regardless of species or status conditions. It is now possible to catch the wild pokemon you encounter. Pokemon safari uses the exact same mechanics for determining if you catch a pokemon as the official games use. Quote Link to comment Share on other sites More sharing options...
KingCoin Posted February 27, 2017 Author Share Posted February 27, 2017 (edited) I've been quite busy with classes and career related stuff lately so I wasn't able to make much progress unfortunately. I like to keep things rolling though so here's a little progress at least: Added the ability to interact with NPCs and Wandering Pokemon, this currently does nothing but will eventually cause them to talk to you or attack you. Added Seedot to the game. Added Nuzleaf to the game. Edited February 27, 2017 by KingCoin Quote Link to comment Share on other sites More sharing options...
U-M Posted February 28, 2017 Share Posted February 28, 2017 Lot's of great progress since I last checked! Nice work! Quote Link to comment Share on other sites More sharing options...
KingCoin Posted March 2, 2017 Author Share Posted March 2, 2017 On 2/28/2017 at 0:03 PM, U-M said: Lot's of great progress since I last checked! Nice work! Thanks! Quote Link to comment Share on other sites More sharing options...
KingCoin Posted March 21, 2017 Author Share Posted March 21, 2017 Interacting with wandering pokemon now causes you to enter a battle with them. Quote Link to comment Share on other sites More sharing options...
KingCoin Posted March 23, 2017 Author Share Posted March 23, 2017 Fixed a bug which allowed the player to move 9x faster than intended. Fixed a bug that caused the player's view distance to improperly scale with the size of the game window allowing them to see tiles being generated at the edges of the screen while moving. Quote Link to comment Share on other sites More sharing options...
PokeFailure Posted March 24, 2017 Share Posted March 24, 2017 On 3/22/2017 at 8:57 PM, KingCoin said: Fixed a bug which allowed the player to move 9x faster than intended. Fixed a bug that caused the player's view distance to improperly scale with the size of the game window allowing them to see tiles being generated at the edges of the screen while moving. Some call running like the Flash a bug, I call it a feature. Quote Link to comment Share on other sites More sharing options...
KingCoin Posted March 30, 2017 Author Share Posted March 30, 2017 On 3/24/2017 at 4:24 AM, PokeFailure said: Some call running like the Flash a bug, I call it a feature. It actually made testing a lot faster I've started the process of adding sound to the game. I've never worked with sound before so I'm sure there will be a bit of a learning curve involved. Quote Link to comment Share on other sites More sharing options...
DemICE Posted March 30, 2017 Share Posted March 30, 2017 May we hope that there will not be just the generic pokemon music in there ? Quote Link to comment Share on other sites More sharing options...
KingCoin Posted March 31, 2017 Author Share Posted March 31, 2017 (edited) 9 hours ago, DemICE said: May we hope that there will not be just the generic pokemon music in there ? By default it will be generic pokemon music. I don't have any talent for creating custom music so unless someone volunteers or gives permission to use their custom music we're stuck with the generic stuff. I'd like to add functionality for custom "Sound packs" eventually if I get time to implement it. Edited March 31, 2017 by KingCoin Quote Link to comment Share on other sites More sharing options...
DemICE Posted March 31, 2017 Share Posted March 31, 2017 7 hours ago, KingCoin said: By default it will be generic pokemon music. I don't have any talent for creating custom music so unless someone volunteers or gives permission to use their custom music we're stuck with the generic stuff. I'd like to add functionality for custom "Sound packs" eventually if I get time to implement it. What is easier than creating your own music tho is getting permission to use tracks from YouTube users that make awesome stuff. I can suggest a couple Quote Link to comment Share on other sites More sharing options...
Scottieboy2020 Posted April 1, 2017 Share Posted April 1, 2017 If you use No Copyright Sounds (NCS) it's literally just that... lots of people use them for intros to their videos and stuff, you'd just need to find a way to leave a link/reference. That way, you have a TON of music that could probably go pretty well in a pokemon game. But perhaps that's just me thinking. Just trying to help! Quote Link to comment Share on other sites More sharing options...
KingCoin Posted April 6, 2017 Author Share Posted April 6, 2017 On 3/31/2017 at 3:52 AM, DemICE said: What is easier than creating your own music tho is getting permission to use tracks from YouTube users that make awesome stuff. I can suggest a couple On 3/31/2017 at 9:15 PM, Scottieboy2020 said: If you use No Copyright Sounds (NCS) it's literally just that... lots of people use them for intros to their videos and stuff, you'd just need to find a way to leave a link/reference. That way, you have a TON of music that could probably go pretty well in a pokemon game. But perhaps that's just me thinking. Just trying to help! Thanks for the advice! I'll look into it when I get a chance. Final exams are coming up at university so unfortunately I can't accomplish much else in the near future. (Next couple weeks) I'm looking forward to having more time to work on this after this semester ends. Quote Link to comment Share on other sites More sharing options...
KingCoin Posted April 12, 2017 Author Share Posted April 12, 2017 Fixed a bug that allowed the player to walk through trees without collision. Wandering pokemon now despawn from the overworld when you enter a battle with them. Improved the game's FPS. Quote Link to comment Share on other sites More sharing options...
CheezBallz Posted June 22, 2017 Share Posted June 22, 2017 Is this still being worked on bc I'm really excited to play it if/when it comes out. Quote Link to comment Share on other sites More sharing options...
KingCoin Posted June 28, 2017 Author Share Posted June 28, 2017 On 6/22/2017 at 4:54 PM, CheezBallz said: Is this still being worked on bc I'm really excited to play it if/when it comes out. I still fully intend to finish this project however I have an actual job that pays me to code now for the summer so unfortunately I don't have as much time to work on it as I would like. I feel bad about the lack of recent updates and I wish I had less other responsibilities. I'd like to make it up to those of you who've been waiting all this time but I haven't thought of a good way to do it yet. All I can really do ATM is assure you that I will not abandon this game and I'll try to make time to work on it ASAP. If I felt the current version was playable I'd let you try it out however I don't want people to try it when it's still really buggy, decide they don't like it, and never give it a chance when it's actually finished. Quote Link to comment Share on other sites More sharing options...
DemICE Posted June 29, 2017 Share Posted June 29, 2017 How did the exams go, friend? I'm happy that u got a well-paying job. Do not worry about releasing it early. It is better to have a quality experience at a later time than something sloppy earlier than it should. Quote Link to comment Share on other sites More sharing options...
KingCoin Posted June 30, 2017 Author Share Posted June 30, 2017 (edited) 5 hours ago, DemICE said: How did the exams go, friend? I'm happy that u got a well-paying job. Do not worry about releasing it early. It is better to have a quality experience at a later time than something sloppy earlier than it should. Exams went well. Thanks for asking! I'd like to announce an opportunity for people to help me accelerate development! Like other pokemon games, it will be possible to find NPC's who offer to trade pokemon not otherwise available nearby throughout the game. I need 3 unique possible nicknames for every species/evolutionary variant of pokemon that already has been added to pokemon safari (ID 1-273 in the National Pokedex). I was going to do this myself and I still can if necessary however I think that this is a good opportunity for future players to contribute something of their own to the game. If people help me with creative tasks like this which don't require my level of programming experience it frees up my time to work on other more critical game mechanics and as a result will help get the game released earlier. IMPORTANT: The names you come up with need to be the sort of names you would expect to see in an official game and not break immersion. A Charmander named Torch is fine, naming him 420blazeit is not fine and names like this won't be added to the game. The general format I'd like you to provide this information in is like this: ID: name1, name2, name3 ID: name1, name2, name3 ID: name1, name2, name3 ... This is also a bit of an experiment for me. If I get a decent amount of participation from people then I'll be posting more opportunities like this in the future and you can expect to see an earlier release date for beta If nobody offers any help then I'll be a bit disappointed and probably won't be offering things like this again. I'd also appreciate if any of you could tell me if you think it would be better to post things like this as seperate forum posts or keep them as burried thread replies like this post? Any help with this will be extremely appreciated because it will save me countless hours and allow me to work on other cool stuff like interesting terrain generation or possibly multiplayer, etc Also: Incase anyone's curious. I've written 23,493 lines of code for the game and it is using 2,726 different texture files so far, Not bad for a single developer! Edited June 30, 2017 by KingCoin Quote Link to comment Share on other sites More sharing options...
DemICE Posted June 30, 2017 Share Posted June 30, 2017 You'd preffer 3 sets of nicknames for every evolutionary member of a line? or just 3 nicknames for the basic form? Quote Link to comment Share on other sites More sharing options...
KingCoin Posted June 30, 2017 Author Share Posted June 30, 2017 6 hours ago, DemICE said: You'd preffer 3 sets of nicknames for every evolutionary member of a line? or just 3 nicknames for the basic form? Every evolutionary member. That means 3 for Omanyte and 3 for Omastar. Quote Link to comment Share on other sites More sharing options...
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