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Project Catch 'Em All (Read 783273 times)

Started by Ryon, September 12, 2013, 02:52:20 am
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Re: Project Catch 'Em All
#421  October 01, 2014, 01:33:47 pm
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There's not a lot of consistency between the stages. Compare Thunder Meadow and Sewer.

Oh, I want a diagram. I fucking love diagrams.
Re: Project Catch 'Em All
#422  October 01, 2014, 01:58:00 pm
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I wouldn't mind being part of the Development Team for this project, but I wouldn't know where to begin or what to do. Maybe you can fill me in by a PM or something.

As for stages, is there some sort of sprite standard to follow? I've noticed that most of the stages seem to stick with the Pokemon style of simple colours and bright sprite styles.
Great to hear! I have to set some things up first. At first the dev team was only Ryon and myself, but I'm going to move the project to my BitBucket account and give you instructions on the development process that is most suited for a situation like ours. I'll be providing this to you via PM today after work. I wrote up a tutorial (that might need slight revising) for my Beta Testers in NZCR who use the same thing. It should be fine, but do you have any experience with using Git? It's okay if you don't. The tutorial I wrote will cover it. It just helps if you already know it. :P

As far as stages go, there is no real standard other than keep it simple. Nothing really too elaborate. Actually, a lot of the stages need top bound fixes and other things.

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Re: Project Catch 'Em All
#423  October 01, 2014, 02:13:25 pm
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I also would be glad, if I could be officially part of the Development Team as well. I'm a big fan of the POKéMON games since POKéMON Red Edition, which was one of the very first games I have ever played, and even on an actual Gameboy Advance (the other first game is Super Mario Land).
Well...that, and I'm contributing as well.
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Re: Project Catch 'Em All
#424  October 01, 2014, 03:27:11 pm
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I also would be glad, if I could be officially part of the Development Team as well. I'm a big fan of the POKéMON games since POKéMON Red Edition, which was one of the very first games I have ever played, and even on an actual Gameboy Advance (the other first game is Super Mario Land).
Well...that, and I'm contributing as well.

Well alright, but it's going to get really technical, lol XD. As long as that doesn't bother you then I say it's fine.

Both you and TxPot should look at this and read through it: http://git-scm.com/doc. This is the documentation on Git. My tutorial will cover the process, but not so much the details behind each action.

Edit: Don't worry about downloading any programs for managing Git repos either. I have that covered and one that will be covered in the tutorial.

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Re: Project Catch 'Em All
#425  October 03, 2014, 04:25:49 am
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Yes the stages are different cause they come from different generations of games, pokemon doesn't have much artwork from places, but the idea is to adapt or approach the available resources to not edit or use things from other games, or at least that is what I try to do. :P
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Re: Project Catch 'Em All
#426  October 03, 2014, 11:49:25 am
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Just in case someone missed this:
In other news, I already gathered a a small list of moves, which Togetic can use through Metronome. It isn't finished yet, but I already have decided that it will be one move from every type. Question marks mean that I haven't decided on a move from that type, so I would like your opinion that.
Anyway, here is the list:
Substitute (Normal)
Ember (Fire)
Whirlpool (Water)
Bullet Seed (Grass)
Infestation (Bug)
Aurora Beam (Ice)
Thunder Shock (Electritrc)
Sky Uppercut (Fighting)
Rock Throw (Rock)
Earth Quake(Ground)
Wing Attack (Flying)
Sludge Bomb (Poison)
Psycho Shift/Psybeam/Synchronoise/Psywave (Psychic)
Shadow Sneak (Ghost)
Twister (Dragon)
Night Slash (Dark)
Flash Cannon (Steel)
Moonlight/Dazzling Gleam (Fairy)

Green=finished
Yellow=mostly finished, but needs some sounds and/or finetuning
Red=barely started
Brown=not completely sure about that choice
I still need help deciding. Please somebody help me decide, which attack I should use as a representant for the types with unknown representants. This is needed for Togetic's Metronome. Thanks in advance!
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Last Edit: October 21, 2014, 07:25:46 pm by Trinitronity
Re: Project Catch 'Em All
#427  October 03, 2014, 02:59:26 pm
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I still need help deciding. Please somebody help me decide, which attack I should use as a representant for the types with unknown representants. This is needed for Togetic's Metronome. Thanks in advance!
I'm pretty horrible with this kind of stuff, but for Dark you could use Shadow Ball since that's on the weak side. You don't want anything too OP in that list. Also, you should know that the Fairy Type hasn't been implemented. I think Clefable is a Normal type in PCEA.

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Re: Project Catch 'Em All
#428  October 03, 2014, 04:08:12 pm
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Fairy-type is there on the weakness/resistances chart, just not properly done.
I made Clefable Fairy on my game :)

P.S. Shadow Ball is Ghost-type ;)
Dark Pulse might work, or Night Slash.

Oh, I want a diagram. I fucking love diagrams.
Re: Project Catch 'Em All
#429  October 03, 2014, 04:18:22 pm
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Thanks for the suggestions.
I guess Night Slash will work best, since Critical Hits became part of the system, although I still need instructions from Txpot as to where the hell he got the Critical Hit Ratio values from.
Also, I guess I'll just check Bulbapedia for the rest, because I don't feel like grabbing my DS right now.

EDIT:
Substitute (Normal)
Ember (Fire)
Whirlpool (Water)
Bullet Seed (Grass)
Infestation/Fury Cutter (Bug)
Aurora Beam (Ice)
Thunder Shock (Electritrc)
Sky Uppercut (Fighting)
Rock Throw (Rock)
Earth Quake(Ground)
Wing Attack (Flying)
Sludge Bomb (Poison)
Psycho Shift/Psybeam/Synchronoise/Psywave (Psychic)
Shadow Sneak (Ghost)
Twister (Dragon)
Night Slash (Dark)
Flash Cannon (Steel)
Dazzling Gleam (Fairy)

Green=finished
Yellow=mostly finished, but needs some sounds and/or finetuning
Red=barely started
Brown=not completely sure about that choice
Here is the new list.
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Last Edit: October 04, 2014, 04:54:40 pm by Trinitronity
Re: Project Catch 'Em All
#430  October 03, 2014, 04:30:19 pm
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Fairy-type is there on the weakness/resistances chart, just not properly done.
I made Clefable Fairy on my game :)

P.S. Shadow Ball is Ghost-type ;)
Dark Pulse might work, or Night Slash.

LOL, I'm a mess. I knew that disclaimer would be warranted. XD

In any case, I would have to be looking at the moves to really give any valid advice. There are probably others who are WAY more into Pokemon than I.

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Re: Project Catch 'Em All
#431  October 04, 2014, 01:02:36 pm
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As far as stages go, there is no real standard other than keep it simple. Nothing really too elaborate. Actually, a lot of the stages need top bound fixes and other things.
Yes the stages are different cause they come from different generations of games, pokemon doesn't have much artwork from places, but the idea is to adapt or approach the available resources to not edit or use things from other games, or at least that is what I try to do. :P

Alright then. At least that's something to work with, although it seems like those Adventure Quest stages I had in mind might not do with the current sprites.

EDIT:
Spoiler, click to toggle visibilty
Here is the new list.

Metronome is always going to be a situational move, so the best way to approach this is to use moves that can work in any situation, although you have done well on that. Anyway, Dazzling Gleam will work best for Fairy due to personality and looks of the pokemon.

What's with the text in black? Are those moves you haven't begun to code yet?

I guess Night Slash will work best, since Critical Hits became part of the system, although I still need instructions from Txpot as to where the hell he got the Critical Hit Ratio values from.

Bulbapedia's website has something about critical hits: http://bulbapedia.bulbagarden.net/wiki/Critical_hit
Basically, it has 5 levels between 0 and +4, with each level representing the chance of critical hits. My code uses the increments of levels and the double damage from Generation 2, while using the Random trigger to simulate the chance.
0 = 1/16 (6.25% chance, random <= 62)
+1 = 1/8 (12.5%, random <= 125)
+2 = 1/4 (25%, random <= 249)
+3 = 1/3 (33%, random <= 333)
+4 = 1/2 (50%, random <= 499)

Note that everyone starts at 0, and random goes from 0 to 999. I've only chosen +1 boosts for everything to try and balance it out, so my Honchkrow can only get a maximum critical boost of +2 under Night Slash and Super Luck.

Also, as far as I remember, Samus is meant to be super slim, enough to be flexible and morph into a ball inside her suit. You gave her a huge ass that makes it impossible to imagine it being done.
Last Edit: October 04, 2014, 01:20:22 pm by Txpot
Re: Project Catch 'Em All
#432  October 04, 2014, 04:30:32 pm
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EDIT:
Spoiler, click to toggle visibilty
Here is the new list.

Metronome is always going to be a situational move, so the best way to approach this is to use moves that can work in any situation, although you have done well on that. Anyway, Dazzling Gleam will work best for Fairy due to personality and looks of the pokemon.

What's with the text in black? Are those moves you haven't begun to code yet?
Ah, thanks. Dazzling Gleam it is then.
And yeah, black text means that I have no content made regarding that attack.
Substitute is currently used as a filler attack and will be coded last, mainly because of Substitute being Substitute.
Twister has got Togetic's attack animation (although it is very crudely done because of lack of actual spinning sprites).
Thunder Shock also has got Togetic's attack animation, but I haven't found an FX, that could fit Thunder Shock without looking too much like Thunder Wave.
Whirlpool also has got Togetic's attack animation, but I also haven't found an FX for that attack yet.
Night Slash now basically has got all the needed sprites there, so I will code Night Slash next (my Night Slash looks different from your Honchkrow's Night Slash, but it should function almost the same).
I guess Night Slash will work best, since Critical Hits became part of the system, although I still need instructions from Txpot as to where the hell he got the Critical Hit Ratio values from.

Bulbapedia's website has something about critical hits: http://bulbapedia.bulbagarden.net/wiki/Critical_hit
Basically, it has 5 levels between 0 and +4, with each level representing the chance of critical hits. My code uses the increments of levels and the double damage from Generation 2, while using the Random trigger to simulate the chance.
0 = 1/16 (6.25% chance, random <= 62)
+1 = 1/8 (12.5%, random <= 125)
+2 = 1/4 (25%, random <= 249)
+3 = 1/3 (33%, random <= 333)
+4 = 1/2 (50%, random <= 499)

Note that everyone starts at 0, and random goes from 0 to 999. I've only chosen +1 boosts for everything to try and balance it out, so my Honchkrow can only get a maximum critical boost of +2 under Night Slash and Super Luck.
Ah, okay. Thanks. Then, I guess the default Critical Hit Ratio is the one between 0 and +2 (have guessed them by looking at the ratios of your Shuckle).

Also, I might choose Fury Cutter instead of Infestation, because Infestation seems to be in terms of functions just a bug version of Whirlpool, but I'm still not 100% sure.

EDIT: Okay, I have now finished a lot from Night Slash. The only big thing left is coding in the mist effect.
I basically have a big mist sprite (512x152), which has got the + in its center. What I want to do that the mist sprite moves slowly to a side, but without seeing that the sprite is cut off. In other words, I'm trying to use tiling outside of stage creation. What should I do?
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Last Edit: October 04, 2014, 05:36:42 pm by Trinitronity
Re: Project Catch 'Em All
#433  October 04, 2014, 05:21:35 pm
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The red/blue forest stage is updated!

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Re: Project Catch 'Em All
#434  October 04, 2014, 06:29:05 pm
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Thunder Shock also has got Togetic's attack animation, but I haven't found an FX, that could fit Thunder Shock without looking too much like Thunder Wave.
I'd say to take the Electric sprites from either Pikachu's Thunderbolt or Electrode's Spark from their files, but you may want a different one for it instead just so you're not replicating an attack in its entirely.

Ah, okay. Thanks. Then, I guess the default Critical Hit Ratio is the one between 0 and +2 (have guessed them by looking at the ratios of your Shuckle).
Oh yeah, the A.I code. The AI gets a 25% chance of Critical as standard (+2) as I thought it was the easiest way to replicate the cheapness of Battle Tower/Maison/Subway/Frontier. If you don't mind copy-pasting code, then take what you need.

EDIT: Okay, I have now finished a lot from Night Slash. The only big thing left is coding in the mist effect.
I basically have a big mist sprite (512x152), which has got the + in its center. What I want to do that the mist sprite moves slowly to a side, but without seeing that the sprite is cut off. In other words, I'm trying to use tiling outside of stage creation. What should I do?
I can think of two ways to get the job done on that one:

1. If you're using a helper for the mist, and the helper IS the mist that's moving, you summon multiple helpers at the same time for the mist depending on how fast you want it to go, spreadding them out using "pos". Then you set the velocity of each one so that they all move in unison, and check to see if they're linked together properly. You may want to mess around with the positions a bit as it can get fiddly, but don't copy this code without editing part of it for your preference.
Spoiler, click to toggle visibilty

2. If the helper spawns Explods of mist, then you have this one helper summon multiple Explods at the same time for the mist in the same way as Helper, but using "Vel" to set the velocities of the Explod.
Spoiler, click to toggle visibilty

Also, as far as I remember, Samus is meant to be super slim, enough to be flexible and morph into a ball inside her suit. You gave her a huge ass that makes it impossible to imagine it being done.
Re: Project Catch 'Em All
#435  October 04, 2014, 10:38:54 pm
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Re: Project Catch 'Em All
#436  October 05, 2014, 01:29:41 am
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Thanks, I'll upload my stages later. Now I'll try to do these twoo:



Are like the same linear style from the previous generation intros.
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Re: Project Catch 'Em All
#437  October 05, 2014, 03:12:15 am
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Nicely done!



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Re: Project Catch 'Em All
#438  October 05, 2014, 03:29:45 am
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^ Gorgeous! :)
Chilling
Re: Project Catch 'Em All
#439  October 05, 2014, 10:17:35 am
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Agreed. Those are excellent additions. :D

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Re: Project Catch 'Em All
#440  October 05, 2014, 05:08:07 pm
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EDIT: Okay, I have now finished a lot from Night Slash. The only big thing left is coding in the mist effect.
I basically have a big mist sprite (512x152), which has got the + in its center. What I want to do that the mist sprite moves slowly to a side, but without seeing that the sprite is cut off. In other words, I'm trying to use tiling outside of stage creation. What should I do?
I can think of two ways to get the job done on that one:

1. If you're using a helper for the mist, and the helper IS the mist that's moving, you summon multiple helpers at the same time for the mist depending on how fast you want it to go, spreadding them out using "pos". Then you set the velocity of each one so that they all move in unison, and check to see if they're linked together properly. You may want to mess around with the positions a bit as it can get fiddly, but don't copy this code without editing part of it for your preference.
Spoiler, click to toggle visibilty

2. If the helper spawns Explods of mist, then you have this one helper summon multiple Explods at the same time for the mist in the same way as Helper, but using "Vel" to set the velocities of the Explod.
Spoiler, click to toggle visibilty
That's the only way?
Man, that reminds me of how I coded a super for a character and had to use a shit-ton of helpers, just so the hitbox of the diagonal spinning lasers could work properly. -_-
Man, that wasn't very pretty and it required everyone to increase the helper limit in the mugen.CFG file, so I would really like to not do such a thing again unless there is no other way around.

Also, I would like it, if we could continue most of our conversation through PM, because in my current situation, posting in threads is a real chore.
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Last Edit: October 05, 2014, 05:47:37 pm by Trinitronity