The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: Ryon on September 12, 2013, 02:52:20 am

Title: Project Catch 'Em All
Post by: Ryon on September 12, 2013, 02:52:20 am
Project Catch 'Em All

Welcome to our full game.
This is a Mugen project created by Alexei and Myself (Ryon).

Project Catch 'Em All is a mugen fighting game like no other. Imagine a mash up of the Final Fantasy Battle System, with the Pokemon Battle System, then throw in some mugen.

You end up with a Pokemon fighting game where all of your moves and attacks are based on ATB and range.

The idea for this game came from Ryon. Just imagining a pokemon character for mugen that couldn't move, but would only move based on what attacks the player selected from a in game menu. Majority of the coding comes from Alexei. His Genius in coding has made this idea come to life and he even helped expand the idea of the ATB guage.

Attack moves can clash. For instance, Bubble Beam vs. Flame Thrower, Or Hyper Beam vs. Hydro Pump. Everything can clash making for a more interesting battle. Recovery time is also included for moves such as Fly and Dig.

Included in the demo is 2 Stages, 6 Characters (3 Alexei, 3 Ryon), a Beta Screenpack and Lifebars.

What we are looking for are skilled stage creators and possible character coders who can follow our template for the engine.

Now your probably wondering Which pokemon you can add, Well to tell you the truth, you can't just add anyone you want. A wonderful sprite artist by the name of Joshr has sprited all of the pokemon sprites that we use. You can view his sprites here following this link. If you choose to do so you may create that character.

http://www.spriters-resource.com/submitter/JoshR691/

Alexei is doing all of the effects using After Effects. Unless you know how to use it or have fitting effects of your own, I would like to request we leave that to Alexei.

If you'd like to make a character or contribute something, then PM either Ryon or Алексей (Alexei) here, so we can view your request and get back to you with some info and details on proceeding.

[Title] - Temp
(http://www.mugenfreeforall.com/Gallery/upload/2013/09/11/20130911181916-7b8fd3f8.png)
[Select] - Temp
(http://www.mugenfreeforall.com/Gallery/upload/2013/09/11/20130911181914-a31d023f.png)
[Battle] - In Game
(http://www.mugenfreeforall.com/Gallery/upload/2013/09/11/20130911181913-e3d4a9f8.gif)
(http://www.mugenfreeforall.com/Gallery/upload/2013/09/11/20130911205140-f5ff3c05.png)

DOWNLOAD LINK
http://www.mediafire.com/download/f9o1ixpp421m1y2/Project_Catch_'Em_All_Demo_1.zip
 
PLEASE POST ANY FOUND ERRORS, AND GENERAL FEEDBACK HERE!
ITS NOT PERFECT BUT THIS IS A START TO SOMETHING GREAT.

DEVELOPER REFERENCE GUIDE
Please use this a reference and a guide on making characters compatible for this game.
Also please remember to make your characters WITHIN your downloaded version of the game, and PM myself or Alexei your work, So that we may add it to the offical game.

http://www.mediafire.com/download/ysl46564oojj3p1/PCEA_-_Developer_Reference.txt
Spoiler, click to toggle visibilty
Title: Re: Project Catch 'Em All
Post by: Aldo on September 12, 2013, 02:57:27 am
First of all, why are you talking in third person?? Second, this looks sexy as fuck. Love the idea :D Good luck with this.
Title: Re: Project Catch 'Em All
Post by: Ryon on September 12, 2013, 02:59:15 am
Not first person.

As a guy trying to throw a sales pitch.
I told some of my friends at work about this idea, and I explained it the same way.... except with more detail for them.. (none mugen players ya know)

THANK YOU.
Title: Re: Project Catch 'Em All
Post by: QuickFist on September 12, 2013, 03:02:55 am
This looks like an amazing project! I'll download the demo ASAP
Good luck on this Alexei and Ryon!
Title: Re: Project Catch 'Em All
Post by: Aldo on September 12, 2013, 03:04:08 am
Goddamnit, I meant third person :P wow this guy in Spriters Resource did a lot of pokes, almost the entire dex up to 5th generation is there.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 12, 2013, 03:06:16 am
And he's planning on making them all.... eventually. I think he's also speaking in the 3rd person because it's a collaborative project. It's as if we're both standing up there telling you. XD
Title: Re: Project Catch 'Em All
Post by: Agent DeadPool on September 12, 2013, 03:53:16 am
Where to start INCREDIBLE!!!!!!?? but I must ask how many pokemon you guys plan to do o.o? I love the gameplay mechanics liking the fact it resembles a real nostalgic pokemon game and when you actually use fly you dodge the attack AMAZING :D!!! Plan on doing anymore characters with the pokemon such as the female version of the boys or  any antagonist with their own legendaries? For instance N with zekrom or reshiram...
Title: Re: Project Catch 'Em All
Post by: Алексей on September 12, 2013, 03:57:22 am
Glad you like it. :) This is going to be one of those things that builds over time. We'll basically be making as many as we want to really build a good library here. That's not just us though. Anyone who wants can contribute by making a character for the game.

Like most things, it boils down to the sprites. If Joshr has made them, then they'll be advocates for the game. Unless of course, someone else makes sprites in the same or similar style.
Title: Re: Project Catch 'Em All
Post by: Ryon on September 12, 2013, 04:00:58 am
Sadly Joshr only made Red and Gold with the same style of sprites.

If someone made other trainers with the same style and animations (different poses of course)
That would be great.

Im sure you all enjoyed the boss. Thats major credit to Alexei.
Title: Re: Project Catch 'Em All
Post by: Agent DeadPool on September 12, 2013, 04:04:38 am
Well I can't stop playing quite yet until I USE EM ALL but I can understand hectic work not making any promises but i can attempt some spriting and coding I'll pm you guys some details when or IF i get the chance to.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 12, 2013, 04:08:12 am
Well as far as making them goes, there's a guide and format to follow. It's not that hard. Most of the heavy lifting is done already. :)
Title: Re: Project Catch 'Em All
Post by: QuickFist on September 12, 2013, 04:12:43 am
So you'll be making update patches every certain time?
Title: Re: Project Catch 'Em All
Post by: Алексей on September 12, 2013, 04:13:38 am
Yep, but not that frequently. I'd rather release a bunch of changes than just one every week or whatever.
Title: Re: Project Catch 'Em All
Post by: QuickFist on September 12, 2013, 04:24:33 am
Yeah, of course.
I just played it, this is some amazing stuff! I would have never imagined you could do a Pokemon game in Mugen, and be that good!
Man I can't wait to see other Pokemon like Pikachu, Charizard, Sceptile, Blaziken, etc...
Title: Re: Project Catch 'Em All
Post by: Insigniawarfare on September 12, 2013, 04:25:29 am
I get a Permission Denied when trying to download from mediafire because of copyright issue with one of the Pokemon songs you used.
Besides that game looks cool hope to try it if you plan to solve the download issue.

Edit: never mind now its allowing me to download sorry about that.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 12, 2013, 04:27:04 am
Our initial goal was to make each character unique and we're going to try to continue that as we make each character. Though, it'll be tough as we get more and more of the same types made and whatnot.

I get a Permission Denied when trying to download from mediafire because of copyright issue with one of the Pokemon songs you used.
Besides that game looks cool hope to try it if you plan to solve the download issue.

Edit: never mind now its allowing me to download sorry about that.

Ryon is hosting the download. I'll let him know if he doesn't see this right away.
Title: Re: Project Catch 'Em All
Post by: AlexSin on September 12, 2013, 05:22:56 pm
Why did I miss this? I have to try this out (even if I'm not a fan/fun of Pokèmon I enjoy the ATB concept put into this).
Title: Re: Project Catch 'Em All
Post by: Алексей on September 12, 2013, 05:26:11 pm
I understand. I'm not fan of Pokemon either. However, when Ryon presented the idea to me, I really liked what I heard, hence our collaboration. :)
Title: Re: Project Catch 'Em All
Post by: O Ilusionista on September 12, 2013, 05:26:24 pm
Amazing idea
Title: Re: Project Catch 'Em All
Post by: TRUEMicah on September 12, 2013, 06:16:42 pm
I love the mechanics of this game, this is awesome guys!
There are mechanics I feel that are too "generic" for a game like this (wall bounce and the hit counter to name a few) but overall this game is amazing.
Do you guys plan on adding an affinity system of some sort?  IE: Fire > Water, etc?

This definitely has potential to be one of the better things released within the community.
I can't wait to see future updates from you guys!  :sugoi:
Spoiler, click to toggle visibilty
Title: Re: Project Catch 'Em All
Post by: Ryūku Tsukuyomi on September 12, 2013, 06:21:49 pm
As you always you deliver an awesome work here bro. Nice job.
Title: Re: Project Catch 'Em All
Post by: ink on September 12, 2013, 06:24:17 pm
This is fantastic! Love how you have set everything up.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 12, 2013, 06:42:05 pm
I love the mechanics of this game, this is awesome guys!
There are mechanics I feel that are too "generic" for a game like this (wall bounce and the hit counter to name a few) but overall this game is amazing.
Do you guys plan on adding an affinity system of some sort?  IE: Fire > Water, etc?

This definitely has potential to be one of the better things released within the community.
I can't wait to see future updates from you guys!  :sugoi:
Spoiler, click to toggle visibilty
Thanks! To be honest, without the wall bounce, it felt too flat in terms of animation. Since hit frames are pretty much a single frame, I did all I could to liven things up, using code. :)
Yes, I do have plans to make an affinity system. Each move will have it's own affinity, as well as a base affinity per character.

The first update is going to have the affinity system. I actually wanted to put it in this beta, but I got held up with other things.
Yeah, Scyther is OP. I've been able to take down Mewtwo with him, but Mewtwo always punishes me as Skarmory. It's all about timing. XD


     Posted: September 12, 2013, 06:42:50 pm
This is fantastic! Love how you have set everything up.

Thanks! We plan on making it a lot better too. :)
Title: Re: Project Catch 'Em All
Post by: Omega on September 12, 2013, 09:54:29 pm
Excellent game project you guys. The system is really original and it's simple to use.

Are you guys also planning to have a few combination attacks?

Let's say you use Bubble Beam and when it's performing you combine it with another move or use it as a combo move.

You know it was like that in Pokemon for being more effective. Trainer says something like: "Use bubble beam...! and now use tackle!"
Title: Re: Project Catch 'Em All
Post by: Ryon on September 12, 2013, 11:20:29 pm
no we don't plan on that.

combo moves were never a thing in pokemon anyways. at least ... when i was watching (nothing past johto for me thanks)
Title: Re: Project Catch 'Em All
Post by: Berry on September 13, 2013, 12:06:54 am
Skarmory feels too safe. He can easily launch out his attacks, recharge time seems pretty fast, and fly's a pain to deal with, I used quick attack with Quilava to avoid it but by the time I came back he pretty much got his turn again and continued.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 13, 2013, 12:13:22 am
The thing with Fly is that if you interrupt him, he's got a huge recovery time deal with afterwards.

     Posted: September 13, 2013, 12:14:31 am
Excellent game project you guys. The system is really original and it's simple to use.

Are you guys also planning to have a few combination attacks?

Let's say you use Bubble Beam and when it's performing you combine it with another move or use it as a combo move.

You know it was like that in Pokemon for being more effective. Trainer says something like: "Use bubble beam...! and now use tackle!"

Nope. We're not going to do combination attacks. This was based off of the games, not so much the anime.
Title: Re: Project Catch 'Em All
Post by: ferretsshadow on September 13, 2013, 05:19:59 am
this is so good that I played through and beat mewtwo with each pokemon.  I did notice one flaw though so I unlocked mewtwo just to make sure and here's what I noticed.  quilava is so small that mewtwo's psycho cut and aero sphere wont hit him. this was disappointing when actually fighting his ai as a boss since those two are his most frequent attacks out of the four

Skarmory feels too safe. He can easily launch out his attacks, recharge time seems pretty fast, and fly's a pain to deal with, I used quick attack with Quilava to avoid it but by the time I came back he pretty much got his turn again and continued.

yeah I had the same problem so I switched over to sandslash and timed his dig attacks so he would dodge and attack right when he went back to his trainer
Title: Re: Project Catch 'Em All
Post by: Ryon on September 13, 2013, 11:39:35 am
@ ferretshadow

Yeah he literally dodges alot of attacks. We'll try to figure out something regarding attacks missing quilava.

and Yeah Dig vs. Fly, is hella interesting. Im glad you found a way to beat it.
Title: Re: Project Catch 'Em All
Post by: Watta on September 13, 2013, 11:43:52 am
Damn Alexei,

You sure got some interesting stuff going on. This is quite a creative take on mugen and pokemon too, I hope you guys stay with this until the end and don't leave it unfinished due to no motivation (which happens quite often in mugen).

Good luck :D
Title: Re: Project Catch 'Em All
Post by: Omega on September 13, 2013, 12:35:51 pm
Yeah motivation is highly needed. İ hope we'll see the final release aswell as they mentioned that they already have a template ready so it shouldn't be hard to get more Characters done really.

Also Ryon and Alexei, wich Characters are in development now?
Title: Re: Project Catch 'Em All
Post by: Алексей on September 13, 2013, 02:21:14 pm
this is so good that I played through and beat mewtwo with each pokemon.  I did notice one flaw though so I unlocked mewtwo just to make sure and here's what I noticed.  quilava is so small that mewtwo's psycho cut and aero sphere wont hit him. this was disappointing when actually fighting his ai as a boss since those two are his most frequent attacks out of the four

Skarmory feels too safe. He can easily launch out his attacks, recharge time seems pretty fast, and fly's a pain to deal with, I used quick attack with Quilava to avoid it but by the time I came back he pretty much got his turn again and continued.

yeah I had the same problem so I switched over to sandslash and timed his dig attacks so he would dodge and attack right when he went back to his trainer
That's really awesome to hear. :D. As you may (or may not) know, I don't take feedback lightly. I respect it and will push Ryon and myself to do the best we can. :)

Damn Alexei,

You sure got some interesting stuff going on. This is quite a creative take on mugen and pokemon too, I hope you guys stay with this until the end and don't leave it unfinished due to no motivation (which happens quite often in mugen).

Good luck :D
I give all credit to Ryon for coming up with the idea. It was an amazing idea that needed to come to life. That's why I'm here. :) Well, we both have full time jobs and lives of our own to deal with, but we're in contact all the time and are tracking progress as we go. Motivation is always a tough thing, especially when you have two full games to handle (the other being NZCR for me. :P)

Yeah motivation is highly needed. İ hope we'll see the final release aswell as they mentioned that they already have a template ready so it shouldn't be hard to get more Characters done really.

Also Ryon and Alexei, wich Characters are in development now?
Yep, a template is in place. To be honest, I normally just take one of my other characters and start ripping them apart and recoding the attacks. The main system is in common1.cns, so all game mechanics are global from the get-go. :)

Last night, Ryon and I decided that we were going to make Pikachu (me) and Beedrill (Ryon), next. There's some thought put into which characters should go in this game. I want each character to have their own pros and cons and to keep things as balanced as possible. We're trying to keep true to the Pokemon games' moves as well. For example, Air Slash (Skarmory) has a 30% chance to make the enemy flinch. That translates to the enemy being knocked down and their ATB bar being reset.

Title: Re: Project Catch 'Em All
Post by: AlexSin on September 13, 2013, 02:48:14 pm
While I was doing Arcade (in the first match) this happened:
(http://neuropod.net/imagehost/uploads/c75137d9422af44b6dcaff7ac4a03ce1.png)
Sandslash (CPU controlled opponent) stood still there. I could attack him until he was defeated. Notice the full ATB bar.
I'm sorry I don't have other infos as I wasn't testing it properly.

Also this:
(http://neuropod.net/imagehost/uploads/788ef56ab644fd30ef064451e5d9cca8.PNG)
Title: Re: Project Catch 'Em All
Post by: squall89 on September 13, 2013, 08:34:19 pm
yeh i got that glitch aswell anyways you have sandslash, so far in the game only missing charizard and zapdos and you got all my favoritts :P i do think charizard will find his way in (i hope so atleast) but i dont expect zapdos since i for some reason cant think of how you are going to do that but then again you did well with skarmory so :p i guess the possibility isn't totaly out the window good luck though love it so far
Title: Re: Project Catch 'Em All
Post by: TRUEMicah on September 13, 2013, 08:51:32 pm
This suggestion is a bit extreme but have you considered adding a switch system (Ability to change between multiple Pokemon in mid-battle)?
The MvC tag system, which was made a while back, would do wonders within this game IMO.
Title: Re: Project Catch 'Em All
Post by: DanteFeline on September 14, 2013, 12:19:36 am
I made this Pokemon Mashup loop a while back.
It's Pokemon World and Killin' It by Krewella. Might make some good temp select music if you're lookin' for some, i'll send you the MP3 or whatever.

http://raptorkou.tumblr.com/post/60125169054/this-is-by-far-the-greatest-thing-ive-ever
Alternatively, if you want anything custom, feel free to ask.

Oh yeah. Also. I'm diggin' this project. The animations are crisp, too. I'd love helping with the backgrounds or something too if you need any help.
Loving this so far!
Title: Re: Project Catch 'Em All
Post by: Алексей on September 14, 2013, 12:24:09 am
This suggestion is a bit extreme but have you considered adding a switch system (Ability to change between multiple Pokemon in mid-battle)?
The MvC tag system, which was made a while back, would do wonders within this game IMO.

While it's a great idea, I'm not sure how I'd even make that possible cleanly. The selection process would have to be before the fight starts and could easily be skipped by pressing some key like "a" or "b."

While I was doing Arcade (in the first match) this happened:
(http://neuropod.net/imagehost/uploads/c75137d9422af44b6dcaff7ac4a03ce1.png)
Sandslash (CPU controlled opponent) stood still there. I could attack him until he was defeated. Notice the full ATB bar.
I'm sorry I don't have other infos as I wasn't testing it properly.

Also this:
(http://neuropod.net/imagehost/uploads/788ef56ab644fd30ef064451e5d9cca8.PNG)
As far as the second screen goes, we know about that. It's not really a glitch per se. It's just that the stage graphics haven't been made to fill the screen because the lifebars usually cover that area. It'll be addressed in the next update. As for the first screen, you used Dig when that happened?

yeh i got that glitch aswell anyways you have sandslash, so far in the game only missing charizard and zapdos and you got all my favoritts :P i do think charizard will find his way in (i hope so atleast) but i dont expect zapdos since i for some reason cant think of how you are going to do that but then again you did well with skarmory so :p i guess the possibility isn't totaly out the window good luck though love it so far
Charizard will be made eventually. As for Zapados... no sprites have been made for him yet. Yeah, but Skarmory had sprites. That's the only thing keeping us from making him. Thanks, appreciate the support. :)

I made this Pokemon Mashup loop a while back.
It's Pokemon World and Killin' It by Krewella. Might make some good temp select music if you're lookin' for some, i'll send you the MP3 or whatever.

http://raptorkou.tumblr.com/post/60125169054/this-is-by-far-the-greatest-thing-ive-ever
Alternatively, if you want anything custom, feel free to ask.

Oh yeah. Also. I'm diggin' this project. The animations are crisp, too. I'd love helping with the backgrounds or something too if you need any help.
Loving this so far!
Personally, that's not my style of music. I need metal and rock to live on. Electronic music just is annoying to me. But, to each his own.
Regardless of my tastes, I think you did a really good job on that. Maybe Ryon has some different opinions?

Thanks. Joshr is an amazing spriter. Sadly, I don't think he's accepting requests, so we've got as much as anyone else would to work with. If only I could sprite well. :P
Title: Re: Project Catch 'Em All
Post by: Joulz on September 14, 2013, 01:11:41 am
holy fuck, this is very cool...and i don't like pokemon so that says a lot!
great work, guys!
Title: Re: Project Catch 'Em All
Post by: Алексей on September 14, 2013, 02:02:41 am
Thanks man. :)
Title: Re: Project Catch 'Em All
Post by: Ryon on September 14, 2013, 03:31:09 am
First post is updated with the Developer Reference guide, written up by alexei.

Consider that guidelines to making a character for the game.
Please follow the instructions accordingly.
Title: Re: Project Catch 'Em All
Post by: Snakebyte on September 14, 2013, 03:33:40 am
Protip

It's 'Gauge', not 'Guage'.
Title: Re: Project Catch 'Em All
Post by: Ryon on September 14, 2013, 03:52:14 am
Protip

It's 'Gauge', not 'Guage'.
Pro Tip.

Protip is not a word.
There goes pro out the window. *trollface*
Title: Re: Project Catch 'Em All
Post by: ferretsshadow on September 14, 2013, 11:36:36 am
have you considered adding the tag team system into this and having 2 vs 2 versus/3 vs 3 versus modes.  it would feel more like a pokemon game if you could swap out pokemon and have a battle of strategy.  when they switch though the timing of the sprites would have to be perfect pokemon going in pokeball -> trainer throws another ball with pokemon
Title: Re: Project Catch 'Em All
Post by: AlexSin on September 14, 2013, 11:42:13 am
Sandslash (CPU controlled opponent) stood still there. I could attack him until he was defeated. Notice the full ATB bar.
I'm sorry I don't have other infos as I wasn't testing it properly.
As for the first screen, you used Dig when that happened?
I left in the quote the reply. I don't know if Sandslash was going to use Dig.
I'll try to replicate this bug, in the way you said.
Title: Re: Project Catch 'Em All
Post by: Blackscale299 on September 14, 2013, 01:01:52 pm
Such a good game, everything seems pretty stable and stuff
This one realy motivates me to do awesome stuff haha
Title: Re: Project Catch 'Em All
Post by: Алексей on September 14, 2013, 03:28:36 pm
have you considered adding the tag team system into this and having 2 vs 2 versus/3 vs 3 versus modes.  it would feel more like a pokemon game if you could swap out pokemon and have a battle of strategy.  when they switch though the timing of the sprites would have to be perfect pokemon going in pokeball -> trainer throws another ball with pokemon
TRUEMicah was talking about the same thing. It's not exactly possible to do that cleanly. All characters would end up being a single character, which would be A LOT harder to manage and then there'd be no way to actually choose them, besides the intro, which could be easily skipped. Yeah, it would be cool, but it's not really practical. Those characters who do have a tag system implemented are usually only with 1 other character. 2v2 and 3v3 isn't going to happen either. There's no enough screen real estate for that. PKMN B/W handle it by being 3D and all.... so yeah...

Sandslash (CPU controlled opponent) stood still there. I could attack him until he was defeated. Notice the full ATB bar.
I'm sorry I don't have other infos as I wasn't testing it properly.
As for the first screen, you used Dig when that happened?
I left in the quote the reply. I don't know if Sandslash was going to use Dig.
I'll try to replicate this bug, in the way you said.
Ryon says he fixed it last night. Fix will be in the update.

Such a good game, everything seems pretty stable and stuff
This one realy motivates me to do awesome stuff haha
Thanks! We're nowhere near the end either. XD

Title: Re: Project Catch 'Em All
Post by: MadkaT on September 14, 2013, 07:07:29 pm
Nice idea, I like the game so much, I'm not a big fan of Pokemon series, but it seems more realistic and more real time strategy, I'll try the game and I loved it. I'll see if I can collaborate to grow this idea up. Cheers!! :P
Title: Re: Project Catch 'Em All
Post by: Алексей on September 14, 2013, 07:10:42 pm
Nice idea, I like the game so much, I'm not a big fan of Pokemon series, but it seems more realistic and more real time strategy, I'll try the game and I loved it. I'll see if I can collaborate to grow this idea up. Cheers!! :P

Awesome to hear/read. PM me if you've got any questions in terms of contributing. :)
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 14, 2013, 09:22:24 pm
There is a warning when blastoise uses the Hydro Pump attack:

(http://i.imgur.com/lWzr62e.png)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 14, 2013, 09:25:14 pm
There is a warning when blastoise uses the Hydro Pump attack:

(http://i.imgur.com/lWzr62e.png)

Noted.

Off topic:
Interesting looking stage, thought the perspective is off.
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 14, 2013, 09:30:46 pm
Yes, thnx i'm finding resources to try some things, the stages bring a lot of life to the games. And the pokemon battle backgrounds are so simple, I'll try with some things to see the best results.
Title: Re: Project Catch 'Em All
Post by: Cybaster on September 15, 2013, 12:20:07 am
TRUEMicah was talking about the same thing. It's not exactly possible to do that cleanly. All characters would end up being a single character, which would be A LOT harder to manage and then there'd be no way to actually choose them, besides the intro, which could be easily skipped. Yeah, it would be cool, but it's not really practical.
Well, all pokemons could be coded in a single character, and switch between pokemons with a variable (exactly like Juano16 did for his Mortal Kombat 2game, with all chars coded into one, for Shang Tsung especially).
On the select screen, each different character would link to the same character, but in fact a different DEF file setting up the "pokemon choice variable" differently.
However, I agree this way of doing things, as a collaboration with other people, is much harder to manage.

Pretty interesting concept nevertheless. Never been into Pokemon, so I can't comment much, but I like the system, that's for sure. :)
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 15, 2013, 12:26:21 am
My first try doing a stage for this :P

(http://i.imgur.com/GY4Dg9e.png)

Is very hard to find useful material for the BG's :P
Title: Re: Project Catch 'Em All
Post by: Алексей on September 15, 2013, 12:29:38 am
Oh yeah, well from a coding perspective, it's clear as day, :). From a functional standpoint, it's a bit foggy, XD. There's something about managing that, that makes me cringe.
Question: Based on what you said, the select screen would be the same. So you'd choose one character. Then in game, how would you know who to switch to? I guess I could bring up a screen that pauses the game so you can choose a new character. Eh, I don't know. That's gonna be a crapload more of work.

Glad to hear it. :)

My first try doing a stage for this :P

(http://i.imgur.com/GY4Dg9e.png)

Is very hard to find useful material for the BG's :P
I can't put my finger on it, but I remember that rock shard structure from something. Regardless, it's pretty nice looking.

Title: Re: Project Catch 'Em All
Post by: MadkaT on September 15, 2013, 02:05:53 am
Is sharpeedo buff, a place from pokemon mistery dungeon
Title: Re: Project Catch 'Em All
Post by: Sheng Long on September 15, 2013, 02:06:52 am
My first try doing a stage for this :P

(http://i.imgur.com/GY4Dg9e.png)

Is very hard to find useful material for the BG's :P

Oh he's in this game? Nice! :)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 15, 2013, 02:08:16 am
Yep, he's a boss and hidden from the select screen. :) He's tough to beat if you don't time your interrupts correctly, otherwise he's pretty simple.
Title: Re: Project Catch 'Em All
Post by: Sheng Long on September 15, 2013, 02:50:10 am
Spoiler: wut (click to see content)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 15, 2013, 02:57:52 am
Spoiler: wut (click to see content)

Seriously?! I was planning on making him into Lugia eventually. Technically, he's our template character.
Title: Re: Project Catch 'Em All
Post by: Ryon on September 15, 2013, 03:06:36 am
For the record.

I broke Poke Man.. thats not the proper version, Sorry i didnt tell you alexei. My bad.

but .. its a VERY interesting concept for none pokemon character.

Im liking the stages so far.

the field stage looks good but the background grass perspective is off.
the beach stage looks good, but I think on the left side instead of just going off into a beach/sudden end.
just throw in a ocean or something?
Title: Re: Project Catch 'Em All
Post by: ferretsshadow on September 15, 2013, 04:42:02 am
yeah tried the uno tag after I suggested it and it destroyed the game where it was unplayable.  an alternative I was thinking that would fix this is have a similiar system as the may beta released character but after but have a kill switch like some boss characters that after each pokemon dies it takes out some of the healthbar.  so lets say 6 pokemon and one dies it takes out 1/6th.  then put moral under the healthbar to make more sense.  then to fix the different trainer aspect you can have the sprites for all the different kind of trainers you decide to have in game and give them their own grouping section in each pokemon, so when you switch to a different pokemon you don't switch the trainer as well

may example:  http://www.youtube.com/watch?v=4S2fnA5_iWs

of coarse that would only apply to the 2vs.2 +  matches since I don't believe there's another way to select several pokemon unless it's a game of preset trainers with there own set of pokemon
Title: Re: Project Catch 'Em All
Post by: Ryon on September 15, 2013, 05:14:13 am
I hate to tell you this but the answer is No.

Please stop asking for a pokemon tag system or whatever you want to call it.
Coding wise its very complicated and it would take more work than pleasure.
It would kill the project for us.

Do you remember the days when pokemon were simple but awesome 1 on 1 matchs? none of that 2 on 2, or 3 on 3 stuff?
Well thats what I had in mind, a 1 on 1 match.

And its going to stay that way, so PLEASE stop asking about a tag or 2on2 system.

We are not adding it.
Title: Re: Project Catch 'Em All
Post by: Aldo on September 15, 2013, 05:15:44 am
Ok.
Title: Re: Project Catch 'Em All
Post by: ferretsshadow on September 15, 2013, 06:14:03 am
I wasn't trying to push it so I apologize if it comes off that way, just trying to suggest work arounds but since you're not interested the game as is is just as good.  although I must contradict the last statement.  pokemon has always been a battle of multiple pokemon per trainer switching out in one on one fights switching between pokemon for the most effective against the types they are facing. a battle of strategy to be the best trainer and make it to the top while stopping any evil organizations that comes their way.  it's the premise of the story, it has been since the old days and still is although all be it they now have it were multiple pokemon fight at the same time which I believe you are under the impression that that was what I was implying which it was not.  I'm also not trying to get you to do this system since you don't want to put it in so don't take my following statement as such, but imagine the old days with your pkm blue/red and you got you're starter pokemon and made it all the way through the game beating mewtwo and all with just your starter in every fight... I don't know about everybody else but in the old days when pokemon first started it was unthinkable. although pokemon back then didn't have such badass fights as your game does lol xD
Title: Re: Project Catch 'Em All
Post by: trebean on September 15, 2013, 12:11:29 pm
Can anyone upload this somewhere other than MF? I know it's pretty much the choice website, but it seems to be acting up on my place (Or maybe my whole country since the downloads are still slow even in other computers and networks I've tried)
Maybe Uploaded, I really wanna try this game.

(Quick Questions, what's your probable roster limit for the game? What generations are you planning on having? Will this be a community project in which anyone can submit their own and all you have to do is check them if they work? Will there be Female Trainers? How about Generic Trainers? Like Bug Catcher for Bug Pokemon, Brock on Onix, or Misty on Sea King? How the hell are you gonna even incorporate Water Pokemon?)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 15, 2013, 02:06:11 pm
I wasn't trying to push it so I apologize if it comes off that way, just trying to suggest work arounds but since you're not interested the game as is is just as good.  although I must contradict the last statement.  pokemon has always been a battle of multiple pokemon per trainer switching out in one on one fights switching between pokemon for the most effective against the types they are facing. a battle of strategy to be the best trainer and make it to the top while stopping any evil organizations that comes their way.  it's the premise of the story, it has been since the old days and still is although all be it they now have it were multiple pokemon fight at the same time which I believe you are under the impression that that was what I was implying which it was not.  I'm also not trying to get you to do this system since you don't want to put it in so don't take my following statement as such, but imagine the old days with your pkm blue/red and you got you're starter pokemon and made it all the way through the game beating mewtwo and all with just your starter in every fight... I don't know about everybody else but in the old days when pokemon first started it was unthinkable. although pokemon back then didn't have such badass fights as your game does lol xD

Well, you certainly make a valid point. That, I cannot deny. However, the general manageability will be thrown out the window if we go down that route. Personally, I like the idea, but I'd be the one coding it, lol. I'm not sure how it would work cleanly. If you'd like to continue talking about it, PM me. I don't want to mention it anymore unless it becomes a possibility.

Can anyone upload this somewhere other than MF? I know it's pretty much the choice website, but it seems to be acting up on my place (Or maybe my whole country since the downloads are still slow even in other computers and networks I've tried)
Maybe Uploaded, I really wanna try this game.

(Quick Questions, what's your probable roster limit for the game? What generations are you planning on having? Will this be a community project in which anyone can submit their own and all you have to do is check them if they work? Will there be Female Trainers? How about Generic Trainers? Like Bug Catcher for Bug Pokemon, Brock on Onix, or Misty on Sea King? How the hell are you gonna even incorporate Water Pokemon?)
Those other trainers would have to be sprited in the style of Red and Gold. We're limited by our resources. We can't sprite, neither one of us. Water pokemon would behave like Blastoise. They can be out of water for the most part, unless it's a fish or something. The limit is the amount of usable sprites that Johsr made. Yes, that's how collaboration will work. Do your best and follow the rules and after I review your work, we'll add it to the game, or send it back with feedback on things to fix, etc.
Title: Re: Project Catch 'Em All
Post by: ferretsshadow on September 15, 2013, 03:32:27 pm
thanks for letting me know I'm not crazy.  it's not the the same as having six pokemon per trainer like in the games. but with a little trail and error, thanks to the guys in coding help reminding me where it was, I changed the rounds to one instead of two.  this way when your pokemon faints you can switch to which ever pokemon you want, and is true to source healthwise for the pokemon
Title: Re: Project Catch 'Em All
Post by: Ryon on September 15, 2013, 03:57:40 pm
Is anyone else having trouble with the download link?
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 15, 2013, 05:38:14 pm
I've changed the perspective of the sprites, this will be ok?

(http://i.imgur.com/1ZPLKdZ.png)

Seems nice for me  :P
Title: Re: Project Catch 'Em All
Post by: Алексей on September 15, 2013, 05:40:53 pm
Yes, it's a lot better, but the shadow doesn't look right. You should stretch it more, so it looks like it's actually on that surface.
Title: Re: Project Catch 'Em All
Post by: NickyP on September 15, 2013, 06:17:21 pm
Excellent work, Ryon and Алексей! While certain Pokemon are OP (coughskarmorycough), overall the game is quite polished. I especially love that it involves some strategy, particularly with timing weak attacks to counter the enemy and follow up with a strong attack.

Looking forward to future updates!  :yippi:
Title: Re: Project Catch 'Em All
Post by: Алексей on September 15, 2013, 06:18:54 pm
Thanks! A newly nerfed Skarmory will be in the next update. I've changed up Fly's mechanics a bit and increased the ATB recovery rate on most attacks. :)
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 15, 2013, 06:48:23 pm
Is this shadow ok? :P or should i use a positive value? Actually is -.75

(http://i.imgur.com/wehPilz.png)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 15, 2013, 06:51:32 pm
It doesn't look much different. The idea is to stretch the shadow back and "up" so it looks like it's on the ground. Try to match the way the ground looks. Trial and error. :)

FYI: You can take a screenshot with F12 instead of having to crop it.
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 15, 2013, 07:31:26 pm
Ohh I got It!, Something like this?

(http://i.imgur.com/Fk9lL8o.png)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 15, 2013, 07:32:04 pm
Yes, much better.
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 15, 2013, 08:39:01 pm
One more to see

(http://i.imgur.com/0r5bryJ.png)

This one lacks of anims :(

The others have scrolling of the clouds :P
Title: Re: Project Catch 'Em All
Post by: Алексей on September 15, 2013, 08:44:07 pm
Hmm, not sure what's goin' on in this one, lol. The shadows should be reversed though because the light source is far back, in the sky.

Question: These are made already? If so, could you PM me some links?
Title: Re: Project Catch 'Em All
Post by: Omega on September 15, 2013, 08:52:52 pm
Looks great there man. İ can' wait to see how mine will look in game.
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 15, 2013, 08:54:17 pm
Yes, the shadows are reversed :P Now I've fixed them

(http://i.imgur.com/rcXXNCq.png)

Of course, let me upload the 2 stages that i have completed ;)
Title: Re: Project Catch 'Em All
Post by: Nuttydk on September 15, 2013, 09:10:22 pm
Dude ur on to something innovative here! I suggest you make this game turn based like the real Pokemon. I mean instead of arcade or vs turn based is the best option
Title: Re: Project Catch 'Em All
Post by: Алексей on September 15, 2013, 09:12:28 pm
The premise of Ryon's idea was that it be exactly like this. That it be different, instead of playing like the real thing.
Title: Re: Project Catch 'Em All
Post by: Ryon on September 16, 2013, 05:26:33 am
If we made it like a regular mugen game, it would be just another mugen fighting game.
If we made it like a real pokemon game, it was be turn this turn that.

By making it active time battle, we take some of the sluggish-ness out of pokemon and put it in a world where timing means everything, and 1 attack can make a difference.

For the record I forgot to mention this.

All Pokemon have there constants coded exactly like there lv100 counterparts, the best versions of it.

For instance. Blastoise
his exact states in game is.

[Data]
life = 362
attack = 291
defence = 328

Where as in normal mugen these stats would be crazy since everything is usually...

[Data]
life = 1000
attack = 100
defence = 100

In this idea of mine, These numbers all work out perfectly, mugen does the math and it balances the game, incredibly.

Title: Re: Project Catch 'Em All
Post by: DJ_HANNIBALROYCE on September 16, 2013, 05:47:27 am
can i be the voice of the black trainer? pleeaasseeeeee..... also, are u gonna add "ditto"? lol XD
Title: Re: Project Catch 'Em All
Post by: Алексей on September 16, 2013, 05:49:11 am
On that note, I just finished implementing the affinity system. So far Pikachu is the only one who can make use of this. Everyone will though. No worries. :)

can i be the voice of the black trainer? pleeaasseeeeee..... also, are u gonna add "ditto"? lol XD
The trainers aren't voiced. I'm not sure if they ever will be. What "black" trainer? lol. Ditto? Not sure. Probably not, since he has no moves other than transform.
Title: Re: Project Catch 'Em All
Post by: DJ_HANNIBALROYCE on September 16, 2013, 06:01:57 am
true.....jus played the demo and i see what u mean...i would love to do lickitung....he's my favorite. anyways, BRILLIANT idea u guys have. this is great...me & my nephew is playing....and i already hate sandslash XD
Title: Re: Project Catch 'Em All
Post by: Ryon on September 16, 2013, 11:23:22 am
muahahahaha.

I saw lickatung's sprites. He looks very possible.
Title: Re: Project Catch 'Em All
Post by: trebean on September 16, 2013, 01:29:30 pm
Can't this just be Trainer Based?
That way there will be Six Pokemon each and the roster wouldn't look that cluttered up?
That way you can incorporate fan favorites, or even guest characters (Like yourself with a pokemon team).

Also if you don't plan on going that way.
Can I submit a trainer sheet and expect someone to code it into a pokemon?
Title: Re: Project Catch 'Em All
Post by: Omega on September 16, 2013, 02:14:48 pm
Here is My version of Viridian Forest.

(http://s7.postimg.org/8bth0fpaz/mugen000.png)

İt uses 3 images from 3 different games wich İ slightly edited. Alexei did the coding for the stage.

Title: Re: Project Catch 'Em All
Post by: Алексей on September 16, 2013, 02:30:31 pm
true.....jus played the demo and i see what u mean...i would love to do lickitung....he's my favorite. anyways, BRILLIANT idea u guys have. this is great...me & my nephew is playing....and i already hate sandslash XD
Lickitung, sure! Follow the developer reference (I've updated and will have Ryon post later today) and then submit it to me via PM when you're done so I can review and give feedback. You could post it in this thread too, if you want.

Can't this just be Trainer Based?
That way there will be Six Pokemon each and the roster wouldn't look that cluttered up?
That way you can incorporate fan favorites, or even guest characters (Like yourself with a pokemon team).

Also if you don't plan on going that way.
Can I submit a trainer sheet and expect someone to code it into a pokemon?
We've been through this before... Also, there are only two trainer sheets that were usable. The others were not. If you submit a custom trainer sheet, we'll definitely add it to someone for sure, but it has to have all the same animations as the sheets we used.

We can still incorporate fan favorites. In some cases, we did already according to these comments. :P MAYBE in the future, but right now, we want to keep things simple and manageable. We knew we weren't going to be able to please everyone, but my goal was to bring Ryon's idea to life, because he really had something special here, in my opinion. If I can figure out some way to take what we have and "compile" it into a single character with that system in place (of switching), then it will be a lot more manageable and possible, but right now, you'll have to deal with the way it is. Don't think that a system like that is the easiest thing to do. It really isn't.

Here is My version of Viridian Forest.

(http://s7.postimg.org/8bth0fpaz/mugen000.png)

İt uses 3 images from 3 different games wich İ slightly edited. Alexei did the coding for the stage.


Pikachu vs Pikachu: Quick Attack! Nice. I'll be making that other one you PM'd me about as well. :)

Title: Re: Project Catch 'Em All
Post by: Carlos Grillo on September 16, 2013, 05:15:28 pm
This game is very good, keep it up. Am I crazy to see one my favorite trio Haunter, Gengar and Gastly.

Just got a note, Mewtwo should have one of his attacks recover the default. Who has not caught Mewtwo in the games and recover erased the attack.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 16, 2013, 05:18:19 pm
This game is very good, keep it up. Am I crazy to see one my favorite trio Haunter, Gengar and Gastly.

Just got a note, Mewtwo should have one of his attacks recover the default. Who has not caught Mewtwo in the games and recover erased the attack.
Thanks! At least one of them will be made (probably Gengar. I forget if there are sprites for him).

I'm not sure what you mean by this: "Mewtwo should have one of his attacks recover the default. Who has not caught Mewtwo in the games and recover erased the attack." What?
Title: Re: Project Catch 'Em All
Post by: Carlos Grillo on September 16, 2013, 05:26:42 pm
Sorry wrong translate.
What I mean is that the recovery is essential in Mewtwo.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 16, 2013, 05:28:24 pm
The move: "Recover?" He's kind of powerful as it is. That would make him even more difficult to beat, no?
Title: Re: Project Catch 'Em All
Post by: Carlos Grillo on September 16, 2013, 05:30:23 pm
Yes it was hard to beat. But it is an original attack.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 16, 2013, 05:32:01 pm
Yes, but we choose the attacks we feel fits with them best. Recover would be very cheap, especially if we make it accurate to the source.
Title: Re: Project Catch 'Em All
Post by: Carlos Grillo on September 17, 2013, 01:15:22 am
See the link: http://bulbapedia.bulbagarden.net/wiki/Recover_%28move%29

The attack even exists. Famous Pokemon that is also uses alakazam.
Title: Re: Project Catch 'Em All
Post by: Aldo on September 17, 2013, 01:20:41 am
It still would be cheap (too cheap) considering the style of this game.
Title: Re: Project Catch 'Em All
Post by: QuickFist on September 17, 2013, 01:43:23 am
i think maybe mega-drain would work, of course it's only for grass type
Title: Re: Project Catch 'Em All
Post by: Алексей on September 17, 2013, 02:03:05 am
See the link: http://bulbapedia.bulbagarden.net/wiki/Recover_%28move%29

The attack even exists. Famous Pokemon that is also uses alakazam.
I never said that the move didn't exist. We're getting lost in translation here.

It still would be cheap (too cheap) considering the style of this game.
Yep. My thoughts exactly. Mewtwo is very powerful. It would be way worse if he had the ability to heal.

i think maybe mega-drain would work, of course it's only for grass type
It depends on the other moves given to this grass type. But yeah, it could work. I don't mind implementing a life-healing technique at all. But for Mewtwo, it's too cheap.
Title: Re: Project Catch 'Em All
Post by: QuickFist on September 17, 2013, 02:35:56 am
Maybe more defensive moves could be added, like Blastoise's protect
Title: Re: Project Catch 'Em All
Post by: Omega on September 17, 2013, 10:26:27 am
Here is My second stage wich is the Poke Beach edited from different stages.

(http://s21.postimg.org/yq8d8r3jr/mugen003.png)

Alexe did the coding again for this stage.
Title: Re: Project Catch 'Em All
Post by: Smokahontas on September 17, 2013, 10:51:23 am
looks pretty great as a MAJOR pokemon fan myself the game is pretty great! just wish there was a better selection of pokemon but that can change over time good work!!
Title: Re: Project Catch 'Em All
Post by: Ryon on September 17, 2013, 11:32:49 am
Here is My second stage wich is the Poke Beach edited from different stages.

(http://s21.postimg.org/yq8d8r3jr/mugen003.png)

Alexe did the coding again for this stage.

the one thing i don't understand about your stage and the main reason why I dislike it.

WHY is the water falling over like that?

it looks like moses parted the beach.
Title: Re: Project Catch 'Em All
Post by: Omega on September 17, 2013, 12:24:04 pm
That water has atleast 3 more frames wich is needed for the water to have a flow animation.

İ used that from this game.

http://www.youtube.com/watch?v=UaADdedy-9M

You can see it at 0:37.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 18, 2013, 12:06:48 am
looks pretty great as a MAJOR pokemon fan myself the game is pretty great! just wish there was a better selection of pokemon but that can change over time good work!!

Thanks! Not to worry, it certainly will. Pikachu is basically done. I started on Venusaur and Ryon's working on Ryhorn.
Title: Re: Project Catch 'Em All
Post by: ferretsshadow on September 18, 2013, 12:16:59 pm
found these sprites hope they're useful to you guys:  http://sprites.pokecheck.org/?trainers

on a side note will skitty be making an appearance in this game :D
Title: Re: Project Catch 'Em All
Post by: Алексей on September 18, 2013, 02:21:22 pm
found these sprites hope they're useful to you guys:  http://sprites.pokecheck.org/?trainers

on a side note will skitty be making an appearance in this game :D
Hmm, well we're not using those trainer sprites. Primarily because they don't have the full animations we need to really make them worth putting in. If we were to use those trainers, they'd just stand there in their animated states. No attacking animation. No throwing animation. Not sure what we could do with them.

Skitty? Maybe... why, is it your favorite?
Title: Re: Project Catch 'Em All
Post by: Chatman on September 18, 2013, 06:32:46 pm
Hmm, well we're not using those trainer sprites. Primarily because they don't have the full animations we need to really make them worth putting in. If we were to use those trainers, they'd just stand there in their animated states. No attacking animation. No throwing animation. Not sure what we could do with them.

If that seems to be the only problem, I could probably easily enough do a simple animation for tossing the pokeball as well as pointing to attack. It'd be a good return from my spriting hiatus, and me and my Pokemon fanatic girlfriend are really enjoying following this project, so anything to help.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 18, 2013, 06:39:35 pm
Hmm, well we're not using those trainer sprites. Primarily because they don't have the full animations we need to really make them worth putting in. If we were to use those trainers, they'd just stand there in their animated states. No attacking animation. No throwing animation. Not sure what we could do with them.

If that seems to be the only problem, I could probably easily enough do a simple animation for tossing the pokeball as well as pointing to attack. It'd be a good return from my spriting hiatus, and me and my Pokemon fanatic girlfriend are really enjoying following this project, so anything to help.

That would be awesome! As much as I'd like to get better at spriting, I still suck at it right now, lol. :)
Title: Re: Project Catch 'Em All
Post by: ferretsshadow on September 18, 2013, 06:45:04 pm
exactly a good spriter like the guy above would be needed so I figured it was worth showing in hopes you could find the artist needed.  so glad you found one

lol yes I stopped watching/playing pokemon before that generation came out but seeing that cat dance around and *uck around all the time on tiv when my little brother watched it made it my favorite xD
Title: Re: Project Catch 'Em All
Post by: Chatman on September 18, 2013, 06:47:31 pm
That would be awesome! As much as I'd like to get better at spriting, I still suck at it right now, lol. :)
I tell ya man, spriting is a process and a struggle starting out, haha.

If you can pinpoint maybe a few trainers you want from that sheet posted, I can probably get back to you with something more concrete by the end of the week, as i'm off from work.  :)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 18, 2013, 06:57:18 pm
Yeah man, bless you for being able to stick it out. :)

That first one of the Male Hero (First Row - 000) and the Scientist (Second Row - 051) look pretty good. Thank you for this very much. :D

exactly a good spriter like the guy above would be needed so I figured it was worth showing in hopes you could find the artist needed.  so glad you found one

lol yes I stopped watching/playing pokemon before that generation came out but seeing that cat dance around and *uck around all the time on tiv when my little brother watched it made it my favorite xD
Ah ok. Well what do you know, Chatman to the rescue! Thanks for the link.

I see. Well, maybe. I have to see his sprites to see if they're any good. But yeah, after that it's a possibility.

Title: Re: Project Catch 'Em All
Post by: Ryon on September 18, 2013, 11:28:49 pm
If possible. I'd like Kris (Crystal girl) as a trainer.
Title: Re: Project Catch 'Em All
Post by: trebean on September 19, 2013, 12:57:00 pm
Pretty sure those sprites are from B/W 2, it'd be nice if you can change the trainer sprite style to that, but it'd require extra sheeting though.
EDIT:
I might try spriting Ruby in that style though since he's not there, and will probably sheet him given enough time (Ruby is the guy from PKMN Emerald/Sapphire/Ruby I think..... in the manga anyway)
or a custom character, no promises though since I'm busy.
Title: Re: Project Catch 'Em All
Post by: ExShadow on September 19, 2013, 01:05:21 pm
This needs more females :P
Title: Re: Project Catch 'Em All
Post by: Алексей on September 19, 2013, 02:17:56 pm
Pretty sure those sprites are from B/W 2, it'd be nice if you can change the trainer sprite style to that, but it'd require extra sheeting though.
EDIT:
I might try spriting Ruby in that style though since he's not there, and will probably sheet him given enough time (Ruby is the guy from PKMN Emerald/Sapphire/Ruby I think..... in the manga anyway)
or a custom character, no promises though since I'm busy.
Um... yeah. It says so on the site. I don't care what style it's in as long as it fits well with the other sprites.

This needs more females :P
Yeah, Joshr didn't make any female trainers in that style, so it's a "sausage fest" XD.
Title: Re: Project Catch 'Em All
Post by: Legend Ivanhoe on September 19, 2013, 03:52:06 pm
Alexei, Ryon, bros i'm loving this project, M.U.G.E.N needs this, i'm so hyped about this Lol! About the stages are you guys planning to make them Low-Res, cause i think the quality can be improved without clashing with the chars, btw did you guys find a stage coder yet, or are you guys gonna code everything.

Random:
-Who's that Pokemon?
(http://i974.photobucket.com/albums/ae229/dlh1231/chikorita.png)

-It's Chikorita!
(http://sprites.pokecheck.org/i/152.gif)
(My fave Pokemon  :laugh4:)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 19, 2013, 04:21:29 pm
Yep. They're all low-res. Bound are all set to 0 to make things more simple. To be honest, the only reason why that was done like that is because the trainers have no run animations. If they did, then we could extend the bounds of each stage and have the characters run back to their locations after being moved from them. You know, if they're hit to a different part of the stage. As it stands now, the trainers would just float there, sliding on the ground.

We code the stages. We don't have a dedicated coder for that. No need honestly.

Lol, Chikorita is your favorite? Well I can't guarantee that he'll be in the next update (because he won't), but we'll be sure to make it eventually. :) Same goes with Skitty, @ferretshadow.
Title: Re: Project Catch 'Em All
Post by: ExShadow on September 19, 2013, 05:29:32 pm
Check your PM mayne
Title: Re: Project Catch 'Em All
Post by: DragonSlayerEX on September 19, 2013, 05:55:16 pm
I don't know if it's been noted yet, but you haven't changed the "Draw Battle Logo" from the default version
Title: Re: Project Catch 'Em All
Post by: Алексей on September 19, 2013, 05:56:26 pm
That is true. :P I'll try to get that into the next update.
Title: Re: Project Catch 'Em All
Post by: ferretsshadow on September 19, 2013, 11:33:09 pm

Yeah, Joshr didn't make any female trainers in that style, so it's a "sausage fest" XD.

lol dear good no at least add two or three girls xD

and awesome I can wait for eventually, but I'm probably going to convert this over for one of my arcade cabinets when it's released xD
Title: Re: Project Catch 'Em All
Post by: DragonSlayerEX on September 20, 2013, 07:43:36 pm
Would it be wrong of me, if I decided to make a pokemon for this? :O
Title: Re: Project Catch 'Em All
Post by: Daeron on September 20, 2013, 08:13:12 pm
I would like to cooperate with this too,  Ryon check your PMs  ^-^
Title: Re: Project Catch 'Em All
Post by: Алексей on September 20, 2013, 08:49:42 pm
Would it be wrong of me, if I decided to make a pokemon for this? :O

Of course not. As long as it fits the guideline (Dev Reference) and hasn't been made already, then sure.

The currently unreleased characters are:
Pikachu, Beedrill, Ryhorn, Venusaur.

Just PM me if you have any questions or are done with it. :)
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on September 21, 2013, 12:14:13 am
Venusaur.

Can it use fucking SolarBeam?
Title: Re: Project Catch 'Em All
Post by: Алексей on September 21, 2013, 12:15:54 am
Can it use fucking SolarBeam?
Currently exclusively. :)


     Posted: September 21, 2013, 12:25:03 am
SolarBeam Snapshot:
(http://s16.postimg.org/y2v3283w5/mugen001.png)
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on September 21, 2013, 12:48:58 am
Totally should've been Pikachu in that screenshot :P

I mean Venusaur.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 21, 2013, 12:58:40 am
Lol, I'm too truthful. >>
Title: Re: Project Catch 'Em All
Post by: QuickFist on September 21, 2013, 02:43:09 am
venusaur's solar beam looks beautiful!
Title: Re: Project Catch 'Em All
Post by: Алексей on September 21, 2013, 02:44:01 am
Thanks! I thought it might have looked a little strange coming from his bulb like that, but it actually looks pretty awesome. :)
Title: Re: Project Catch 'Em All
Post by: Ryon on September 21, 2013, 02:53:08 am
Totally should've been Pikachu in that screenshot :P

I mean Venusaur.

I made him an offer he couldn't Bulbasaur.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 21, 2013, 11:42:06 pm
New Select Screen:
(http://s14.postimg.org/5yfuk3vmp/mugen000.png)

This is based off of the PC Box from within the Pokemon Centers and other locations in the Pokemon games. Personally, I like it a lot better than what we had before.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on September 22, 2013, 12:12:12 am
MUCH better.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 22, 2013, 12:13:19 am
Thanks! That pokeball in the background also moves, to give it some more life. :)
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on September 22, 2013, 12:18:33 am
Silly idea, but if someone managed to make trainer sprites for Gen III trainers and above (Brendon, Lucas, etc.), would you assign the Pokémon from each Gen to that trainer? So Gen I Pokémon go with Red, Gen II go with Ethan, Gen III go with Brendon, etc.
Title: Re: Project Catch 'Em All
Post by: QuickFist on September 22, 2013, 12:55:43 am
The new select screen is fantastic!
Title: Re: Project Catch 'Em All
Post by: Алексей on September 22, 2013, 01:05:08 am
Silly idea, but if someone managed to make trainer sprites for Gen III trainers and above (Brendon, Lucas, etc.), would you assign the Pokémon from each Gen to that trainer? So Gen I Pokémon go with Red, Gen II go with Ethan, Gen III go with Brendon, etc.

It could happen, yes. Currently the left side shows Red and the right side shows Gold.

     Posted: September 22, 2013, 01:05:18 am
The new select screen is fantastic!
Thanks :D

     Posted: September 22, 2013, 03:51:37 am
Since Venusaur is now done, I'm going to be moving on to Hitmontop.

Before the update is released, 7 (6 playable, 1 boss) characters will be added, screenpack will be updated in various places, and possibly some more mechanics like "Critical Hit" will be implemented.
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 22, 2013, 05:53:05 pm
Wow! Nice progress i like the new select screen, looks more pokemon :P what is the actual limit for characters?
Title: Re: Project Catch 'Em All
Post by: Алексей on September 22, 2013, 05:54:41 pm
Wow! Nice progress i like the new select screen, looks more pokemon :P what is the actual limit for characters?

Thanks, the visual limit is 96. However, there can be any number of characters off screen.
Title: Re: Project Catch 'Em All
Post by: Omega on September 22, 2013, 06:08:42 pm
Great select screen there man. Do you guys plan to order the pokemons by their numbers? Of course you don't exactly use all of them but, you can still give them the order that's included in the pokedex wich is listed in the games. İ like the results alot. Hitmontop is also a great choice to include.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 22, 2013, 06:11:32 pm
Great select screen there man. Do you guys plan to order the pokemons by their numbers? Of course you don't exactly use all of them but, you can still give them the order that's included in the pokedex wich is listed in the games. İ like the results alot. Hitmontop is also a great choice to include.

Thanks)) We weren't planning on it, but it's a simple enough change. They're ordered chronologically by when we made them, I guess. :P
Believe it or not, Hitmontop is done. I'm moving on to Lugia now. He's long overdue and will be the boss for this update.
Title: Re: Project Catch 'Em All
Post by: QuickFist on September 22, 2013, 08:20:13 pm
Lugia :swoon:
And what happens with Mewtwo? Will he be playable?
Title: Re: Project Catch 'Em All
Post by: Алексей on September 22, 2013, 08:23:01 pm
Lugia :swoon:
And what happens with Mewtwo? Will he be playable?

Nope, he remains a boss. If you wanna move him to the select-able rows, there's nothing stopping you. :P By default, he won't be, though.
Title: Re: Project Catch 'Em All
Post by: QuickFist on September 22, 2013, 08:32:47 pm
So he'll be Sub-Boss or there will be a random thing to fight either him or Lugia?
Title: Re: Project Catch 'Em All
Post by: Алексей on September 22, 2013, 08:35:13 pm
So he'll be Sub-Boss or there will be a random thing to fight either him or Lugia?

I guess so, yeah. There's no way to have a situation come up where it's either one or the other. Both would show up eventually.
Title: Re: Project Catch 'Em All
Post by: Daeron on September 22, 2013, 10:54:30 pm
Hi, heres the pokemon i decided to work with :)
Got his stance  and his get hit ready
(http://i42.tinypic.com/2i9se8.gif)

Some ideas for his moveset:

Pay Day- I think this one is mandatory, could be his main projectile move, the coins could fly in several directions like in his Smash bros brawl apparition.

Feint-  Low damage attack, but ignores defensive moves, it could be similar as Quilava´s Fast attack in terms of speed and recovery.

Night Slash- nice damage and fast performance, slower recovery

Hone Claws- The next attack after this one will be stronger

What do you think guys?
Title: Re: Project Catch 'Em All
Post by: Алексей on September 22, 2013, 11:04:57 pm
Hmm, this is awkward... We posted this on Mugen Free For All as well. There, a user named MugoUrth chose to do Meowth as well. That's 100% my fault for not mentioning early. I apologize. Well, we can go about this in two ways:

1.) You continue to make your Meowth and we just pick the better of the two. (I'd rather not do this to the other user.)
2.) You pick a different character to make.

I like his move set. MugoUrth's is very similar, but he's got something different than Hone Claws. I like his stance too.

Again, sorry for that. To avoid any more confusion like this, I'll list out who's made/being made:

The first 7:
Blastoise
Electrode
Quilava
Mewtwo
Skarmory
Sandslash

The next 7 (to be release in the update):
Pikachu
Venusaur
Hitmontop
Lugia
Ryhorn
Beedrill
??? - Ryon hasn't decided what his next one will be yet.

User contributions:
Meowth - MugoUrth from MFFA (still WIP).
Lickitung - I think someone in this thread said they wanted to make him.
Title: Re: Project Catch 'Em All
Post by: Daeron on September 22, 2013, 11:17:17 pm
No problem, i dont want to start a competition or something like that, so ill post all sprites i did, so MugoUrth can use them if he wants :)

(http://oi39.tinypic.com/140zy2v.jpg)

Ill try to pick another pokemon, I love first generations too but i think it could be nice to have more variety, so ill try to choose one from the latest Gens.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 22, 2013, 11:23:03 pm
No problem, i dont want to start a competition or something like that, so ill post all sprites i did, so MugoUrth can use them if he wants :)

(http://oi39.tinypic.com/140zy2v.jpg)

Ill try to pick another pokemon, I love first generations too but i think it could be nice to have more variety, so ill try to choose one from the latest Gens.

Ok, thanks for your understanding. :) You've assembled those from the parts on the sheet? Or they were already on the sheet? I'm guessing the former, but if that's true, well done. :) Thanks a lot. I'll be sending those to him shortly.

Try to pick something more unique in terms of types as well. While the currently released system doesn't have type effectiveness at all, the currently unreleased system does, and it's working very well. :) I was thinking of releasing the new common1.cns and updated Developer Reference to match, but the currently released characters don't have their types and aren't updated at all, so it wouldn't affect anything unless you (generally speaking) were making a character.
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 23, 2013, 12:02:44 am
Nice, this update comes with a lot of new things, I'll try to get some free time and collab with some things. Nice updates, I'll be waiting the second release :D
Title: Re: Project Catch 'Em All
Post by: Daeron on September 23, 2013, 01:29:17 am
Well heres my change of plans :3

(http://i42.tinypic.com/afd635.gif)

I love this little fellow design
Consider that as a winpose i guess XD
Title: Re: Project Catch 'Em All
Post by: QuickFist on September 23, 2013, 01:32:42 am
Well heres my change of plans :3

(http://i42.tinypic.com/afd635.gif)

I love this little fellow design
Consider that as a winpose i guess XD

Croagunk ah? Interesting
That is a really unique pokemon, but why not his evolution Toxicroak?
Just sayin'
Title: Re: Project Catch 'Em All
Post by: Алексей on September 23, 2013, 01:46:35 am
Well heres my change of plans :3

(http://i42.tinypic.com/afd635.gif)

I love this little fellow design
Consider that as a winpose i guess XD

Ooh, nice choice. You'll be able to update him with moves that cause Poison status as well. (In the next update).

Quote
Croagunk ah? Interesting
That is a really unique pokemon, but why not his evolution Toxicroak?
Just sayin'
There aren't any sprites made for Toxicroak.
Title: Re: Project Catch 'Em All
Post by: QuickFist on September 23, 2013, 02:04:45 am
Oh damn! Sorry
Title: Re: Project Catch 'Em All
Post by: Ryon on September 23, 2013, 01:53:28 pm
and my next pokemon is Clefable.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 23, 2013, 02:19:42 pm
Nice, our first Normal type. :) I'm gonna make sure you don't skimp out on Metronome. >:)
Title: Re: Project Catch 'Em All
Post by: Omega on September 23, 2013, 07:35:51 pm
Great selections there You Guys. The Game is getting better and better. Daeron's choice is Awesome aswell.

Alexei, are You planning to give Lugia a shinny apperiance? Think about a DBZ Character wich has an aura around.
Title: Re: Project Catch 'Em All
Post by: Daeron on September 23, 2013, 09:54:16 pm
Stance ready:

(http://i39.tinypic.com/15dwe4m.gif)


Ideas for moves:


Poison Jab- His signature move, it has a low chance of poisoning.

Venoshock- Projectile move with average damage, damage increases if enemy is poisoned by Poison Jab or Poisong sting. (it doubles damage in the games, being the most powerfull poison move, but it may be to powerfull here i dunno)

Pursuit- Increased damage if the enemy his attacked while he is returning to his position

Poisong sting- Multy hit projectile, low damage but highter poisoning rate than Poison Jab

What do you think guys? I ask this to decide wich attacks to sprite :)
To much poison attacks maybe

Title: Re: Project Catch 'Em All
Post by: TRUEMicah on September 23, 2013, 09:56:40 pm
Not bad but he has no defensive moves, thus leaving him pretty vulnerable IMO.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 24, 2013, 12:11:48 am
Great selections there You Guys. The Game is getting better and better. Daeron's choice is Awesome aswell.

Alexei, are You planning to give Lugia a shinny apperiance? Think about a DBZ Character wich has an aura around.
Nope. I wasn't planning on giving him a shiny appearance. Although I might during certain moves like Aeroblast.

Stance ready:

(http://i39.tinypic.com/15dwe4m.gif)


Ideas for moves:


Poison Jab- His signature move, it has a low chance of poisoning.

Venoshock- Projectile move with average damage, damage increases if enemy is poisoned by Poison Jab or Poisong sting. (it doubles damage in the games, being the most powerfull poison move, but it may be to powerfull here i dunno)

Pursuit- Increased damage if the enemy his attacked while he is returning to his position

Poisong sting- Multy hit projectile, low damage but highter poisoning rate than Poison Jab

What do you think guys? I ask this to decide wich attacks to sprite :)
To much poison attacks maybe



So much poison! Given his low defense, this should be very interesting. I like your ideas. Can't wait to see 'em in action. :)

     Posted: September 24, 2013, 12:12:44 am
Not bad but he has no defensive moves, thus leaving him pretty vulnerable IMO.

True, but not everyone has defensive moves. Currently, Blastoise is the only one who has Protect, which is a "true" defensive move. :P
Title: Re: Project Catch 'Em All
Post by: Legend Ivanhoe on September 24, 2013, 12:33:21 am
Stance ready:

(http://i39.tinypic.com/15dwe4m.gif)


Ideas for moves:


Poison Jab- His signature move, it has a low chance of poisoning.

Venoshock- Projectile move with average damage, damage increases if enemy is poisoned by Poison Jab or Poisong sting. (it doubles damage in the games, being the most powerfull poison move, but it may be to powerfull here i dunno)

Pursuit- Increased damage if the enemy his attacked while he is returning to his position

Poisong sting- Multy hit projectile, low damage but highter poisoning rate than Poison Jab

What do you think guys? I ask this to decide wich attacks to sprite :)
To much poison attacks maybe



Not at all bro, actually it sounds pretty accurate and balanced since it's kinda like a Poison dart frog. Good luck :D
Title: Re: Project Catch 'Em All
Post by: Ryon on September 24, 2013, 01:10:56 am
(http://i39.tinypic.com/15dwe4m.gif)
Poison Jab
Venoshock
Pursuit
Poison sting

Beedrill already has Poison Jab, So you can look at him for move reference. or make it up yourself.
Either way is good. Nice addition.

Here take this.
(http://i41.tinypic.com/10x7byr.png)

@ Alexei, what do you mean metronome?!
Title: Re: Project Catch 'Em All
Post by: Aldo on September 24, 2013, 01:27:35 am
Croagunk could use a fighting type move cause you know... he is part fighting after all. Too much poison in its moveset IMO.
Title: Re: Project Catch 'Em All
Post by: Sinnesloschen on September 24, 2013, 01:28:37 am
Could give it Brick Break or Karate Chop.
Title: Re: Project Catch 'Em All
Post by: Daeron on September 24, 2013, 01:56:20 am
I think he cant learn Karate chop, but Brick Break sounds good to me, the thing is...

I really like venoshok and poison jab combination, it really makes you want to poison the enemy for the extra damage... and Pursuit is his fast attack, if i remplace Poison sting with Brick break he will only have one projectyle to defend himself against other projectyles, it all depends on how Venoshock will be code i guess.

Another thing, having 3 direct impact attacks, being Poison Jab the standart and Pursuit his fast attack, brick break would need to be different.
Im thinking he could make a jump before landing with his fist on the enemy, that way he could jump over some projectyles.

Pursuit:
(http://i44.tinypic.com/2nbcyhl.gif)
Title: Re: Project Catch 'Em All
Post by: GTOAkira on September 24, 2013, 02:14:33 am
good to see graokang he is one of my fave pokemon also good to see you back daeron
Title: Re: Project Catch 'Em All
Post by: Daeron on September 24, 2013, 06:46:24 pm
(http://i43.tinypic.com/2ynj5zq.gif)
(http://oi44.tinypic.com/2jflmyo.jpg)

Poison Jab completed, two versions, with or without poison effect, pick whatever you like XD
Title: Re: Project Catch 'Em All
Post by: QuickFist on September 24, 2013, 06:50:58 pm
I think without is better so you can use Alexei's custom FX
Title: Re: Project Catch 'Em All
Post by: AlexSin on September 24, 2013, 09:51:15 pm
...what do you mean metronome?!

Never heard of it?
It uses a random move (eg. while using it you can do Solar Beam, or Agility, or again Dig). Every move there is in the Pokemon "universe" can be replicated with this move.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on September 24, 2013, 11:56:07 pm
I think Ryon was more like "Are you serious?! No way I'm doing that shizz", or something along those lines.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 25, 2013, 12:02:16 am
I think without is better so you can use Alexei's custom FX
Well, wait a min... If the man wants to make his own effects, who am I to stop him? XD

...what do you mean metronome?!

Never heard of it?
It uses a random move (eg. while using it you can do Solar Beam, or Agility, or again Dig). Every move there is in the Pokemon "universe" can be replicated with this move.
Yeah, he's just screwing around.

I think Ryon was more like "Are you serious?! No way I'm doing that shizz", or something along those lines.
Exactly! :)
Title: Re: Project Catch 'Em All
Post by: Aldo on September 25, 2013, 12:09:44 am
Asking for Metronome is way too much. All the possible attacks assembled into a variable, all the FX that need to be done plus stuff... do you want to kill Ryon?
Title: Re: Project Catch 'Em All
Post by: Алексей on September 25, 2013, 12:13:18 am
Asking for Metronome is way too much. All the possible attacks assembled into a variable, all the FX that need to be done plus stuff... do you want to kill Ryon?
Yes! He's going to be as crazy as me by the end of this thing. XD

But yeah, we discussed the implementation of it and it's only going to be a set number of moves, not all of them. Maybe like 5 possible choices.
Title: Re: Project Catch 'Em All
Post by: Daeron on September 25, 2013, 01:43:54 am
The moves for metronome could be like 1 caracteristic move from each type, just an idea.

btw i have decided to substitute Poisong sting for Brick Break:
(http://i41.tinypic.com/2ez7bfa.gif)
As i said before, when timed correctly it could jump over some attacks, and its a frog after all, should have something jump related IMO...

Only missing Walk cycle and Venoshok anim and he will be ready to go!

Title: Re: Project Catch 'Em All
Post by: Алексей on September 25, 2013, 02:00:20 am
Lookin' good. You could have some random bricks fall from the sky for him to break in the motion as well. :)
Title: Re: Project Catch 'Em All
Post by: Chatman on September 25, 2013, 07:42:10 pm
I finished the lose anim for the scientist, having him shake in anger. Ill post it and the idle after I finish up the standing anim.  :)
Title: Re: Project Catch 'Em All
Post by: Daeron on September 25, 2013, 09:08:59 pm
(http://i41.tinypic.com/wwm1xf.gif)

Venoshock!
Now probably im going to change pursuit sprite, to add more pose variety
Title: Re: Project Catch 'Em All
Post by: Noctis on September 25, 2013, 09:32:30 pm
Ryon.... I had this idea a couple years ago and I always wanted to make a game, but I thought it was a stupid idea. That's because it is a stupid idea. I never thought of doing it with Pokemon, though. You fucker! This is an amazing idea. I can't wait for this game to be complete.
Do you have a roster planned already or are you open to suggestions? 'Cause Missingno. He needs some lovin'.
As for that frog looking Pokemon...I have no idea who that is. Haven't touched the Pokemon games in a long time.

Edit:
If I'm asking something that's already been answered or whatever then oops. That first post has to many words to read.
Title: Re: Project Catch 'Em All
Post by: liamx2000 on September 25, 2013, 09:41:34 pm
I enjoyed it a lot and the sprites are amazing but the A.I mostly always wins I think there should be some sort of (dodge timed mechanic )
to give you more of chance , because we might as well not even bother using some of the special attacks because they either take to long to charge back up or they barely do any damage , but it's an amazing game none the less nice to see someone use mugen in another different way.

demo rating - 8 out of 10 = one of better High quality  mugen games out there , will be keeping in my collection and looking forward to any new updates , hope we can play as pikachu , starmie and mewtwo one day. :)
Title: Re: Project Catch 'Em All
Post by: AlexSin on September 25, 2013, 09:44:49 pm
Do you have a roster planned already or are you open to suggestions? 'Cause Missingno. He needs some lovin'.

MissingNo should be selectable only with the randomselect; that would be fun.
"I want a random Pokemon now." Bam! MissingNo appears!
Title: Re: Project Catch 'Em All
Post by: Daeron on September 25, 2013, 09:48:29 pm
hehe i too picture Missingno as a hyper rare boss encounter, with his own sprite corrupted stage.
His attacks could represent different glitches, and his life bar could stick out of the chart XD

Btw Liamx2000  you can always use some attacks to defend yourself or intercep the enemy, it all depends on the timing, just dont hit as soon as your ATB his full.  :D

For example, Flamethrower from Quilava, doenst deal to much damage when the opponent is far, but you can use it to burn most of incoming projectyles attacks :)
Title: Re: Project Catch 'Em All
Post by: Chatman on September 25, 2013, 11:53:51 pm
Trainer progress:
Stand
(http://i1225.photobucket.com/albums/ee394/chatalex94/scientiststand_zpse05e5498.gif) (http://s1225.photobucket.com/user/chatalex94/media/scientiststand_zpse05e5498.gif.html)

Lose
(http://i1225.photobucket.com/albums/ee394/chatalex94/scientistloss_zpsea2b6e0f.gif) (http://s1225.photobucket.com/user/chatalex94/media/scientistloss_zpsea2b6e0f.gif.html)

The face in the stand is a tentative mad scientist smile.
Title: Re: Project Catch 'Em All
Post by: QuickFist on September 26, 2013, 12:02:06 am
So cool...
Title: Re: Project Catch 'Em All
Post by: GTOAkira on September 26, 2013, 12:40:26 am
awesome scientist he look very crazy well done chatman
Title: Re: Project Catch 'Em All
Post by: Алексей on September 26, 2013, 01:57:41 am
Trainer progress:
Stand
(http://i1225.photobucket.com/albums/ee394/chatalex94/scientiststand_zpse05e5498.gif) (http://s1225.photobucket.com/user/chatalex94/media/scientiststand_zpse05e5498.gif.html)

Lose
(http://i1225.photobucket.com/albums/ee394/chatalex94/scientistloss_zpsea2b6e0f.gif) (http://s1225.photobucket.com/user/chatalex94/media/scientistloss_zpsea2b6e0f.gif.html)

The face in the stand is a tentative mad scientist smile.

Wow! That looks great. Can't wait to see what's next. :D
Title: Re: Project Catch 'Em All
Post by: Chatman on September 26, 2013, 02:08:15 am
Thanks you guys!
Title: Re: Project Catch 'Em All
Post by: Алексей on September 26, 2013, 02:11:46 am
I enjoyed it a lot and the sprites are amazing but the A.I mostly always wins I think there should be some sort of (dodge timed mechanic )
to give you more of chance , because we might as well not even bother using some of the special attacks because they either take to long to charge back up or they barely do any damage , but it's an amazing game none the less nice to see someone use mugen in another different way.

demo rating - 8 out of 10 = one of better High quality  mugen games out there , will be keeping in my collection and looking forward to any new updates , hope we can play as pikachu , starmie and mewtwo one day. :)

Thanks! It's always nice to see feedback and people enjoying this. :) Yep, the AI is far from finished and currently selects a random move as soon as it can. I'm still contemplating on how I can make it better.

Pikachu will be in the next update for sure. Mewtwo is unplayable, but you could play as him by moving him to a selectable slot. Starmie... hmm. I think I'll make him eventually, but he won't be in the next update.

MissingNo should be selectable only with the randomselect; that would be fun.
"I want a random Pokemon now." Bam! MissingNo appears!
I'm not against it. :) I'll have to do some research. If we do make him, it'll most likely be one of the later releases.

hehe i too picture Missingno as a hyper rare boss encounter, with his own sprite corrupted stage.
His attacks could represent different glitches, and his life bar could stick out of the chart XD

Btw Liamx2000  you can always use some attacks to defend yourself or intercep the enemy, it all depends on the timing, just dont hit as soon as your ATB his full.  :D

For example, Flamethrower from Quilava, doenst deal to much damage when the opponent is far, but you can use it to burn most of incoming projectyles attacks :)

Exactly, that's what I keep telling my brother (who I have test it randomly. :P) It's a strategy game. You (can but shouldn't) can't just attack as soon as you can. The AI does though, lol. One thing I've noticed and am going to try to fix everywhere is that some attacks that shouldn't be, can be done almost instantly. No startup time at all. Blastoise comes to mind.
Title: Re: Project Catch 'Em All
Post by: Chatman on September 26, 2013, 02:20:15 am
Hey, question, what should I do as the scientist's win anim?

Right now I'm either thinking the chuckle I'm using as a base, or a horribly over exaggerated laugh ending with Sol's dragon install animation as the final laugh.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 26, 2013, 02:22:09 am
Hey, question, what should I do as the scientist's win anim?

Right now I'm either thinking the chuckle I'm using as a base, or a horribly over exaggerated laugh ending with Sol's dragon install animation as the final laugh.

I'm thinking a chuckle that eases into a horribly exaggerated laugh and ends looping there. :D. Like, that insane laugh you see in Anime a lot.
Title: Re: Project Catch 'Em All
Post by: Chatman on September 26, 2013, 02:25:03 am
Will do!
Title: Re: Project Catch 'Em All
Post by: Алексей on September 26, 2013, 02:26:09 am
Will do!

Thanks, you rule!
Title: Re: Project Catch 'Em All
Post by: Daeron on September 26, 2013, 08:02:06 pm
(http://i42.tinypic.com/axmjad.gif)

And finished...  i guess!

Title: Re: Project Catch 'Em All
Post by: QuickFist on September 26, 2013, 08:11:52 pm
That's pursuit right?
Title: Re: Project Catch 'Em All
Post by: Daeron on September 26, 2013, 08:17:29 pm
Nope, just the walk animation for the pokemons to return to their standing space.
Pursuit will remain as before, its a really fast attack to even bother with a complex sprite, it could use some purple afterimages to look cooler.
Title: Re: Project Catch 'Em All
Post by: Omega on September 26, 2013, 09:03:14 pm
So lovely work and results there. You guys are all doing Great.
Title: Re: Project Catch 'Em All
Post by: Ryon on September 27, 2013, 05:25:55 am
Sorry im not checking in on this topic as much. (Grand Theft Auto 5 has captured me)

But If I didnt mention it , Im working on Clefable, her attacks are done, need a bit of perfecting, and im working on Metronome.
So... thats gonna be the hardest move I code for a while.

But once Clefable is done, and we tweak up the rest of the issues, you guys are gonna get a full update report... Its lengthy.
Title: Re: Project Catch 'Em All
Post by: Daeron on September 27, 2013, 01:22:37 pm
(Grand Theft Auto 5 has captured me)

I am being captured by that game too XD
But nice to hear about cleafable, did you know guys that cleafairy initially was supposed to be the pokemon´s mascot instead of Pikachu? :D
Cant wait for the update :P
Title: Re: Project Catch 'Em All
Post by: chuchoryu on October 02, 2013, 09:56:16 pm
I made this one
(http://imageshack.us/a/img708/7290/tu7n.gif)
By Blizzard Bufalo
(http://imageshack.us/a/img51/127/lx0.gif)
By me, can I use this for make Squirtle for your project I like this Mugen a lot amigo
(http://imageshack.us/a/img163/4721/gitl.jpg)(http://imageshack.us/a/img818/4486/n9xv.jpg)(http://imageshack.us/a/img580/4738/2sdi.jpg)(http://imageshack.us/a/img841/581/9idq.jpg)(http://imageshack.us/a/img856/581/9cvh.jpg)(http://imageshack.us/a/img30/4521/fz1l.jpg)

And, how Fighter Factory you use for Open the SFF files? I use Mugen Character Maker for make my Tekken chars amigo

Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on October 02, 2013, 11:27:53 pm
Neither Squirtle nor Gold fit in with the sprite style of the game (nor each other, for that matter). Squirtle's also too big.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 03, 2013, 12:03:34 am
Yeeeeeeah. I'm not sure why you'd use different sprites... We have Gold sprites and we have Squirtle sprites.
Title: Re: Project Catch 'Em All
Post by: Fist Dracon on October 03, 2013, 12:22:37 am
i told him that Squirtle is very giant...

and i did a fix for some of his sprites...
Title: Re: Project Catch 'Em All
Post by: Daeron on October 04, 2013, 03:28:59 am
I would like to suggest using the remixes of this great musician for the game... he sticks to the essence of a battle theme and has remixed a lot of famous poke-tracks

http://www.youtube.com/watch?v=goSR5Z9ZqIs
Title: Re: Project Catch 'Em All
Post by: Алексей on October 04, 2013, 03:31:48 am
Nice! Thanks for the link. We'll be sure to use 'em. :)
Title: Re: Project Catch 'Em All
Post by: Omega on October 04, 2013, 08:04:36 pm
Hey there Alexei and Ryon. How are you guys progressing? Could you guys tell us about updates, fixes, plans and news?

This Game is definitly Great like İ said before. Good luck with it Guys.
Title: Re: Project Catch 'Em All
Post by: Ryon on October 04, 2013, 11:31:56 pm
At the moment stalled from what i can tell but its not really an issue.
I've been working on Yamato, and Alexei has been busy as well.

but I think we could release a update, I gotta consult alexei if we could or not.
Title: Re: Project Catch 'Em All
Post by: chuchoryu on October 05, 2013, 12:01:24 am
Neither Squirtle nor Gold fit in with the sprite style of the game (nor each other, for that matter). Squirtle's also too big.
In this project the sprites are from the GBA Advance, right? why no mew appear in the game?
Title: Re: Project Catch 'Em All
Post by: Алексей on October 05, 2013, 12:04:15 am
Yeah, I'd say we're stalled for sure. During the weekdays, I don't have motivation to do anything but sleep and eat really. I try to kick it into high gear during the weekends, but even then I'm pooped. Trying to gain weight is a tough job. *sigh*

Anyways, we're not ready to release the update. There's still much to do before I'm happy with the way things are.

Neither Squirtle nor Gold fit in with the sprite style of the game (nor each other, for that matter). Squirtle's also too big.
In this project the sprites are from the GBA Advance, right? why no mew appear in the game?


No, they're 100% custom by Joshr on The Spriter's Resource. The link is in the first post.
Mew isn't in the game because no one has made him. It's as simple as that. We have Mewtwo. There's no reason to make him right off the bat. It's kind of redundant.
Title: Re: Project Catch 'Em All
Post by: chuchoryu on October 05, 2013, 12:07:32 am
Yeah, I'd say we're stalled for sure. During the weekdays, I don't have motivation to do anything but sleep and eat really. I try to kick it into high gear during the weekends, but even then I'm pooped. Trying to gain weight is a tough job. *sigh*

Anyways, we're not ready to release the update. There's still much to do before I'm happy with the way things are.

Neither Squirtle nor Gold fit in with the sprite style of the game (nor each other, for that matter). Squirtle's also too big.
In this project the sprites are from the GBA Advance, right? why no mew appear in the game?


No, they're 100% custom by Joshr on The Spriter's Resource. The link is in the first post.
Mew isn't in the game because no one has made him. It's as simple as that. We have Mewtwo. There's no reason to make him right off the bat. It's kind of redundant.
Ouch! no Mew dont worry...I like to see more Pokemons in the game...or Digimons is very fantastic and renovator in mugen, simply nice amigos
Title: Re: Project Catch 'Em All
Post by: Omega on October 12, 2013, 09:01:50 am
Such an Great Game needs time of course Guys. Rush is not needed and nobody can tell you two what to do. Motivation is a true thing as İ have talked to Ryon about this a while ago in general. We live in a world with too much new things around and motivation can slip/go from one to another. İf it has a connection to our health than yeah, rest, sleep and eating is all what matters for motivation. Keep it going You Guys.

Title: Re: Project Catch 'Em All
Post by: Алексей on October 12, 2013, 04:03:42 pm
Lots and lots of eating. :)

Since it's the weekend, I'll be trying to dedicate some time to this and get some things done, but first I have to complete this character I'm working on. It should be released either today or tomorrow, but I'm not saying who. XD
Title: Re: Project Catch 'Em All
Post by: Ryon on October 14, 2013, 11:41:53 am
I've still been lazy.

Pokemon X has captured me.
but more over.

Clefable will be our first Fairy Type. Which will make her a interesting fight.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 15, 2013, 12:32:32 am
I'm still waiting for my copy to arrive. Damn Columbus Day. >>. I had work, but USPS didn't. *Sigh*

Anyways, Lugia still needs to be finished up and then we have some screens to improve. Honestly, we both have to get back into things.
Title: Re: Project Catch 'Em All
Post by: chuchoryu on October 15, 2013, 05:36:45 pm
I have a question, how other Pokemon can enter to the roster? or, how other are planig for release?
Title: Re: Project Catch 'Em All
Post by: Алексей on October 16, 2013, 02:43:35 am
Pokemon are chosen for the roster after fitting a certain criteria:

1.) Are the sprites acceptable?
2.) Hows the typing? Do we already have someone of this type?
3.) Can we make a unique moveset for it?
4.) Optionally, do we even like it?
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on October 16, 2013, 04:37:59 pm
If people were to sprite X and Y Pokémon in this style, would they be added? Or would the lack of information surrounding them (stats, etc.) negate their chances?
Title: Re: Project Catch 'Em All
Post by: Алексей on October 16, 2013, 05:16:14 pm
1st: That would be awesome! XD. But yeah, I'm not sure if we do have stats on them. If so, then I don't see a problem with it.
Title: Re: Project Catch 'Em All
Post by: Ricepigeon on October 16, 2013, 05:42:01 pm
People on Smogon have been calculating the base stats of the new pokemon and MEvos with some accuracy. Of course nothing is 100% confirmed until someone actually finds out how to crack the code for 3ds games, which is so far much harder to do than the pokemon games for the GBA and DS. But at this point I'd say that about 95% of the info regarding base stats on there is accurate.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on October 19, 2013, 12:41:32 am
The 3DS IS hard to crack.

Heck, nobody has managed to rip the raw music from Mario Kart 7 to this date.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 19, 2013, 02:20:52 am
Well, all we would really need are the basic stats and a list of learn-able moves. Either way, I don't see it happening any time soon.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on October 19, 2013, 09:29:56 pm
Well, Serebii has got (unconfirmed) base stats for Gen VI Pokémon, as well as movesets.
Title: Re: Project Catch 'Em All
Post by: 【MFG】gui0007 on October 26, 2013, 12:04:52 am
Hey Ryon, why don't you use that music as main menu or for an intro?



P.S.: That Lindsay Stirling's remix really rocks! :D And if you want check other videos of her: http://www.youtube.com/user/lindseystomp
Title: Re: Project Catch 'Em All
Post by: Ricepigeon on October 30, 2013, 06:20:05 pm
The 3DS IS hard to crack.

Heck, nobody has managed to rip the raw music from Mario Kart 7 to this date.

Blame 3DS games for using AES-256 encryption. GBA and DS didn't have encryption in any form, so data mining was infinitely easier.
Title: Re: Project Catch 'Em All
Post by: Ryon on November 01, 2013, 02:38:16 am
Hey Ryon, why don't you use that music as main menu or for an intro?
P.S.: That Lindsay Stirling's remix really rocks! :D And if you want check other videos of her: http://www.youtube.com/user/lindseystomp

HATE...

I HATE DUB STEP!

I'm sure Alexei would agree.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on November 01, 2013, 02:49:53 pm
HATE...

I HATE DUB STEP!

I'm sure Alexei would agree.

My word, you see sense :D
Title: Re: Project Catch 'Em All
Post by: 【MFG】gui0007 on November 05, 2013, 02:36:13 am
Hey Ryon, why don't you use that music as main menu or for an intro?
P.S.: That Lindsay Stirling's remix really rocks! :D And if you want check other videos of her: http://www.youtube.com/user/lindseystomp

HATE...

I HATE DUB STEP!

I'm sure Alexei would agree.

Oh, my bad Ryon :P
Title: Re: Project Catch 'Em All
Post by: Omega on November 08, 2013, 09:53:26 pm
How are You guys doing btw? Alexei must be bussy since there is no news from him aswell really.
Title: Re: Project Catch 'Em All
Post by: chuchoryu on December 30, 2013, 09:27:04 pm
Maybe this project only have 6 Pokèmon avaliable and one Secret but I like to see Squirtle
(http://imageshack.us/a/img833/9808/v2tu.jpg)

For this reason I make my hown Squirtle, I planing to make Mew, Venusaur and many more Pokèmon for this

Title: Re: Project Catch 'Em All
Post by: 【MFG】gui0007 on December 30, 2013, 10:18:25 pm
Well Ryon, do ya like this?
Title: Re: Project Catch 'Em All
Post by: chuchoryu on December 30, 2013, 10:25:19 pm
Well Ryon, do ya like this?
[youtube]http://www.youtube.com/watch?v=2Zt26tWW44A[/youtube]
Nice, I add thi for Mewtwo Battle in the mugen
http://www.youtube.com/watch?v=xQzsFzmT4W0
Title: Re: Project Catch 'Em All
Post by: Ryon on December 31, 2013, 04:38:01 am
I should actually get Beta 2 ready..

twice the roster, more stages.
and fixes.
Title: Re: Project Catch 'Em All
Post by: Watta on December 31, 2013, 06:48:26 pm
Hey Ryon, have you heard from Alexei lately?
I've been trying to get in touch with him for a week :P

Nice to see progress on this also :)
Title: Re: Project Catch 'Em All
Post by: Ryon on December 31, 2013, 11:22:28 pm
Yeah I got him on speed dial.

but more or less work has been avalanche him.
He is without a doubt, "leaving mugen" but he said he would come back one day. when he feels more or a drive for it.
Title: Re: Project Catch 'Em All
Post by: Watta on January 01, 2014, 07:58:28 am
Ah well, I guess it happens to most people. I hope he'll come back some day.
Thanks for telling me though.
Title: Re: Project Catch 'Em All
Post by: 【MFG】gui0007 on January 01, 2014, 08:18:56 am
Well Ryon, do ya like this?
[youtube]http://www.youtube.com/watch?v=2Zt26tWW44A[/youtube]
Nice, I add thi for Mewtwo Battle in the mugen
http://www.youtube.com/watch?v=xQzsFzmT4W0


Man, i love Daniel Tidwell music. Thanks for the advice.
Title: Re: Project Catch 'Em All
Post by: Omega on January 01, 2014, 01:24:59 pm
You should definitly have a newer release man. What exactly needs done for beta 2?
Title: Re: Project Catch 'Em All
Post by: Tortwag on January 01, 2014, 03:10:56 pm
I just realized that the move so far are not altered by types. For example My Quilava's flamethrower does almost nothing to Skarmory, which is outrageous to the Pokemon fan that I am, but I guess it would be difficult to code, wouldn't it... I got my sweet revenge with my Blastoise though (Fly? HA! *uses protect and counterattacks with Hydro Pump*).

Also, how can I change the training field music? Impossible to find it in the System/def :/

Anyways, besides that, everyone else already made all the necessary critics so far, so I'll try to make a Pokemon for this project as well. I kinda wanted Smeargle, but since he can learn pretty much anything, wouldn't be interesting... I'll find one eventually.
This project looks awesome, plays awesome, and even though I don't really like the title music (that I changed, sorry, rock isn't my favorite style, ti depends on the music... I prefered that: http://www.youtube.com/watch?v=kbzvNS26t_k&hd=1), I must say everything looks pretty good.

Also, I'll try to make some trainers for the game too, because I would love to see a Mirror B trainer sprite. THAT would be an awesome addition.
(http://th06.deviantart.net/fs71/PRE/i/2012/098/3/5/__miror_b____by_possumato-d4vg15t.png)


Love this guy...
Title: Re: Project Catch 'Em All
Post by: Ryon on January 01, 2014, 06:07:47 pm
Beta 1 doesnt include it Beta 2 does.

and honestly Nothing I just havent gotten around to uploading Beta 2.
Title: Re: Project Catch 'Em All
Post by: QuickFist on January 01, 2014, 06:11:55 pm
So it's done? You just have to upload it?
Title: Re: Project Catch 'Em All
Post by: Ryon on January 01, 2014, 06:13:37 pm
Im uploading it now. check release 1.0 section in a few minutes.
Title: Re: Project Catch 'Em All
Post by: chuchoryu on January 02, 2014, 09:11:09 pm
Here my Pokèmon for Open Source

======================| Squirtle by chuchoryu|===========================     
Hello friends, this time I make my favorite Pokèmon, Squirtle for the project Pokèmon Mugen Edition, this work is based in the Blastoise from that game but I like more a Squirtle for this reason I make this one using the basic made by Ryon
(http://imageshack.us/a/img833/9808/v2tu.jpg)
(http://imageshack.us/a/img545/7241/85r.gif)
Squirtle:  http://www.sendspace.com/file/48bm88

Special Thanks to:
Ryon: For make this awesome project, really I love Pokèmon
JoshR691: I use the sprites he made for this Squirtle
And you for download this character, you rocks!! really...

Visit this site for see the complete game:  http://mugenguild.com/forum/topics/project-catch-em-all-153640.msg1832373.html#msg1832373

Or Here for Download the complete game:  http://www.mediafire.com/download/f9o1ixpp421m1y2/Project+Catch+%27Em+All+Demo+1.zip

**Move List**
I no need to add move list the char explain for himself

More to come...



     Posted: January 06, 2014, 10:12:02 pm
And now other one for you

======================| Dark Lugia by chuchoryu|===========================     
Hello friends, now is time for the next level on thi project Pokèmon Mugen Edition,now I edit the Lugia for become a Dark Lugia from Pokèmon DX, using the basic made by Ryon and Alexei I edit this one the only work I made for this is the Portraits
*NOTE, is only a little edit, Ryon and Alexei can use this as you wish amigos
(http://imageshack.us/a/img194/2741/8d36.jpg)

(http://imageshack.us/a/img21/4702/b0l.gif)
Dark Lugia:   http://www.sendspace.com/file/v900wf

Special Thanks to:
Alexei: For make this awesome project, really I love Pokèmon
JoshR691: I use the sprites he made for this edit for Lugia
And you for download this character, you rocks!! really...

Visit this site for see the complete game:  http://mugenguild.com/forum/topics/project-catch-em-all-153640.msg1832373.html#msg1832373

Or Here for Download the complete game:  http://www.mediafire.com/download/f9o1ixpp421m1y2/Project+Catch+%27Em+All+Demo+1.zip

**Move List**
I no need to add move list the char explain for himself

More to come...

Title: Re: Project Catch 'Em All
Post by: Ryon on January 08, 2014, 05:05:29 am
(http://i1.someimage.com/R1KDyBA.png)
Title: Re: Project Catch 'Em All
Post by: QuickFist on January 08, 2014, 05:11:04 am
Meowth! Nice, so you guys are already working
Title: Re: Project Catch 'Em All
Post by: MadkaT on January 08, 2014, 12:40:12 pm
Nice to see more progress, if the trainers are made, there will be a mode to choose them? Or it will be preasigned with the pokemons?
Title: Re: Project Catch 'Em All
Post by: Omega on January 08, 2014, 08:51:21 pm
That looks great there man. I can't wait to see what more Pokemon you guys will add in game.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 08, 2014, 09:11:34 pm
Excuse me, but do the POKéMON need any color seperation in this project?
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 08, 2014, 09:49:56 pm
Wouldn't think so.

It's just regular and shiny palettes, right?
Title: Re: Project Catch 'Em All
Post by: Aldo on January 08, 2014, 09:56:49 pm
I don´t think CS is needed. Regular & shiny are good enough to keep the pokemon essence in this. Probably a Shadow a la XD could work but no more than that.
Title: Re: Project Catch 'Em All
Post by: Ryon on January 08, 2014, 11:19:47 pm
Excuse me, but do the POKéMON need any color seperation in this project?

Nope.

Normal, Shiny, and 1 of our personal colors.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 09, 2014, 08:31:10 pm
Ah, okay. I guess I will try to code a POKéMON for this project then...
EDIT1:
(http://img849.imageshack.us/img849/3553/kgd2.png)
Okay, I kind of feel stupid right now, but how do I change the display name in the battle HUD?
EDIT2: Damn, now I also noticed that the sprites are misaligned as well...not a good day... >_<
Title: Re: Project Catch 'Em All
Post by: Ryon on January 10, 2014, 01:48:10 am
everything is in the characters SFF.

name.
select screen portraits.
attack board.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 10, 2014, 04:12:12 pm
Ah, okay.
EDIT: Okay, I have finished Togetic's third move now. It is Fly.
And here is the movelist I planned for Togetic, just in case you wanna know:
-Hyper Beam (will code next)
-Facade (will code after Hyper Beam)
-Fly (finished)
-Metronome (will code after Facade)
Now my question is: How does the game actually handle the statuses code-wise? Is there a special variable planned for that? I'm asking this because I need the information for Facade, which gets double power, whenever the user is burned, paralyzed or poisened.
Title: Re: Project Catch 'Em All
Post by: Ryon on January 10, 2014, 11:43:41 pm
didn't the folder of the full game come with the DEVELOPER REFERENCE text file?

that file includes all the info you should need to know.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 11, 2014, 09:27:03 am
Nope, the Developer References text file was a seperate file.
I have already read that, by the way, and I couldn't find any informations regarding special states like burned, poisened or paralyzed...
Title: Re: Project Catch 'Em All
Post by: Ryon on January 11, 2014, 03:04:44 pm
I forget how alexei did it.

but those do exist.
I forget... how and where.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 11, 2014, 07:26:56 pm
Okay, I have downloaded the newest beta, mainly because I was curious, how the statuses were handled, but also in order to add some improvements into Togetic.
Well, this is what I have found in your Beedrill, which has got moves which cause poison:
Code:
;---------------------------------------------------------------------------
; Enemy Poison State
[StateDef 543]
movetype = H

[State 543, Set Burn Var]
type = VarSet
trigger1 = !ishelper
var(4) = 3

[State 0, PalFX]
type = PalFX
trigger1 = !time
time = 30
add = 0,-128,256
mul = 256,256,256
sinadd = 50,50,50,10
invertall = 0
color = 256

[State 543, Return To State]
type = SelfState
trigger1 = 1
value = 5000
And that code snippet was in Alexei's Quilava:
Code:
[StateDef 533]
movetype = H

[State 533, Set Burn Var]
type = VarSet
trigger1 = !ishelper
var(4) = 1

[State 533, Return To State]
type = SelfState
trigger1 = 1
value = 5000
So appearantly, var(4) handles the special states. This is, what I have gathered so far:
var(4)=0: no status
var(4)=1: burn
var(4)=2: paralyze
var(4)=3: poison
I guess that should be enough for Facade...
...in other news, Hyper Beam has been finished and Fly has been partially updated to the new standards.
EDIT1: I also have noticed that Clefable has got Metronome with a few attacks. I will probably do the same thing, but I use different moves for Togetic's Metronome in order to set him apart from other Metronome users.
EDIT2: After some more testing, I found out that the Pokemon cannot move while having a status effect, so there goes Facade...I would like it, if someone could suggest me a good substitute...
...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. Anyway, here is the list:
Substitute (Normal)
Ember (Fire)
Whirlpool (Water)
Bullet Seed (Grass)
??? (Bug)
Aurora Beam (Ice)
Thunder Shock (Electritrc)
Sky Uppercut (Fighting)
Rock Throw (Rock)
Earth Quake(Ground)
Wing Attack (Flying)
Sludge Bomb (Poison)
??? (Psychic)
Shadow Sneak (Ghost)
Twister (Dragon)
??? (Dark)
Flash Cannon (Steel)
??? (Fairy)
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 11, 2014, 11:27:43 pm
Clefable has Metronome, so I'd like into that ;)

Keep wanting to make a character for this. Maybe Gigalith, Tyrunt or Rampardos.
Title: Re: Project Catch 'Em All
Post by: Sinnesloschen on January 11, 2014, 11:31:53 pm
You and your rock types. This needs more Spiritomb.
Title: Re: Project Catch 'Em All
Post by: Ricepigeon on January 12, 2014, 04:48:25 am
You and your rock types. This needs more FUCK YEAH SEAKING.

YES
Title: Re: Project Catch 'Em All
Post by: Алексей on January 12, 2014, 05:41:09 am
EDIT2: After some more testing, I found out that the Pokemon cannot move while having a status effect
I'm just a bit curious by your statement here. The only status effect that really prevents movement is Paralysis, which has a 10% chance. If the enemy is burned, they are still able to perform moves and such, but get burned at the end of their "turn." Same goes for poison.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 12, 2014, 08:58:17 am
EDIT2: After some more testing, I found out that the Pokemon cannot move while having a status effect
I'm just a bit curious by your statement here. The only status effect that really prevents movement is Paralysis, which has a 10% chance. If the enemy is burned, they are still able to perform moves and such, but get burned at the end of their "turn." Same goes for poison.

Okay, ignore my previous statement. I now tested it again, and this time, for a bit longer, and you're right! Which means that Facade can stay (yay).
Also, 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)
??? (Bug)
Aurora Beam (Ice)
Thunder Shock (Electritrc)
Sky Uppercut (Fighting)
Rock Throw (Rock)
Earth Quake(Ground)
Wing Attack (Flying)
Sludge Bomb (Poison)
??? (Psychic)
Shadow Sneak (Ghost)
Twister (Dragon)
??? (Dark)
Flash Cannon (Steel)
??? (Fairy)

Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 12, 2014, 11:03:54 am
You and your rock types. This needs more Spiritomb.

What if I told you...
...I prefer Electric-types.

Also, Spiritomb has a rock at the bottom of it, so there.
Title: Re: Project Catch 'Em All
Post by: DJ_HANNIBALROYCE on January 12, 2014, 11:23:08 am
You and your rock types. This needs more Spiritomb.

What if I told you...
...I prefer Electric-types.

Also, Spiritomb has a rock at the bottom of it, so there.

SHOT* lololol
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 12, 2014, 11:36:37 am
Good that you are here DJ_HannibalRoyce. I would be really glad, if you could send me your Shadow Sneak sprites...

     Posted: January 12, 2014, 03:23:14 pm
Okay, I think I got a problem now:
Code:
;---------------------------------------------------------------------------
;Unique Winpose
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, Jump]
type = velset
trigger1 = animelem = 2
y = const(velocity.jump.y)

[State 181, Gravity]
type = StateTypeSet
trigger1 = animelem = 2
physics = A

[State 181, Loop]
type = ChangeAnim
;trigger1 = animelem = 3
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 181

[State 181, Persist Round]
type = AssertSpecial
trigger1 = time<=100
flag = roundnotover
ignorehitpause = 1

[State 181, Pokemon Cry]
type = PlaySnd
trigger1 = !time
value = 11,0
Everything works fine. The only part, which is not working, is the ChangeAnim part. What do I do wrong?
Title: Re: Project Catch 'Em All
Post by: Ryon on January 12, 2014, 03:41:17 pm
Physics = A

when that is in, mugen will ignore your changestate pos and vel y's.

and automatically set them to jump land.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 12, 2014, 03:47:28 pm
Physics = A

when that is in, mugen will ignore your changestate pos and vel y's.

and automatically set them to jump land.
Damn...what triggers should I use for a VelAdd in order to replicate Physics = A?
Title: Re: Project Catch 'Em All
Post by: Алексей on January 12, 2014, 03:48:51 pm
-vel y < pos y
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 12, 2014, 03:51:42 pm
-vel y < pos y
I'm sorry, but that doesn't work...
Title: Re: Project Catch 'Em All
Post by: Алексей on January 12, 2014, 03:58:29 pm
It's meant to be used to trigger a ChangeState; to your land state.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 12, 2014, 03:59:26 pm
It's meant to be used to trigger a ChangeState; to your land state.
But I don't want to trigger a land state, I want to loop the animation as soon as Togetic lands...
Title: Re: Project Catch 'Em All
Post by: Алексей on January 12, 2014, 04:26:42 pm
For that, you could do something like:

Code:
[State ****, Gravity]
type = Gravity
trigger1 = pos y < 0

[State ****, Prevent going through floor]
type = PosSet
trigger1 = pos y > 0
y = 0

[State ****, ChangeAnim]
type = ChangeAnim
trigger1 = pos y=0 && anim!=#### && time>5 ; Where 5 is a time to offset the change, to allow for the jump, or it might change the anim too fast.
value = ####

There's almost always a way. :P
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 12, 2014, 04:38:46 pm
It almost works now.
Togetic's animation does change back to 181 now, but he still doesn't jump a second time.
I am getting the feeling this is because of the time trigger not resetting to 0 when the animation changes back to 181...
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 12, 2014, 09:56:05 pm
Just thought I'd mention something.

Clefable's stats are wrong. I'm not sure where you got the values from.
-Life is 416, should be 394
-Attack is 306, should be 262
-Defence is 394, should be 269

Also, shouldn't you get the stat from the best offensive/defensive stat? Something with no Attack but great Sp. Attack isn't going to do so well in this game. Same thing with non-evolved Pokémon (minus Scyther). They're going to be inferior to fully-evolved Pokémon.
Title: Re: Project Catch 'Em All
Post by: Алексей on January 12, 2014, 10:39:36 pm
Also, shouldn't you get the stat from the best offensive/defensive stat? Something with no Attack but great Sp. Attack isn't going to do so well in this game. Same thing with non-evolved Pokémon (minus Scyther). They're going to be inferior to fully-evolved Pokémon.
Yes, I completely agree with you. I'll make those changes to our existing characters so they'll be ready for the next release.



     Posted: January 12, 2014, 11:17:23 pm
Though, what do you suggest we do about non-evolved pokemon? For Pikachu, I made him quick and gave him hard-to-dodge moves such as Thunder. He also has the ability to Paralyze the enemy which can turn the tables pretty easily.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 12, 2014, 11:29:51 pm
First thing that popped into my head was have their ATB bars fill up quicker.
Title: Re: Project Catch 'Em All
Post by: Ryon on January 13, 2014, 11:41:33 am
its just a random value we decide on (sorta systemically) based on the damage output of the move. and how long we think it should take to recharge to keep fairness.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 13, 2014, 06:19:19 pm
Sorry to interupt your small talk, but I still need help with the winpose for my character:
Code:
;---------------------------------------------------------------------------
;Unique Winpose
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, Jump]
type = velset
trigger1 = animelem = 3
y = const(velocity.jump.y)

[State 181, Gravity]
type = Gravity
trigger1 = pos y < 0

[State 181, Prevent going through floor]
type = PosSet
trigger1 = pos y >= 0 && vel y > 0
y = 0

[State 181, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >= 0 && vel y > 0; && anim!=181  ; Where 5 is a time to offset the change, to allow for the jump, or it might change the anim too fast.
value = 181

[State 181, Persist Round]
type = AssertSpecial
trigger1 = time<=100
flag = roundnotover
ignorehitpause = 1

[State 181, Pokemon Cry]
type = PlaySnd
trigger1 = !time
value = 11,0
Please help me there...
Title: Re: Project Catch 'Em All
Post by: Алексей on January 13, 2014, 06:29:01 pm
You want him to jump a second time? Well, your trigger for the jump is "AnimElem=3." I kinda thought you had it figured out because you said this:
I am getting the feeling this is because of the time trigger not resetting to 0 when the animation changes back to 181...

Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 13, 2014, 07:04:57 pm
You want him to jump a second time? Well, your trigger for the jump is "AnimElem=3." I kinda thought you had it figured out because you said this:
I am getting the feeling this is because of the time trigger not resetting to 0 when the animation changes back to 181...
Well yeah, but figuring out the source of the problem is only the first part of the deal. I still need to figure out, how I could reset the time trigger to 0...any ideas?
Title: Re: Project Catch 'Em All
Post by: Алексей on January 13, 2014, 07:07:39 pm
You don't reset time in a state unless you move from that state to another one, and come back to it. Regardless, you can simply have two different triggers for that, both using time if you prefer.
Code:
trigger1 = !time || time=130 ; At time 0 or time 130
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 13, 2014, 07:14:20 pm
Okay, I tried it.
It could work, but Togetic gets stuck a bit below the ground, and thus, he cannot really jump again...
Title: Re: Project Catch 'Em All
Post by: Алексей on January 13, 2014, 07:16:44 pm
Ok, since this isn't going to be as simple, open up a thread in the Dev Help section so we can continue there and stop clogging up this thread... even if it is kind of related. I can look into this further when I get home in about five hours.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 13, 2014, 07:33:52 pm
Okay, I have made the thread in the Dev Help section now. :)
In other news, I made the unique intro already and also did the regular version of Facade.
Now, I am awaiting an answer in the Sprite Expansion request Thread, since I need for the powered version of Facade new sprites...
...okay, I need new sprites for Metronome as well, but I will worry about that later. :P
Title: Re: Project Catch 'Em All
Post by: Алексей on January 13, 2014, 07:39:45 pm
Ok cool. I saw the thread. If someone doesn't get to it before I do, I'll be sure to help you out. Talk to you later.
Title: Re: Project Catch 'Em All
Post by: chuchoryu on January 15, 2014, 08:26:23 pm
(http://i1.someimage.com/R1KDyBA.png)
Wow! Meowth is comming, this is basic in Pokemon series (I hope this one enter in Smash Bros)

Ah, okay. I guess I will try to code a POKéMON for this project then...
EDIT1:
(http://img849.imageshack.us/img849/3553/kgd2.png)
Okay, I kind of feel stupid right now, but how do I change the display name in the battle HUD?
EDIT2: Damn, now I also noticed that the sprites are misaligned as well...not a good day... >_<
Togetic, maybe much like Togepi but this is amazing using the KFM moves, I want for download amigo

Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 15, 2014, 08:31:38 pm
Togetic, maybe much like Togepi but this is amazing using the KFM moves, I want for download amigo
It's pretty damn outdated, that pic.
Also, Togetic does not have KFM moves. After all, he's not KFM.
He has got the following moveset:
-Hyper Beam (100% complete)
-Facade (50% complete)
-Fly (100% complete)
-Metronome (0% complete)
Also, I wont put a download link, until every move is finished, the winpose bug is fixed and all the placeholder sprites (like the menu with the KFM moves) is replaced.
Please be patient there.
Title: Re: Project Catch 'Em All
Post by: Ryon on January 16, 2014, 01:09:08 am
For now, i recommend you copy and paste Clefable's Metronome, code.

all parts of it and the effects to.
Title: Re: Project Catch 'Em All
Post by: Omega on January 16, 2014, 01:58:30 pm
I know that this game is just Pokemon based but, what about a few joke/parody characters from different series wich are hidden?

They could be mistaken as Pokemons.

- Chaotsu from Dragonball Z
The abdridged series is pretty populair with the line where Nappa is calling Chaotsu a Pokemon)

- Tony Tony Chopper from One Piece.
A talking rendeer wich uses devil fruit powers. He could be the next talking one next to Meowth.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 16, 2014, 07:08:57 pm
For now, i recommend you copy and paste Clefable's Metronome, code.

all parts of it and the effects to.
Don't worry, I will only plan the system of Metronome. However, I actually want to add different attacks, in order to differentiate my Togetic from your Clefable even more.
I know that this game is just Pokemon based but, what about a few joke/parody characters from different series wich are hidden?

They could be mistaken as Pokemons.

- Chaitsu from Dragonball Z
The abdridged series is pretty populair with the line where Nappa is calling Chaitsu a Pokemon)
For the love of god, that HAS to happen.
Title: Re: Project Catch 'Em All
Post by: Omega on January 17, 2014, 03:29:49 pm
Yeah it would be pretty funny and great. It's up to Ryon and Alexei to decide to include it in game.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 20, 2014, 12:43:41 am
Just thought I'd post these here.
(http://imageshack.com/a/img577/9483/5g9z.png)
(http://imageshack.com/a/img833/8052/l0rr.png)
(http://imageshack.com/a/img545/5712/mck8.png)

I hope I actually get a chance to use them :)
Title: Re: Project Catch 'Em All
Post by: Алексей on January 20, 2014, 04:21:35 am
Did you draw those?
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 20, 2014, 08:28:57 am
Yes.
Well, except for the small icon. That's just his X and Y icon recoloured to fit the Gen III - V restricted icon palettes. Rom hacking tools can be useful :)
Title: Re: Project Catch 'Em All
Post by: Omega on January 20, 2014, 11:42:49 am
That looks great man. Looks like a little T-Rex there.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 20, 2014, 01:35:49 pm
Might make the full-body Tyrunt sprite (subsequently the select screen portrait) a bit brighter. I think I made the colours too dark :P
Title: Re: Project Catch 'Em All
Post by: Алексей on January 20, 2014, 11:38:15 pm
Yeah, that looks rather good. :P
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 26, 2014, 06:29:30 pm
(http://imageshack.com/a/img17/8383/zjjd.gif)(http://imageshack.com/a/img707/9883/c097.gif)

Took a fair while because I'm lazy 'n' stuff :P
Title: Re: Project Catch 'Em All
Post by: Алексей on January 26, 2014, 06:50:38 pm
Sweet. Is he really that small though? I'm thinking of Clefable's sprites in comparison and it just seems so small, lol. It could be accurate though. I'm not sure.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 26, 2014, 06:58:52 pm
Tyrunt's pretty small. Technically smaller than Sandslash.

http://veekun.com/dex/pokemon/tyrunt
http://veekun.com/dex/pokemon/Sandslash

Scroll down to the bit with "Height".
Title: Re: Project Catch 'Em All
Post by: Алексей on January 26, 2014, 07:13:51 pm
That explains it then. :P
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 26, 2014, 07:46:32 pm
I was thinking he could have:
-Stealth Rock (functions like Spikes, but can do the whole Super-effective/not very effective thing)
-Bite
-Ancient Power
-Dragon Tail (wall bounce, seeing as switching out isn't possible :P)

Seem good enough?
Title: Re: Project Catch 'Em All
Post by: Алексей on January 26, 2014, 07:48:52 pm
Yep, though I think you might have some issues with Stealth Rock. The super-effectiveness of a move is determined by its type and the type of the target. On top of that, the logic is in the core of the game and shouldn't simply be overridden.
Title: Re: Project Catch 'Em All
Post by: Omega on January 28, 2014, 07:09:35 pm
He will be a great fossil Pokemon for the game. If Stealth Rock is going to be a problem, he could maybe use Stone Edge or Rock Slide instead of that.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on February 01, 2014, 04:51:41 pm
Whoops, forgot to post some new screenies of Togetic:
(http://imagizer.imageshack.us/v2/800x600q90/39/2n6.png)
(http://imagizer.imageshack.us/v2/800x600q90/14/a0vq.png)
(http://imagizer.imageshack.us/v2/800x600q90/843/efvd.png)
(http://imagizer.imageshack.us/v2/800x600q90/829/r31g.png)
Title: Re: Project Catch 'Em All
Post by: Omega on February 01, 2014, 10:01:46 pm
Those screenshots are great man. What are the moves he'll use in the game?
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on February 01, 2014, 10:09:37 pm
That are his moves:
-Hyper Beam
-Facade
-Fly
-Metronome (but Togetic's Metronome will differ from Clefable's Metronome)
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on February 02, 2014, 12:37:04 am
Our second Fairy-type!

Dunno if it'll replace Clefable as my main though :P
Title: Re: Project Catch 'Em All
Post by: Omega on February 02, 2014, 07:44:36 pm
His move fly should be a bit different too since he has smaller wings. He should float faster in the sky before he attacks in game.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on February 02, 2014, 07:49:27 pm
Well, I already did it like that, so Togetic flys faster to the aerial spot.
It was originally just the result of his flying up animation being different from Skarmory's flying up animation, in other words, not intertional.
However, the more I use Togetic's Fly, the more I was sure that what I have done was right, so I labeled something unintentional as intentional, and voila.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on February 04, 2014, 10:13:20 pm
Just thought I'd mention I've fixed the select screen's loop problem. It irritated me more than it should have :P

https://www.mediafire.com/?jdxu32zws7tja32

select.bgm.loopstart = 1535444
select.bgm.loopend = -1

Also fixed the type matchup chart to properly include Fairy resistances. Want me to upload that, too?
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on February 14, 2014, 03:19:07 pm
It's Shedinja!
(http://i.imgur.com/hXzfjIw.gif)(http://i.imgur.com/7KWlccK.gif)(http://i.imgur.com/QfhAhVq.gif)

Screenshots
Spoiler, click to toggle visibilty

Download (https://skydrive.live.com/redir?resid=E7B291CB4009EF92!229&authkey=!ABva9pLndcEo1ow&ithint=file%2c.zip)
Title: Re: Project Catch 'Em All
Post by: Omega on February 14, 2014, 03:38:44 pm
He seems like a good character. I like the screenshots. Not saying this for bug only Pokemon but, he is the first bug/ghost Pokemon for the game right? Great choice of moves aswell. Thank you for the release.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on February 14, 2014, 03:46:09 pm
You're most welcome.
Dual types aren't counted though, only primary types, so Shedinja is classed as Bug-type rather than Bug/Ghost :)
Title: Re: Project Catch 'Em All
Post by: QuickFist on February 14, 2014, 06:34:20 pm
Awesome! He looks pretty good, testing...
Title: Re: Project Catch 'Em All
Post by: liamx2000 on March 21, 2014, 01:55:06 am
how is this project coming along ?
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on May 03, 2014, 02:08:36 pm
Sorry, that I necrobump, but Ryon allowed me to keep the project (and thus, this thread) alive, while he takes a break.
I also have some actual progress there.
Anyway, I have good news and bad news.
The good news:
(http://s29.postimg.org/5cb91gzur/togetic_facade.gif)
http://s8.postimg.org/kjipbkt5x/togetic_facade_big.gif
(http://s29.postimg.org/5awpub8nb/togetic_facade_sheet.gif)
Thanks to the great spriter Rai Tei, I finally have the sprites for the powered up Facade now.
I also have almost finished the coding.
But now, the bad news: There is a problem with that attack.
If Togetic lands from that powered up Facade, he doesn't use my custom landing, although the code SHOULD do that, but instead, the generic landing from Fly...
BTW, here is the code:
Code:
[Statedef 516]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 60
velset = 0,0
anim = 516
ctrl = 0
sprpriority = 2

[State 510, RE]
type = removeExplod
trigger1 = time = 0
id = 518

[State 510, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 520, 1

[State 500, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 14
y = -3

[State 500, Gravity]
type = Gravity
trigger1 = pos y<0

[State 522, Land State]
type = ChangeState
trigger1 = -vel y<pos y
value = 517
ignorehitpause = 1
I would be superglad, if someone could help me out there...
Thanks in advance, and please don't forget to contribute to the game, if you can. ;)
Title: Re: Project Catch 'Em All
Post by: Ryon on May 03, 2014, 03:28:59 pm
why not use the old fashion

Code:
trigger1 = pos y > 0 && vel y > 0

also you should contact me on skype. ryon_persaud
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on May 03, 2014, 03:51:54 pm
Sorry, but that doesn't work.
Also, I'm not sure, if I have Skype. Maybe I have it, but have never used it...
Also:
(http://i.imgur.com/drSV2Jr.png)(http://i.imgur.com/6JAUsNY.png)
I started to work on the Metronome animation. Is the hand placement good?
Also, I'm trying to figure out, how I could possible edit the hand limbs, so I can do some hand waving...
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on May 03, 2014, 05:59:39 pm
Haha... I'm just glad this project isn't dead :D

The hands are just subby things. They're easy to animate, whether you want to do it through a sprite rotator or in Paint. Paint has a nice bendy line tool thing that works great for these sorts of things. See my avatar? The spines on his head were animated that way ;)
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on May 03, 2014, 06:07:09 pm
Well, thanks.
However, I already dicided to do the classical way of editing the arms pixel by pixel, since I don't really trust in the sprite rotate function that often...
Title: Re: Project Catch 'Em All
Post by: mikecrazy2004 on May 04, 2014, 01:16:47 am
I hope u guys can do more then 300 pokemons =)   and do a FULL game version
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on May 04, 2014, 11:29:52 am
300?! What are you, crazy?! The roster will most likely be as big as the current select screen, unless Ryon and co. expand it.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on May 04, 2014, 02:40:49 pm
300?! What are you, crazy?! The roster will most likely be as big as the current select screen, unless Ryon and co. expand it.
Well, I have nothing against expanding it, but every expansion will count as an update.
So the next version is called Super Project Catch'Em All, and after that, we would get Hyper Project Catch'Em All, and after that we would get Ultra Project Catch'Em All, which would then have a POKéMON, that only appeared in the mangas and was never playable before and that fans will be hype for.
Nah, just kidding. Ryon is the boss, so it is up to him.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on May 04, 2014, 03:18:14 pm
Ultra Project Catch'Em All, which would then have a POKéMON, that only appeared in the mangas and was never playable before and that fans will be hype for.

I see what you did there.
Title: Re: Project Catch 'Em All
Post by: Ryon on May 04, 2014, 04:09:38 pm
yyeeeeaaaahhhhh, i'll just leave it as Project Catch 'Em All.

lol not to confuse consumers.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on May 04, 2014, 07:59:41 pm
BTW, Ryon, I finished the Metronome animation, and I still have problems with the pwoered up Facade.
Also, I'm currently figuring out, how I should make Substitute work.
Should I just let Togetic spawn a Substitute in front of him, which would then work like a barrier?
Title: Re: Project Catch 'Em All
Post by: Ryon on May 04, 2014, 08:30:07 pm
i think you should make a helper spawn inplace of the pkmn, and have it jump back.

make sure the helper's type is player, as much as its deprecated i think its nessesary to work for this.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on May 05, 2014, 03:38:12 pm
i think you should make a helper spawn inplace of the pkmn, and have it jump back.

make sure the helper's type is player, as much as its deprecated i think its nessesary to work for this.
Hmm. the way how you describe how Substitute should work makes it look like the original Substitute sprite wont work anymore...
Unless there is a misunderstanding.
Title: Re: Project Catch 'Em All
Post by: chuchoryu on May 06, 2014, 02:22:50 am
One question...but why Charizard is not in the release project?
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on May 06, 2014, 07:42:48 am
Because nobody worked on him, duh.
I actually would have made Charizard, but I don't really care for that POKéMON... :-\
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on May 06, 2014, 11:50:04 am
Because Charizard lost the Death Battle to Blastoise.

Looks like Venusaur will be getting the boot too :P
Title: Re: Project Catch 'Em All
Post by: Ryon on May 09, 2014, 11:28:45 am
One question...but why Charizard is not in the release project?
Because Charizard lost the Death Battle to Blastoise.

Looks like Venusaur will be getting the boot too :P

What? But Venusaur was made already? So Charizard will be made at some point in the future.
At the very least, we will have all 3 1st Gen starters, Majority of the sprites Joshr did (that are good and capable of being used) are Generation 1 and 2.

Which to me is heaven because I spent YEARS playing crystal.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on May 09, 2014, 04:52:34 pm
What? But Venusaur was made already?

It's a joke. Both Venusaur and Charizard died during the Death Battle. Only Blastoise remained :P
Title: Re: Project Catch 'Em All
Post by: chuchoryu on May 12, 2014, 07:40:52 pm
What? But Venusaur was made already?

It's a joke. Both Venusaur and Charizard died during the Death Battle. Only Blastoise remained :P
I see Blastoise my favorite pokemon (like squirtle) win...returning to this projetc, I wait to see Charizard and Mew in the nex updated
Title: Re: Project Catch 'Em All
Post by: MadkaT on May 25, 2014, 07:19:23 pm
Sketching a new stage:

(http://i.imgur.com/RRI9o0A.png)

Crystal cave from pokemon mystery dungeon, is static at this moment, I'll try to animate it a bit to make it less plain and simple.
Title: Re: Project Catch 'Em All
Post by: Алексей on May 25, 2014, 07:24:30 pm
Looks nice. The only thing that bugs me is the perspective. I guess that can't really be changed though.
Title: Re: Project Catch 'Em All
Post by: MadkaT on May 25, 2014, 07:28:56 pm
Yes, is too difficult, the source sprites have a perspective from the top view. But are some tries to masterize it, I'll try to lower the background perspective. All the rips from the game are different and is harder to get a standard view.
Title: Re: Project Catch 'Em All
Post by: Алексей on May 25, 2014, 07:30:50 pm
I understand. Well, something that might be kind of cool is making the crystals glow, maybe with a flicker of some sort.
Title: Re: Project Catch 'Em All
Post by: MadkaT on May 25, 2014, 09:11:08 pm
I was trying this

(http://i.imgur.com/RzojBkn.gif)
Title: Re: Project Catch 'Em All
Post by: Алексей on May 25, 2014, 09:50:39 pm
Nice, but make it stop before it gets to full white.
Title: Re: Project Catch 'Em All
Post by: MadkaT on May 25, 2014, 10:21:19 pm
I've added a pause in the non-glowing frame, and slow down the glowing sequence

(http://i.imgur.com/t1fLxTv.gif)
Title: Re: Project Catch 'Em All
Post by: liamx2000 on May 26, 2014, 10:31:36 pm
love this game , any chance that Starmie might get added one day , Starmie is my all time fave water pokemon , maybe make playable gym leaders ?
but anyway just wanted to say this is a great game it really works well.
Title: Re: Project Catch 'Em All
Post by: Алексей on May 26, 2014, 10:34:00 pm
love this game , any chance that Starmie might get added one day , Starmie is my all time fave water pokemon , maybe make playable gym leaders ?
but anyway just wanted to say this is a great game it really works well.
Thanks! Maybe one day. I don't know about Ryan, but my hands are pretty full with other things.
Title: Re: Project Catch 'Em All
Post by: Ryon on May 30, 2014, 03:15:34 am
Yeah Alexei i'm pretty all over the place at the moment to.

with LIFE, and I use that BOLDly.
Title: Re: Project Catch 'Em All
Post by: Алексей on May 30, 2014, 03:34:53 am
Well I have no life, but Ryon does. :P
Title: Re: Project Catch 'Em All
Post by: Txpot on August 17, 2014, 01:36:49 am
Lapras is released! It's published here because it's not ready to be fully released on my site, and so my topic hasn't been updated with this. Please test, tell me every bug, and enjoy!

[Pic]

Spoiler, click to toggle visibilty

Download: http://txpotstuff.t15.org/Lapras.rar

Concerning the system, there are lots of things you need to update the system with:
Spoiler, click to toggle visibilty
Title: Re: Project Catch 'Em All
Post by: Алексей on August 17, 2014, 03:21:33 am
Hey, thanks for taking the time to make something for the game. You'd be the first to make something complete. :) I haven't tested it yet, but will give you feedback.

Quote
1. You need a type modifier for attacks that shouldn't affect the opposing type. For example, Electric can beat a Ground type when they shouldn't, without using anything but Electric moves.
You do realize that would render you 100% useless against a ground type. Things were considered for the game. We can't be 100% accurate to the original games. It would just be unfair then.

Quote
In addition, you must reduce the amount of hits/helpers for the characters with clashing attacks, or the type modifier won't work properly. For example, you can hit anyone with Bubblebeam while dealing maximum damage all the time, since the system cannot divide the damage by half as each hit deals 1 damage.
@Ryon, get on this :)

Quote
2. You need to reduce the number of enemies you fight on Arcade mode. Assuming you fill out all potential spaces, the amount of battles to win arcade mode in single player is a whopping 91! Team matches would halve this number, but it's still too much to go through. 14 battles would be good enough, assuming you follow the plot of fighting for the badges, then the elite four and champion, then the legendary pokemon.
Yes, I agree. It was in no way done. We took a concept, I brought it to life, and saw what the response was. So, yeah, it was just a beta/demo of our idea. :P I'm pretty sure we didn't even take a look at that section, lol.

Quote
3. The Developer Reference doesn't tell you about a very important piece of code, among others: The Reset Attack Multiplier.

Code:
[State -2, Reset Attack Multiplier]
type = null
trigger1 = movetype!=A
trigger1 = fvar(1):=1 && var(6):=0
ignorehitpause = 1

You must tell people to never leave any of your pokemon's attack states with a movetype that isn't "A". Doing so will cause this piece of code to reset the attack's type, turning it into an attack that hits anything regardless of type.
Why would you be making an attacking move without movetype=A? HitDefs wouldn't work without movetype=A. Even if it's a move like bubblebeam, where helpers are spawned that do damage, why would you make the root movetype=I? It doesn't help anything in this case, because they can't guard. I guess I just thought it was common sense.

Quote
4. There is also a plethora of problems with Paralysis, as most pokemon that have this can still perform their attack, with the following (but not limited to) weird effects:

1. When Beedrill tries to use Spikes while Paralysed, the paralysis kicks in right after he launches a spike.
2. With Venusaur and Solarbeam, the beam charging animation carries on even after paralysis.
3. With Sandslash and Dig, the hole is left behind before fading normally.[/spoiler]
Paralysis is a random effect, because again, it would be majorly unfair if it interrupting you every turn, for the remainder of the fight. Thanks for the feedback on those things. They'll be fixed in our next update. Though, I can't say when that will be. We haven't been working on it really. Life issues and whatnot.

Edit:
Lapras Feedback:
- The select small portrait looks misaligned. This happens if there's no padding at the top of the image. See how the other portraits are. They're not aligned at pos 0,0.
- I think the ATB on Surf should be a lot higher and the startup time, lower by a bit.
- Surf can take out Quilava in one hit. Poor Quilava, lol. That's not a bug, but an observation.
- Body Slam is interesting, but I think it could do without the Ice Beam before it. The effects are just kind of awkward. On top of that, the freeze doesn't even freeze them or do any extra damage. Just remove it entirely.
- Freeze-Dry's Ice Effect (the spreading one), should use Additive transparency (add) instead of none. The black border is kind of off-putting.
- I like trainer palette for the shiny palette, but I think it could be used for each palette.
- Sing is nice, but I think it's too slow. I can't seem to make any use of it. I get interrupted almost immediately. My go-to moves are usually Surf and Body Slam.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on August 17, 2014, 03:25:17 pm
You'd be the first to make something complete. :)

But... but... Shedinja :c
Title: Re: Project Catch 'Em All
Post by: Алексей on August 17, 2014, 08:28:01 pm
You'd be the first to make something complete. :)

But... but... Shedinja :c

Yeah, it's not completely true :P. We have gotten other things. Shedinja? I don't remember this? Did Ryon bamboozle me? XD
Title: Re: Project Catch 'Em All
Post by: Txpot on August 17, 2014, 11:47:03 pm
Replying to System Feedback:

Spoiler, click to toggle visibilty

Replying to Lapras Feedback:

1. The select screen portrait isn't aligned at 0,0, it's cropped to minimize space usage. I tried to use other characters as a reference for that. I've now moved it from -5,-5 to -4,-7.
2. Fixed.
4. Fixed.
5. Fixed.
6. What do you mean by this? Palettes 1-3 are standard for the trainer, but if you mean a shiny palette for the trainer as well, it's included in this update.
7. Fixed.

One oversight I forgot to fix is the "Critical!" lettering being reversed for p2's side. It's done now.

Redownload for changes. Expect Blissey to come soon, as it should've been released before Lapras, but had a problem with Nurse Joy's custom sprites.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on August 18, 2014, 12:11:01 am
Shedinja? I don't remember this? Did Ryon bamboozle me? XD
http://mugenguild.com/forum/topics/shedinja-project-catch-em-all-157398.msg1910743.html

I feel really sad now, even if it was intended to be a joke/hard mode character.
Spoiler, click to toggle visibilty
Title: Re: Project Catch 'Em All
Post by: Laharl on August 18, 2014, 12:18:13 am
"Shedinja evaded enemy attack with WONDERGUARD"
Title: Re: Project Catch 'Em All
Post by: Алексей on August 18, 2014, 12:44:05 am
Shedinja? I don't remember this? Did Ryon bamboozle me? XD
http://mugenguild.com/forum/topics/shedinja-project-catch-em-all-157398.msg1910743.html

I feel really sad now, even if it was intended to be a joke/hard mode character.
Spoiler, click to toggle visibilty

Ah, I see it now. Sorry man, I must have missed it six months ago.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on August 18, 2014, 01:05:44 am
No worries. At least you know now :P

"Shedinja evaded enemy attack with WONDERGUARD"

Hmm, I might alter Shadow Sneak to allow Shedinja to avoid attacks to circumvent the lack of abilities in the game.
Title: Re: Project Catch 'Em All
Post by: Laharl on August 18, 2014, 01:07:43 am
lol I was just quoting what you see all the time when you use shedinja in the old games. Not so much now he has more weaknesses than before :/.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on August 18, 2014, 11:55:06 am
I get that. You just gave me an idea, is all :P
Title: Re: Project Catch 'Em All
Post by: Алексей on August 18, 2014, 12:11:12 pm
I get that. You just gave me an idea, is all :P
Lol, that's why Pokemon converted directly to a fighting game environment wouldn't ever work. Could you imagine? Electric up against ground and your moves wouldn't do a thing. Welp, time to put down that controller/keyboard. XD
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on August 18, 2014, 01:47:10 pm
Then again, certain Pokémon are capable of KO-ing others with just one move in this game, like Sandslash's Earthquake to Pikachu.
Title: Re: Project Catch 'Em All
Post by: Алексей on August 18, 2014, 03:06:11 pm
Then again, certain Pokémon are capable of KO-ing others with just one move in this game, like Sandslash's Earthquake to Pikachu.

Or now Lapras' Surf against Quilava. Haha. You're absolutely right. That's what we get for using semi-accurate stats. However, the difference between "non-effectives" and one-hit KO's are that you "might" have the chance to fight back and interrupt depending on who you are. Of course, you could just be too slow or unlucky and get the raw end of the deal. :D
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on August 20, 2014, 05:43:58 pm
I just noticed something:
Lapras uses a FireRed/LeafGreen sprite for its select portrait, not the one from HeartGold/SoulSilver :P

(http://cdn.bulbagarden.net/upload/archive/6/69/20091104170804%21Spr_4h_131.png)
Should use this one.
Title: Re: Project Catch 'Em All
Post by: Алексей on August 20, 2014, 06:46:39 pm
Just thought I'd mention I've fixed the select screen's loop problem. It irritated me more than it should have :P

https://www.mediafire.com/?jdxu32zws7tja32

select.bgm.loopstart = 1535444
select.bgm.loopend = -1

Also fixed the type matchup chart to properly include Fairy resistances. Want me to upload that, too?

This is many months too late, but thank you for this. I've added it to the game. :) I missed so much in this thread. Where the hell was I? XD
Title: Re: Project Catch 'Em All
Post by: Tortwag on August 21, 2014, 09:44:16 pm
Wooooooooow, that thing is still goin'? YAY! Is there any new version yet for Project Catch'em All? Been a while since the last time I visited this thread.
Title: Re: Project Catch 'Em All
Post by: Алексей on August 21, 2014, 10:58:46 pm
Well, the project isn't dead, but put on hold. Both Ryon and I have been doing other things. Currently my priority is NZCR.
Title: Re: Project Catch 'Em All
Post by: Txpot on August 23, 2014, 02:26:21 am
Just so you all know, I don't like eggs. (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) But if I had a lucky egg, I could learn things at nearly double the rate!

Spoiler, click to toggle visibilty
Also Lapras got updated.
Title: Re: Project Catch 'Em All
Post by: Алексей on August 23, 2014, 03:23:14 am
Nice, another great contribution.

I tested him out and my only feedback is that DoulbeSlap feels useless. Even with Double-Edge's mildly slow start-up time, it's way more useful.
Title: Re: Project Catch 'Em All
Post by: Gabren on August 23, 2014, 04:39:25 am
Just so you all know, I don't like eggs. (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) But if I had a lucky egg, I could learn things at nearly double the rate!

Spoiler, click to toggle visibilty
Also Lapras got updated.

Very good, Blissey egg bomb is very cool
Title: Re: Project Catch 'Em All
Post by: MadkaT on August 23, 2014, 07:42:56 pm
Nice, I think I've to make some space to continue working on my stages
Title: Re: Project Catch 'Em All
Post by: Txpot on August 29, 2014, 07:22:33 pm
Uh oh! The big boss of birds is back! (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) I'm hoping he doesn't peck me in the face, after I forgot to pay my rent in both jewels and food!

Spoiler, click to toggle visibilty


Title: Re: Project Catch 'Em All
Post by: Алексей on August 29, 2014, 08:12:48 pm
Uh oh! The big boss of birds is back! (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) I'm hoping he doesn't peck me in the face, after I forgot to pay my rent in both jewels and food!
Awesome! I'll provide some feedback when I finish up work today. Thank you for not giving him Fly. :)

Title: Re: Project Catch 'Em All
Post by: Gabren on August 29, 2014, 10:10:37 pm
Uh oh! The big boss of birds is back! (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) I'm hoping he doesn't peck me in the face, after I forgot to pay my rent in both jewels and food!

Spoiler, click to toggle visibilty




I really enjoyed the uproar, thanks for making the Honchkrow :)
Title: Re: Project Catch 'Em All
Post by: Алексей on August 29, 2014, 11:19:38 pm
So, I really like what you've done with Honchkrow, but I'm kind of wondering why you put in immunities. It's not right and too cheap in my opinion, even if it's accurate. Uproar is my goto move with him. It's crazy OP.
Title: Re: Project Catch 'Em All
Post by: Txpot on August 30, 2014, 01:18:28 am
I bother with immunities to try and make up for the lack of things in the system, like Pokemon with two types. It also helps Honchkrow and Shedinja, as the former can be described as a glass cannon, while Shedinja is too fragile to be considered for normal play. I can remove this if you want though, as it may be too early to consider adding immunities that aren't ability-based.
Title: Re: Project Catch 'Em All
Post by: Алексей on August 30, 2014, 02:39:35 am
I bother with immunities to try and make up for the lack of things in the system, like Pokemon with two types. It also helps Honchkrow and Shedinja, as the former can be described as a glass cannon, while Shedinja is too fragile to be considered for normal play. I can remove this if you want though, as it may be too early to consider adding immunities that aren't ability-based.

Well the system could use some work as it's far from perfect, but that's one thing I'm against. Mainly because it's unfair. It's nice that it's source-accurate, but seeing how you only have one pokemon, it would be really unfair. Having that said, I really do like your ideas otherwise. The status marker on the lifebars is a good touch and the critical indicator. These could be things for the next release whenever that might be. I'm not actively working on it, nor is Ryon sadly.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on August 30, 2014, 11:05:45 am
I personally think weaker Pokémon should have their ATB bars fill up quicker (like Shedinja does, though perhaps not to such an extent), while more powerful Pokémon have their bars fill up slower. The boss Pokémon wouldn't need to follow this rule because they're bosses.
Title: Re: Project Catch 'Em All
Post by: Алексей on August 30, 2014, 09:09:16 pm
I personally think weaker Pokémon should have their ATB bars fill up quicker (like Shedinja does, though perhaps not to such an extent), while more powerful Pokémon have their bars fill up slower. The boss Pokémon wouldn't need to follow this rule because they're bosses.

Yeah, there's go to be some reason why you'd want to pick a weaker pokemon. We really didn't want to make them feel useless. Pikachu was tough, but actually does have one heavy-hitting attack.
Title: Re: Project Catch 'Em All
Post by: Txpot on September 01, 2014, 07:28:01 pm
Kill-Bill teaches us how to punch through wood, but this pokemon (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) will teach you how to pulverize concrete!
Spoiler, click to toggle visibilty

Engine Fix

I have modified and fixed the code to display the life bars. There was a problem that only affected players in Turns mode, although you won't be able to access it without directly modifying the system files. This is so that people who unofficially use Turns mode to simulate having up to 4 pokemon in the party can do so without any graphical problems.

The problem was that if Player 1 was defeated in battle at any time, the lifebar won't show up when the next pokemon arrives, and the green/blue bars and character name/portrait will be shown in the wrong position. As the code was made to have a specific player (and not just Player 1) spawn the lifebars, they will not appear if the player's ID do not match.

example:
Spoiler, click to toggle visibilty

This code fixes it by changing the triggers from [root,ID=56] to [teamside=1]. To implement this in any past and future characters, you need the entire lifebar code, which is [StateDef 15000], and put this anywhere in your code files, but not in statedef -3. The engine coder could also just paste & replace this in common1.cns to fix all characters directly using it.

[fixed code]

Spoiler, click to toggle visibilty

This fix is easy to implement, but is only needed for Turns mode. This problem also happens with the Attack Menu [StateDef 13000+], which I have also fixed. It's in the same code as the lifebar one.


Title: Re: Project Catch 'Em All
Post by: Алексей on September 01, 2014, 07:46:09 pm
I'm going to test our Hitmonchan and get back to you with some feedback. Thanks once more for your contributions to the project. Could you send me your fix in a .txt file? The line numbers are completely messing it up. I wouldn't care if there weren't almost 400 lines, lol, but it's a bit much. I'll implement it into the common1.cns. Turns was not a mode that was intended for the game, so naturally, nothing was coded with it in mind. We don't support Simultaneous mode either for this game.

I'm curious about one thing you said:
Quote
I can always change it back to being fully protected though, should the project shift into another direction.
In your opinion, what direction would the project shift into to allow immunities to be fair?
Title: Re: Project Catch 'Em All
Post by: Txpot on September 01, 2014, 11:22:53 pm
I've uploaded the fix to the code to my FTP on the website. Get the link here: http://txpotstuff.t15.org/fix%20code.txt

In your opinion, what direction would the project shift into to allow immunities to be fair?

My direction of this would've been :
Spoiler, click to toggle visibilty

But don't bother with this. With the way it is now, it's very good, and I don't want you to derail the game over some resistances.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 01, 2014, 11:32:49 pm
Thanks for the upload. I've implemented the fix.

Well, the way I see immunnities being fair is if at least every character had one move offensive that wasn't the same type as their others. Then, at least you could still fight back with something if you did fight a Pokemon that was immune to your attacks. So, maybe it will be implemented one day. Yeah, I can imagine that system of resistances is very complex.

Off topic:
Which engine were you planning on porting your game over to?
Title: Re: Project Catch 'Em All
Post by: Gabren on September 01, 2014, 11:45:09 pm
Kill-Bill teaches us how to punch through wood, but this pokemon (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) will teach you how to pulverize concrete!
Spoiler, click to toggle visibilty
Bro, focus punch is too strong, I enjoyed it
Title: Re: Project Catch 'Em All
Post by: Алексей on September 01, 2014, 11:54:48 pm
I like Hitmonchan a lot, but I think the ATB on Counter is too low. I can spam it.
Title: Re: Project Catch 'Em All
Post by: Txpot on September 02, 2014, 01:12:17 am
Bro, focus punch is too strong, I enjoyed it
If you mean damage-wise, it's dealing accurate damage. Here's how the formula works, assuming you're playing as the STAB version (Punch buttons):
Spoiler, click to toggle visibilty

I like Hitmonchan a lot, but I think the ATB on Counter is too low. I can spam it.
Fixed. Counter, whether successful or not, has the same reduced time now.

Which engine were you planning on porting your game over to?
Shugendo. Looking at the old version's gameplay, I could imagine doing a lot more with it than Elecbyte's 1.0/1.1.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 02, 2014, 02:13:40 am
I like Hitmonchan a lot, but I think the ATB on Counter is too low. I can spam it.
Fixed. Counter, whether successful or not, has the same reduced time now.

Which engine were you planning on porting your game over to?
Shugendo. Looking at the old version's gameplay, I could imagine doing a lot more with it than Elecbyte's 1.0/1.1.
Great, thanks. I'll have to grab your other updates too.

Hmm, Shugendo. I remember that being ported to PSP a time ago. Good luck! Hopefully, you won't have to do much work in terms of porting.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 11, 2014, 05:01:00 am
Ryon I can publish the game elsewhere? obviously all the credit goes to you

No. Please do not do that. If you want to link to it, use the link provided, but don't warehouse it.
Title: Re: Project Catch 'Em All
Post by: churrasco on September 11, 2014, 05:12:00 am
 Okay   :)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 11, 2014, 05:14:52 am
Okay   :)

Thank you. :)
Title: Re: Project Catch 'Em All
Post by: Txpot on September 22, 2014, 07:44:44 pm
Oh, british weather. How unpredictable you are. Science could explain how you're so unruly, but maybe this pokemon (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) has something to do with it?
Spoiler, click to toggle visibilty

Possibly the only pokemon that, despite what it takes after,is completely immune to salt (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html). But while we're on the topic of descriptions, don't you think it looks like a relative of Yoshi?
Spoiler, click to toggle visibilty

They say you can hear the sea by putting a shell to your ear. From this one, (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) all I heard was squelching sounds...
Spoiler, click to toggle visibilty

Updates:

The Mediafire folder now has all the pokemon released by me up to this date.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 22, 2014, 07:50:50 pm
Excellent! Three more to test out. I'll do so later today and provide you with some feedback.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 23, 2014, 03:48:09 am
Okay, I finally got to test them out. The only thing I noticed that was wrong was some graphical issues:

Castform:
- The Weather Ball water splash has a shadow that's ugly in my opinion.
- The Rain looks really bad. Is there a better effect you could use?

Magcargo:
- The Lava Plume effect has a shadow as well.

In terms of gameplay, I really like how they all play. Castform is almost too OP with his type-changing abilities. You executed it well. Weather Ball in water form destroys the fire types lol. Maybe the ATB on Weather Ball should be increased by a bit. It's almost spammable. Magcargo is another great addition. I like his utility, but am confused as to what your version of Smokescreen does. I didn't look at the code, but I know that it's supposed to lower the enemy's accuracy. Does it do the same? Each time I used it, I got hit. Maybe it has a really low chance of making the enemy miss? Shuckle is good too, but I think Struggle Bug is a bit too useless. Seeing how he has to walk all the way back and it doesn't do much damage, maybe this could be replaced with a different move or possibly decrease the ATB on it?
Title: Re: Project Catch 'Em All
Post by: Txpot on September 23, 2014, 10:14:14 pm
Castform/Magcargo: Got rid of the shadow effects. Magcargo's Smokescreen now has sound to go with it. As for Castform's Rain effects, I will try and make something to represent rain better. I have increased Weather Ball's ATB as well so it takes longer to get the next turn. In addition, I've noticed Castform's Shiny Palette is non-existent, so I've included it in as well.

Magcargo's Smokescreen gives him the ability to dodge attacks for 3 turns. You will initially dodge 100% of the time when you activate it, and then it has a 30% chance of activating on the entire turn for each turn you take. It always deactivates after each move before the chance of getting it again, but if you try to wait out your opponent's attacks by not taking a turn, it automatically deactivates after 5 seconds without cancelling the smoke effect, so you have to take a turn to get the chance of dodging attacks. You also cannot "renew" the effect by using Smokescreen again while it's active.

Shuckle's Struggle Bug is now modified. The shell-spinning will come out faster, will roll again after hitting the side of the screen, and he will be able to return to his position much quicker after using it.

Out of the lot, only Castform hasn't been updated with the changes yet.

On an off-topic note, has Togetic been released yet?
Title: Re: Project Catch 'Em All
Post by: Алексей on September 23, 2014, 10:50:45 pm
Sounds good. I'll try out the Smokescreen again.

I don't think one has been released, but Trinitronity has one in development.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on September 24, 2014, 05:05:53 pm
Yes. Yes, I do. And only Metronome is left.
After that, every attack is finished coding wise and animation wise (Powered Up Facade is sadly STILL missing a sound).
After that, I'll take dibs on Ampharos before starting to code every Eeveelution, that is not Sylveon.
Title: Re: Project Catch 'Em All
Post by: Segatron on September 26, 2014, 08:15:11 am
Ok have you made sprites of
 other trainers BECAUSE I am seeing Red and Gold only
Title: Re: Project Catch 'Em All
Post by: Алексей on September 26, 2014, 03:10:34 pm
We don't because there are no other sprites. Neither Ryon nor myself are spriters in the least, so we used what we could.
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 27, 2014, 07:37:00 pm
Maybe you could release a sheet with the required sprites for the trainers, it would be interesting, some people could help creating sheets with that. :)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 27, 2014, 10:00:31 pm
Sure, no problem. The sprites, like the Pokemon sprites we used are from the same guy: JoshR691.

http://www.spriters-resource.com/custom_edited/pokemon/sheet/24672/ (http://www.spriters-resource.com/custom_edited/pokemon/sheet/24672/)
http://www.spriters-resource.com/custom_edited/pokemon/sheet/24594/ (http://www.spriters-resource.com/custom_edited/pokemon/sheet/24594/)
http://www.spriters-resource.com/custom_edited/pokemon/sheet/28749/ (http://www.spriters-resource.com/custom_edited/pokemon/sheet/28749/)

Ryon and I wanted to make sprite versions of ourselves as trainers, lol. We never got around to it, but hey, you never know. I've been forced to do spriting for NZCR, so maybe my skills will get good enough to do this? :P
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 28, 2014, 12:45:06 am
As far I can see, this style would be easy for me. I remember that I've tried to do something for the trainers. But I haven't found the old archive,

In the last hour I was trying Brendan. I only have the head, but the body would not be so hard.

(http://i.imgur.com/mglythJ.png)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 28, 2014, 01:39:20 am
That looks good. Yeah, the good thing is that the animations are already laid out for you. There are a lot of frames though. XD
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 28, 2014, 01:51:23 am
Yes, fortunately the autor hace sliced the pieces and that make more easy the edition :P

The full sheet has the following things:

- Changed the head in all frames.
- Changed the main color of pants and shoes.

What's left?

- The torso, is the most detailed part  :lipsrsealed2:
- The yellow line below the shirt
- The yellow zone in the pants
- Coloring the arms and hands to simulate the jacket and gloves

(http://i.imgur.com/oaiRvUz.png)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 28, 2014, 01:56:47 am
Nice! Also, I should mention that you can feel free to use any pokeball you want, though Master Ball should be reserved for special trainers. :P

Like the sprite of me will have one. XD
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 28, 2014, 02:57:39 am
I think he could use a Ultraball, it fits with the clothes colors :P

Well, I've finished the 1st Phase of the arms and gloves, details missing :D

(http://i.imgur.com/qrEIrO5.png)
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on September 28, 2014, 06:27:43 pm
Okay, I have finished Rock Throw, Ember, Bullet Seed, Aurora Beam, Sky Uppercut and Earth Quake for Togetic's Metronome, and I have now started to work on Shadow Sneak for Togetic's Metronome (thanks goes to DJ_HannibalRoyce for the Shadow Sneak effects).
Screenshots will come, as soon as I have finished half of the Metronome attacks.

Looks good, MadkaT (commenting picture below my post)
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 28, 2014, 07:09:14 pm
Finished the lower part of the pants :D

(http://i.imgur.com/l07JiJA.png)
Title: Re: Project Catch 'Em All
Post by: The 100 Mega Shock! on September 28, 2014, 07:54:42 pm
I don't think the trainer sprites fit very well with the style for Pokemon. At least, this is my idea of how to make it look more like the DS games with a bit less shading and not going inside the edges of outlines.

(http://i.imgur.com/l2da5UY.png)

He is a bit shorter and stockier than how Red appears in Heart Gold, though. I also have my qualms with the animations but that's another thing (like an over-animated toss for a pokeball that falls to the floor a foot away)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 28, 2014, 08:54:29 pm
Yeah, I know what you mean about the throw animation. Also, the arms feel too bendy and noodly in JoshR's animation.
Title: Re: Project Catch 'Em All
Post by: GTOAkira on September 28, 2014, 09:34:24 pm
well im not the best at spriting but just wanted to try something
(http://i.imgur.com/1MbfJ2Y.png)
feedback are welcome I think the hair need some work
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 28, 2014, 09:38:32 pm
Yeah the throwing pokeball anim is a bit weird, but is the only that we have until this moment. :P It would be fixed later, (I think so) and now the big question is: Can anyone make a girl template? As far I can see, the male base is enough to add some new faces, but what about the girls?


In other news :P there is a stage based on the Fire Red intro:
(http://i.imgur.com/pnHCqvI.png)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 29, 2014, 03:39:14 am
Interesting stage. Did you make it?
Title: Re: Project Catch 'Em All
Post by: MadkaT on September 29, 2014, 05:29:26 am
Yes, is an idea that I have whe I have seen the fight in the intro. I think i could put a little higher the zoffset and add the grass to make it less simple.

(http://www.serebii.net/red_green/intro/02.gif)
Title: Re: Project Catch 'Em All
Post by: Алексей on September 29, 2014, 06:11:25 am
Yeah, that looks much better. :)
Title: Re: Project Catch 'Em All
Post by: Txpot on September 29, 2014, 10:42:14 pm
I don't see how the pokemon world can still survive when this pokemon (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) is eating tons of food each week. It is ridiculous to say the least.
Spoiler, click to toggle visibilty

Rubbing another person's cheeks with your own is not advised (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html). In addition to being an inconvenience, it could be like rubbing your face on rubber!
Spoiler, click to toggle visibilty

Updates: Due to previous comments about abilities, I've realised that in certain conditions, many characters wouldn't be able to deal enough damage, including Pikachu against Pachirisu. So I've decided to set abilities so that they only work in STAB mode (palette 4-6). In addition, the pokemon's box portraits are not from the updated versions of the games, as some use the sprites from generation 3. Both previous and newer characters have been updated to those changes.

The Mediafire folder updates will come soon.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 29, 2014, 11:30:17 pm
Nice, another two great additions to the game. I just tested them both out.

Snorlax is what I was expecting, but even better, you got a chuckle out of me with the sound effects you used. :) Nice job on that. He's pretty much a powerhouse and I like how Rest doesn't recover all of your life. It's really risky. I tried it against Mewtwo and he killed me because the ATB recovers so slowly. Nothing I would try to rely on, but good for some characters who are slower than Mewtwo.

Now for Pachirisu, I like the moves you gave him, but am confused about Return. I read the readme and it says that you do a high amount of damage due to the affection towards your trainer. Is there anything more to this or is it just flat damage, like a normal attack? I haven't tried the STAB palettes yet, but I feel like there's got to be some way to make the weaker ones like Pikachu worth using. Paralysis is random, so it can only get you so far, unfortunately.

There was some talk of allowing teams of Pokemon to fight, as they should be, but the implementation is rather troublesome. The idea was either have set groups of pokemon in each trainer (3 per trainer), or we allow you to select from all (but the legendaries) on each battle screen. Either one of these would be annoying in some way. 3-per trainer has the limits of picking a team, while made sure to be well balanced, it's limiting of your possibilities. The latter option is far more in depth and would let you choose, but that would be annoying too... especially, as the number of allowed pokemon increases. Also, doing it this way would require a chunk of the system to be recoded. That's not too bad I guess, since the other would require chunking three characters into one with one trainer.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on September 29, 2014, 11:41:30 pm
I noticed that some of your (Txpot) characters use either the new menu icons or the old ones (I'm not sure if that's what you were addressing when you said "box portraits"). The bundled characters for this game use the old menu icons, but that could be because X and Y weren't out at the time and I'm not sure if Alexei or Ryon plan to update them accordingly sometime in the future. At the moment it just seems a little inconsistent, is all.

Snorlax is a tiny fellow :P
Title: Re: Project Catch 'Em All
Post by: Txpot on September 30, 2014, 01:28:52 am
Nice, another two great additions to the game. I just tested them both out.

Snorlax is what I was expecting, but even better, you got a chuckle out of me with the sound effects you used. :) Nice job on that.

I wanted a better sound than that, but this was the best I cound get without going online. It still achieved the emphasis I wanted though!

Now for Pachirisu, I like the moves you gave him, but am confused about Return. I read the readme and it says that you do a high amount of damage due to the affection towards your trainer. Is there anything more to this or is it just flat damage, like a normal attack?
Return does a flat 102 damage. I assumed that every pokemon trainer should have befriended the pokemon to the point of even using them as living vehicles, so I didn't bother with coding it based on friendship. The same will go for Frustration, although it can be changed to vary depending on how the battle progresses, like it dealing more damage the more times the opponent has hit you.

There was some talk of allowing teams of Pokemon to fight, as they should be, but the implementation is rather troublesome. The idea was either have set groups of pokemon in each trainer (3 per trainer), or we allow you to select from all (but the legendaries) on each battle screen.

As for the team-based battles, I would not bother with that at all. It is unique and a lot less like the pokemon you know from the turn-based games, and I'm happy with it as it is now; lose a battle and you can either switch characters, pick the same one and try again, or retry Arcade Mode. I admit that I could see the team system working, but there are too many posibilities to think of that would ruin it.
Spoiler, click to toggle visibilty

I noticed that some of your (Txpot) characters use either the new menu icons or the old ones (I'm not sure if that's what you were addressing when you said "box portraits"). The bundled characters for this game use the old menu icons, but that could be because X and Y weren't out at the time and I'm not sure if Alexei or Ryon plan to update them accordingly sometime in the future. At the moment it just seems a little inconsistent, is all.

I had meant the Menu Icons. I refered them to Box portraits as those were where I recognised them from. They should be consistant as of now, as I got them from here: http://www.psypokes.com/dex/psydex/212/general
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on September 30, 2014, 10:56:40 am
Oh right. Some just looked like the ones from Gen VI, but by comparing Honchkrow's, I see that some look very similar.
Title: Re: Project Catch 'Em All
Post by: Алексей on September 30, 2014, 12:15:05 pm
As for the team-based battles, I would not bother with that at all. It is unique and a lot less like the pokemon you know from the turn-based games, and I'm happy with it as it is now; lose a battle and you can either switch characters, pick the same one and try again, or retry Arcade Mode. I admit that I could see the team system working, but there are too many posibilities to think of that would ruin it.
Spoiler, click to toggle visibilty
Yeah, I know exactly what you mean. Alright, it will be left as is. Though to be fair, I don't really care if I have to recode some things. I wouldn't mind giving the game that extra edge where you get to choose out of all of the available pokemon, but the problem with that is that all pokemon would be fused into one character. Again, this isn't really THAT much of a problem, but it means that future installments and releases would require manual setup by me. Also, the switch could be on a cooldown timer, so you can't really spam it. It's just speculation and stuff to think about for the future. I think the latter option could work and really well. I plan on getting back to this after NZCR. As for Ryon, I don't know. I'll have to poke him. One thing I know is that he is personally against 3 set pokemon and I don't blame him.
Title: Re: Project Catch 'Em All
Post by: Txpot on September 30, 2014, 02:05:13 pm
You don't have to leave it as it is due to my comment, but you'll at least tell Ryon about this. He may like or dislike the suggestions, but at least there's time to change everyone to a new standard.

You might as well work continuously on NZCR, and take your time with this project, as there's still quite a lot of characters to fill the roster as well as things to be considered. Not that I'm rushing to fill them or anything, as I'm considering making stages for the game too. I don't want to get complained at for hogging all the better pokemon you know!
Title: Re: Project Catch 'Em All
Post by: Алексей on October 01, 2014, 02:21:26 am
You don't have to leave it as it is due to my comment, but you'll at least tell Ryon about this. He may like or dislike the suggestions, but at least there's time to change everyone to a new standard.

You might as well work continuously on NZCR, and take your time with this project, as there's still quite a lot of characters to fill the roster as well as things to be considered. Not that I'm rushing to fill them or anything, as I'm considering making stages for the game too. I don't want to get complained at for hogging all the better pokemon you know!

I will, no doubt.

Oh yeah, NZCR is my priority. You know, I was thinking, how would you like to become a part of the dev team for PCEA? You're our #1 contributor and it seems like you really are into this project. Don't worry either, I won't let the project die. :)
Title: Re: Project Catch 'Em All
Post by: Txpot on October 01, 2014, 11:27:06 am
You know, I was thinking, how would you like to become a part of the dev team for PCEA? You're our #1 contributor and it seems like you really are into this project.
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.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on October 01, 2014, 01:33:47 pm
There's not a lot of consistency between the stages. Compare Thunder Meadow and Sewer.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 01, 2014, 01:58:00 pm
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.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 01, 2014, 02:13:25 pm
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.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 01, 2014, 03:27:11 pm
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 (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.
Title: Re: Project Catch 'Em All
Post by: MadkaT on October 03, 2014, 04:25:49 am
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
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 03, 2014, 11:49:25 am
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!
Title: Re: Project Catch 'Em All
Post by: Алексей on October 03, 2014, 02:59:26 pm
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.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on October 03, 2014, 04:08:12 pm
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.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 03, 2014, 04:18:22 pm
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.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 03, 2014, 04:30:19 pm
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.
Title: Re: Project Catch 'Em All
Post by: Txpot on October 04, 2014, 01:02:36 pm
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.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 04, 2014, 04:30:32 pm
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?
Title: Re: Project Catch 'Em All
Post by: MadkaT on October 04, 2014, 05:21:35 pm
The red/blue forest stage is updated!

(http://i.imgur.com/PpLQT5K.png)
Title: Re: Project Catch 'Em All
Post by: Txpot on October 04, 2014, 06:29:05 pm
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
Title: Re: Project Catch 'Em All
Post by: Алексей on October 04, 2014, 10:38:54 pm
The red/blue forest stage is updated!

(http://i.imgur.com/PpLQT5K.png)

Looks really nice!
Title: Re: Project Catch 'Em All
Post by: MadkaT on October 05, 2014, 01:29:41 am
Thanks, I'll upload my stages later. Now I'll try to do these twoo:

(http://i.imgur.com/wMSHKsX.png)

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

(http://i.imgur.com/NgXjXrX.png)

(http://i.imgur.com/3YvcWty.png)
Title: Re: Project Catch 'Em All
Post by: Aldo on October 05, 2014, 03:29:45 am
^ Gorgeous! :)
Title: Re: Project Catch 'Em All
Post by: Алексей on October 05, 2014, 10:17:35 am
Agreed. Those are excellent additions. :D
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 05, 2014, 05:08:07 pm
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.
Title: Re: Project Catch 'Em All
Post by: MadkaT on October 05, 2014, 06:04:42 pm
Thanks for the comments :D. Comming up next...!

(http://i.imgur.com/DO1WKw4.png)
Title: Re: Project Catch 'Em All
Post by: Алексей on October 05, 2014, 06:42:36 pm
Looks good, but the curved area that they're standing on is a little questionable. Primarily: What is it? LOL. The background is too small for the stage too.

P.S. Are you releasing these anywhere? If not, please send them to me via PM so I can add them to the game. :)
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on October 05, 2014, 08:18:00 pm
That's the intro to Diamond and Pearl, if my memory serves me correctly.

If it's not that, then it's Platinum.
Title: Re: Project Catch 'Em All
Post by: MadkaT on October 05, 2014, 08:29:02 pm
Looks good, but the curved area that they're standing on is a little questionable. Primarily: What is it? LOL. The background is too small for the stage too.

That's the intro to Diamond and Pearl, if my memory serves me correctly.

If it's not that, then it's Platinum.

Yes, those are some intros from DS generation of Pokemon, the scene is near to the eye of a storm. About the floor it could be edited to be horizontal like the others ;) . I could say that this is the V1 of some stages. They need to be standarized to fit the same style. This is the actual progress:

(http://i.imgur.com/aedYQL5.png)

P.S. Are you releasing these anywhere? If not, please send them to me via PM so I can add them to the game. :)

Nope, those are exclusive made for the PCEA project  :beatnik:
Title: Re: Project Catch 'Em All
Post by: Алексей on October 07, 2014, 12:13:57 pm
Nope, those are exclusive made for the PCEA project  :beatnik:
Ah I see. :P Well, be sure to send them to me when you think they're ready. If I recall correctly, you were making a cave-like stage. Did you ever finish that one?
Title: Re: Project Catch 'Em All
Post by: MadkaT on October 08, 2014, 04:28:37 am
They are betas, remember the perspective, like thunder meadow and other ideas :P I'll pack them and share the actual versions with you ;) I'll be updating them later, they haven't the fixed bounds or bugs that I can find when playing.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 08, 2014, 04:43:59 am
They are betas, remember the perspective, like thunder meadow and other ideas :P I'll pack them and share the actual versions with you ;) I'll be updating them later, they haven't the fixed bounds or bugs that I can find when playing.

Sound good. I have to fix my stages too, so I know how that feels lol.
Title: Re: Project Catch 'Em All
Post by: Txpot on October 13, 2014, 05:24:41 pm
I had a vague memory of seeing something showing that this pokemon (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) has no legs. It's a bit weird, but I keep thinking that's the case.
Spoiler, click to toggle visibilty

You know, there's a "Miss" in this pokemon's (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) name. It must have parents, so I wonder where the Mr and Mrs are?
Spoiler, click to toggle visibilty

The Mediafire folder updates will come soon.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 13, 2014, 06:18:04 pm
Can't wait to try this out.

P.S.
Check your PM's.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 13, 2014, 07:38:16 pm
You know, there's a "Miss" in this pokemon's (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) name. It must have parents, so I wonder where the Mr and Mrs are?
Spoiler, click to toggle visibilty

The Mediafire folder updates will come soon.
Your Mismagius RAR file is missing a lot of files needed for a MUGEN character, and even the RAR file itself did NOT expect to have that few files there. The SND file, the pallettes and the readme file are missing.
And yes, I did redownload your character...THREE TIMES! And it's always the same error.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 13, 2014, 09:55:12 pm
Your Mismagius RAR file is missing a lot of files needed for a MUGEN character, and even the RAR file itself did NOT expect to have that few files there. The SND file, the pallettes and the readme file are missing.
And yes, I did redownload your character...THREE TIMES! And it's always the same error.
Yep, this is true. I tried downloading Mismagius and there are missing files as well as the archive being corrupted.

Title: Re: Project Catch 'Em All
Post by: MadkaT on October 13, 2014, 10:45:50 pm
Yes, file is corrupted here  :bigcry:
Title: Re: Project Catch 'Em All
Post by: Txpot on October 13, 2014, 11:15:02 pm
Sorry about that! I checked the upload after I had uploaded it before and it was showing it fine. Now I see it has over half of the original filesize missing...

It's been re-uploaded now.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 14, 2014, 12:05:27 am
I've tested them both and can conclude that they're both pretty solid characters. The only issue I had was up against Blissey as Bellossom. Blissey's defense is off the charts in comparison, so there was really no other way. Had to F1 her to continue lol.

Mismagius' Will 'O Wisp could be a little faster. Comparing it to Pikachu's Thunder Wave, it seems really too slow. Maybe just a bit faster. Not drastically, as I can see what you were going for. Will 'O Wisp helped me to kill Venusaur who overpowers me in every way. Luckily, the burn was on him and I was using a combo of Hex and Shadow Ball. Most other times, Will 'O Wisp gets interrupted, especially against someone like Blastoise, who for some reason has low ATB on his attacks. Ryon needs to work on that lol.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 14, 2014, 08:30:54 pm
I'm a horrible person...
Spoiler, click to toggle visibilty
Title: Re: Project Catch 'Em All
Post by: Gabren on October 15, 2014, 03:49:24 pm
I'm a horrible person...
Spoiler, click to toggle visibilty
Flareon is one of my favorite pokemons, good luck to finish it :)

Title: Re: Project Catch 'Em All
Post by: Txpot on October 15, 2014, 08:20:49 pm
I'm a horrible person...
Spoiler, click to toggle visibilty
I thought you've given up on Togepi for Togetic, as it has better stats total in exchange for less animations.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 15, 2014, 08:26:35 pm
I thought you've given up on Togepi for Togetic, as it has better stats total in exchange for less animations.
I think he was originally doing Togetic, but stopped for Flareon.

By the way Trini, I could help by trying to make a Fire Blast effect for you.
Title: Re: Project Catch 'Em All
Post by: Daeron on October 15, 2014, 08:27:59 pm
Hi, its been a long time since i dont check up on this project
Great progress! I was wondering, any news on the Croagunk i sprited? (I dont want to sound eager to see him or something, just curious)
Title: Re: Project Catch 'Em All
Post by: Алексей on October 15, 2014, 08:33:15 pm
Hi, its been a long time since i dont check up on this project
Great progress! I was wondering, any news on the Croagunk i sprited? (I dont want to sound eager to see him or something, just curious)

Hey! I still have the sprite sheet and will make him personally. I just haven't had the chance to really dedicate my time to PCEA, since NZCR is my priority. Oh spriters... I don't know how you do it.

Y'know what? Because you asked and created the sprites for it, I think I will hold off on NZCR for a bit to make him early. :)
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 15, 2014, 08:40:23 pm
By the way Trini, I could help by trying to make a Fire Blast effect for you.
Thanks, I would be really happy.
Also, I would be really happy, if someone could tell me, why the effect for Flare Blitz is only showing up correctly when done by Player 1...
Whenever Flareon does Flare Blitz, it is engulfed in flames, like in the anime. However, Player 2 does NOT mirror the helper like it should.
Aside from that, how can I make a POKéMON in this game check, by which type (Normal/Fire/etc.) of attack it gets hit? Thanks in advance!
I thought you've given up on Togepi for Togetic, as it has better stats total in exchange for less animations.
Actually, I always prefered Togetic over Togepi...and the anime didn't really help much.
Also, I did NOT canceled my work on Togetic. I just paused work on it, since the Metronome list is not full anyway.
Title: Re: Project Catch 'Em All
Post by: Daeron on October 15, 2014, 08:41:04 pm
Thanks ^-^
Good luck with your projects!
Im glad this thread its getting more activity lately :D
Title: Re: Project Catch 'Em All
Post by: Алексей on October 15, 2014, 08:45:22 pm
Thanks, I would be really happy.
Also, I would be really happy, if someone could tell me, why the effect for Flare Blitz is only showing up correctly when done by Player 1...
Whenever Flareon does Flare Blitz, it is engulfed in flames, like in the anime. However, Player 2 does NOT mirror the helper like it should.
Aside from that, how can I make a POKéMON in this game check, by which type (Normal/Fire/etc.) of attack it gets hit? Thanks in advance!
No problem. Well, it depends on how you coded it. PM me and we'll handle it there unless someone knows before me. I don't think that feature has been implemented. There's only a type of attack that's set. While I can see the practical usage already for something like that, what do you need it for, so that maybe I can help suggest an alternative?

Thanks ^-^
Good luck with your projects!
Im glad this thread its getting more activity lately :D

Haha, no problem, man. :) I'll PM you too when it's done so you can get a first look. Maybe I'll make a preview video of it.

Thanks! Yeah, I'm actually surprised with how well this idea took off. At first it was just a "what-if," but after it was brought to life, it showed how many Poke-fans there are. :P Even some of the ones who didn't like Pokemon as much still took interest. It's amazing. :)

Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 15, 2014, 08:57:41 pm
I don't think that feature has been implemented. There's only a type of attack that's set. While I can see the practical usage already for something like that, what do you need it for, so that maybe I can help suggest an alternative?
I'm trying to recreate the Flash Fire ability, although without the immunity to fire-type attacks.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 15, 2014, 09:02:45 pm
I'm trying to recreate the Flash Fire ability, although without the immunity to fire-type attacks.
*Looks up Flash Fire because I'm a n00b...* Ah, well that's actually not that hard to do. The type of the players move is reported and you can get that from var(6). enemynear(0),var(6) will get you their move type. You just need to set up an internal system for your Flareon to check that when you're hit and activate the ability accordingly.

Title: Re: Project Catch 'Em All
Post by: Txpot on October 16, 2014, 01:32:40 am
Actually, I always prefered Togetic over Togepi...and the anime didn't really help much.
Also, I did NOT canceled my work on Togetic. I just paused work on it, since the Metronome list is not full anyway.
Uhhh, I think I'm on some sort of drug today to have come up with Togepi, of all things... I meant Togekiss! Sorry!


Anyway. Holy hell, Meowth was ridiculous to play with! I couldn't beat the first opponent of an arcade match at all! I had Quilava, Honchkrow, Lapras, and even Pikachu destroy me each time I tried it. So I've decided to edit this pokemon from another author's pokemon for the first time. Expect an update to it sometime this week, and hopefully I can make the changes without something going wrong.

Then finally, after playing as Jolteon by QuickFsit (QuickFist), I get an instant crash before it comes out of its pokeball the first time, and get this error before I faced the next opponent on the second time:
Code:
Error detected.
Library error message: 5522: Fatal: Player Quilava (57) in state 5900: malformed expression
Title: Re: Project Catch 'Em All
Post by: Алексей on October 16, 2014, 02:08:01 am
Yeah, Jolteon was never finished if I recall correctly. Nice, I never really noticed how the meowth was. It's just one of those that we added to test out I think.

Edit:
Hey Trini, here is your custom Fire Blast effect: http://mugenguild.com/forum/topics/fire-blast-162867.0.html (http://mugenguild.com/forum/topics/fire-blast-162867.0.html)
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 16, 2014, 09:00:04 pm
Edit:
Hey Trini, here is your custom Fire Blast effect: http://mugenguild.com/forum/topics/fire-blast-162867.0.html (http://mugenguild.com/forum/topics/fire-blast-162867.0.html)
Ah, thanks.

If the air gets inhaled by this pokemon (http://mugenguild.com/forum/topics/now-its-getting-hot-flareon-released--162884.html), then you can pretty much expect some burn afterwards.
Spoiler, click to toggle visibilty
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on October 16, 2014, 10:51:57 pm
Hrm. I'm confused now.

Are we going by Txpot's characters as templates, or the ones already in the game?
We need a character template, really :s
Title: Re: Project Catch 'Em All
Post by: Алексей on October 16, 2014, 10:55:29 pm
Hrm. I'm confused now.

Are we going by Txpot's characters as templates, or the ones already in the game?
We need a character template, really :s

For now, you can use whatever. The original character template was intended to be used, but since TxPot added things to his characters that were not really considered in the original, his characters were used as a base instead. Eventually, I'll implement critical hits into the system and certain other things that might have been done in his characters that all characters should have. Damn guys, stop making me want to come back to it so soon, lol. XD
Title: Re: Project Catch 'Em All
Post by: Txpot on October 17, 2014, 04:01:05 pm
So I managed to push the changes of Meowth to the system. Hopefully I did it right.

Meowth Changes:
Spoiler, click to toggle visibilty
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 17, 2014, 08:00:50 pm
So I managed to push the changes of Meowth to the system. Hopefully I did it right.

Meowth Changes:
Spoiler, click to toggle visibilty

Nice. When is it ready for release?
In other news, I started this:
(http://i.imgur.com/D2k53Pu.png)
Surf, Hydro Pump and Quick Attack are already finished, as well as Vaporeon's ability Water Absorb.
Now only needing FX for Aqua Ring.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 17, 2014, 08:30:14 pm
Oh God, whatever you do, don't make Hydro Pump like Ryon did. It has no startup time and can just devastate.
Title: Re: Project Catch 'Em All
Post by: Gabren on October 17, 2014, 08:59:06 pm
Someone thinks about doing charizard?
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on October 17, 2014, 09:11:55 pm
Not that it would appear.
Title: Re: Project Catch 'Em All
Post by: Txpot on October 17, 2014, 11:42:41 pm
Nice. When is it ready for release?
Meowth is already done. Just download his changes from Alexei's project repository.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 17, 2014, 11:44:31 pm
Meowth is already done. Just download his changes from Alexei's project repository.
He's not using Git actually, so he can't do that.
Title: Re: Project Catch 'Em All
Post by: Txpot on October 18, 2014, 12:01:52 am
He's not using Git actually, so he can't do that.
Oh, I didn't know about that. Alright, here's the Mediafire links:

http://www.mediafire.com/download/bjaa2huja8rf177/Meowth.rar
OR
http://www.mediafire.com/?flnzz5y33z6qa
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 18, 2014, 09:08:59 pm
He's not using Git actually, so he can't do that.
Oh, I didn't know about that. Alright, here's the Mediafire links:

http://www.mediafire.com/download/bjaa2huja8rf177/Meowth.rar
OR
http://www.mediafire.com/?flnzz5y33z6qa
Thanks.
Not only is this character good, it was also useful for my Togetic.
BTW, anyone knows of any good FX, that is basically a watery ring?
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 21, 2014, 05:05:35 pm
This pokemon (http://mugenguild.com/forum/topics/trinitronitys-eeveelutions-release-thread-vaporeon-beta-162884.0.html) is not only a good swimmer, but can also melt into water itself!
Spoiler, click to toggle visibilty

I was thinking about doing Jolteon next, but there are two things that are stopping me from doing it:
1. QuickFist seems to have at least started to work on Jolteon, although I'm not sure if he is still working on Jolteon. If not, then I'm more than glad to take over his WIP.
2. JoshR's Jolteon sprites aren't even that good.

And regarding Togetic, I finally decided to NOT use Fury Cutter as the Bug type representant of Togetic's Metronome, since Fury Cutter would be pretty useless because of Metronome being...well, Metronome.
So only Infestation is left, but I would be like SUPER GLAD, if someone could post me a GIF animation of how Infestation even looks like in any of the sources (I stayed away from POKéMON X/Y because of the experiments done in that game).
Title: Re: Project Catch 'Em All
Post by: Алексей on October 21, 2014, 11:02:25 pm
Alright, so I tested out vaporeon and kind of hate how he runs. I think JoshR sprited him to be kind of hopping sort of. Surf's animation is kind of weird. Not sure why he gets thrown forward that way. Aqua Ring is a good implementation and getting healed by all water attacks is OP against Blastoise lol. It's solid, but needs some work.

P.S. I'll be releasing Croagunk soon. I just need to final touches.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 22, 2014, 06:27:12 pm
Alright, so I tested out vaporeon and kind of hate how he runs. I think JoshR sprited him to be kind of hopping sort of.
I see what I can do. For now, I changed the timing in the run animation, so it looks a bit more...err...hoppy.
Surf's animation is kind of weird. Not sure why he gets thrown forward that way.
I didn't liked the way how Txpot made Surf look like, so I tried to imitate, how Surf looked like in both the anime AND Super Smash Bros Brawl (because that's how Surf should have looked like) while still using Txpot's Surf effects. Kinda hard to make it look like Vaporeon is riding on the water wave...
Aqua Ring is a good implementation and getting healed by all water attacks is OP against Blastoise lol. It's solid, but needs some work.
Haha, well, it's kinda needed because both Vaporeon's attack and defence isn't even that good, and Vaporeon pretty much gets mutilated by Venusaur (and at least two of Bellosom's attacks instantly kill Vaporeon without being a Critical Hit when Grassy Terrain is in effect). And I'm glad that you like my Aqua Ring.
Also, could you please tell me, if Quickfist is still working on his Jolteon? I wanted to code Jolteon anyway, so if he isn't working on Jolteon, then I would like to work on Jolteon. Thanks in advance!
Title: Re: Project Catch 'Em All
Post by: Алексей on October 22, 2014, 06:56:08 pm
Haha, well, it's kinda needed because both Vaporeon's attack and defence isn't even that good, and Vaporeon pretty much gets mutilated by Venusaur (and at least two of Bellosom's attacks instantly kill Vaporeon without being a Critical Hit when Grassy Terrain is in effect). And I'm glad that you like my Aqua Ring.
Also, could you please tell me, if Quickfist is still working on his Jolteon? I wanted to code Jolteon anyway, so if he isn't working on Jolteon, then I would like to work on Jolteon. Thanks in advance!
I'm pretty sure he's out of creating mugen in general, so you're good to go. I can ask him later today if I see him online. I have him on Skype.

Yeah, I think I'm going to have to back to my old Pokemon and implement their abilities provided they're not too cheap. For Croagunk, I was thinking of giving him Dry Skin as well as Poison Touch. Right now he has only Poison Touch.

Title: Re: Project Catch 'Em All
Post by: Txpot on October 22, 2014, 07:51:37 pm
Our guest tonight has a thing for waving to people. So lets put this 'star (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) in our reasonably-priced car!
Spoiler, click to toggle visibilty

Apparently it has some iron quantities (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) inside it. If that's so, it could make me a tidy profit at the Pokemon Black Market!
Spoiler, click to toggle visibilty



Yeah, I think I'm going to have to back to my old Pokemon and implement their abilities provided they're not too cheap. For Croagunk, I was thinking of giving him Dry Skin as well as Poison Touch. Right now he has only Poison Touch.
I wouldn't bother with Dry Skin at the moment if I was you. Weather effects are flaky at best, and may need further testing, although feel free to implement the "recover HP from water attacks" and "take extra damage from fire attacks" part of the code.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 22, 2014, 07:56:37 pm
I wouldn't bother with Dry Skin at the moment if I was you. Weather effects are flaky at best, and may need further testing, although feel free to implement the "recover HP from water attacks" and "take extra damage from fire attacks" part of the code.
Awesome! I was just talking about Steelix with a friend. Can't wait to test these out. I was thinking the same thing actually, taking extra damage from fire and healing from water. The weather is something that might be implemented at a later time. Currently, your Castform is the only one who really makes anything of it. There are many things that I would like implemented globally so that character makers just need to know what vars to set to make stuff happen, similar to how you can set status effects on enemies.

Edit:
Omastar is really fun to play as. I was getting my ass handed to me by Venusaur. 6 seconds is just enough to block all of his Solar Beam with protect if you time it perfectly. If not, you'll get it by some of the remaining hits. I ended up killing him with Spike Cannon spam, lol. I only got Ancient Power's extra power once, but it helped me win the fight, so all and all it's a really nice character.

Steelix looks kind of strange just floating around and moving the way he does, but that's okay. I don't blame that on you, but the original sprites. He's really powerful that's for sure. The only one that was able to beat me once was Clefable because... for some reason Clefable is really fast to attack. Against Scarmory, I was able to dodge fly by timing Earthquake at the right time. It was pretty nice. Got me the win in that fight.

Nice job!

Edit 2:
You might find this Pokemon (http://mugenguild.com/forum/topics/croagunk-daeron-and-alexei--163001.0.html) in a back alley poisoning bad guys with his punches.
Spoiler, click to toggle visibilty

Edit 3:
Hmm, I realized that we never released the second beta. Croagunk doesn't seem to do damage in the first beta due to all the changes that went on in the latest one. I guess I'll have to upload it some time, though I feel like it's too incomplete right now. I wasn't sure if I was going to add a second-type affinity or not, but one thing for sure is that I would like a new trainer base with run sprites as well.

What you guys may not have known is that I originally coded this so that the Pokemon could actually push each other across the field. Like a really powerful attack would knock them back and then the attacker would move forward. This would allow for longer stages and I think the original code is still there. Another thing everyone is missing out on is the new select screen. :\
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on October 23, 2014, 06:17:13 pm
Apparently you did release the second beta. Granted it was in January, but you definitely released it (https://disk.yandex.com/public/?hash=kRLgn9KQfj%2BvYXwKk3zhIHfK5ahbKfuphbKoY3huD/8%3D).

(http://img1.wikia.nocookie.net/__cb20140111132042/mugen/images/e/e1/Pokeselectv2.png)

This is it, right?

Oh, and in regards to Steelix, I'm positive that's the X/Y menu sprite, not this old one:
(http://cdn.bulbagarden.net/upload/archive/b/bf/20140123054923%21208MS.png)
Title: Re: Project Catch 'Em All
Post by: Алексей on October 23, 2014, 06:43:38 pm
Oh? Hmm, I though I did but couldn't find the link. That should really be in the first post. Thanks for finding it! Was it buried in these pages somewhere? By the way, feel free to add that link to the collection on MFFA.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on October 23, 2014, 07:21:59 pm
That's the link I've been using this whole time (well, this one to be specific (http://mugenguild.com/forum/topics/pokemon-mugen-edition-beta-2-156265.0.html)) :P
Title: Re: Project Catch 'Em All
Post by: Алексей on October 23, 2014, 07:26:27 pm
That's the link I've been using this whole time (well, this one to be specific (http://mugenguild.com/forum/topics/pokemon-mugen-edition-beta-2-156265.0.html)) :P

Wow, my memory must be dead then. XD. Well, at least we know the beta 2 is out and people got to use the latest version. :)
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 23, 2014, 10:49:54 pm
Okay, QuickFist has sent me his Jolteon today, and I'm already almost finished with Jolteon.
There is only one thing: I think I have screwed up the accuracy of Zap Cannon:
Code:
[State 520, Set ATB]
type = Null
trigger1 = !time
trigger1 = var(14):=random<500

[State VelSet];Palette Changes
type = VelSet
triggerall = root,var(10) >= 1
trigger1 = time = 1
x = 14
y = ifelse(enemy,pos y <=-100,-5,0)

[State VelSet];No Palette Changes
type = VelSet
triggerall = root,var(10) <= 0
triggerall = var(14) = 1
trigger1 = time = 1
x = 14
y = ifelse(enemy,pos y <=-100,-5,0)

[State VelSet];No Palette Changes
type = VelSet
triggerall = root,var(10) <= 0
triggerall = var(14) = 0
trigger1 = time = 1
x = 14
y = ifelse(enemy,pos y <=-100,-2,-7)
That was me trying to imitate the 50 points of accuracy, which Zap Cannon has, but Zap Cannon misses way too fucking much... :-\
Combine that with the fact that Jolteon gets defeated by almost every other POKéMON and even by Water-type POKéMON, I'm now thinking about dropping the accuracy recreation in Zap Cannon completely...
Title: Re: Project Catch 'Em All
Post by: Алексей on October 23, 2014, 10:52:41 pm
An easy way to simulate a 50% chance with "random%2=0."
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 24, 2014, 10:37:33 am
Ah, thanks. Now it misses way less and Jolteon finally wins a bit more.

The fur of this pokemon (http://mugenguild.com/forum/topics/trinitronitys-eeveelutions-release-thread-vaporeon-beta-and-jolteon-162884.0.html) is pointing in all compass directions. Shocking, isn't it?
Spoiler, click to toggle visibilty

And the next Eeveelution on the line is Espeon, introducing yet ANOTHER special ability to Project Catch'Em All.
Title: Re: Project Catch 'Em All
Post by: QuickFist on October 24, 2014, 05:56:45 pm
Great job Trin!
I'm glad I was able to help in some way
Title: Re: Project Catch 'Em All
Post by: Txpot on October 24, 2014, 06:43:53 pm
Found a problem with Venusaur and Pikachu:

When Venusaur uses Solar Beam right after the enemy has died, Venusaur will get stuck in the animation and won't be able to complete the attack. In addition, I see that Pikachu can glitch pokemon with his thunder attacks: If his Thunder attacks inflicts paralysis at the time the enemy would die, they would run back to their start position and THEN die, instead of dying on the spot.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 24, 2014, 06:48:20 pm
Found a problem with Venusaur and Pikachu:

When Venusaur uses Solar Beam right after the enemy has died, Venusaur will get stuck in the animation and won't be able to complete the attack. In addition, I see that Pikachu can glitch pokemon with his thunder attacks: If his Thunder attacks inflicts paralysis at the time the enemy would die, they would run back to their start position and THEN die, instead of dying on the spot.

I've logged it as an issue on BitBucket. It's easier to keep track of that way. I encourage you to do the same. :)
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on October 25, 2014, 11:23:20 am
(http://i.imgur.com/m0bek0b.png)
Espeon is already around 60% finished. This is what is left:
*Future Sight
*Synchronize
*sun rays for Morning Sun (since Morning Sun itself is already finished, thanks to Txpot for explaining, how a different POKéMON can detect the weather conditions).

I also went ahead and added weather detection to Flareon, Vaporeon and Quilava (the damage of Flareon's and Quilava's fire-attacks also get modified depending on the conditions, but I cannot really test well, if it also get multiplied correctly, since the only POKéMON, who can change the weather right now, also changes his type depending on the weather, resulting in any possible boost being nullified by resistances).
Title: Re: Project Catch 'Em All
Post by: Txpot on October 27, 2014, 10:20:33 pm
A rather long corridor of some factory or some sort. Knowing that it must connect to something is a no-brainer, but not knowing where it ends (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html) is half the fun!
Spoiler, click to toggle visibilty
Title: Re: Project Catch 'Em All
Post by: Алексей on October 28, 2014, 02:17:39 pm
Nice! Be sure to push your changes to BitBucket each time. It's easier to keep track of things that way. I started logging more bugs in BitBucket so that it's easier to keep track of them for when we/I eventually do get to them.
Title: Re: Project Catch 'Em All
Post by: chuchoryu on October 28, 2014, 07:32:54 pm
Long time I no see this!! I have downlod all Pokemns an are awesome!! now I planning to make Mew and Deoxys
Use this Theme from Death Battle
http://www.youtube.com/watch?v=exl5W4PLcew
Title: Re: Project Catch 'Em All
Post by: XANDERAC on October 28, 2014, 07:40:21 pm
Part of me wants to see someday, that somebody plays this on twitch, so it'll combine the idea of twitchplayspokemon and salty bets lol, I really enjoy following the progress of this whole thing though it's great.
Title: Re: Project Catch 'Em All
Post by: Txpot on October 28, 2014, 11:22:36 pm
Nice! Be sure to push your changes to BitBucket each time. It's easier to keep track of things that way. I started logging more bugs in BitBucket so that it's easier to keep track of them for when we/I eventually do get to them.
Alright. I won't be able to do this till next week though. Much of the reason why I release my creations here is due to both feedback/help/personal views of said creation, and due to cases like Trinitority who can't use Git to download things. I will update through Git soon.

Speaking of which, how's the stage I made? I thought it was alright for my first attempt, and I think that the stage's y-axis screen boundary is okay due to how off-screen moves work, like Lugia's Sky Attack.
Title: Re: Project Catch 'Em All
Post by: Алексей on October 29, 2014, 01:34:07 am
Long time I no see this!! I have downlod all Pokemns an are awesome!! now I planning to make Mew and Deoxys
Use this Theme from Death Battle
http://www.youtube.com/watch?v=exl5W4PLcew

Alright, but PLEASE follow the guide and format of the other characters. They won't be added unless they're a certain quality.

Part of me wants to see someday, that somebody plays this on twitch, so it'll combine the idea of twitchplayspokemon and salty bets lol, I really enjoy following the progress of this whole thing though it's great.
Hmm, that's really interesting lol. SaltyBet on this wouldn't be as interesting I think since they don't move that often. There is still AI though in some way. It's just not very smart XD.

Alright. I won't be able to do this till next week though. Much of the reason why I release my creations here is due to both feedback/help/personal views of said creation, and due to cases like Trinitority who can't use Git to download things. I will update through Git soon.

Speaking of which, how's the stage I made? I thought it was alright for my first attempt, and I think that the stage's y-axis screen boundary is okay due to how off-screen moves work, like Lugia's Sky Attack.
I understand, but it's just so we can keep all development in the same place. It makes it easier for one of us to pick up on something. :) I wouldn't expect you to stop releasing your things here. It's preferred as well. Git is just for the development side of things, so it's okay if something is unfinished. It's all about recording changes through the progression of a project.

I have to test it yet, but will report back afterwards.

Title: Re: Project Catch 'Em All
Post by: Txpot on October 31, 2014, 04:46:57 pm
I've decided to turn a new leaf.

(http://i.imgur.com/zcBbNNl.png)

It's been resized and redrawn to match the height of the two Reds and Gold, although I haven't redrawn the Pokeball on the hand as I thought it can be used for items other than a Pokeball. The palette should be okay, and I'm hoping I haven't screwed up on that.

(http://i.imgur.com/TLvkemX.png)
From top to bottom and left to right with number of sprites:
Standing (1)
Call Pokemon (3)
Hold/Throw Pokeball (9)
Win (3)
Lose (2)
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on October 31, 2014, 06:30:27 pm
I dunno why, but it looks a bit stiff and the hands look HUGE. I have absolutely no idea what's going on in that second lose sprite :s

Still, it's nice to see other Trainers being developed for this game.
Title: Re: Project Catch 'Em All
Post by: Txpot on October 31, 2014, 08:10:20 pm
I dunno why, but it looks a bit stiff and the hands look HUGE. I have absolutely no idea what's going on in that second lose sprite :s
It was to try and copy what the original sprite sheet did, even with the lose sprite which I'll end up re-doing. I do admit the hands are pretty big though, and will try and shrink them a bit.
Title: Re: Project Catch 'Em All
Post by: MadkaT on November 16, 2014, 08:47:01 pm
Well after some time of hard work, there is more news, I've finished the tracing of the brendan torso on the entire sheet:

(http://i.imgur.com/rzQXmq7.png)

Need some editing and recolor to fit with the arms, but seems similar, also I've added a little detail to all sprites too.  :lipsrsealed2:
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on December 29, 2014, 01:43:34 pm
Thanks to its foresight gimmicks, this pokemon (http://mugenguild.com/forum/topics/trinitronitys-eeveelutions-release-thread-vaporeon-beta-and-espeon-162884.0.html) is REALLY FEELING IT!
Spoiler, click to toggle visibilty

In other news, Umbreon has been started, but I will not post screenshots of that POKéMON, let alone release that POKéMON, until the pallette cycling problem is finally solved.
Title: Re: Project Catch 'Em All
Post by: Txpot on January 08, 2015, 05:01:33 pm
One of the world's most sought-after starter pokemon. Its powerful attacks can make a battle, its opponent, and your computer's CPU and RAM very intensive!
Spoiler, click to toggle visibilty

We have a pokemon that spins like a top, a pokemon that gives boxers a hard time, and... Blaziken? No, that's not it.
Spoiler, click to toggle visibilty

It's got a bone to pick with you...and a pretty large one at that!
Spoiler, click to toggle visibilty

I once got bored of his trickery and fell asleep among a huge audience. It then came up to me and slapped me in the face, much to the audience's suprise.
Spoiler, click to toggle visibilty

On darkest day, in blackest night, its powers are increased ten-fold without the light. Though this oath right here may be full of tripe, this pokemon here will have you scream "Cripes"!
Spoiler, click to toggle visibilty

The GIT repository has been updated as well.

Go here for more info. (http://mugenguild.com/forum/topics/txpots-1-0-m-u-g-e-n-creations-2382014-blisseylapras-released-121893.0.html). Use this Mediafire link to get them all, and everything else for it: https://www.mediafire.com/folder/flnzz5y33z6qa/Project_Catch_'Em_All
Title: Re: Project Catch 'Em All
Post by: Алексей on January 08, 2015, 08:25:08 pm
Holy crap have you been busy lol. Wasn't expecting 5 characters. I'll have to test them when I get some free time.
Title: Re: Project Catch 'Em All
Post by: Segatron on January 08, 2015, 10:14:05 pm
Wow Its so great to see this....Man I am so excited to see more in future
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 09, 2015, 02:11:10 am
Any of you guys still carrying this stage for this game?

(http://oi44.tinypic.com/dm4sy1.jpg)
Title: Re: Project Catch 'Em All
Post by: Txpot on January 09, 2015, 03:25:24 pm
Any of you guys still carrying this stage for this game?

Yes. We have it in the repository, with appropriate music to go with it.

Due to some testing oversights, Hitmonlee has the Ghost typing instead of the Fighting type. A fix will be uploaded soon.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 09, 2015, 03:50:29 pm
Any of you guys still carrying this stage for this game?

Yes. We have it in the repository, with appropriate music to go with it.

Due to some testing oversights, Hitmonlee has the Ghost typing instead of the Fighting type. A fix will be uploaded soon.
Wait, you do? Mind if you share, please? :3
Also, did someone ever considered making DJ_HannibalRoyce's Mareep Grassland compatible with PCEA?
That would be, like, the perfect way to promote the upcoming Pokken Tournament.
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 09, 2015, 04:00:08 pm
Any of you guys still carrying this stage for this game?

Yes. We have it in the repository, with appropriate music to go with it.
Can you send it to me so I can update it?
Title: Re: Project Catch 'Em All
Post by: Txpot on January 09, 2015, 05:08:39 pm
Wait, you do? Mind if you share, please? :3
Also, did someone ever considered making DJ_HannibalRoyce's Mareep Grassland compatible with PCEA?
That would be, like, the perfect way to promote the upcoming Pokken Tournament.
I can't share it to the public right now. I'm sorry.
I've checked out the Mareep Grassland stage just now. It seems do-able, but I don't know whether the link on the Mugen Wiki is the most updated link or not: http://mugen.wikia.com/wiki/Mareep_Grassland

Hitmonlee's fix is complete now. Get it from the same mediafire folder as before.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 09, 2015, 05:41:17 pm
As far as I remember, there never was an update. Or maybe there was and I don't know?
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 09, 2015, 08:29:06 pm
Well this is a new one

(http://www.exshadow.trinitymugen.net/stg.gif)
Title: Re: Project Catch 'Em All
Post by: QuickFist on January 09, 2015, 09:09:39 pm
And that's one cool way to show off a stage
Title: Re: Project Catch 'Em All
Post by: Алексей on January 09, 2015, 10:22:32 pm
Well this is a new one

(http://www.exshadow.trinitymugen.net/stg.gif)

That stage is great! You really know how to deliver a quality product, man. :)
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 10, 2015, 12:28:39 am
I've checked out the Mareep Grassland stage just now. It seems do-able, but I don't know whether the link on the Mugen Wiki is the most updated link or not: http://mugen.wikia.com/wiki/Mareep_Grassland

It is because I added it myself. It links to the one on my MediaFire, which I uploaded only a couple of days ago.
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 10, 2015, 02:53:21 am
I changed this a bit, I made it go from day to evening to night to day

(http://oi58.tinypic.com/2v8j286.jpg)
Title: Re: Project Catch 'Em All
Post by: Алексей on January 10, 2015, 02:55:58 am
Ooh, very nice indeed. Venusaur really turns turquoise under the moonlight it seem. :P
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 10, 2015, 08:39:26 pm
Are y'all against putting Pokemon in the background like this?

(http://oi59.tinypic.com/2hzmjbl.jpg)
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 10, 2015, 11:39:34 pm
I don't see how that would be a problem. Fighting games have humans in the background after all :P
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 12, 2015, 12:24:24 am
I shall post these up in a bit:

(http://oi60.tinypic.com/2ytobj9.jpg)
Title: Re: Project Catch 'Em All
Post by: Ryon on January 12, 2015, 12:56:23 am
holy shit.

Ok Guys im VERY sorry I've been away from this project for so long.

can someone just give me a little update?

what is our Total Roster as of now?
and how many stages do we have?
Title: Re: Project Catch 'Em All
Post by: Segatron on January 12, 2015, 01:15:42 am
Atleast 30 characters (maybe) and 9 stages If I count here the ones Kept on downloading
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 12, 2015, 01:33:41 am
We really need a definitive template character. I don't know what new mechanics have been accepted and which old ones have been chucked.
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 12, 2015, 01:40:39 am
Stages are up

http://mugenguild.com/forum/topics/pokemon-mugen-edition-stages-164412.msg2069845.html;topicseen#msg2069845
Title: Re: Project Catch 'Em All
Post by: Ryon on January 12, 2015, 03:36:23 am
we had a definitive template BEFORE.

but alexei turned it into Lugia.
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 12, 2015, 06:05:47 am
Totally not a Pokemon related stage, but why not?

Mute City:

(http://exshadow.trinitymugen.net/mutey.gif)
Title: Re: Project Catch 'Em All
Post by: Kanbei on January 12, 2015, 06:19:23 am
Totally not a Pokemon related stage, but why not?

Mute City:

(http://exshadow.trinitymugen.net/mutey.gif)
:o What a cool looking mute city, nice job Exshadow.
Title: Re: Project Catch 'Em All
Post by: Алексей on January 12, 2015, 06:22:25 am
Yeah, we had a template character, but even now it would be outdated. TxPot has implemented some new things that need to be in the system rather than a template, so it's hard to say. Right now, it would be best to use another, more recent character as reference. Pretty much anything that can do critical hits I think, since that's really the only thing that's different (besides some character-specific changes) between the versions.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 12, 2015, 02:32:05 pm
Totally not a Pokemon related stage, but why not?

F-Zeroooooo~
That's what I'm talking about :D
Title: Re: Project Catch 'Em All
Post by: Txpot on January 12, 2015, 05:37:22 pm
can someone just give me a little update?
what is our Total Roster as of now?
and how many stages do we have?
Analysis, here we go! Beware that it may not be correct.

*TOTAL CHARACTERS*
Spoiler, click to toggle visibilty
Total = 40 pokemon (3 Legendaries hidden), 37/96 visible Slots (38.54%)

*TOTAL STAGES*
Spoiler, click to toggle visibilty
Total: 12

Template-wise, there isn't much of a template set in stone. Although anyone can freely use my characters as a template, please note that due to how many functions we could add to the system (Custom Pause menu, Use items in battle, etc), the variables used in anything I make may have to be moved. Assuming we're implementing a load of things, I would leave up to 15 free Int and 10 Float variables for the creator to use.

Are y'all against putting Pokemon in the background like this?
Sorry I didn't mention this earlier, but the only problem I have with the stages is the pokemon placements. There's always a possibility that someone makes a big pokemon like Steelix, and they may take up half of the screen despite the pokemon being placed right in the SFF. I would have them move back towards the edge of the screen so that the pokemon trainers aren't being covered up by the side of the screen, while the big pokemon still get some room to breathe in. If you don't know what I mean, go and open up either the Poke Beach, Viridian Forest, or my Metallic Corridor stage, and play as Steelix while comparing these stages to every other one made.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 12, 2015, 06:46:59 pm
Aside from that, there are also some WIPs. Just to name a few:
*Togetic (my first WIP)
*Umbreon (my current WIP)
*Tyrunt (might be mistaken there, but I saw a few sprites of Tyrunt posted in this thread)
Title: Re: Project Catch 'Em All
Post by: Segatron on January 12, 2015, 08:27:34 pm
Yeah its looks like thats the exact no. of pokemon and stages completed.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 12, 2015, 11:06:24 pm
*Tyrunt (might be mistaken there, but I saw a few sprites of Tyrunt posted in this thread)

They're mine. I was going to continue with Tyrunt, but I have no idea what's what :s
Title: Re: Project Catch 'Em All
Post by: Ryon on January 13, 2015, 01:55:11 am
I gotta say Im shocked at how much this project has Exploded.

Thanks to all of you who have enjoyed the game and idea and contributed to its further success!
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 13, 2015, 02:28:27 pm
Heh, POKéMON is one of my favorite franchises, so I of course do my best, just like everyone else there.
Anyway, after I have finished Umbreon (I really only need FX right now), I guess I will code a different POKéMON before I'll continue with my Eeveelution conversions.
After that, Togetic (hopefully)!
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 13, 2015, 08:50:04 pm
Triied to work up a Big Blue kind of stage, good or bad idea?

(http://oi60.tinypic.com/2qbfw3c.jpg)
Title: Re: Project Catch 'Em All
Post by: Алексей on January 13, 2015, 10:47:05 pm
It looks great visually, but the character sprites seem out of place. I think the platform could be more clear (I think that's what I mean).
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 14, 2015, 12:09:35 am
How about now?

(http://oi58.tinypic.com/2n9gs9v.jpg)
Title: Re: Project Catch 'Em All
Post by: HadeS on January 14, 2015, 12:47:36 am
What about putting a dock instead of a platform? I'm just saying. I think it'd look better, IMO. :-X
Title: Re: Project Catch 'Em All
Post by: Legend Ivanhoe on January 14, 2015, 12:59:10 am
How about now?

(http://oi58.tinypic.com/2n9gs9v.jpg)

It looks way better now IMO, the character sprites don't seem out of place this time. Btw,  do all of your stages have that Blue-ish overlay, Lol! :P
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 14, 2015, 02:38:41 am
What about putting a dock instead of a platform? I'm just saying. I think it'd look better, IMO. :-X
That would make sense if I didn't have the BG scrolling.  I'm going to have the BG scrolling with cars moving and stuff with boosters on the flopr ends.

do all of your stages have that Blue-ish overlay, Lol! :P
Would you rather me use a dark green tint overlay?
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 16, 2015, 04:41:41 pm
Sorry for the double post, but I was wondering if it was possible for you guys to make it where the attack boxes are not affected by the sin.y code on stages?
Title: Re: Project Catch 'Em All
Post by: Алексей on January 16, 2015, 04:43:35 pm
Sorry for the double post, but I was wondering if it was possible for you guys to make it where the attack boxes are not affected by the sin.y code on stages?

Hmm, what do you mean? If the floor is linked and to be moving in a sin motion then there's no avoiding that. What are you experiencing that's messing up with sin.y?
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 16, 2015, 04:44:58 pm
Try the Mute or Big Blue stage I just posted in the releases section, you will see what I mean.  I can't really express it in words, but you will definitely see the problem
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on January 16, 2015, 05:02:31 pm
Is it where the GUI shakes about? It does it on the SS. Anne stage, too.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 17, 2015, 05:20:03 pm
Is it where the GUI shakes about? It does it on the SS. Anne stage, too.
Wait, really? Then this problem needs to be solved somehow. I don't want SS. Anne to be shitcanned from this MUGEN project.
Aside from that: I really don't wanna sound impatient, but I would really like it, if someone could finally give me the needed Dark Pulse FX (especially because I'm not too fond of Darkrai's Dark Pulse and I really need FX for Umbreon's Dark Pulse). That, and the new Aqua Ring FX for Vaporeon.
I'm not telling anyone to rush. I just don't want to be left in dark.
Title: Re: Project Catch 'Em All
Post by: Txpot on March 17, 2015, 12:26:20 am
Hey all. For the past several weeks, I have come up with possibly the end-all template for the project, and the end-all wishlist for potential pokemon to exist in the game, as you can now create more than just your own within it. Keep in mind that while the original variables and placement of sprites are mostly intact, this template changes much of the system you know of, including the lack of compatiability with the original characters.

As this is a beta, I will not deem this complete enough to use as a template, and thus won't do anything to the current system until I get the go-ahead to replace it with this system instead. A help file is included but it's unfinished.

[Pics]
Spoiler, click to toggle visibilty

Download: https://www.mediafire.com/?0gsgy3n4e5q2v8i

The only problem I have with this is that there is so much to edit that it may overwhelm creators and new players alike, with the biggest problem being the damage formula; Even I am getting a headache from this formula, as it needs a ton of testing to see if I'm doing the right damage. A help guide may be needed to clear some things up.

Bear in mind that not all abilities and moves can be replicated. This shouldn't stop you from devising your own pokemon's tricks, attacks, and strategies! This is the list of all abilities and moves that cannot be replicated without some overhauling or move changes:

Moves:
Spoiler, click to toggle visibilty

Abilities:
Spoiler, click to toggle visibilty

*CONTROLS*

1. Select the character as usual. It is recommended to have Debug Keys on and turn P2's A.I on.
2. When the fight starts, use directional keys and Start button to choose pokemon.
3. When you have a full ATB, press START to pause. Use directional keys and Start button to choose options. Items does not work for now.
4. On the Summary screen, press START to select pokemon, then directional keys to browse moves and stats.
5. To switch pokemon, pause the game, select "Switch" and select the pokemon you want.
6. To quit early, have a pokemon faint, then select Exit with start, followed by yes with the prompt.
7. Don't try to quit in training mode, as the battle will never end. Instead, I will create a dedicated Training Tool to test out pokemon on.

*CHANGES*
Spoiler, click to toggle visibilty

*BUGS*

1. Pausing the game won't stop all attacks from being carried out. This can be fixed by using the "Pause" state, but this causes Mugen to crash later on.
2. The damage formula doesn't take into account multiple hits. Therefore, the damage of a multi-hitting attack will be greater than if the attack was condensed to only one hit, despite the damage reductions still being carried out.
3. Please leave alone the code in the [Data] part of the .cns file. It's there to ensure accurate damage, and the extra life is there to prevent taking excess damage to have a premature KO while in battle.
4. You can skip the "Select Pokemon" part at the beginning of the battle by pressing any button except START. If that happens, you will start with the pokemon you have selected using START, or the first pokemon if you didn't select a pokemon. This can be fixed with a variable and a lot of code, but this will come later.
5. The "Item" mode of the Pause Screen doesn't work for now. Don't bother trying to select it.

*TO DO LIST*

1. All viable abilities.
2. Split Trainer animation code to have their own statedef to better code animation transitions.



During the process of me making a template, you may wish to think of potential teams of 3 or less pokemon for each trainer to have. These could be anything, from the original standards of having Bird Keepers use only bird-like pokemon, or an Aroma Lady having nothing but Regenerator and Natural Cure pokemon.
Title: Re: Project Catch 'Em All
Post by: Алексей on March 17, 2015, 05:45:36 am
These changes are way more than I was expecting and really work well. I have some feedback based on my testing though:

- The select cursor is too large for the Exit Button on the Switch Pokemon menu.
- The UI doesn't stay in place on stages that have a floaty feel to them such as S.S. Anne.
- The move nameplate only shows for P2 when they're attacking.
- While pressing "Start" for the intro menu is understandable, I think all other menus should allow for normal inputs as selection.
- If the intro selection is skipped, it should select the Pokemon you already had selected. To fix this, the var that stores the pokemon to use should be set while scrolling through each pokemon, not after your hit the start button. It's not a lot of code like you mentioned. This is something I did with my Neku Sakuraba, only he had 12 pins to select through instead of 3. :P
- Players should be able to pause at any time, not just when the ATB bar is full. I know you mentioned this, but Pause really does work well since this game doesn't really use it. My NZCR Demo has a working pause screen that you might be able to get some ideas from. It has its issues with other Pauses canceling out its own, but we shouldn't with this game.
Title: Re: Project Catch 'Em All
Post by: Txpot on March 17, 2015, 01:57:59 pm
- The select cursor is too large for the Exit Button on the Switch Pokemon menu.
- While pressing "Start" for the intro menu is understandable, I think all other menus should allow for normal inputs as selection.
- If the intro selection is skipped, it should select the Pokemon you already had selected. To fix this, the var that stores the pokemon to use should be set while scrolling through each pokemon, not after your hit the start button. It's not a lot of code like you mentioned. This is something I did with my Neku Sakuraba, only he had 12 pins to select through instead of 3. :P
Fixed.
- The UI doesn't stay in place on stages that have a floaty feel to them such as S.S. Anne.
I'll try to work around that.
- The move nameplate only shows for P2 when they're attacking.
This also shows for Player 1, although to see this you will need to use either Watch Mode or VS mode and turn P1's A.I on.
- Players should be able to pause at any time, not just when the ATB bar is full. I know you mentioned this, but Pause really does work well since this game doesn't really use it. My NZCR Demo has a working pause screen that you might be able to get some ideas from. It has its issues with other Pauses canceling out its own, but we shouldn't with this game.
This was done as a balancing issue. You could attack, then pause or switch as soon as you finish attacking, turning this trait into the effects of Volt Switch/U-Turn. However, I can make it so that you can use it as long as you're not attacking or being hit.

I'll check out your NZCR Demo for some ideas on the pause screen.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on March 17, 2015, 02:43:57 pm
I...wow. That's a significant overhaul of the system there. I'm having trouble trying to take it all in :P
Title: Re: Project Catch 'Em All
Post by: Алексей on March 17, 2015, 02:49:36 pm
This also shows for Player 1, although to see this you will need to use either Watch Mode or VS mode and turn P1's A.I on.
hmm, why only with the A.I.? Seems like something that anyone would want to see I'd think.

Quote
This was done as a balancing issue. You could attack, then pause or switch as soon as you finish attacking, turning this trait into the effects of Volt Switch/U-Turn. However, I can make it so that you can use it as long as you're not attacking or being hit.
We could have two variations of Pause. A normal Pause for hitting Enter at any time with options "greyed" out and then allowing you to use them when pausing if you're not attacking, etc.

I...wow. That's a significant overhaul of the system there. I'm having trouble trying to take it all in :P
I know the feeling lol.
Title: Re: Project Catch 'Em All
Post by: Txpot on March 17, 2015, 09:52:54 pm
hmm, why only with the A.I.? Seems like something that anyone would want to see I'd think.
I assumed the average player would know what they've selected as an attack. I'll enable this to work at any time, even without an A.I.
We could have two variations of Pause. A normal Pause for hitting Enter at any time with options "greyed" out and then allowing you to use them when pausing if you're not attacking, etc.
Ah, I haven't thought of that for some reason. I'll get this done for the next update.
Title: Re: Project Catch 'Em All
Post by: leonlight on March 31, 2015, 10:51:36 pm
txpot when is your release ?
Title: Re: Project Catch 'Em All
Post by: Txpot on April 01, 2015, 12:00:25 am
txpot when is your Magic  ?

What do you mean?

If you mean the new beta release of the engine, I'm afraid I can't release it as we're still working things out on the game system. You can check out the preview of one of the systems in the last download link I posted here (i.e the supposed "end-all template" to the system).

If you mean the update to the "end-all template" I posted earlier, this will come later as I've run into more problems during the last bit of testing I did.

If you mean my download links to the creations I've made up to Charizard, you can get them at my Mediafire folder. I'm not releasing anything for the game anymore as I'm working more on making a stable system first.

Mediafire folder: http://www.mediafire.com/folder/nzv850k188pte/Txpot_M.U.G.E.N

As for the last thing said before I came online now and found out it was changed, the Intro and Ending to the full game is up to Alexei to decide on what to do with that. I personally won't touch that area of the game yet.

P.S: My message may have been affected by what I call "My Little Pony-ism".
Title: Re: Project Catch 'Em All
Post by: leonlight on April 01, 2015, 11:06:30 am
i ment realease and i hope you will continue making your pokemons characters...i enjoy your work a lot
Title: Re: Project Catch 'Em All
Post by: Txpot on April 01, 2015, 03:55:28 pm
We will continue to make pokemon, don't you worry about that. We are releasing things more slowly that daily or weekly, so you may want to expect a new update once a month or so. If you don't see any progress here, you can check in MFFA: http://mugenfreeforall.com/index.php?/topic/15125-project-catch-em-all/
Title: Re: Project Catch 'Em All
Post by: leonlight on April 01, 2015, 07:52:39 pm
thanks and if you can pleas add to the trainer character an intro video and an ending and can you tell when are you going to release his update ?
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on December 24, 2015, 06:08:10 pm
Whenever having a too warm feeling, this pokemon (http://mugenguild.com/forum/topics/trinitronitys-eeveelutions-release-thread-glaceon-the-christmas-eevee-162884.0.html) can create small ice crystals to cool itself down.
Spoiler, click to toggle visibilty

It's nice to be back at releasing MUGEN things at MFG again...
And yes, that's right. Project Catch'Em All is not dead!
Title: Re: Project Catch 'Em All
Post by: MadkaT on December 25, 2015, 11:44:19 pm
Nice, good job I have to check my PCEA backup and test it. Thanks for share your chars with us.
Title: Re: Project Catch 'Em All
Post by: FobiaZz on December 29, 2015, 01:09:11 am
Hi! Tour project seems really innovative! Good job! ;)
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 04, 2016, 11:17:51 pm
Streaming this game: http://www.twitch.tv/reagah
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 05, 2016, 06:14:59 am
if you missed the stream here's part of it: https://www.youtube.com/watch?v=UOftSrv-4FM
Title: Re: Project Catch 'Em All
Post by: Ricepigeon on January 05, 2016, 08:08:12 pm
TLDR; Steelix OP, plz nerf

on a more serious note I've been delving through this game on the side from time to time to get a better understanding of the mechanics. You'll find out why eventually.
Title: Re: Project Catch 'Em All
Post by: R565 on January 05, 2016, 08:12:37 pm
Are you going to make something for this? Entei perhaps...?
Title: Re: Project Catch 'Em All
Post by: Ricepigeon on January 05, 2016, 08:28:35 pm
Are you going to make something for this? Entei perhaps...?

It would be nice to have an Entei that didn't just run away or use Roar like it did in the source games, now wouldn't it? :)
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 05, 2016, 09:19:49 pm
if you missed the stream here's part of it: https://www.youtube.com/watch?v=UOftSrv-4FM
Why u on use the stages I made for the game =(
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 06, 2016, 03:32:47 am
I did this time:
Title: Re: Project Catch 'Em All
Post by: ExShadow on January 06, 2016, 04:15:18 am
Sweet, I might wind up making 4 more of those for this game.  Those were fun to do
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 06, 2016, 09:06:28 pm
Streaming project catch'em all again: http://www.twitch.tv/reagah
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 07, 2016, 06:26:14 am
Just in case youguys missed the stream today:
part 1


part 2



Plan on making a league for this if we get enough people. Thanks for Ryon and the other devs checking out the stream. I'll stream tomorrow 11 am pst.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 07, 2016, 11:40:27 am
Sorry, but your videos are not avaible for germans like me.
Title: Re: Project Catch 'Em All
Post by: CozySquirtle on January 07, 2016, 12:55:33 pm
Sorry, but your videos are not avaible for germans like me.

You can easily switch the language to English or something (and the Country as well) down at the bottom on Youtube, then you'll be able to watch it.
Title: Re: Project Catch 'Em All
Post by: Алексей on January 07, 2016, 01:32:25 pm
Thanks for Ryon and the other dev checking out the stream. I'll stream tomorrow 11 am pst.
No problem. It was fun. OKM was epic lol. By the way, if you want to call me something, it's Alexei or Aleksey (kiraikenx on Twitch).

Title: Re: Project Catch 'Em All
Post by: Traweezie on January 07, 2016, 04:22:24 pm
Thanks for Ryon and the other dev checking out the stream. I'll stream tomorrow 11 am pst.
No problem. It was fun. OKM was epic lol. By the way, if you want to call me something, it's Alexei or Aleksey (kiraikenx on Twitch).



alrighty will you check it out today?
Title: Re: Project Catch 'Em All
Post by: Алексей on January 07, 2016, 04:27:29 pm
alrighty will you check it out today?
Possibly, though at 2pm I'm still at work. I might have to just watch the recording on youtube for that one.
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 07, 2016, 05:30:49 pm
I got an neat idea if you guys are up for it. We could hold a tournament(like one with 32 teams or so) and whoever wins gets to choose the next pokemon that gets made. If there's even more people we could set up a league were you could earn points to get into the tourney I mentioned
Title: Re: Project Catch 'Em All
Post by: SageHarpuiaJDJ on January 07, 2016, 06:06:18 pm
The teams setup are fun and very strategic.

I'm def gonna get more in depth with this after winning a tournament.
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 07, 2016, 06:26:53 pm
Sorry, but your videos are not avaible for germans like me.

You can easily switch the language to English or something (and the Country as well) down at the bottom on Youtube, then you'll be able to watch it.
Okay, I tried Great Britain and Worldwide as countries, and I still cannot watch the video. Same error like before.
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 07, 2016, 08:10:43 pm
http://www.twitch.tv/reagah streaming again
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 08, 2016, 12:59:46 pm
Stream from yesterday:


and the oddshot highlight:
http://oddshot.tv/shot/reagah-20160107224226891
Title: Re: Project Catch 'Em All
Post by: Алексей on January 11, 2016, 11:44:36 pm
I got an neat idea if you guys are up for it. We could hold a tournament(like one with 32 teams or so) and whoever wins gets to choose the next pokemon that gets made. If there's even more people we could set up a league were you could earn points to get into the tourney I mentioned

Hmm, it's an interesting idea, but there would have to be some ground rules. For example, we can only pick from the sprites that JoshR has already made. I won't be custom spriting anything because I'm pretty bad at it. I'd be willing to support it though. Depends on others. @TxPot, would you be on board for something like this? @Ryon?
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 12, 2016, 02:45:33 am
Of course it'll be from joshr sprites needs to match the style haha. But yeah once I get the system finalized and get the people that want to participate, we can test it out. After the test we can actually set up everything for the real deal
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 12, 2016, 03:52:40 am
http://www.twitch.tv/reagah
streaming you guys
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 12, 2016, 10:09:05 am
Thanks to its plant-like features, this pokemon (http://mugenguild.com/forum/topics/trinitronitys-eeveelutions-release-thread-leafeon-released-162884.0.html) can perform photosynthesis and purify the air around it by sleeping under patches of sunshine. It's also rather pacifistic...whoops.
Spoiler, click to toggle visibilty

Also, this marks the end of my first wave of POKéMON for Project Catch'em All.
Will I come back? Of course, but I will now wait first until the system update is finished.
In the meanwhile, I will continue to work on the NES Street Fighter 4 remake with Cliff Li (and his stage), Chun-Fo Moon's stage, the screenpack and Tyson Houbot (and his stage).

Also, here are my planned POKéMON for my next wave:
*Togetic (an old WIP of mine)
*Ampharos
*Lucario
*Rotom
*???
*???
*???
*???
Yup, 8 POKéMON again, although I still haven't decided on the last 4. Any suggestions?
Title: Re: Project Catch 'Em All
Post by: R565 on January 12, 2016, 10:34:57 am
Do a small one, Skitty, and a big one, Wailord Tyranitar.
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 12, 2016, 12:26:34 pm
If we  can get some dragon types that'll be cool
Title: Re: Project Catch 'Em All
Post by: Ricepigeon on January 12, 2016, 04:51:18 pm
Okay seeing as how I've actually started following this project more closely thanks to Traweezie's streams allow me to throw in my feedback.


Also expect me to contribute to this once I get a better understanding of the underlying system and code.

If we  can get some dragon types that'll be cool

(http://i.kinja-img.com/gawker-media/image/upload/s--IzmXP4Y6--/18zxeu52thocvjpg.jpg)
Title: Re: Project Catch 'Em All
Post by: Txpot on January 12, 2016, 06:04:19 pm
@TxPot, would you be on board for something like this?
I don't mind this. My team would be Steelix at the front, and Honchkrow at the back. I could list a pokemon as a bounty, and the winner could have the pokemon released ahead of the usual engine updates.
Also, here are my planned POKéMON for my next wave:
*Togetic (an old WIP of mine)
*Ampharos
*Lucario
*Rotom
*???
*???
*???
*???
Yup, 8 POKéMON again, although I still haven't decided on the last 4. Any suggestions?
You haven't done Eevee yet, unless you're scrapping him.
If we  can get some dragon types that'll be cool
Dratini, Bagon, Shelgon, and Gible are the only Dragon type (Primary Type) that exists in JoshR's sprites. There's also not a single Flying type that exists, unless someone decides that Fan-Rotom should be pure Flying.
Okay seeing as how I've actually started following this project more closely thanks to Traweezie's streams allow me to throw in my feedback.
  • Simul mode has alot of bugs. Lifebars overlap (you can't see your partner's sometimes), certain abilities don't work (ie: Water Absorb), weather conditions not affecting teammates (ie: Charizard's Sunny Day & Venusaur's Solarbeam), among other things.
  • Critical Hits, I feel, happen way too often and can literally make or break a match. Best example is Hitmonlee; if he scores a Critical Hit with High Jump Kick, its literally game over for a large majority of the cast. Imo, this should be reduced to the source game's base critical rate of 6.25%, and possibly even reduce the critical damage down to 50% to match the mechanics used in gen 6.
  • Certain types being affected by status conditions that they shouldn't be (ie: Fire types being Burned, Electric types being Paralyzed, Grass types being affected by Leech Seed, etc)
  • Character balance issues. For a boss character, Mewtwo seems really underpowered, as compared to Steelix and possibly even Charizard, who feel really OP in comparison. There's also the aforementioned Hitmonlee, and even Pikachu is guilty of this as well to a certain extent (Paralysis making them unable to move 100% of the time for two turns seems kind of silly)
  • Lack of dual-typing, though I'm going to assume that this is system related. Still, theoretically dual types shouldn't be too difficult to implement and would add a bit more variety.
  • Lack of type immunities. I mean, its already possible with Water Absorb, so I don't think it would be too game breaking.
Also expect me to contribute to this once I get a better understanding of the underlying system and code.

1. I am working on a reduced lifebar version for Simul only. It won't happen for a while though. As for everything else, it's explained by the code handling: If the opponent is playing in Simul, the first pokemon out of the two will determine the whole team's type, abilities, and what moves will work on them. For example, Surf will be super-effective against Sandslash and Blastoise because Sandslash is the first Pokemon out.

2. If the A.I is using the pokemon, they get a +2 (or 25% chance) to the critical levels, to replicate the cheapness of Battle Tower and other forms of hax. This can be up for debate, but I can reduce the critical damage though.

3. This would be easy to add using custom states and a small amount of code, but given the fact that certain Pokemon wouldn't benefit from something resisting a status as they're too weak to attack normally, I say it's up for debate. Leech seed is a lost cause, though.

4. There's only a few things I can do for this, which is to give notorious Pokemon their lowest attacking stat out of the two. This would balance Hitmonlee out, but may be subjected to criticism.

5. Dual typing is one thing I would object to, as it would make certain pokemon stronger and others weaker. Imagine poor Magcargo being one-shotted by Surf or Earthquake.

6. Alexei objected to this long ago, but then told me we could try to make this work. For now, I would suggest having a higher resistance to something that should be immune to it, like damage set to 25% of original with Ghost VS Normal.



For some incentive on what pokemon to create, here is the original list for all pokemon that have a primary type, updated to use Trinitronity's creations:

*TOTAL CHARACTERS*

Spoiler, click to toggle visibilty
Total = 44 pokemon (3 Legendaries)

As for pokemon claiming, I will do the types that are lacking in pokemon. That is Crobat, Granbull, Froslass, Dugtrio, and Gengar. If anyone objects, I will scrap them.
Title: Re: Project Catch 'Em All
Post by: Ricepigeon on January 12, 2016, 07:00:38 pm
5. Dual typing is one thing I would object to, as it would make certain pokemon stronger and others weaker. Imagine poor Magcargo being one-shotted by Surf or Earthquake.

Reason I bring up the Dual typing issue is the fact that the only Pokemon whose primary type is Flying is Tornadus, and that Pokemon who otherwise should take neutral damage or immune would end up being hit super effectively instead (ie: Skarmory vs Earthquake). It would also balance out some of the better Pokemon by granting them additional weaknesses (ie: Steelix)

As for the 4x weakness issue, I have two propositions;

Quote
6. Alexei objected to this long ago, but then told me we could try to make this work. For now, I would suggest having a higher resistance to something that should be immune to it, like damage set to 25% of original with Ghost VS Normal.

If you go with option 2 that I suggested above then this should be fine, otherwise I'd probably go with Traweezie's suggestion of 12.5%

Quote
4. There's only a few things I can do for this, which is to give notorious Pokemon their lowest attacking stat out of the two. This would balance Hitmonlee out, but may be subjected to criticism.

You could probably fiddle with the base stats so that they're slightly lower, but nothing as palty as Hitmonlee's Sp.Atk, that would make him unusable. As I said earlier, the thing that really breaks Hitmonlee is the borked Critical Hit system for AIs, so fix that and youve pretty much nerfed Hitmonlee. Steelix is a different story though, and I suspect it may have to do with Screech and how stat drops work in this game.
Title: Re: Project Catch 'Em All
Post by: Алексей on January 12, 2016, 07:22:44 pm
Okay seeing as how I've actually started following this project more closely thanks to Traweezie's streams allow me to throw in my feedback.

  • Simul mode has alot of bugs. Lifebars overlap (you can't see your partner's sometimes), certain abilities don't work (ie: Water Absorb), weather conditions not affecting teammates (ie: Charizard's Sunny Day & Venusaur's Solarbeam), among other things.
  • Critical Hits, I feel, happen way too often and can literally make or break a match. Best example is Hitmonlee; if he scores a Critical Hit with High Jump Kick, its literally game over for a large majority of the cast. Imo, this should be reduced to the source game's base critical rate of 6.25%, and possibly even reduce the critical damage down to 50% to match the mechanics used in gen 6.
  • Certain types being affected by status conditions that they shouldn't be (ie: Fire types being Burned, Electric types being Paralyzed, Grass types being affected by Leech Seed, etc)
  • Character balance issues. For a boss character, Mewtwo seems really underpowered, as compared to Steelix and possibly even Charizard, who feel really OP in comparison. There's also the aforementioned Hitmonlee, and even Pikachu is guilty of this as well to a certain extent (Paralysis making them unable to move 100% of the time for two turns seems kind of silly)
  • Lack of dual-typing, though I'm going to assume that this is system related. Still, theoretically dual types shouldn't be too difficult to implement and would add a bit more variety.
  • Lack of type immunities. I mean, its already possible with Water Absorb, so I don't think it would be too game breaking.

Also expect me to contribute to this once I get a better understanding of the underlying system and code.

1.) Yes, it was never meant to be used, so it needs some serious love in order to work properly with everyone.

2.) I'd be for using the base crit rate. We're mostly going by the book for everything else. I can't see why this would have to be an exception. Critical should be something special unless boosted... seeing how all this stuff needs to be revamped, the character stats should probably too. That might be something to do much later down the line though.

3.) Yep, there was never any intent for there abilties until TxPot implemented them. He basically raised the bar for the whole thing that outshined the originals almost instantly.

4.) Mewtwo was the most powerful... when there were only seven pokemon in the game. I agree that he needs to be buffed.

5.) Dual typing is not something I'm against. It's most certainly system related and needs to reworked altogether. I've been thinking of an implementation and have come up with something that needs testing. Right now, the first enemy spawned is used to gather info about typing. My plan is to change it so that information is checked upon hit, damage calculated, and then finally applied after everything is in effect. This will require all HitDefs to pass along the ID of the root though. There's no going around that. I need to be able to check the variables of the opponent who attacked and the best was is that way. Changing all HitDefs would be tedious, but if this plan works, it'll be work it. Dual types could also be implemented at that time, though I think we're running low on system variables for the game. I'll have to see what's available. Sights were set really low in the beginning as you can tell.

6.) Water Ring fly past the radar to be honest. Even though I knew about it, I never gave it much thought until now. Well, I suppose immunities could be added. Maybe it could start with a few and then we see how that works. I can just imagine how broken fights could become though if a team happens to be immune to the other entirely.

I'll be glad to have you on board, though I'll save the explanation of the system until after it's in an acceptable form. No sense in teaching you two different things.

Title: Re: Project Catch 'Em All
Post by: Ricepigeon on January 12, 2016, 07:40:19 pm
2.) I'd be for using the base crit rate. We're mostly going by the book for everything else. I can't see why this would have to be an exception. Critical should be something special unless boosted... seeing how all this stuff needs to be revamped, the character stats should probably too. That might be something to do much later down the line though.

If it were up to me, I'd use all six stats (HP, Atk, Def, Sp.Atk, Sp.Def, & Speed) since you plan on revamping the way hits are calculated. Rather than each Pokemon having their own Attack and Defense values, you'd have each of the stats assigned as variables and use those in the damage calculations. Hell, you could even go a step further and implement the actual damage formula from the games.

Quote
5.) Dual typing is not something I'm against. It's most certainly system related and needs to reworked altogether. I've been thinking of an implementation and have come up with something that needs testing. Right now, the first enemy spawned is used to gather info about typing. My plan is to change it so that information is checked upon hit, damage calculated, and then finally applied after everything is in effect. This will require all HitDefs to pass along the ID of the root though. There's no going around that. I need to be able to check the variables of the opponent who attacked and the best was is that way. Changing all HitDefs would be tedious, but if this plan works, it'll be work it. Dual types could also be implemented at that time, though I think we're running low on system variables for the game. I'll have to see what's available. Sights were set really low in the beginning as you can tell.

Since its a full game, rather than assigning types to each Pokemon, why not only assign type effectiveness? You'd only need 18 variables for all the types and since it's a fullgame, you'll know that each variable number will be consistent along each Pokemon.

Quote
6.) Water Ring fly past the radar to be honest. Even though I knew about it, I never gave it much thought until now. Well, I suppose immunities could be added. Maybe it could start with a few and then we see how that works. I can just imagine how broken fights could become though if a team happens to be immune to the other entirely.

Seeing as there's only really 8 immunities total (Normal vs Ghost, Ghost vs Normal, Fighting vs Ghost, Electric vs Ground, Ground vs Flying, Poison vs Steel, Psychic vs Dark, & Dragon vs Fairy) I really don't think it'll be that huge of an issue. That's why you have multiple attacks of different types after all.
Title: Re: Project Catch 'Em All
Post by: Алексей on January 12, 2016, 07:50:36 pm
Since its a full game, rather than assigning types to each Pokemon, why not only assign type effectiveness? You'd only need 18 variables for all the types and since it's a fullgame, you'll know that each variable number will be consistent along each Pokemon.
Hmm, can you expand on that idea a bit more? I'm not sure I understand. Even if type-effectiveness was set up that way, the check would still need to be implemented in a way that's simul-friendly.

Title: Re: Project Catch 'Em All
Post by: Txpot on January 12, 2016, 08:37:59 pm
As for the 4x weakness issue, I have two propositions;
  • Limit super effective damage to be x2 at max, which means that Magcargo won't suffer from being OHKOed by Surf all the time
  • Reduce super effective damage multipliers from x2 and x4 to x1.5 and x2.25, respectively. Of course this would also mean increasing the damage of Not very Effective attacks from x0.5 and x0.25 to x0.66 and x0.44, respectively, so resisted attacks end up doing more damage to compensate.

If you go with option 2 that I suggested above then this should be fine, otherwise I'd probably go with Traweezie's suggestion of 12.5%

Alright then, Option 2 it is.

Steelix is a different story though, and I suspect it may have to do with Screech and how stat drops work in this game.

Steelix's Screech just doubles his attack damage to opponents who haven't had attacked or used a move afterwards. It uses one variable to determine if the opponent is hit by it, and does nothing to the opponent's defences.

Since its a full game, rather than assigning types to each Pokemon, why not only assign type effectiveness? You'd only need 18 variables for all the types and since it's a fullgame, you'll know that each variable number will be consistent along each Pokemon.
Hmm, can you expand on that idea a bit more? I'm not sure I understand. Even if type-effectiveness was set up that way, the check would still need to be implemented in a way that's simul-friendly.

I think it's this:

For each Pokemon, there exists 18 variables, one for each type. If the Pokemon is weak against something like Water, one of those 18 variables will have Water as 2 (as in x2 extra damage taken from water). Then, when the defending Pokemon gets hit and/or ends up in the opponent's state, it checks to see if the attacker is using a Water-type move before it processes everything else. If so, it applies the extra damage.
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 12, 2016, 08:43:02 pm
@TxPot, would you be on board for something like this?
I don't mind this. My team would be Steelix at the front, and Honchkrow at the back. I could list a pokemon as a bounty, and the winner could have the pokemon released ahead of the usual engine updates.

Steelix is banned til he gets a nerf. I'll put you in the database when you switch the team. Also I'll be streaming at 1pm pst if you wanna tune in
Title: Re: Project Catch 'Em All
Post by: Ricepigeon on January 12, 2016, 08:52:49 pm
For each Pokemon, there exists 18 variables, one for each type. If the Pokemon is weak against something like Water, one of those 18 variables will have Water as 2 (as in x2 extra damage taken from water). Then, when the defending Pokemon gets hit and/or ends up in the opponent's state, it checks to see if the attacker is using a Water-type move before it processes everything else. If so, it applies the extra damage.

Pretty much this. You might need an extra variable for the attack type but that shouldnt be to difficult to implement.

Just some psuedocode;
Code:
;Player 1 - Blastoise
[State -?, Set Attack Type]
trigger=time=0
var(10)=12 ;Water, see below
;10=Normal
;11=Fire
;12=Water
;13=Grass
;14=Electric
;15=Ice
;16=Fighting
;17=Poison
;18=Ground
;19=Flying
;20=Psychic
;21=Bug
;22=Rock
;23=Ghost
;24=Dragon
;25=Dark
;26=Steel
;27=Fairy
;28=Freeze Dry
;29=Flying Press

;Player 2 - Charizard
fvar(10)=1.0 ;Normal
fvar(11)=0.5 ;Fire
fvar(12)=2.0 ;Water
fvar(13)=0.25 ;Grass
fvar(14)=2.0 ;Electric
fvar(15)=1.0 ;Ice
fvar(16)=0.5 ;Fighting
fvar(17)=1.0 ;Poison
fvar(18)=0.0 ;Ground
fvar(19)=1.0 ;Flying
fvar(20)=1.0 ;Psychic
fvar(21)=0.25 ;Bug
fvar(22)=4.0 ;Rock
fvar(23)=1.0 ;Ghost
fvar(24)=1.0 ;Dragon
fvar(25)=1.0 ;Dark
fvar(26)=0.5 ;Steel
fvar(27)=0.5 ;Fairy
fvar(28)=1.0 ;Freeze Dry
fvar(29)=0.5 ;Flying Press

[State Type Effectiveness]
trigger1 = time=0
trigger1 = fvar(38):=fvar(enemy,var(10))

[State Hitstate]
type = lifeadd
trigger=?
value = -gethitvar(damage)*fvar(38)

The only issue with the above system is that it wont account for moves with their own type charts like Freeze Dry or Flying Press, but I don't think those moves are implemented yet.

EDIT: Altered the above to account for Freeze Dry and Flying Press by using 2 extra variables
Title: Re: Project Catch 'Em All
Post by: Txpot on January 12, 2016, 09:27:20 pm
Steelix is banned til he gets a nerf. I'll put you in the database when you switch the team. Also I'll be streaming at 1pm pst if you wanna tune in
Alright then, replace Steelix with Skarmory.
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 12, 2016, 10:08:32 pm
league is up streaming: http://www.twitch.tv/reagah
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 13, 2016, 02:48:09 am
If you missed the stream:
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 13, 2016, 09:08:24 pm
streaming again: http://www.twitch.tv/reagah
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on January 14, 2016, 09:17:24 am
You haven't done Eevee yet, unless you're scrapping him.
Eevee is not really an Eeveelution per se.
No, it's actually just the base form of all the Eeveelutions.
Furthermore, I have no idea how to make Eevee unique from the Eeveelutions.
However, I can tell you that much: If someone will sprite Sylveon in JoshR's style, then I will MUGENize that one last Eeveelution in a heartbeat.
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 14, 2016, 10:13:48 pm
League day 3 : http://www.twitch.tv/reagah
Title: Re: Project Catch 'Em All
Post by: Traweezie on January 19, 2016, 09:43:23 pm
Might wait til the updates to finish up the league
Title: Re: Project Catch 'Em All
Post by: chuchoryu on February 09, 2016, 04:38:53 pm
I need to know, if this project have Mega or not? because I make some Mega Balstoise sprites, if you need for your project please tell me for put here the full sprite list for this project, I plannig to do a charcter for me using this sprites but if you need please tell me bro
(http://s12.postimg.org/xg7d20hhp/Squirtle_Evolutions.gif)

Title: Re: Project Catch 'Em All
Post by: Алексей on February 09, 2016, 10:11:12 pm
I need to know, if this project have Mega or not? because I make some Mega Balstoise sprites, if you need for your project please tell me for put here the full sprite list for this project, I plannig to do a charcter for me using this sprites but if you need please tell me bro
(http://s12.postimg.org/xg7d20hhp/Squirtle_Evolutions.gif)



For now, there won't be any mega-evolutions. It depends on how well the sprites are made and if they fit the style of the rest. Also, it's a whole new thing that would have to be coded in. I'm not sure if we will ever, so no need to worry about this for the time being. Have fun with Mega Blastoise though. The sprite doesn't look too bad, though possibly unfinished.
Title: Project Catch-em All Beta 3
Post by: Txpot on May 08, 2018, 09:59:32 pm
Project Catch-em All Beta 3

Hello everyone!

As many of you may know, this project has been split into two games, both with different systems we call A and B. Alexei has taken over System B (ability to select and switch Pokemon on the fly) and moved it to Game Maker, and has given me access to the MUGEN project which uses System A, the current game as we have now.

With that being said, this game is not dead. Instead, I have spent the last several months being lazy touching up the current engine and what you can do with it. It's still a beta since many visual things need touching up, like the title screen for example, but anyone can pitch in with ideas to make the system better.

Here's a quick list as to what you can do with it now:

Spoiler, click to toggle visibilty

Much of what you want to do with each Pokemon depends on whether it's been done before by other creators (implementing the move Disable, for example), whether it was implemented in previous Pokemon games that followed the main games (Surfing Pikachu in Pokemon Stadium), and/or whether it's viable to do it in the MUGEN engine (Mega Evolutions can only be used as a separate character with modified sprites, for example). The general consensus is to try and make the Pokemon less overpowered and more balanced and fun to play with, though Legendaries can be made a bit more powerful for "final boss-ness".

Read the CHARACTER INFO.txt and Developer Reference.txt files for details.

Because of the recent changes, you must disregard every character that's been made before this came to light, since there's a chance they won't be compatible anymore. In addition, certain Pokemon were either nerfed (Steelix, Charizard), buffed (Beedrill), or largely unchanged.

NOTE: Be careful with selecting different combinations of Team Modes; Though I was in the process of fixing the different combinations of effects and how the lifebar generates effects, it can become bugged when you select different game modes for both players instead of the same mode. For now, always keep the same mode for both players.

To fix the problem of stages having missing background elements if the lifebars covering them disappear (when losing an arcade or survival match), the following stages had some changes:

Mewtwo, Desert, Beach, Training Field, ViridianForest: Added more "floor" elements.
SSAnne: In addition to the above, changed the "localcoord" size to 630,480 to make the side edges longer.

@EXShadow: needs to work on the following stages to fix this problem, because of the nature of the resources used: PK SEWER, PK FIELD, MUTE CITY.

Screenshots:
Spoiler, click to toggle visibilty

Here's the Mediafire Links:

http://www.mediafire.com/file/ctqzewhzc5bykcc/Pokemon_Project_Catch_em_All.rar

Known Bugs:

Spoiler, click to toggle visibilty

@chuchoryu: I didn't bother update Squirtle because he's a sprite-swap of Blastoise, and so he isn't added to this game. Because making multiples of the same Pokemon isn't recommended, you need to choose either of these three options:

1. Make him different to Blastoise, and give him new moves. I'll happily design them to your liking if you want.
2. Tell me to keep him as-is. I'll copy his code from Blastoise, so he's basically blastoise except with Squirtle sprites. You can still select both of them on the Character Select screen.
3. Make a new Pokemon for this game to replace him.

Explanation of System B:
Spoiler, click to toggle visibilty

Short list of System Changes:
Spoiler, click to toggle visibilty
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on May 09, 2018, 11:26:12 pm
The thing with Shedinja's Wonder Guard being the way it is means that some Pokémon physically can't beat Shedinja.
Title: Re: Project Catch 'Em All
Post by: Txpot on May 10, 2018, 12:55:17 am
The thing with Shedinja's Wonder Guard being the way it is means that some Pokémon physically can't beat Shedinja.

Honestly, I don't consider it a problem. Over half the amount of Pokemon (30+) in the game can beat Shedinja, at least 25 with types, and a few of those being able to beat it with either poison (Beedrill's Toxic Spikes) or "typeless" damage. Shedinja can also kill himself if he hits with Final Gambit, though it's a problem if the stage is too long to hit anyone with it. I figured that since his Wonder Guard is his only form of defence, it should stay on him indefinitely.

I'm willing to change it to being only activated by difficulty if you think it's too unfair.
Title: Re: Project Catch 'Em All
Post by: PlasmoidThunder on May 10, 2018, 07:07:28 pm
It just seems unfair to make anyone completely invalidated by anyone else. It's the ultimate counterpick.
You may have to take some liberties with the ability, such as it only being available if Shedinja's at max ATB, or have it so it can only activate a maximum of x times.

I was originally debating on whether or not to make Shedinja disappear into the ground when activating Shadow Sneak, so as to give it an evasive move in order to avoid getting completely lolrekt by things like Rock Throw. I know it's a joke character I made for a laugh, but that doesn't mean it can't have its own way of winning.
Title: Re: Project Catch 'Em All
Post by: Txpot on May 10, 2018, 11:46:13 pm
It just seems unfair to make anyone completely invalidated by anyone else. It's the ultimate counterpick.
You may have to take some liberties with the ability, such as it only being available if Shedinja's at max ATB, or have it so it can only activate a maximum of x times.

Alright, I can see it being a problem when the character tier list is Shedinja itself, those that can beat Shedinja, and everyone else.

Giving some thought into this, I can apply one or more of these choices in a separate patch:

1. Your first earlier suggestion of it being active at Max ATB, which means anyone that plays him will have to kill each opponent quickly or spam Shadow Sneak with its short ATB time.

2. Your second suggestion of it deactivating after being hit a certain amount of times.

3. An amendment would be both the second choice and it deactivating after a certain amount of "HP" is gone. This turns Wonder Guard into a shield that breaks after a while.

If done for the second and/or third choice, what would be the ideal range? 10 hits or 200 HP gone, or higher/lower?


EDIT: Forget what I said earlier. Shedinja is updated with a barrier that can now take up to 15 hits or 300 HP worth of damage, whichever is lower. If hit by a super-effective attack, it will bypass the barrier and defeat Shedinja instantly.

This requires an engine update, so use this link to update Shedinja and the .air file in the system: http://www.mediafire.com/file/jcc9wjyi4nyaygb/Pokemon_Project_Catch_em_All-update.rar

Amended the release post with said information.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on June 25, 2018, 02:31:35 pm
I just wanted to ask, is Togetic still happening, and if so what is the progress of it so far? Also, what are the plans for the next Pokemon to be added?

EDIT: Also plz nerf Mist weather, you miss far too much and it makes Snorlax unbearable to fight
Title: Re: Project Catch 'Em All
Post by: DimG on July 01, 2018, 09:59:01 pm
Also..... will versus mode comeback?
Title: Re: Project Catch 'Em All
Post by: TrinitroRoy on July 02, 2018, 10:12:53 am
I just wanted to ask, is Togetic still happening, and if so what is the progress of it so far?
Hi, I'm the creator of Togetic (as well as the Eeveelutions in PCEA), and I just want to confirm that Togetic is still happening.
However, progress is currently halted since last time I heard, Project Catch 'Em All is still on hiatus.
In other words, I'm literally just waiting for work on this project to be picked up again.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on July 06, 2018, 02:45:36 pm
OK well thanks for the reponse. Hopefully it gets picked up again soon. Also, idk if anyone cares as it was just a spriteswap and was not updated for that reason but i've updated the Squirtle character anyway, and i've got a few other characters (though idk how to code so they are just kinda a mishmash of moves from other characters as well as having different types and stats) if you wanted.

EDIT: Also i should mention none of them have alternate palettes as i have no idea how to make them ._.
Title: Re: Project Catch 'Em All
Post by: DimG on July 06, 2018, 07:33:06 pm
Kool, updated squirtle (and more?) i wanna see
Title: Re: Project Catch 'Em All
Post by: poiuygfd on July 07, 2018, 12:30:42 pm
Sure DimG, heres the download link to Squirtle and my other characters
(These are still WIP as none of them have alternate palletes and one of them still has a few bugs)
Spoiler, click to toggle visibilty
Title: Re: Project Catch 'Em All
Post by: DimG on July 08, 2018, 09:17:35 pm
Thanks :D
.These are great....but i do see the problem, with P&M (minor-ish kinda bug but their still cool  can't wait to see them fixed)
.Can't wait till you can program so certain pokemon have moves the can actully learn or easier for them to learn. Basically correct moves..... If you want i can tell you them moves to give them which already exists in the game so you can switch them.
.Keep going
.Also for P&M could you make it so one of you is ranged and the other is physical  (meaning when you get the bug fixed and can if you can give them different move sets) like make P ranged and M physical cause M is able to do attacks more while P is stasis (or doing a ranged attack) if P does a physical it seems to (ocassionally) stop M from attacking as M is forced to follow/move....... or leave it the way it is and just see if you can fix M from moving during P's attack as P attacking during M's attack doesn't seem to cancel M's attack. Also M  needs stop attack even after winning/losing.
Or easy route stop M attacking after Winning/losing and P from duplicating during battle(the bug fixes).
Or link them as one character and make the attacks simply go twice (seems more fitting for a different kinda pokemon tho).
Just suggestions or thoughts to maybe help. :D
Title: Re: Project Catch 'Em All
Post by: poiuygfd on July 09, 2018, 09:20:28 pm
These are good suggestions, and i may use them in the future, but even getting M to work at all was a huge pain so i'm going to take a break from the character for a bit, but i will be adding to it soon hopefully.
Title: Re: Project Catch 'Em All
Post by: leonlight on July 16, 2018, 02:35:06 pm
f you'll make a beta 4 with bigger roster and pvp and will release new pokemons weekly I'll donate 9 dollars every month, just make sure to link me the patreon I know it's not a lot but it's ment to motivate u
Title: Re: Project Catch 'Em All
Post by: Алексей on July 16, 2018, 03:11:04 pm
Hi All,

This is really the only time I'm going to make official mention of PCEA System B here because it's got very little to do with M.U.G.E.N at this point. When the time comes, I'll ask the mods about posting a link to the project here, but there's a good chance that I won't be able to due to it technically being off topic. Anyways, it's been a while since I was last able to really focus on anything GMS (GameMaker Studio) related, and since then the engine has been updated to version 2, which I have a valid license for now. Having that said, the old PCEA system I was working on isn't compatible with GMS 2, because it was originally written in GMS 1.4. It needs a proper conversion yet. I'm hoping that nothing gets lost, but I might have to rewrite the system.

In the end, the game will not be available here, but on GameJolt most likely. Thanks to @TxPot who's kept this project alive after I gave him the source two years ago. My, how times flies. Well, that's it for me, for now. If you have any questions about the GMS version of PCEA, PM me, as it is considered off-topic to this thread.
Title: Re: Project Catch 'Em All
Post by: Txpot on July 16, 2018, 10:17:35 pm
Woah, this topic ballooned quickly! After Garchompmatt/PlasmoidThunder posted, I didn't think anyone was interested, despite me still working on it. Thanks for the replies, I'll address them now:

Also, what are the plans for the next Pokemon to be added?

In the case that you meant everyone and not just TrinitroRoy, here are my plans:

*High Priority*
Goodra (Needs a ton of sprites)
Toxapex (Needs a ton of sprites)
Golurk (Needs a ton of sprites)
Torterra (20%, but needs a ton of sprites)

*Low Priority, may scrap altogether*
Aurorus
Buzzwole
Volcarona
Golisopod
Pyukumuku
Machamp
Chandelure

As you can see, I try to have a library of unique types of pokemon across the board. I even deviate a little from JoshR's spritework in the case of Ribombee/Toxapex because most of it is based on the portrait pictures.

EDIT: Also plz nerf Mist weather, you miss far too much and it makes Snorlax unbearable to fight
As it stands, it reduces your accuracy by 40%, to reflect being hit twice by an accuracy-reducing move. I like the idea of misty weather in general, but what would be a better setting for mist? Would it be okay if it was 25%, or what do you have in mind?

Also..... will versus mode comeback?
Versus mode was redundant at the time, and it was only removed simply to shorten the amount of "options" you can choose from, and thus reduce clutter of the title screen. In the same way as "Team arcade", I can make Versus mode be the same in that you can select between Single, Simul, and Turns mode, though the screen will suffer as I would have to squeeze it in somehow.

However, progress is currently halted since last time I heard, Project Catch 'Em All is still on hiatus.
In other words, I'm literally just waiting for work on this project to be picked up again.

Project Catch 'Em All is now slowly picking up, thanks to all of you! You can still create for this, TrinitroRoy. I haven't stopped working on this, though my ideas for this is starting to run out...

Sure DimG, heres the download link to Squirtle and my other characters
(These are still WIP as none of them have alternate palletes and one of them still has a few bugs)

Some feedback for your characters:

*Sharpedo*

Spoiler, click to toggle visibilty


*Dunsparce*

Spoiler, click to toggle visibilty

*Pichu*

Spoiler, click to toggle visibilty

*Plusle and Minun*

I like the idea of it, but as it stands, they're broken because Minun attacks independently of the player, regardless of intros and when the battle starts. I honestly thought you would have the sprites be joined up, so it seems that they're attacking in tandem to show their similar fighting style.

f you'll make a beta 4 with bigger roster and pvp and will release new pokemons weekly I'll donate 9 dollars every month, just make sure to link me the patreon I know it's not a lot but it's ment to motivate u

Though I can't do Patreon as that is physically demanding to both me and my internet, I'll happily let you donate to my Paypal if you want, as a sign that I'm actually doing something good for the community. It may seem a bit iffy, but at least it's something.
Player VS Player can only be done on a M.U.G.E.N clone with online capabilities. I won't go into that yet. I want to be sure that everything is okay here before committing to online gameplay.
Title: Re: Project Catch 'Em All
Post by: leonlight on July 17, 2018, 07:17:34 pm
i have a bit of a problem with paypal ... patreon is the best way for me to donate ... if there is a way just send me the link and i'll donate instantly
Title: Re: Project Catch 'Em All
Post by: DimG on July 19, 2018, 04:14:48 pm
I wouldnt mind the return of versus mode. I would download it and those who dont wantthe cluster just dont have to download it.
Title: Re: Project Catch 'Em All
Post by: The Street Fighter on July 19, 2018, 08:51:28 pm
Really glad to hear that this project is still alive in some form. I think it's pretty fun, still play the beta's sometimes.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on July 21, 2018, 03:31:30 pm
Wow, that is a lot to take in. I am looking forward to Azumarill and Golurk the most, the other Pokemon seem cool too. I also would be happy for the return of a vs. mode. Also in terms of the characters that are low priority and may be scrapped, plz don't scrap Pyukumuku. Not only is it one of my fave Pokemon but it could also make for a really unique character due to its kind of passive nature and unorthodox way of battling in the games.

Thanks for the feedback as well, i'm probably going to fix these characters once i learn how to add palettes (Also yes Pichu damaging itself is a reference to Smash Bros.). The system of Minun attacking independantly was kind of a last ditch effort after my attemtps at making them attack in tandem whilst remaining separate didn't work, but i rushed it and now there is a lot of problems.

Once i fix up Sharpedo, Dunsparce and Pichu (and Squirtle in terms of palettes) i am going to try and re-attempt my original idea, which is to have Minun attacking at the same time but with a slight delay (they are separate because they kind of suck individually stat wise, and i thought it would be more interesting), However if i am still unable to figure out how to make this work i will just polish up the current system (So Minun won't attack during intro and victory, and so that its timer isn't reset by Plusle moving). Also I was thinking maybe around 33% for mist missing, so it isn't too low, but isn't frustrating to battle in.
Title: Re: Project Catch 'Em All
Post by: Txpot on July 21, 2018, 06:26:25 pm
I also would be happy for the return of a vs. mode. Also in terms of the characters that are low priority and may be scrapped, plz don't scrap Pyukumuku. Not only is it one of my fave Pokemon but it could also make for a really unique character due to its kind of passive nature and unorthodox way of battling in the games.

Alright, Versus Mode will stay in. As for Pyukumuku, he's interesting enough that I won't scrap him, but making moves for him will be challenging. On the bright side, if I make him fun to play with despite his shortcomings, Wobbuffet will be easy to make as well!

Thanks for the feedback as well, i'm probably going to fix these characters once i learn how to add palettes (Also yes Pichu damaging itself is a reference to Smash Bros.).

Don't worry about the palettes too much. In the worst case, I can create the palettes for you after you've finalised the character, though whether you want more than three colours or not depends on personal preferences.

Also I was thinking maybe around 33% for mist missing, so it isn't too low, but isn't frustrating to battle in.

I decided on a compromise with your suggestion and the Mist's Accuracy Reduction by setting it to 30%. Therefore, a 100% accurate move will now be reduced to 70% accuracy.



Since I have a lot of free variables, I decided to try and implement Stat Reductions. If I can get it to work without too much hassle on both the user creating their own and the system frame rate dropping, it will be a huge milestone and will be part of Beta 4, among a bunch of bug fixes and updates.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on July 23, 2018, 01:06:50 am
Alright once i get a bit of free time, Sharpedo is my first priority for fixing up since it seems to be the most problematic (other than Plusle / Minun). I have also created a two palettes for it which would make 4 total with the original and shiny versions, they will be below. Let me know what you think, I personally like them both but am willing to change them.

Spoiler, click to toggle visibilty

Also stat reductions would be pretty cool if you can get them working, looking forward to seeing progress on that front.
Title: Re: Project Catch 'Em All
Post by: Txpot on July 23, 2018, 02:24:27 am
I have also created a two palettes for it which would make 4 total with the original and shiny versions, they will be below. Let me know what you think, I personally like them both but am willing to change them.

The palettes are okay, though I prefer the Camerupt one simply because of the "vivid-ness" of the colours.

Also stat reductions would be pretty cool if you can get them working, looking forward to seeing progress on that front.

Currently, Attack/Special Attack and Defence/Special Defence is implemented. As a preview as to what to expect, an explanation of the stats in this game:

Title: Re: Project Catch 'Em All
Post by: poiuygfd on August 06, 2018, 12:49:39 am
Sorry it took so long to respond, i've been pretty busy and also been setting up my new computer. I was also originally hoping to release the updated versions of each character together but Plusle/Minun is still far from completion, so instead i will just release them later. The updated versions of Pichu, Sharpedo and Dunsparce can be found below:

http://www.mediafire.com/?7m50xej6vkv76

In the spoiler below is the changelog
Spoiler, click to toggle visibilty

As for Plusle/Minun, they have a long way to go to be 100% complete, but I may release a much less buggy version in the near future.
Title: Re: Project Catch 'Em All
Post by: Txpot on August 13, 2018, 10:40:14 pm
The updated versions of Pichu, Sharpedo and Dunsparce can be found below:

Feedback for your characters:

*Sharpedo*

1. Though you did add extra frames in its standing and moving animation, its animation frames are 0-1-2-1-0 (or 3-4-5-4-3 in the case of moving), which looks bad since it causes Sharpedo to shake its head continuously, as if on a vicious cycle of saying no to something. You should set the animation to 0-1-0-2-0 (or 3-4-3-5-3 in the case of moving) for a smoother transition.

2. Icy wind is a bit worse than before. Though you did follow what I said regarding damage, Sharpedo coughing up a single cloud of mist is rather lackluster. I would suggest you increase the number of projectiles just to get that "windy" effect, like you did before this update, but ignore this if that's a personal preference.

3. Aqua Jet's "Aqua Effect" helper disengages from the player as soon as the player stops to attack the opponent. I suggest you make the move a full-screen ramming attack instead, since the "stop and bite" attack is in Night Slash already.
a. The helper never disappears from the field; have enough of them, and you won't be able to use any helpers anymore! Put a "DestroySelf" state in the helper's statedef and adjust it so that it disappears after the main part of the attack ends.
b. When attacking, the collision shrinks down to a smaller size instead of the new size you gave it.
c. The sounds are wrong for the attack itself; Charging forwards is an "attack swoosh", while the actual hit is a "weapon swoosh".


*Dunsparce*

1. Strength takes forever to attack, simply because its animation and moving time is too long. You need to speed it all up, since it's very unreliable as-is.

2. I know you're using effects from other characters, but Ice Beam needs a fitting effect for it. The icicles simply don't work for it. You may need to look at other characters or games outside of this project for effects.

*Pichu*

1. Only the standing, moving, and hurt animations have the fixed collisions; every other animation switches back to the original ones, including the attack collisions.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on September 03, 2018, 02:48:33 pm
Wow, its been a while since i replied. I've been on holiday then to come back to trying to set up my new computer, transfer all my files across and then re-download games on steam and stuff. I will resume work on my characters soon.
Title: Re: Project Catch 'Em All
Post by: DimG on October 19, 2018, 06:21:09 pm
Can't wait to see if anyone has any new mons?......
Its been a bit  ssince anyone has said anything
Title: Re: Project Catch 'Em All
Post by: Txpot on October 25, 2018, 07:40:59 pm
Project Catch-em All Beta 4

Hello everyone!

Here is Beta 4. It's not as big or influential as the previous version, but it's a big milestone since you can now program more moves into the game! Unfortunately, you'll have to re-download the entire game again, since ALL the Pokemon got updated...again...

Here's a quick list as to what is added:

Spoiler, click to toggle visibilty

Read the CHARACTER INFO.txt and Developer Reference.txt files for details.

Screenshots:

(https://i.imgur.com/VRtJ7Wx.png)


The previous Mediafire link should be updated with the game, but in the case you've missed it:

http://www.mediafire.com/file/ctqzewhzc5bykcc/Pokemon_Project_Catch_em_All.rar

Don't bother with the "Update" file; that file is now useless since everything it added to the game as a quick-fix is already added.

Short list of System Changes:
Spoiler, click to toggle visibilty



Can't wait to see if anyone has any new mons?......
Its been a bit  ssince anyone has said anything

Sorry this took so long, everyone. I'll start working on the backlog of my Pokemon now. Maybe I can implement the ability to use items during battle before the end of the year.



I've had a thought. Some attacks implemented in this game can affect your own teammate in the real games. For example, Surf can hit your own ally, as well as all enemies. Though this may be detrimental as a whole, it could implement a form of team synergy, especially with Abilities turned on (Lapras healing Vaporeon with Surf, for example). Assuming it can be implemented, should this be implemented at all, or should I leave it as-is?

In addition, Pokemon Colosseum and XD: Gale of Darkness had Shadow Pokemon that could be implemented into the game. Their moveset is filled with shadow moves, which are super effective on non-shadow Pokemon and resisted by other shadow Pokemon, and shadow Pokemon start with a 50% speed boost (probably 1 level speed) in battle. What does everyone think of this? Should this be implemented at all?
Title: Re: Project Catch 'Em All
Post by: DimG on October 27, 2018, 11:56:08 pm
Yeah, its pretty cool, glad for the update
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 03, 2018, 04:51:35 pm
I don't really know how to say this, but i may have forgotten about my characters and stuff after i got a new PC. it wasn't until just now i remembered about all this. I've started uni now so idk when i will be able to work on my characters, but i'll let you know if and when i make any progress. Also, the new beta is great and the new characters are pretty fun,and it would be cool to add in moves like surf hurting (or healing) your partner. Shadow Pokemon are also a good idea, i remember seeing a shadow lugia for an older release of this, maybe you could implement it as a boss too?

Also once again i don't know when i will get time to work on this between assignments but i've got a few plans for new character. Whether these come into existance or not is another thing but i have got a few more ideas.
Title: Re: Project Catch 'Em All
Post by: Txpot on November 03, 2018, 07:52:56 pm
I don't really know how to say this, but i may have forgotten about my characters and stuff after i got a new PC. it wasn't until just now i remembered about all this. I've started uni now so idk when i will be able to work on my characters, but i'll let you know if and when i make any progress. Also, the new beta is great and the new characters are pretty fun,and it would be cool to add in moves like surf hurting (or healing) your partner.

Also once again i don't know when i will get time to work on this between assignments but i've got a few plans for new character. Whether these come into existance or not is another thing but i have got a few more ideas.

Don't worry about it. This project isn't going anywhere, so do what you have to do.

Progress-wise, I've just tested Lapras' Surf on a couple of things:
In both of those examples, its the code within the character itself that influences whether characters' Abilities work properly. I'll have to try and re-code Water Absorb, but I need to find out what's wrong with it. Otherwise, hitting your ally is very doable indeed.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 05, 2018, 09:21:53 pm
Alright I decided I wanted to at least do something after my long absence so I've got a few things to share. Firstly is the updated version of Pichu. As the only changes I needed to make were to its attacking collisions it was a pretty easy and quick change to make, and hopefully assuming I haven't missed something Pichu should only be missing its palettes. Speaking of which, I have created a few sample palettes like I did for Sharpedo. Once those are added or some other palettes depending on feedback, Pichu should finally be my first complete character. Below you can find both the download link and the two palettes I made (plz give feedback, I am happy to make some more):

http://www.mediafire.com/file/1cy52xbbcks6mbu/Pichu+%28Updated%29.zip

And here are the palettes
Spoiler, click to toggle visibilty

Next is something I made myself a while ago but never shared. It always annoyed me that if you added the test character (Poke Man) to the select screen it would have kfm's head as opposed to a Pokemon style party icon. So I went ahead and made one (based off of Sawk's one) as well as mystery dungeon-ified his portrait thing in battle. For anyone else interested below is the sff file that you just replace the one in the existing kfm folder to get my custom edited sprites.

http://www.mediafire.com/file/zt5jilg7b34fwmb/kfm.sff

Finally I'd just like to say thanks for adding versus mode back :3 as well as ask one question: will the stat raising and lowering system added affect my characters and are there any changes I will need to make?
edit: typos
Title: Re: Project Catch 'Em All
Post by: Txpot on November 06, 2018, 01:53:36 am
Firstly is the updated version of Pichu. As the only changes I needed to make were to its attacking collisions it was a pretty easy and quick change to make, and hopefully assuming I haven't missed something Pichu should only be missing its palettes. Speaking of which, I have created a few sample palettes like I did for Sharpedo. Once those are added or some other palettes depending on feedback, Pichu should finally be my first complete character. Below you can find both the download link and the two palettes I made (plz give feedback, I am happy to make some more)

Feedback:

1. I would suggest adding "kill = 0" to the "LifeAdd" code, so Pichu doesn't actually kill himself with his moves if your HP is low enough.

2. The palettes themselves are okay, but you must remember to keep the second palette as the "shiny" palette, only for consistency's sake for the other Pokemon.

Otherwise, he's good enough to be added to the cast. If you're happy with everything else, i'll add him in as part of beta 5.

Next is something I made myself a while ago but never shared. It always annoyed me that if you added the test character (Poke Man) to the select screen it would have kfm's head as opposed to a Pokemon style party icon. So I went ahead and made one (based off of Sawk's one) as well as mystery dungeon-ified his portrait thing in battle. For anyone else interested below is the sff file that you just replace the one in the existing kfm folder to get my custom edited sprites.
*chuckle* That's some good effort there! The nose on the "Mystery Dungeon" portrait though... *laughs*
 I will keep it though! It'll be standard to the template, while other people can change to the original if they want.

Finally I'd just like to say thanks for adding versus mode back :3 as well as ask one question: will the stat raising and lowering system added affect my characters and are there any changes I will need to make?

You need to update any previous characters with the following information.

In the updated characters, you should find a block of code that looks like this in the start of each move:

Code:
[State 500, Set ATB]
type = Null
trigger1 = !time
trigger1 = var(0):=floor((250)*fvar(38)) && var(8):=0 && var(9):=floor((100)*fvar(39))

Variable 0 and variable 9 has to have the code changed to the above. If the previous looked like this:

Code:
var(0):= 250
var(9):= 100

Then it has to look like this:

Code:
var(0):=floor((250)*fvar(38))
var(9):=floor((100)*fvar(39))

Finally, you should find a block of code that looks like this in statedef -3:

Code:
; Set stats
[State ]
type = Null
trigger1 = fvar(4):=floor((295)*fvar(34)) ; Attack
trigger1 = fvar(5):=floor((295)*fvar(35)) ; Special Attack
trigger1 = fvar(6):=floor((284)*fvar(36)) ; Defense
trigger1 = fvar(7):=floor((317)*fvar(37)) ; Special Defense

Float variables 4-7 has to have the code changed to the above. If the previous looked like this:

Code:
trigger1 = fvar(4):=300 ; Attack
trigger1 = fvar(5):=300 ; Special Attack
trigger1 = fvar(6):=300 ; Defense
trigger1 = fvar(7):=300 ; Special Defense

Then it has to look like this:

Code:
trigger1 = fvar(4):=floor((300)*fvar(34)) ; Attack
trigger1 = fvar(5):=floor((300)*fvar(35)) ; Special Attack
trigger1 = fvar(6):=floor((300)*fvar(36)) ; Defense
trigger1 = fvar(7):=floor((300)*fvar(37)) ; Special Defense

And in that moment, I forgot to update the Kung Fu Man template and the Developer Reference.txt file to the new system changes... :( An update will pop up soon.

Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 07, 2018, 01:58:18 pm
Huh, I didn't know there was a way to stop Pichu killing itself, thanks for that one, I've added it now. I also intended from the beginning to have his shiny palette be one of the palettes, that's why i only created two because with the default and shiny colours that made four palettes, to have a unique colour for if the player picks Pichu four times. I actually have no idea how to add palettes so I will work on figuring that out, and then when I have i will release the (hopefully) final version of Pichu.

I also didn't even realise just how silly the mystery dungeon like portrait's nose looked, I have fixed it now and it overall looks better. Not spectacular, but a lot better than before I feel. The updated sff file can be downloaded below:

http://www.mediafire.com/file/drlbl972b0v73do/kfm.sff

Finally I want to talk about my plan for the other characters. My primary goal right now is to finish Pichu, as it seems easier to try focusing all my efforts on perfecting each character individually.

Next will be Dunsparce as it seems to be the quicker to fix and get the final version released. I have already fixed Dunsparce's Strength attack, it is just a matter of finding a new projectile effect for Ice Beam (I was thinking maybe of using the crystals from the gen 3 animation but edited to look clear) and to add the palettes, as well as any other changes that anyone finds would be beneficial.

Sharpedo is after, although it seems like it could take a bit longer between my tight schedule and it needs some better changes such as overhauling Icy Wind and finding and implementing a better effect for Aqua Jet. I also need to ask: what do the new stats systems do to affect its Agility? will the move need to be recoded and if so what should I do to change it?

Finally is Plusle & Minun. These characters are... broken. I am still unsure of what I'm going to do with them. Worst case scenario i cancel the character or more likely i just add both of them to the same sprite. A more boring character but at least it would function. However, i am not giving up yet so don't worry. I am also going to try once again to see if i can add the original system i had in mind for them. Originally my plan was for a button press to cause both of them to attack, although Minun would have a very slight delay, so i may try to add this again, although i can't make any guarantees. If i feel like it i may also try to re add the system where Minun can also get hurt, although this is only to disrupt its attacks as Minun can't faint (I previously gave up on this because Minun kept turning into Plusle and just standing there). If i can't get these guys to work then i will make a start on changing them to be in the same sprite.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 07, 2018, 03:25:15 pm
ok so i officially have no clue how to add an alternate palette i may need some help here.
Title: Re: Project Catch 'Em All
Post by: Txpot on November 08, 2018, 02:08:10 am
I also didn't even realise just how silly the mystery dungeon like portrait's nose looked, I have fixed it now and it overall looks better. Not spectacular, but a lot better than before I feel.

Yeah, that looks better to me.

I also need to ask: what do the new stats systems do to affect its Agility? will the move need to be recoded and if so what should I do to change it?

The new system doesn't do anything for customized Agility; Other than the variable that controls the ATB speed, there's nothing else that supports it. I left this in place in the event that someone would want an Agility that lasts for a few turns instead of decreasing the Max ATB bar permanently, but this means that both can stack, resulting in an extremely fast pokemon.

Thus, you can either have a custom Agility that's what Scyther uses, or can go the more traditional route and increase Speed by 2 levels every time (Diancie's Rock Polish). Though Sharpedo already has Scyther's agility, it's set to a high number that can make it overpowered.

ok so i officially have no clue how to add an alternate palette i may need some help here.

For help on palette editing for Fighter Factory 3 or higher, try this topic:

http://mugenguild.com/forum/topics/how-add-palettes-sffv2-characters-178210.msg2323352.html#msg2323352
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 11, 2018, 12:41:28 am
Ok just thought I'd post an update: Firstly, Pichu is coming along nicely. I've added 2 extra palettes, but can't seem to get the other 3 (I've decided to go with 6 palettes rather than 4) to show up, presumably because the Pikachu character used as a base only has 3 palettes. Once I figure it out and get the other 3 palettes working, Pichu will be complete as I have also stopped it from killing itself. Next, as you may have noticed, I changed my name. it is also my name on Pokemon Showdown ans I've been changing a bunch of other accounts to it, so thats why that changed. Finally, i have decided on the next 2 characters I'm going to make when I finish the ones that are currently in progress.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 11, 2018, 02:58:04 pm
Ok so I've been pretty exited to start working on these characters and I've kind of done more than i was anticipating. Not only have I updated Pichu to hopefully the final version, complete with all 6 palettes and it no longer killing itself:

I have also updated the updated version of the Squirtle character with the new changes, as well as slightly reducing the time it takes for its moves to recharge to make it not just a worse Blastoise.

Finally I've also updated Dunsparce with 6 palettes, a faster, less buggy version of Strength complete with a new hit animation effect, and I've changed Ice Beam's appearence and sounds to make it more like the gen 3 version of the move, overall looking much better than its old animations. I've also slightly increased its recharging times as they were a bit too fast and made Dunsparce very strong as well as removing the fact Dunsparce had STAB on Ice Beam and Flamethrower because I'm stupid. I won't say its the final build for Dunsparce like with Pichu because there is likely something I missed but it may be.

Anyway, the downloads are below:
http://www.mediafire.com/folder/7m50xej6vkv76/Project_Catch_Em_All_Characters
Title: Re: Project Catch 'Em All
Post by: Txpot on November 11, 2018, 05:05:48 pm
Feedback:

*Dunsparce*

1. Strength doesn't have any hit-sounds at all when hitting the opponent.
a. It's still slow to attack, making the move seem clunky to use. I think it's the problem of the whole transition of the attack itself; Dunsparce does some sort of animation at the beginning, then flies towards the opponent slower than he does returning to his original spot, and then does some sort of headbutt-like attack. Most Pokemon with melee attacks that can get right up your face can out-speed Dunsparce in that regard.

2. I don't like Ice Beam's effects. I know it's different from before, but to me, it doesn't look the part of an icy beam attack. It's like it's spewing snowflakes in perfect unison that periodically disappear and reappear.

*Squirtle*

1. The Attack Menu in the fighting screen doesn't match the Attack Menu in the Pokemon Selection screen.

2. Bubble Beam's bubbles appear in two different places at once, with one of the places being away from Squirtle's face.


Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 11, 2018, 09:37:25 pm
Quick question, how would one go adjusting the rate Ice Beam freezes at? I've made a new Ice Beam that features more projectiles than before and it seems to freeze more frequently now, and its a bit OP. How would I go around toning down this chance? Once that is done, I will be ready to release the next version of Dunsparce, as I have fixed and sped up Strength by removing the starting animation and adding a hit sound, and Ice Beam has a more fitting animation and sound now.
Title: Re: Project Catch 'Em All
Post by: Txpot on November 12, 2018, 12:01:52 am
Quick question, how would one go adjusting the rate Ice Beam freezes at? I've made a new Ice Beam that features more projectiles than before and it seems to freeze more frequently now, and its a bit OP. How would I go around toning down this chance?

The piece of code here within the ice beam's projectile state in [StateDef 531] has a code you modify to change the rate of activation:

Code:
[State VarSet]
type = VarSet
triggerall = random <= 10 ; modify this number
trigger1 = time = 0
v = 0
value = 1

Change the number for the activation chance. The activation chance is 10% (99 due to Random's maximum value of 999) divided by the number of hits Ice Beam deals. The above would deal 10 hits of 1% chance each.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 12, 2018, 12:25:47 pm
Heres the newest version of Dunsparce, hopefully this version's Ice Beam looks better. Strength also improved as mentioned before.

http://www.mediafire.com/file/zmszjalrls1d2j9/Dunsparce.zip
Title: Re: Project Catch 'Em All
Post by: Txpot on November 12, 2018, 01:05:01 pm
Heres the newest version of Dunsparce, hopefully this version's Ice Beam looks better. Strength also improved as mentioned before.

Feedback:

1. Dunsparce's Strength still doesn't have any hit-sounds at all when hitting the opponent. However, the attack is much better than before.

2. Ice Beam actually looks better now, though the sound with the beam firing could do with a replacement to sound beam-like. As a sort of visual improvement, maybe you could add a mist-like effect that blows at Dunsparce's mouth in the same way as Vanilluxe's Blizzard, to simulate the beam being quite cold.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 12, 2018, 03:33:37 pm
I could add a mist effect but I wouldn't really know where to start, would it be alright if I used Vanilluxe's effect as a base?
Title: Re: Project Catch 'Em All
Post by: Txpot on November 12, 2018, 03:41:55 pm
I could add a mist effect but I wouldn't really know where to start, would it be alright if I used Vanilluxe's effect as a base?
Yes, definitely! Everything used in this project is open-source.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 12, 2018, 04:05:10 pm
Thanks. I've added a mist effect as well as changed some sound effects. It seems like an improvement but I'm still not sure whether the new sound effects are that great, but only one way to find out. New link is here:

https://www.mediafire.com/file/bac0o2bkc0n01c4/Dunsparce.zip

Also, on an unrelated note, what would be the best way to implement Submission as a move? Its had so many animations and I'm not even sure how it would work. Its for a current WIP of mine (I don't feel like working on Sharpedo right now so I've decided to go on ahead with one of my planned characters. Submission is actually the last move needed for it to be completed in the first version, although it will need some work)
Title: Re: Project Catch 'Em All
Post by: Txpot on November 12, 2018, 04:31:08 pm
Thanks. I've added a mist effect as well as changed some sound effects. It seems like an improvement but I'm still not sure whether the new sound effects are that great, but only one way to find out. New link is here:

https://www.mediafire.com/file/bac0o2bkc0n01c4/Dunsparce.zip

Also, on an unrelated note, what would be the best way to implement Submission as a move? Its had so many animations and I'm not even sure how it would work. Its for a current WIP of mine (I don't feel like working on Sharpedo right now so I've decided to go on ahead with one of my planned characters. Submission is actually the last move needed for it to be completed in the first version, although it will need some work)

Feedback:

1. The sound for Ice Beam hitting the opponent is worse than before. What I meant by "the sound with the beam firing" in the previous comment is the sound that plays when the beam is actually fired, not when the beam is hitting the opponent. The original sound you had for hitting the opponent is better for the job than it is now.

2a. Meanwhile, The sound for Strength doesn't really fit the attack itself. I would suggest the game's own hit sounds of the below:
Code:
hitsound   = F0,0

b. In addition, it plays twice; once right before the attack hits, and another when the attack hits the opponent.


Also, on an unrelated note, what would be the best way to implement Submission as a move? Its had so many animations and I'm not even sure how it would work.

Going by Generation 3's Submission animation, a grab attack would be an option. Check out the way Azumarill's Play Rough works, and then add in the recoil damage at the end.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 12, 2018, 05:53:13 pm
Is this a better sound? If not can you please point me in the direction of a good place to get sound effects because I am struggling to think of any myself

https://www.mediafire.com/file/sfzhz0qz30gu1yn/Dunsparce.zip
Title: Re: Project Catch 'Em All
Post by: Txpot on November 12, 2018, 08:00:32 pm
Is this a better sound? If not can you please point me in the direction of a good place to get sound effects because I am struggling to think of any myself

Well, it isn't a better sound, but the ones I'm providing you with may or may not be as useful, and it's the only thing I can think of now.

Download the below file and add them to the character:

http://www.mediafire.com/file/yijdty34cy9yls9/Temporary_Sound.rar/file

The file named "Weapons_1a.wav" is meant to be played on a loop until the attack ends. The other file is meant to be played as soon as the beam is fired. Both files came from here:

https://www.sounds-resource.com/gamecube/metroidprime/sound/3672/

In addition, Ice Beam deals 60 damage over 20 hits. It should be 90 damage to match the power of the original game itself.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 12, 2018, 09:45:48 pm
Thanks for the sounds, although now I'm confused as to how damage calculation is done. I'm comparing the damage output to Flamethrower in game and they seem about the same, and both do more damage than Thunderbolt which is set as a 90 base power single hit attack... Also, should i replace the hit sound with the sound to be looped or loop that and have the hit sound there too?
Title: Re: Project Catch 'Em All
Post by: Txpot on November 12, 2018, 10:33:21 pm
Thanks for the sounds, although now I'm confused as to how damage calculation is done. I'm comparing the damage output to Flamethrower in game and they seem about the same, and both do more damage than Thunderbolt which is set as a 90 base power single hit attack...

Basically, the original game has every attack being calculated as one hit (except natural, multi-hitting ones like Triple Kick). Attacks such as Flamethrower, and this game's Flash Cannon, are treated as one hit, dealing accurate damage.

However, said calculation doesn't take into account multiple hits, and thus each hit of an attack is calculated individually, with some hits returning more damage than others. In addition, the more hits a move requires (for this game only), the more damage the move deals, despite being accurate to the game. This is the reason why certain attacks deal more damage than other attacks.

As a guideline to this, I would advocate NOT to have too many hits within a single attack, so the calculation doesn't return more damage than necessary. Otherwise, opponents that resist a certain type of attack won't have as much damage reduction as they should have. Ice Beam, if set to the correct value, will deal 90+ damage over 20 hits, which is insane compared to 90+ damage over 10 hits, because there is less returned damage to divide by resistance value.

Also, should i replace the hit sound with the sound to be looped or loop that and have the hit sound there too?

The hit sound you had originally (the freeze-hitting sound) is good enough. I'm talking about the beam's startup that needs the sound. The sounds in the file are meant to be used within Dunsparce and not in the beam itself.

Under normal circumstances, you would use something like this within the character:

Code:
;character state
[State PlaySnd];non-loop
type = PlaySnd
trigger1 = time = ?
value = S#,#

[State PlaySnd];loop sound
type = PlaySnd
trigger1 = time = ?
value = S#,#
channel = 3
loop = 1

[State StopSnd];stop loop sound
type = StopSnd
trigger1 = time = ?
channel = 3

;Statedef -3

[State StopSnd];stop loop sound
type = StopSnd
trigger1 = stateno != [500,599]
channel = 3

Basically, both sounds need to be played right before the beam comes out. The looping sound is prevented from playing continuously right before the attack ends, but if you're hit out of the move, the Statedef -3 code prevents it from playing repeatedly even while out of the state.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 12, 2018, 11:19:37 pm
Welp this is the next version of Dunsparce. I've added in those sound effects and changed Ice Beam to be 90 base powerish even if it is a very high amount of damage (might make Dunsparce not terrible for once haha).

https://www.mediafire.com/file/8c9m8bzmbsa66mp/Dunsparce.zip

Also one more thing that I'd like you to give me some feedback on if possible please. This is the charatcer I've been working on for the majority of the past few days over the weekend and its finally in a stage where it is playable. The animation of the first move is temporary and the other moves could probably be doing with a bit of an improvement too but let me know what you think:

https://www.mediafire.com/file/ehxko4n54cb8uwi/MissingNo.zip
Title: Re: Project Catch 'Em All
Post by: Txpot on November 13, 2018, 01:24:36 am
Welp this is the next version of Dunsparce. I've added in those sound effects and changed Ice Beam to be 90 base powerish even if it is a very high amount of damage (might make Dunsparce not terrible for once haha).

The non-looping sound needs the time to activate be set to the same as the looping sound, or otherwise:
Code:
trigger1 = time = 10

Also one more thing that I'd like you to give me some feedback on if possible please. This is the charatcer I've been working on for the majority of the past few days over the weekend and its finally in a stage where it is playable. The animation of the first move is temporary and the other moves could probably be doing with a bit of an improvement too but let me know what you think

Feedback for the "other" Pokemon:

1a. It's a pure Flying type. If this is the Pokemon from Red/Blue/Yellow, it should also be part-Normal, as its resistances are wrong.
b. Its base stats are also wrong as well, as I can't find a reference of it from any other website at this time.

2a. Water Gun's droplets have a huge collision box for its size, nearly triple the size of the projectile itself.
b. It also moves slowly, and breaks apart and disappears after a very small distance. At its best, it won't even hit the opponent unless they move forward or they're Steelix.

3a. Double-Edge has a "woosh" sound that plays before the opponent is hit, and no sound plays upon hitting the opponent.
b. There's a huge ground-shaking effect after hitting the floor for some reason.

4a. Submission has no recoil damage for the user at all.
b. The attack is very bizarre; when hit, the enemy slides around in a semi-circle while floating (???) for a long time before they finally land, complete with a dust effect that trails the user, then flies off and goes away for whatever reason??? Play Rough would've been a better interpretation of this attack, but ignore this if it's intentional.
c. Sometimes, the user fails to complete the move; it hits the opponent, but then goes back to its original spot while the enemy just stands there. This is because of a "ChangeState" code that activates before the user can put the opponent in the relative states.
d. The sound playing when the opponent is hit doesn't need to be that long; Rather than make a long .WAV file, a small sound effect of a "swoosh" sound can be made to play repeatedly just by code alone.

5. Sky Attack has collision problems at the end of the attack, in that they don't cover up the Pokemon at all.

So the Pokemon plays like a glass cannon...that has only one wheel. And has the weirdest moveset I've seen yet. It needs a lot of work as it's a complete mess, but I'm willing to drop much of its aesthetics if this is part of its glitchy nature.
Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on November 13, 2018, 03:57:34 am
This is random but im here on is forum cause I have this plusle and minun and they just attack by themselves for some reason. Yeah this is a dumb request
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 13, 2018, 09:28:03 pm
FINALLY!!!!
After seeing the comment about Plusle and Minun, I decided to try my hand at creating the old system i wanted implemented, which was to allow the two to attack simultaneously like the Ice Climbers from Smash Bros. I was going to do it after finishing the two characters I'm currently working on but after seeing the current system wasn't exactly a popular pick, I spent some time trying to see if i could actually make my original concept work, and I actually did it!!! I'm just going to adjust some things as I want Minun to have a slight delay but shortly I will release the updated Plusle and Minun where they attack simultaneously at the press of a button. I don't think I've felt this happy creating a character yet!
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 13, 2018, 09:48:15 pm
Heres an updated version of Plusle and Minun with the new old system in place. Its still far from the final version as I'm sure there are changes I can make and it also lacks palettes but its a major step in the right direction I feel.

https://www.mediafire.com/file/f9edc99ahe8s6fz/PlusleMinun.zip

edit: oh and heres the updated Dunsparce too:

https://www.mediafire.com/file/83t8uwqepp4gdcb/Dunsparce.zip
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 13, 2018, 11:35:03 pm
Last post (for now), no more spam I promise, but just in regards to the "other" Pokemon:

I've still got to do some of the stuff mentioned as well as other stuff such as adjusting Water Gun, so no new release yet, but it shouldn't be too long until i make the next release.
Title: Re: Project Catch 'Em All
Post by: Txpot on November 14, 2018, 03:23:33 am
Heres an updated version of Plusle and Minun with the new old system in place. Its still far from the final version as I'm sure there are changes I can make and it also lacks palettes but its a major step in the right direction I feel.

Plusle Minun Feedback:

1. The Pokemon's name is too long for the game itself. If you play Simul with them, the name will overlap or be cropped by the lifebar graphics. "PlusleMinun" is a better alternative to this.

2. Its base stats are wrong. Its Attack/Special Attack is swapped with Defence/Special Defence.

3. The implementation of Minun is weird and full of little problems. Here's a list:
a. It doesn't come out of a pokeball, nor does it appear when Plusle appears; It just stands there. It would be great if it walked on the stage as Plusle was being released, as if it's calling for help from its twin ally.
b. Minun becomes jarring to watch whenever Plusle moves, because Minun has to follow its ally at the exact spot to stand next to Plusle, and any small changes to that causes Minun to jerk itself while moving between standing and walking.
c. Its also completely immune to attacks. Even if this is intentional, at least make it fret over his ally being hurt rather than do nothing but chase them.
d. While attacking, it ignores what the ally is doing even if they get hit out of the move they're performing, making its moves uninterruptible. Due to how the code works, this will happen even under paralysis or Spiritomb's Torment.
e. Minun doesn't perform its win pose with its ally.

3. Because both Pokemon are attacking with the same attacks, you should halve the base power of both moves or reduce the number of projectiles by half, because both Pokemon are effectively dealing double damage.

4. Sometimes, Signal Beam may cause clones of Plusle to appear when it clashes with other projectiles.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 14, 2018, 10:52:29 am
Alright, just wanted to say a few things about Plusle and Minun:

Also, I notice you didn't give any critique on Dunsparce and the moved sound, does this mean the sound is good enough for Dunsparce to be finished?

edit: i forgot to mention a point
Title: Re: Project Catch 'Em All
Post by: Txpot on November 14, 2018, 01:17:18 pm
Alright, just wanted to say a few things about Plusle and Minun:
  • However, when it comes to the base stats, those stats are Plusle's stats. Yes, for Minun, they are the wrong way around but I don't even know how I could even implement Minun having its own base stats.

Since the two are together, why not combine and then average out both stats, or give the character their strongest stats of the two? With the two of them, they could have Plusle's higher Attack, and Minun's higher Defence.

  • I actually already have an intro animation for Minun created, where it was sleeping on the ground and wakes up once Plusle is sent out (I just hadn't figured out how to add it in), but again if you think it running in from the side would be a better intro then i will change it.

I honestly think it would be better that way, as it would look like Minun is being called out, rather than it following the trainer and then waiting until Plusle comes out.

Also, I notice you didn't give any critique on Dunsparce and the moved sound, does this mean the sound is good enough for Dunsparce to be finished?

Yes, its good enough at this point. Although in the move to the full roster, I may add in their abilities and do some small bug fixing and fiddling with aesthetics on my own, it's just to iron out things I didn't see originally.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 14, 2018, 01:46:01 pm
Thats fine, do what you will to Dunsparce as I frankly haven't a clue as to adding its abilities in.

As for Plusle and Minun heres the next release. They are still far from completion but this is a slightly more stable version
Also I'm including a changelog here because i feel like i should point out the changes.

There are still a few things I haven't figured out, namely why Signal Beam creates copies of Plusle when collided with, and why Minun is still a bit jerky, and it still lacks palettes. Another thing i noticed was when Clefable used Body Slam on it the Plusle copies were also created, so i really have no idea what the trigger is for that occuring, but its a much more stable build overall.

https://www.mediafire.com/file/3qktqv6ett84t74/PlusleMinun.zip
Title: Re: Project Catch 'Em All
Post by: Txpot on November 14, 2018, 02:24:41 pm
There are still a few things I haven't figured out, namely why Signal Beam creates copies of Plusle when collided with, and why Minun is still a bit jerky, and it still lacks palettes. Another thing i noticed was when Clefable used Body Slam on it the Plusle copies were also created, so i really have no idea what the trigger is for that occuring, but its a much more stable build overall.

The problem is, you're using a helper that links to "Statedef 513" called "Signal Beam Effect", but its animation is invalid, so it defaults to one that has collisions, causing the problem. Because the original user (Manaphy) had eye effects that isn't present here, either get rid of the helper, or add in the correct effect for it.

One other thing: A debug flood of "Player ## has no root" appears throughout the fight. Also, Plusle's cry doesn't play, and there's no cry for Minun.
Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on November 15, 2018, 07:56:26 am
Sandshrew: https://drive.google.com/open?id=14cM31wF_OeTBGnTR7rePfNgQrt2c8kp3
Raichu: https://drive.google.com/open?id=1uGxAXuY3MY3Tadb2jxHmZzlew6woz4Yw
Thanks for Plusle and minun guys. They work perfectly. Except a few "minor" problems. But overall, the team between plusle and minun as the same character really changes how it plays against other chars. Keep up the good work.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 15, 2018, 02:36:10 pm
I'm glad you are enjoying Plusle and Minun :) because they were a pain to make work. Raichu and Sandshrew sound like cool characters, I will have to try them out too when I get home.
Title: Re: Project Catch 'Em All
Post by: Txpot on November 15, 2018, 06:45:01 pm
Sandshrew: https://drive.google.com/open?id=14cM31wF_OeTBGnTR7rePfNgQrt2c8kp3
Raichu: https://drive.google.com/open?id=1uGxAXuY3MY3Tadb2jxHmZzlew6woz4Yw

I won't accept Raichu and Sandshrew in this project at this time. They are both sprite-swaps of their respective evolutions. Raichu is the worst of all, since he's a sprite-swap of Pikachu from the OLD project (he has the old system in place, including the critical hits copied from my Lapras at the time), which is considered defunct and won't be supported. However, I'm willing to consider Raichu if you make an Alolan version of him, with a better moveset that isn't copied from anyone else, and updated to match the newest project's code.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 15, 2018, 09:49:21 pm
Heres a small update for Plusle and Minun, fixing the Signal Beam glitch, adding in the other 5 palettes and fixing issues with cries so both Pokemon's cries play during the intro and win animations:

https://www.mediafire.com/file/d35kig7hxgq3npq/PlusleMinun.zip/

edit: Also while it may not be a part of the main roster I like Sandshrew a lot so I will use it, but would you maybe be able to make it a bit different from Sandslash first? So make sure it has Sandshrew's stats, not Sandslash's, and maybe make the moves recharge quicker to compensate for lower stats? And if you could make an Alolan Raichu that would be awesome

edit again: also I was wondering, i saw in the character info there are sections about each character. Are mine gonna be added, under where, and should i make a paragraph about them (at least the two finished)?
Title: Re: Project Catch 'Em All
Post by: DimG on November 16, 2018, 12:18:29 am
YaY, so many new updates.
i love the poket monsters youve added but i do agree that plusle waiting on the minun is kinda.... weird so them also being thrown out would work great
but i do love the way plusle and minun work now.
Also is missingno. never able to mis? even if it misses?
also also is plusle, minun andpichu suppose to be paralyzable?
Title: Re: Project Catch 'Em All
Post by: Txpot on November 16, 2018, 01:37:51 am
Heres a small update for Plusle and Minun, fixing the Signal Beam glitch, adding in the other 5 palettes and fixing issues with cries so both Pokemon's cries play during the intro and win animations:

Okay, everything is good now.

edit again: also I was wondering, i saw in the character info there are sections about each character. Are mine gonna be added, under where, and should i make a paragraph about them (at least the two finished)?

All finished creations will be added to that file as well. The creator order is based on when they released something at the time of the project's first appearance, though I tend to deviate a little since I don't know everyone's exact time of making something. You can make a little paragraph about the Pokemon, but it isn't needed at all; it's just to give some insight into why the Pokemon came into being or some other random information.

also also is plusle, minun andpichu suppose to be paralyzable?

When the Pokemon is finished to the best of the creator's ability, I add in their permanent resistances to certain status. This is because doing so requires modifying the common1.cns file, and I don't allow anyone to modify and upload that file outside of their copy of the game, to prevent the game systems clashing with other people's copies or even the official download itself.
Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on November 16, 2018, 04:06:09 am
I showed the chars to see if you could think to make a raichu and sandshrew in the future. Also It would be cool if you made a raichu and sandshrew with custom moves
Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on November 16, 2018, 04:14:43 am
And are planning to make a squritle and pichu cause if these are yours they don't have a custom move set which I don't like. I feel like they should have moves they would have first before they evolved. Now I know you worked hard but i feel like you should add aleast 1 move on them.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 16, 2018, 12:27:13 pm
Pichu is at least different from Pikachu in that its moves recharge faster and it hurts itself in Smash Bros as well as having different stats, whilst Squirtle was just someone elses old character I updated to the newest system, I don't intend on doing anything else with it and am not bothered about whether it ends up in the final roster or not. I was thinking of giving Pichu Sweet Kiss, but I decided against it. I don't even know if confusion is in this game.
Title: Re: Project Catch 'Em All
Post by: Txpot on November 16, 2018, 12:55:28 pm
I showed the chars to see if you could think to make a raichu and sandshrew in the future. Also It would be cool if you made a raichu and sandshrew with custom moves

In the case you're talking to me regarding the Pokemon you posted:

I'll only work on Raichu once I've done everything important in my backlog. He'll be the Alolan form because I don't approve of multiple single-typed electric Pokemon in general. At least he has a sprite sheet I can use to make the sprites, so he isn't impossible.

The backlog as it stands:

In the case that you meant everyone and not just TrinitroRoy, here are my plans:

*High Priority*
Goodra (Needs a ton of sprites)
Toxapex (Needs a ton of sprites)
Golurk (Needs a ton of sprites)
Torterra (20%, but needs a ton of sprites)

*Low Priority, may scrap altogether*
Aurorus
Buzzwole
Volcarona
Golisopod
Pyukumuku
Machamp
Chandelure

As you can see, I try to have a library of unique types of pokemon across the board. I even deviate a little from JoshR's spritework in the case of Ribombee/Toxapex because most of it is based on the portrait pictures.

I don't even know if confusion is in this game.

Neither Confusion, Infatuation, or Badly Poisoned exists. Infatuation is because genders don't exist in the game, Badly Poisoned is pointless since most fights seldom last two minutes, and they've been re-purposed in certain Pokemon as "poison that overrides current status" , and Confusion wasn't something I was going to add due to the nature of the game's fighting system.

Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on November 16, 2018, 06:20:31 pm
Fair enough, I just wanted to know if you would make one in general. Now that is a lot of pokemon, Well good luck.
Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on November 17, 2018, 06:29:30 pm
Well um I have a problem. Minun Sometimes go's through the floor. Usally when someone attacks plusle, and in certain places of the stages. In depends, can you fix that plz
Title: Re: Project Catch 'Em All
Post by: poiuygfd on November 18, 2018, 11:40:45 am
Yea i'll get round to fixing it at some point,  but atm i've been sinking a lot of time into let's go eevee. Actually not a bad game.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on December 26, 2018, 10:18:34 pm
Ok so heres an update, i've had a lot of assignments and i've been playing smash and lets go a lot, which is why i have been inactive, but i've got a couple of things. Here is a patch to Plusle and Minun that hopefully stops Minun from falling through the floor (during my testing it didn't occur to me, but theres a chance it could happen)

https://www.mediafire.com/file/dc5zaftaiawa6fq/PlusleMinun.zip

Sorry this took so long, hope y'all had a great christmas/whichever holiday you may celebrate though. I'll also get back to work at some point on MissingNo. and maybe Sharpdeo too, but for now i'm working on something which should be released very soon.

edit: it is done. As i mentioned, i've been playing lets go a lot, the eevee version specifically. Because eevee is precious and has a lot of variety as the partner form, I made a partner eevee character. Its pretty powerful when using status correctly, have fun, but note there may be bugs as this was thrown together in under a day.

https://www.mediafire.com/file/c22r2920r7epnr2/PartnerEevee.zip
Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on January 07, 2019, 12:49:14 am
Thanks man. It works fine now. Btw, Partner Eevee? I didn't expect another character already. I don't what to think of this moveset, Cause I play lets go Pikachu. But it's pretty good though. Hmm, maybe at some point Partner Pikachu will be a new char. Also everything is fine with Partner Eevee. Expect... THE POKEMON TRAINER IS EEVEE!!! The trainer Transforms to Eevee for a few seconds then is normal.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on January 08, 2019, 02:56:07 pm
Wow, I didn't even see that, mainly because I just used training for testing. Once I figure out the cause i'll fix it. Also, I'm not sure about doing Partner Pikachu because there is already a large amount of pure electric type Pokémon.
Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on January 10, 2019, 03:38:18 am
There are a lot of electric type pokemon. So I see what your trying to say, (I would be nice for partner pika though) I can't wait for the fix. CAUSE I NEED IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Project Catch 'Em All
Post by: poiuygfd on January 18, 2019, 04:58:42 pm
Sorry I took so long before fixing this but heres the updated partner eevee, hopefully the trainer will stop turning into Eevee now.

https://www.mediafire.com/file/m063ibic9kjd877/PartnerEevee.zip
Title: Re: Project Catch 'Em All
Post by: DimG on January 19, 2019, 04:23:05 am
Also, @Poiuygfd loving the new PartnerEevee, its pretty powerful (like the legendaies are easy for it, missingno and Pokemon are easy as well, only Manaphy gave it a challenge and then it died).... ive downloaded all your charcters which all have either come very good or are coming good, cant wait to see more
Also also, im gonna make a post and its the character slect including pokedex order and one with Poiuygfd pokemon in it
Title: Re: Project Catch 'Em All
Post by: DimG on January 19, 2019, 04:47:08 am
This file includes the select in pokedex order and a version containing Poiuygfd's pokemon
http://www.mediafire.com/folder/5c2c31vzokw5j/Pokedex%20selects
Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on January 25, 2019, 03:35:30 am
Thanks Poiuygfd. Eevee is now the only Eevee in the game. (Stupid Pokémon Trainer, YOUR NOT EEVEE!)Can't wait for another char. Remember, don't rush a char. If it is good,it works, and its special you can take as long as you like.
Title: Re: Project Catch 'Em All
Post by: DimG on January 26, 2019, 03:28:16 am
Hey.... quick question for the game, if another updated comes out, would it be possible to add a way to see who is next, like for turns battles? if not o well, its not required was just asking
Title: Re: Project Catch 'Em All
Post by: Txpot on February 02, 2019, 12:58:50 am
Hey.... quick question for the game, if another updated comes out, would it be possible to add a way to see who is next, like for turns battles? if not o well, its not required was just asking
I've been trying to display that for some time. I don't know what's wrong with the system that prevents me from seeing the necessary sprites for Turns Mode. I have to look into the original MUGEN's files to see where I'm going wrong with it.

edit: it is done. As i mentioned, i've been playing lets go a lot, the eevee version specifically. Because eevee is precious and has a lot of variety as the partner form, I made a partner eevee character. Its pretty powerful when using status correctly, have fun, but note there may be bugs as this was thrown together in under a day.

Feedback:

1. Though Trinitronity once said about having Quick Attack to all the Eeveelutions to make sure the user knows they're all related to each other, you don't have to follow this at all. In addition, Quick attack in itself is outclassed by the other moves you gave it, and it would be better if you gave it Double-Edge or something to make it worthwhile to use.

2. Sizzly Slide would look better if it was Eevee sliding forwards with fire all around it, like Azumarill and Aqua Jet. A jump attack wouldn't convey the action from the move name in itself, though ignore the comment if it's like this in the game.

3. Buzzy Buzz can hit targets anywhere. This is considered overpowered, since it can hit Skarmory and Lugia while flying high, and Sandslash while underground to cancel his dig.


I keep doing this a lot, but sorry for the inconvenience of the lack of updates, everyone. For some reason, Mugen Guild's Notification Settings didn't mail me about posts in this topic, even though I subscribed to it.

Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on February 02, 2019, 08:37:04 pm
Hey Txpot. I need to as you something. Do you plan to bring this char back? https://drive.google.com/open?id=1WfpaRbxjkAjOdZArmKPQ79wYdnb9ykB6
Title: Re: Project Catch 'Em All
Post by: Txpot on February 02, 2019, 08:53:30 pm
Hey Txpot. I need to as you something. Do you plan to bring this char back? https://drive.google.com/open?id=1WfpaRbxjkAjOdZArmKPQ79wYdnb9ykB6

No. That was for the older version of this project, and is basically an idea as to how the project would go along for people who wanted to play with more than one Pokemon at a time. It was assumed that it wouldn't appeal to all players due to Pokemon preferences of the individual creating each one, and thus that idea was dropped.
Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on February 03, 2019, 04:24:41 am
I see. Well thanks for answering. Just wanted to know.
Title: Re: Project Catch 'Em All
Post by: DimG on March 14, 2019, 10:58:58 pm
Hey Txpot was just wanting to know the process on any of your mons you were working on? or any furthering in the system or more to look foward to
also can i get a link to the A version of this project
Title: Re: Project Catch 'Em All
Post by: Txpot on March 27, 2019, 03:14:38 am
Project Catch-em All Beta 5

Hello everyone!

Here is Beta 5. You can now program even more moves into the game. Unfortunately, you'll have to re-download the entire game again, since ALL the Pokemon got updated...again...

Here's a quick list as to what is added:

1. Dunsparce, Delibird, Pichu, Plusle & Minun, and Wobbuffet added to the game.
2. Items are now implemented. Due to this, the controls have been slightly changed: A/B/X/Y = Select Move, Z = Open Item Menu, C = Switch between pages.
3. Critical hit chance has been re-evaluated and is now slightly more compact to use.

Here's the Mediafire Links, which should be the same as before:

http://www.mediafire.com/file/ctqzewhzc5bykcc/Pokemon_Project_Catch_em_All.rar

Don't bother with the "Update" file; that file is now useless since everything it added to the game as a quick-fix is already added.

Please inform me of anything that isn't working or causes the game to crash at this point, as I may have overlooked something that isn't mentioned in this post.

Short list of System Changes
Spoiler, click to toggle visibilty

*Fixes To Do*
1. Finish the interface for both Simul and non-Simul modes for the Item System. (You can use items in Simul, but the interface doesn't appear properly. That will come at a later update.)



Item System

1. When you have a full ATB bar and the Attack Menu is up, press Z to open the Item Menu.
2. 20 items can be selected for now. Use the directional keys to go through the current list, and press C to move between pages. Highlight the item you want, and press START to use it, or press Z to close the menu.
3. You can only use one item per battle. After using it, you can't use any of the items anymore. Your ATB is then reset to 0 and your Max ATB is set to 100 with no variation or effect on current speed levels.

Abilities and moves that use items to work will perform differently depending on the move, though this is up to creator preferences. Some examples:

Frisk: Removes an opponent's item at the start of battle, acting as if their item is destroyed.
Harvest: Can use two items per battle.
Bug Bite/Pluck: Removes an opponent's item and gain the effect of a random item.
Knock Off: Removes an opponent's item.



Hey Txpot was just wanting to know the process on any of your mons you were working on? or any furthering in the system or more to look foward to
also can i get a link to the A version of this project

This IS System A. If you mean System B (ability to switch Pokemon on the fly), that's been taken over by Alexei and has been moved to Game Maker. You'll need to speak to Alexei about it, since that isn't part of this project at all.

Meanwhile, I haven't done much progress with the Pokemon that are still in the works; Torterra, Goodra, Toxapex, and Golurk still need a lot of work done with their sprites, although I have finally separated most of Torterra and Goodra's parts from the sprite. I also added Cradily to this list, but again needs a whole lot of sprites done.

I was thinking of the following; "airjuggle" within the "[Data]" section, "attack.dist" and "proj.attack.dist" within the "[Size]" section of the character's files are unused in the game itself, and so can be used as additional stats for certain Pokemon's parameters, such as Weight or their actual Speed stat, for the purpose of coding the moves Heavy Slam, Electro Ball, and other relevant moves.

Last thing to mention. An update to your earlier question;
Hey.... quick question for the game, if another updated comes out, would it be possible to add a way to see who is next, like for turns battles? if not o well, its not required was just asking

I can't get it to work unfortunately; Every time I enable MUGEN's Lifebars to see the portraits, MUGEN crashes the game with a Windows message. For some reason, ALL of my characters are unaffected by this; the game will work fine anyway so long as you select any Pokemon made by me. This may be because I use an older Sprite format (Winmugen) as opposed to everyone else (MUGEN 1.0/1.1). I don't know whether it's a compatibility problem or conflicting MUGEN versions, but as it currently stands, there is no way to see your opponent's next Pokemon in Turns Mode without the game being generally unplayable.
Title: Re: Project Catch 'Em All
Post by: DimG on March 27, 2019, 09:57:48 pm
Glad for the update and features
gotta complain about plusle and minun not both coming out of balls (but thats not what im here for)
This is select but with the pokemon (only the "official" ones) sorted in dex order again
http://www.mediafire.com/folder/dd3l8a4cj76uq/Pokedex%20Selects%20(Beta%205)
Title: Re: Project Catch 'Em All
Post by: poiuygfd on April 01, 2019, 12:29:16 am
Wow, awesome update. Items are a really cool addition, and its great to see some of my Pokemon officially in the game. Speaking of my Pokemon, is there any extra code I need to add to my work in progress ones due to the items?

Also I apologise for my lack of updates recently, I have a load of work for uni, but the holidays aren't too far off so I should have plenty of time to work on fixing up my characters soon.
Title: Re: Project Catch 'Em All
Post by: Txpot on April 01, 2019, 01:24:50 am
Speaking of my Pokemon, is there any extra code I need to add to my work in progress ones due to the items?

Literally too much to add, as the code requires extensive changes to the character, though most of it is simply copy-paste.

For your remaining characters (Sharpedo, etc), you need to add the following information:

1. The formula for Special Defence is changed to one that uses Assault Vest in addition to other calculations, such as Sandstorm and Rock-types. If your code looked like this beforehand, where # is the Pokemon's original stat:

Code:
trigger1 = fvar(7):=floor((###)*fvar(37)) ; Special Defense

change it to this if it isn't a rock type:

Code:
trigger1 = fvar(7):=floor(((###)*fvar(37))*ifelse(var(21)=16,1.5,1))

or this if it is:

Code:
trigger1 = fvar(7):=floor((((###)*fvar(37))*ifelse(var(37)=5,1.5,1))*ifelse(var(21)=16,1.5,1))

Then, if your Pokemon has a status move within their movelist, you need to add the following code to the starting statedef of the Pokemon's status move.

Code:
[State SelfState];Assault Vest Restriction
type = SelfState
triggerall = var(21) = 16;Assault Vest
trigger1 = time <= 1
value = 2203


2. The damage formula has been changed to accommodate Life Orb, but before this, we need to add in the following code to the starting statedef of the Pokemon's attack moves (500, 510, etc).

Code:
[State LifeAdd];Life Orb Life Loss
type = LifeAdd
triggerall = time = 2
triggerall = var(21) = 17;Life Orb
triggerall = var(30) <= 0;If attack would hit
trigger1 = ((var(40) <= 0 && name = "Clefable") || (name != "Clefable"))
value = -ceil(lifemax/10)
ignorehitpause = 1
absolute = 1
kill = 0

[State VarSet];Life Orb Display Damage Numbers
type = VarSet
triggerall = time = 2
triggerall = var(21) = 17;Life Orb
triggerall = var(30) <= 0;If attack would hit
trigger1 = ((var(40) <= 0 && name = "Clefable") || (name != "Clefable"))
v = 6
value = 0+ceil(lifemax/10)

Next, you need to change the "move's power" part of the hitdef code so that it accommodates Life Orb. If your code looked like this beforehand:

Code:
fall.envshake.phase = floor(20*1.5)

change it to either of these two:

Code:
fall.envshake.phase = floor((20)*ifelse(root,var(21)=17,1.3,1)); Power affected by Life Orb

Code:
fall.envshake.phase = floor((20*1.5)*ifelse(root,var(21)=17,1.3,1)); Power affected by STAB and Life Orb

Remember to remove the "Root," part of the code if the main Pokemon is hitting the opponent instead of the helper.

3. Shell Bell code.

Copy and paste the following code above statedef -3:
Spoiler, click to toggle visibilty

Copy and paste the following code within statedef -3, preferable at the bottom of the file:
Spoiler, click to toggle visibilty

Finally, the below two parts of code needs to be adjusted so it works with the current Pokemon's moves. Currently, Shell Bell recovers your HP if you're in either of the states specified, regardless of where the attack hits. For example, if the Pokemon has an attack within state 500, 511, and 528, these need to be changed where each of the below occur. In this example:

Code:
triggerall = root,stateno = 501 || root,stateno = 511 || root,stateno = 522

triggerall = stateno = 501 || stateno = 511 || stateno = 522

The above need to be the below:

Code:
triggerall = root,stateno = 500 || root,stateno = 511 || root,stateno = 528

triggerall = stateno = 500 || stateno = 511 || stateno = 528

These are the main things that need to be applied at the moment. Critical Hits and the effects of the weather and the Big Root item are optional if the character can be healed by their own moves, if the character can change the weather, and/or if the character has a move with a higher critical ratio.
Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on April 03, 2019, 05:34:36 pm
Nice, beta 5 is finally out. The new Characters are cool and the item system is good as well. Now don't take char this seriously. I just got bored so I posting this just for fun. I remade Raichu a little and now his Quick attack is now stronger. But, it doesn't go as far, its also slower. I don't want this Raichu in the full Game. I just got bored.
 https://mega.nz/#F!yj4xQY4Y!h9La1yXeJIsEjQG_SRKMUg And good luck for the rest of the updates.
Title: Re: Project Catch 'Em All
Post by: DimG on April 03, 2019, 08:07:59 pm
I like it, and i like that you change the thunderwave to iron tail, but i suggest you change the effect of quick attack and give it to the iron tail (unless you got a better idea of course) and either keep the original quick attack or push it behind the iron tail and make it a different move
Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on April 04, 2019, 01:57:09 am
DimG I got Raichu from this link https://www.youtube.com/watch?v=vqyFh4EIVOo All I did was change quick attack to be more like tackle. The Youtuber from this link was the one who made a spriteswap from the old version Pikachu.
Title: Re: Project Catch 'Em All
Post by: DimG on April 04, 2019, 02:12:23 am
O
Ive seen those, but never tried them because they ere outdated but i lke the idea, anyways
Title: Re: Project Catch 'Em All
Post by: DimG on May 31, 2019, 05:59:25 pm
Been a while, how has everything been?
How's life
butmore importantky how are updates going?
Title: Re: Project Catch 'Em All
Post by: Txpot on June 01, 2019, 03:07:18 am
Been a while, how has everything been?
How's life
butmore importantky how are updates going?

I haven't worked on anything of note at this point in time. Spriting animations for Pokemon that don't have a sprite sheet is difficult and time-consuming at best. I may not get any more Pokemon released that need a whole set of animations anytime soon.

Thus, I feel as though I should dedicate my time to character balancing instead. Here are the things I'm proposing:

1. Hitmontop's Triple Kick will be replaced with Aerial Ace, as he needs a move to deal with Ghost types. If he comes across one during an Arcade run, he's as good as dead.
2. Snorlax replaces Strength with Heavy Slam to make him slightly more viable to play.
3. Clefable requires a massive overhaul to make it more fairy-like. Its moves to replace as follows:

Mega Punch > Moonblast
Body Slam > Calm Mind
Comet Punch > Stored Power
Metronome (Uses from own moveset, otherwise from all the moves in the game. Can choose between one offensive and one defensive move from each type.)

Metronome Moves:

Code:
Normal  : Covet, Tickle
Fire    : [ORIGINAL MOVE], Sunny Day
Water   : [ORIGINAL MOVE], Rain Dance
Grass   : Magical Leaf, Cotton Guard/Spore
Bug     : Signal Beam, Heal Order
Ice     : Ice Beam, Icy Wind
Electric: [ORIGINAL MOVE], Charge Beam/Shock Wave
Fighting: Focus Blast, Seismic Toss
Rock    : [ORIGINAL MOVE], Stealth Rock
Ground  : Mud-Slap, Spikes
Flying  : Bounce, Defog/Feather Dance
Poison  : Smog/Poison Fang, Toxic
Psychic : Psyshock, Amnesia
Ghost   : Shadow Ball, Curse
Dragon  : Clanging Scales, Dragon Dance
Dark    : Knock Off, Fake Tears
Steel   : Meteor Mash, Shift Gear
Fairy   : Dazzling Gleam, Misty Terrain/Charm

I'm not so sure about Mewtwo; Though Psycho Cut and even Psychic can be replaced, I'm not sure what to replace them with without him being overpowered.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on June 03, 2019, 12:07:32 pm
I think that going back and revamping some of the older pokemon is a great idea, and as for Mewtwo, maybe disable would work? I don't know if that would make him too good or not but theres not really many options that wouldn't make it too strong.
Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on June 03, 2019, 08:12:06 pm
Hey so I'm back and I ended up making Raichu again. As I said before, Just for fun. The char isn't the best since I SUCK at making Chars. But maybe someone is will finish this up, Btw I'm probably not gonna make this char again or keep working on it. Heres the link: https://mega.nz/#!jipTTaAS!4vXmqMjIrYSbExxdtnWrvkbXUWYHOlLw9nEvza43A4o
Title: Re: Project Catch 'Em All
Post by: DimG on June 13, 2019, 06:55:45 pm
The revamp seems interesting and im looking foward to it, and the next update.
I mean Mewtwo is currently pretty powerful so, i dont know what your gonna do there.
Title: Re: Project Catch 'Em All
Post by: DimG on June 14, 2019, 07:00:21 am
Just found out, Spiritomb toys with the current Mewtwo
Title: Re: Project Catch 'Em All
Post by: poiuygfd on June 16, 2019, 09:05:38 pm
Hello, I know its been a while, but I'm going to start working on some more Pokemon again now that its finally summer. I'll also fix up my ongoing projects, however I have also started work on two of my favourite Ghost type Pokemon: Sableye and Rotom. One of the moves I want to give Sableye is Knock Off, but that sounds like it could be a complex move. My question is, is it possible to check if the opponent has an item, and if so, can I remove it with Knock Off?

Edit: There was also mention of additional code needed for the Big Root if the Pokemon has a move that heals them. As Eevee's Bouncy Bubble does this, what would be the code I need for Eevee?
Title: Re: Project Catch 'Em All
Post by: DimG on June 18, 2019, 07:41:22 pm
Welcome back and Happy summer.
looking out for the upgrades and new characters. :D
Title: Re: Project Catch 'Em All
Post by: poiuygfd on June 19, 2019, 10:59:22 pm
Thanks  ;D

I have the new update for Eevee practically done, it should now be compatible with almost every item, and Quick Attack has been replaced with a new move, Last Resort. The only thing I'm waiting for is to learn how to add the Big Root code, though I may just dig through the code of other characters to try and find out for myself. Once that is done, I can release the beta 5 version of Eevee.

Sableye is also coming close to completion, as all I have left to do is find out how I can implement Knock Off. MissingNo also shouldn't take long to update, although I also intend to revamp Submission.
Title: Re: Project Catch 'Em All
Post by: DimG on June 20, 2019, 02:57:05 am
O yes, my little eevee is coming back :b
sableye, knock off sounds interesting and funnly annoying
and missing NO. is welcomed
Title: Re: Project Catch 'Em All
Post by: poiuygfd on June 23, 2019, 11:49:47 am
OK I think I managed to figure out the Big Root stuff on my own so hopefully Eevee should now function correctly with every item now. On top of that, as mentioned before, Eevee now has a new move in Last Resort.

Here is the new and improved Eevee: https://www.mediafire.com/file/tv5r7wv1mmloide/PartnerEevee.zip
Title: Re: Project Catch 'Em All
Post by: Txpot on June 26, 2019, 01:55:20 am
Argh, sorry about the delay of my answers! I'll get to the responses now:

The only thing I'm waiting for is to learn how to add the Big Root code, though I may just dig through the code of other characters to try and find out for myself. Once that is done, I can release the beta 5 version of Eevee.

On simple self-healing like Blissey's Soft-boiled, you would use the following code inside the attack state, paying attention to the "ifelse" part of the code:

Code:
[State LifeAdd]
type = LifeAdd
trigger1 = Time = 163
value = ceil((lifemax/2)*ifelse(var(21)=12,1.3,1))

[State VarSet];Display Heal Numbers
type = VarSet
trigger1 = Time = 163
v = 6
value =ceil((lifemax/2)*ifelse(var(21)=12,1.3,1)) ; Heal Boosted By Big Root
The "##" is the power of the move itself.

For drain-based moves, you'll need a different type of code.  First you'll need to change the code of the damage for the attack itself so it looks like the below:

Code:
fall.envshake.phase = floor((##*1.5)*ifelse(root,var(21)=17,1.3,1))

This code came from Bellossom's Giga Drain. Next, you'll need to add the following code into statedef -3, also from Bellossom:

Code:
[State LifeAdd];Giga Drain Heal
type = LifeAdd
triggerall = teammode != simul
triggerall = stateno = ###
triggerall = numenemy >= 1
trigger1 = enemynear,var(6)
value = 0+(var(6):=ceil((enemynear,var(6)*0.5)*ifelse(var(21)=12,1.3,1))) ; Heal Boosted By Big Root
kill = 0
persistent = 0
ignorehitpause = 1

[State LifeAdd];Giga Drain Heal
type = LifeAdd
triggerall = teammode = simul
triggerall = stateno = ###
triggerall = numenemy >= 1
trigger1 = enemy(0),life >= 1
trigger1 = enemy(0),var(6)
value = 0+(var(6):=ceil((enemy(0),var(6)*0.5)*ifelse(var(21)=12,1.3,1))) ; Heal Boosted By Big Root
kill = 0
persistent = 0
ignorehitpause = 1

[State LifeAdd];Giga Drain Heal
type = LifeAdd
triggerall = teammode = simul
triggerall = stateno = ###
triggerall = numenemy >= 1
trigger1 = enemy(1),life >= 1
trigger1 = enemy(1),var(6)
value = 0+(var(6):=ceil((enemy(1),var(6)*0.5)*ifelse(var(21)=12,1.3,1))) ; Heal Boosted By Big Root
kill = 0
persistent = 0
ignorehitpause = 1

The "stateno = ###" refers to the state that you would heal the damage dealt to the opponent. This is important, as different Pokemon require the trigger to refer to all states where the Pokemon is actively draining the opponent.

Sableye is also coming close to completion, as all I have left to do is find out how I can implement Knock Off. MissingNo also shouldn't take long to update, although I also intend to revamp Submission.

The item needed for Knock Off is var(20) and var(21). The values are as follows:

Code:
var(20) = Item State:
- 0 = Unused
- 1 = Unused (Sticky Hold)
- 2 = Unused (Klutz)
- 3 = Used Consumable Item
- 4 = Used Held Item
- 5 = Used Held Item (Sticky Hold)
- 6 = Unusable (Embargo)
- 7 = Unusable (Magic Room)
- 8 = Removed and cannot regain
var(21) = Used Item Effect:
- 0 = None
- 1 = Full Restore
- 2 = X Attack 2
- 3 = X Defence 2
- 4 = X Speed 2
- 5 = X Sp.Atk 2
- 6 = X Sp.Def 2
- 7 = X Accuracy 2
- 8 = X Evade 2 [DOESN'T EXIST IN ACTUAL GAME]
- 9 = Dire Hit 2
- 10 = White Herb (Removes all lowered stats instantly)
- 11 = Grip Claw ("Binding" move's active turns = 8, "Multi-strike" move's active hits becomes maximum)
- 12 = Big Root (30% healing boost for all moves that heal the user)
- 13 = Rock Collection (Weather turns active = 8 turns)
- 14 = Terrain Extender (Terrain/Surge turns active = 8 turns)
- 15 = Leftovers
- 16 = Assault Vest (Special Defence +50%, prevents use of status moves)
- 17 = Life Orb (Move's Power = +30%, adds recoil effect of 10% of Max HP)
- 18 = Weakness Policy (If hit by weakness, ATK/S.ATK increased by 2 levels, but only once)
- 19 = Shell Bell (Recover 1/4 of damage dealt as HP)
- 20 = Safety Goggles (Immune to weather damage, the effects of the enemy's "spore"/"powder"/"sand" moves, and accuracy-reduction moves.)


To use with Knock Off, you would send the opponent to the "dropped item" state, then use the below code to check what their item state is, then apply the changes as needed:

Code:
[State VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = var(20) >= 3
v = 20
value = 8

[State VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = var(20) >= 3
v = 21
value = 0

For example with the move Fling, Delibird uses var(20) and var(21) to check whether an item is being held, and then removes that item.

OK I think I managed to figure out the Big Root stuff on my own so hopefully Eevee should now function correctly with every item now. On top of that, as mentioned before, Eevee now has a new move in Last Resort.

Here is the new and improved Eevee: https://www.mediafire.com/file/tv5r7wv1mmloide/PartnerEevee.zip

Only problem with Eevee is Last Resort itself:

1. The stars start to form into one, but they disappear before joining together. Then nothing happens for a second or so before a huge star appears out of nowhere and is shot out from the pokemon, with an awkward rotating pattern.

2. The attack itself has "pausetime = 0,8" for the enemy. This causes the opponent to land on the ground normally, even though they were sent flying by the star attack. We don't use "pausetime" in this game simply bacause it screws up the functionality of the "Fall" part of the attack's code, and can lead to certain problems that are solved by removing it, or at least setting all its values to 0.

Otherwise it's good enough to join the game itself.

Title: Re: Project Catch 'Em All
Post by: poiuygfd on June 28, 2019, 08:09:42 pm
OK I fixed the issues outlined with Eevee: Bouncy Bubble should now properly use the Big Root, Last Resort's animation has been adjusted and the pausetime has been changed, and something I noticed during testing is Bouncy Bubble was using the wrong animation, so that has also been fixed.

Anyway, here is the new link: https://www.mediafire.com/file/h7zpo24kpl1e33q/PartnerEevee.zip
Title: Re: Project Catch 'Em All
Post by: DimG on August 14, 2019, 03:10:28 pm
Time for the long awaited check up
How have updates and life been so far?
Title: Re: Project Catch 'Em All
Post by: Txpot on August 14, 2019, 09:08:51 pm
Time for the long awaited check up
How have updates and life been so far?

The new moves of Mewtwo, Hitmontop, and Snorlax are complete. The status "Attract" is complete, I just need to add the appropriate effects to highlight it better.

Expect this update to come by the end of tomorrow (00:00 AM UTC+0). Update is here, see below:



Update to Project Catch-em All Beta 5

Here's a quick list as to what is added:

*General System*

1. Infatuation has been implemented to the game. Because of this, Jigglypuff's relevant Ability has been updated to reflect this change. (Clefable's will come at a later update.)

Infatuation halves the victim's Special Attack in the same method as Burn, but is not a major status ailment. Thus, it can stack with Burn to have both physical and special attack mitigation. The status lasts for 5 turns.

*Pokemon*

1. Hitmontop's Triple Kick is replaced with Aerial Ace.
2. Snorlax's Strength is replaced with Heavy Slam.
3. Mewtwo's Psycho Cut is replaced with Shock Wave.

This requires an engine update, so use this link to update the relevant files in the system, which is the same as the last update file's location from updating Shedinja: http://www.mediafire.com/file/jcc9wjyi4nyaygb/Pokemon_Project_Catch_em_All-update.rar



On another note, it's taking a long time to see new updates for the game, huh? Because of this, I've decided to try and bring a new update to the game at least once every two weeks at the latest. This is just to get me to do more for this project, even if it's just adding more characters or stages, because I feel that it's unfair to keep you lot waiting for something new to happen for the game.
Title: Re: Project Catch 'Em All
Post by: DimG on August 18, 2019, 01:41:20 am
Tested out the new update a little, YAY
and the idea of a more frequent update, i cant wait to CATCH 'EM All :D
Title: Re: Project Catch 'Em All
Post by: poiuygfd on August 19, 2019, 11:52:09 pm
Nice, looking forwards to more updates! Also, just wondering, any more critisism on Partner Eevee? What should I work on next with that character? I'll also try to get some work done on Sableye soon, and if I really feel motivated enough maybe I'll fix up MissingNo. too
Title: Re: Project Catch 'Em All
Post by: Txpot on August 24, 2019, 02:36:49 am
Also, just wondering, any more critisism on Partner Eevee? What should I work on next with that character?

Partner Eevee is good to go as-is. Unless you feel the need to change a move or something, the character will be added to the game.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on August 29, 2019, 05:35:33 pm
Quick question, how would I change the state that Knock Off is set to depending on whether the enemy's item variable (variable 21) is 0 or not? I've tried a couple things but can't get it to work.
Title: Re: Project Catch 'Em All
Post by: Txpot on August 29, 2019, 05:57:50 pm
Quick question, how would I change the state that Knock Off is set to depending on whether the enemy's item variable (variable 21) is 0 or not? I've tried a couple things but can't get it to work.

Referencing the code of a W.I.P character, you would use this in Statedef -2, replacing ## with your chosen variable:

Code:
[State VarSet];Knock Off Activator
type = VarSet
triggerall = enemynear,teammode != simul
triggerall = numenemy >= 1
trigger1 = enemynear,var(20) <= 0
trigger2 = enemynear,var(20) = [1,5]
trigger2 = enemynear,var(21) >= 11
v = ##
value = 1

[State VarSet];Knock Off Activator
type = VarSet
triggerall = enemynear,teammode = simul
triggerall = numenemy >= 1
trigger1 = enemy(0),var(20) <= 0
trigger2 = enemy(0),var(20) = [1,5]
trigger2 = enemy(0),var(21) >= 11
trigger3 = enemy(1),var(20) <= 0
trigger4 = enemy(1),var(20) = [1,5]
trigger4 = enemy(1),var(21) >= 11
v = ##
value = 1

[State VarSet];Knock Off Deactivator
type = VarSet
triggerall = enemynear,teammode != simul
triggerall = numenemy >= 1
trigger1 =  enemynear,var(20) = [1,5]
trigger1 =  enemynear,var(21) <= 10
trigger2 =  enemynear,var(20) >= 8
v = ##
value = 0

[State VarSet];Knock Off Deactivator
type = VarSet
triggerall = enemynear,teammode = simul
triggerall = numenemy >= 1
trigger1 =  enemy(0),var(21) <= 10 && enemy(0),var(20) = [1,5]
trigger1 =  enemy(1),var(21) <= 10 && enemy(1),var(20) = [1,5]
trigger2 =  enemy(0),var(20) >= 8 && enemy(1),var(20) >= 8
v = ##
value = 0


To turn on, the code detects whether your enemy has either used a held item, or has not used an item yet. To turn off. the code detects whether the enemy has used a consumable item. In the case of Simul, BOTH opponents need to have used a consumable item for this to turn off, otherwise it's always on. Hope it helps!
Title: Re: Project Catch 'Em All
Post by: poiuygfd on August 29, 2019, 06:46:56 pm
Wow thank you that was a huge help, Knock Off is now functional! And also thanks for the quick reply too. I've still got to come up with and add a few more palettes for Sableye but after that I can release the first version, so I'll get to doing that soon.

EDIT: I've added the palettes, so here is the first playable build for Sableye. I'm sure there is room for improvement but let me know what you think.
https://www.mediafire.com/file/6k7lhwcvvdqfv67/Sableye.zip
Title: Re: Project Catch 'Em All
Post by: Txpot on August 29, 2019, 11:05:39 pm
EDIT: I've added the palettes, so here is the first playable build for Sableye. I'm sure there is room for improvement but let me know what you think.

Feedback:

1. Shadow Sneak's red collision box is incredibly small. Floating characters may completely dodge the attack without actually doing anything if their collision box is small enough off the ground.

2a. Will-O-Wisp has an incredibly short range of attack. If the enemy is too far away, they won't be hit by it unless they move forward at any time within the battle.
b. The flame can hit multiple opponents, but can only cause Burn to one opponent per attack. This can also include the already-burned opponent shielding others by getting in the way of its intended target.
c. The flame can be hit by other projectiles. If that happens, a clone of Sableye will appear instead of the flame.

3a. Power Gem's projectiles have a huge collision box that cannot be stopped at all due to not having a blue collision box to trade hits with other projectiles.
b. In addition, Sableye leaves the attack state before the third projectile hits the foe. This means that the last two projectiles won't benefit from the boosted damage from a critical hit.

4. The "whoosh" sound comes after the "hit" sound from Knock Off, hitting the opponent before the "whoosh" swipe begins.



EDIT: Update is here, see below:



Update to Project Catch-em All Beta 5 (2)

Here's a quick list as to what is added:

*General System*

1.Reduced the time it takes for the animation of the "splash screen" (disappearing cubes) to disappear upon entering a battle by 30%. This also means that intros to a battle can be make quicker, although this hasn't happened yet. The original animation is in the same file, should anyone wish to change it to the original.

*Pokemon*

1. Partner Eevee is added to the game.

This requires an engine update, so use this link to update the relevant files in the system: http://www.mediafire.com/file/jcc9wjyi4nyaygb/Pokemon_Project_Catch_em_All-update.rar
Title: Re: Project Catch 'Em All
Post by: poiuygfd on August 30, 2019, 12:23:32 am
Nice, a new update. I appreciate the speed increase, and its nice to see another of my creations officially in the game. By the way, I was looking in the updates text document, and it says that a boss Pokemon was added to the game, but it doesn't appear that anything new actually was added, so is this a mistake?

Also here is the next version of Sableye, hopefully fixing the issues pointed out before https://www.mediafire.com/file/i6dqemxwqfkh1xc/Sableye.zip
edit: typo and grammar fix
Title: Re: Project Catch 'Em All
Post by: Txpot on August 30, 2019, 02:24:30 am
By the way, I was looking in the updates text document, and it says that a boss Pokemon was added to the game, but it doesn't appear that anything new actually was added, so is this a mistake?

Ha! I just realised this right after uploading the update, and thought I could get away with it by omitting that in the post.

Yes, there was going to be a new boss to be completed in time for today, but I was distracted by family things and I had three moves still needed to be completed. Hopefully I can get it done on the next batch.

Also here is the next version of Sableye, hopefully fixing the issues pointed out before

Alright, it's good enough for the game, barring the usual additions of extra sounds and its abilities.



I also found out that the update file is starting to get too big. Maybe if the file size becomes 70MB or more, I'll merge the update with the full game so you don't have to download a huge update file every time.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on August 30, 2019, 02:12:22 pm
Thats fair, sometimes there is things that can't be helped. By the way, I was making plans to start work on a Meloetta boss myself, but before I do that I better be sure the boss you are creating isn't Meloetta otherwise there would be no point.
Title: Re: Project Catch 'Em All
Post by: Txpot on August 30, 2019, 04:47:49 pm
By the way, I was making plans to start work on a Meloetta boss myself, but before I do that I better be sure the boss you are creating isn't Meloetta otherwise there would be no point.
Yeah, you got it right first try!

I'm not planning on any other boss that doesn't need a full sprite sheet though, so choose any one of those that have a sheet already made and go for it!
Title: Re: Project Catch 'Em All
Post by: poiuygfd on August 30, 2019, 05:05:27 pm
Well thats a shame, as I've already gotten some work on it done in terms of attempting to create form changing with Relic Song, but at least I'm not that far in yet. Instead, I may try to work on the Rotom character I mentioned a while back, or maybe try my hands at a different boss like Victini instead.
Title: Re: Project Catch 'Em All
Post by: Txpot on August 31, 2019, 08:35:06 pm
Well thats a shame, as I've already gotten some work on it done in terms of attempting to create form changing with Relic Song, but at least I'm not that far in yet. Instead, I may try to work on the Rotom character I mentioned a while back, or maybe try my hands at a different boss like Victini instead.

Sorry about earlier. It's just that sometimes I get bored with the characters on my list of things to create, and I deviate from that to work on something new/fresh.

As something to make amends, here is a version of Rotom I made way back when Alexei was still working on the game. It uses Volt Switch to change between random forms (Appliances). Though it can be played, the creation is completely incompatible with this version of the game; the point of this is to learn from its code as to how it does the form change, and how "wild" you can be with designing a character:

https://www.mediafire.com/file/9946urbmci8us5l/Rotom.rar
Title: Re: Project Catch 'Em All
Post by: poiuygfd on September 01, 2019, 12:55:32 pm
Don't worry about it, I'm not too worried about that. I've already started work on a new character that is most likely going to be terrible but has a fun gimmick that I'm working on, though thanks for that Rotom character as I was wondering how i could incorporate the various appliance forms into its kit. I'll likely try to work on Rotom as well as the character I'm currently working on as it could take a while to fully complete.
Title: Re: Project Catch 'Em All
Post by: DimG on September 09, 2019, 01:40:06 am
Im so glad to be seeing more updates and more pokemon and features :D
looking foward to testing, exploring and watching
Title: Re: Project Catch 'Em All
Post by: DimG on September 09, 2019, 02:05:05 am
Also updated the pokedex select for [Partner]Eevee
http://www.mediafire.com/file/obr6ur25miqhcme/select.def
Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on September 15, 2019, 09:27:35 pm
I'm kinda confused because I've been gone for so long. But it seems the next update is out so I'm gonna try it out! Edit: Wait, wasn't Sableye already a character before? I'm pretty sure that this is just a resprite, right? Also this update is great.
Title: Re: Project Catch 'Em All
Post by: poiuygfd on September 17, 2019, 07:44:02 pm
I don't know if Sableye was in a really old version of this game, or maybe you're thinking of Spiritomb, but my Sableye isn't a resprite. Also i know i haven't been active in a short while, I'm starting uni again soon so and the character I'm working on is taking quite some time, I'll try to get some more work done soon.
Title: Re: Project Catch 'Em All
Post by: DimG on October 06, 2019, 06:25:47 pm
Just out of boredom, can squirtle be updated once more? i still have no skill to do it myself
Title: Re: Project Catch-em All Beta 3
Post by: Txpot on October 07, 2019, 04:42:24 pm
Just out of boredom, can squirtle be updated once more? i still have no skill to do it myself

Squirtle can be updated once more. Chuchoryu hasn't replied to an old quote as to what to do with Squirtle because of the below reason. The quote is as follows:

@chuchoryu: I didn't bother update Squirtle because he's a sprite-swap of Blastoise, and so he isn't added to this game. Because making multiples of the same Pokemon isn't recommended, you need to choose either of these three options:

1. Make him different to Blastoise, and give him new moves. I'll happily design them to your liking if you want.
2. Tell me to keep him as-is. I'll copy his code from Blastoise, so he's basically blastoise except with Squirtle sprites. You can still select both of them on the Character Select screen.
3. Make a new Pokemon for this game to replace him.

Because of this, I will assume that Chuchoryu has lost interest in the project, so you may also suggest an entirely different moveset if you wish to do so.
Title: Re: Project Catch 'Em All
Post by: DimG on October 08, 2019, 01:20:28 am
If it does get updated, a change in attack names would do,
Skull Bash - Tackle
Bubble Beam - Bubble
Hydro Pump - Water Gun
Protect - Withdraw
     OR
Smash Ultimate Moveset or Move Like

MAybe, if time is AvAiLaBleE..... maybe slap in a  Bulbasaur/Ivysaur and charmander (But obviously with it own character) also because they are missing Crocanaw and Meganium

i wish i was able to code this (hopefully..... soon)
Title: Re: Project Catch 'Em All
Post by: DimG on November 03, 2019, 11:09:37 pm
New Month, New updates? and how is everybody's doing?
Title: Re: Project Catch 'Em All
Post by: Supremeboy74 on November 04, 2019, 05:04:24 am
Hey, I know this is a weird place to come for this but, how do you put certain characters at the end of arcade mode? Like, how did you put the legendary pokemon at the end of arcade mode? Also, a good day to everyone and I'm doing good DimG. Edit: I here FOR THE CHOASSSSSSSSS!!!!!!!!!!!! http://www.mediafire.com/file/j43h18j6mnx44bu/3_vs_3_patch_for_Mugen_1_0_an.rar/file