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: The Fisher King 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: The Fisher King 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: Alex Sinigaglia 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: Lith 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: Alex Sinigaglia 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: Raptorkou 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: Djoulz 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: Alex Sinigaglia 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: The Fisher King 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: The Fisher King 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: The Fisher King 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: Xan 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: City_Hunter 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: Alex Sinigaglia 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: GarchompMatt 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: The Fisher King 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: Alex Sinigaglia 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: City_Hunter 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: GarchompMatt 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: Blizzard Negatrix 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: Trinitronity 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: GarchompMatt 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: The Fisher King 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: GarchompMatt 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: Xan 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: Trinitronity 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: GarchompMatt 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: GarchompMatt 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: GarchompMatt 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: Trinitronity 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: Trinitronity 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: GarchompMatt 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: Trinitronity 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: Trinitronity 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: Trinitronity 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: GarchompMatt 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: Trinitronity 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: GarchompMatt 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: Trinitronity 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: GarchompMatt 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: churrasco on September 11, 2014, 04:58:29 am
Ryon I can publish the game elsewhere? obviously all the credit goes to you
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: Trinitronity 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: Trinitronity 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: City_Hunter 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: GarchompMatt 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: GarchompMatt 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: GarchompMatt 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: Trinitronity 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: Trinitronity 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: GarchompMatt 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: Trinitronity 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: Trinitronity 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: The Fisher King 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: Trinitronity 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: GarchompMatt 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: GarchompMatt 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: Trinitronity 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: GarchompMatt 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: GarchompMatt 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: GarchompMatt 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: Trinitronity 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: Trinitronity 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: Trinitronity 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: C-G-U 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: GarchompMatt 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: Trinitronity 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.