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Project Catch 'Em All (Read 780668 times)

Started by Ryon, September 12, 2013, 02:52:20 am
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Re: Project Catch 'Em All
#481  October 21, 2014, 11:02:25 pm
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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.

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Re: Project Catch 'Em All
#482  October 22, 2014, 06:27:12 pm
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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!
===My discord servers===
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Re: Project Catch 'Em All
#483  October 22, 2014, 06:56:08 pm
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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.


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Re: Project Catch 'Em All
#484  October 22, 2014, 07:51:37 pm
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Our guest tonight has a thing for waving to people. So lets put this 'star in our reasonably-priced car!
Spoiler, click to toggle visibilty

Apparently it has some iron quantities 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.

Also, as far as I remember, Samus is meant to be super slim, enough to be flexible and morph into a ball inside her suit. You gave her a huge ass that makes it impossible to imagine it being done.
Re: Project Catch 'Em All
#485  October 22, 2014, 07:56:37 pm
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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 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. :\

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Last Edit: October 23, 2014, 06:44:55 pm by Алексей
Re: Project Catch 'Em All
#486  October 23, 2014, 06:17:13 pm
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Apparently you did release the second beta. Granted it was in January, but you definitely released it.



This is it, right?

Oh, and in regards to Steelix, I'm positive that's the X/Y menu sprite, not this old one:

Oh, I want a diagram. I fucking love diagrams.
Re: Project Catch 'Em All
#487  October 23, 2014, 06:43:38 pm
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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.

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Re: Project Catch 'Em All
#488  October 23, 2014, 07:21:59 pm
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Oh, I want a diagram. I fucking love diagrams.
Re: Project Catch 'Em All
#489  October 23, 2014, 07:26:27 pm
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Re: Project Catch 'Em All
#490  October 23, 2014, 10:49:54 pm
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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...
===My discord servers===
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Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Project Catch 'Em All
#491  October 23, 2014, 10:52:41 pm
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An easy way to simulate a 50% chance with "random%2=0."

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Re: Project Catch 'Em All
#492  October 24, 2014, 10:37:33 am
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Ah, thanks. Now it misses way less and Jolteon finally wins a bit more.

The fur of this pokemon 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.
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Project Catch 'Em All
#493  October 24, 2014, 05:56:45 pm
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Great job Trin!
I'm glad I was able to help in some way

Re: Project Catch 'Em All
#494  October 24, 2014, 06:43:53 pm
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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.

Also, as far as I remember, Samus is meant to be super slim, enough to be flexible and morph into a ball inside her suit. You gave her a huge ass that makes it impossible to imagine it being done.
Re: Project Catch 'Em All
#495  October 24, 2014, 06:48:20 pm
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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. :)

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Re: Project Catch 'Em All
#496  October 25, 2014, 11:23:20 am
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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).
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Project Catch 'Em All
#497  October 27, 2014, 10:20:33 pm
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Also, as far as I remember, Samus is meant to be super slim, enough to be flexible and morph into a ball inside her suit. You gave her a huge ass that makes it impossible to imagine it being done.
Re: Project Catch 'Em All
#498  October 28, 2014, 02:17:39 pm
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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.

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Re: Project Catch 'Em All
#499  October 28, 2014, 07:32:54 pm
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Contact me if you want a mugen stuff or if you wanna give a donation I appreciate.
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Re: Project Catch 'Em All
#500  October 28, 2014, 07:40:21 pm
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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.