Author Topic: Pokémon Trainer [FIRST PROTOTYPE FUNCTIONAL WO!!!]  (Read 12213 times)

but it's difficult to apply them in the game since there are some space restrictions.
So how should they be different?
Do they need to be smaller or bigger?

The main thing is just the size of the GUI itself. The assets all have to be at least twice as large as they come from the rips; and that doesn't leave a lot of space.

Like I said, though: I've got another idea for how to go about doing the action menu. I'll probably overlay the actions onto the battle screen itself.

Can't you just stretch them using code?
Or I can open them all up in Paint.net and stretch them for you.

Like I said, though: I've got another idea for how to go about doing the action menu. I'll probably overlay the actions onto the battle screen itself.
Well okay then.

Can't you just stretch them using code?
Or I can open them all up in Paint.net and stretch them for you.
Torque is really bad at scaling images. The quality is butchered dramatically if you scale it at all. It's not really any trouble to scale the images themselves, though. I can easily run them through some batch processing to scale them up with nearest neighbour.

I got a plugin for bulk resizing on Paint.net
http://www.mediafire.com/download/h3dx4om7fkd6dce/ui.zip
They are all 200% of their original size.

Nice, thanks mate.

Trying a similar approach to what I was already doing, except now it's all in the same window. Gives a bit more space to work with in both directions.



also, dialogue box was put in

also also,




edit:
amazingly, i also managed to make a python script to convert an existing moves database to JSON with effects in my format. it's 10066 lines long how am i going to manage this jesus christ
« Last Edit: January 06, 2015, 01:12:14 PM by otto-san »

Haven't updated the past several days since I've been busy with other things. I've worked in small bursts on some random bits. I'm creating the real client/server code that'll make the battles function visually, so I will have a functional prototype pretty soon. I'm also getting some interesting ideas about how I might incorporate this into a game mode once it's all nice and polished up.

I'm creating the real client/server code that'll make the battles function visually, so I will have a functional prototype pretty soon.
Nice, can't wait.
Don't forget, it doesn't have to be an exact copy of the battle system in Pokemon.
A watered down version will be more than enough.
You don't get payed for this like the original developers ;P

I know it's asking too much, but I would love to see blockland looking Pokemon sprites, like someone makes the pokemon models, take pics of their back and front and then turn it into an image to replace the sprites

I'd be open to the idea of more blockland-ish art assets later in development if someone were willing to take the time to create them. If you were going to use models to do it, it would be possible to just use the models in-game, either on GUI with GuiObjectViewCtrls or in-game (the former obv being the easier option, but the latter providing more interesting experiences that would likely fit better in BL)

Maybe we can have future tournaments in the near future?

I'd like to have one, but those levels are extremely high!

Please tell me we start from level one and it goes on from that and that every battle doesn't raise you up one level so easily...

Other than that, looking forward to it!

Please tell me we start from level one and it goes on from that and that every battle doesn't raise you up one level so easily...

Other than that, looking forward to it!
Levelling will function the same way as it does in the games.

pretty cool update:
The client-sided battle code is now ready for basic use. The next thing is to connect everything together with some client/server functionality and then we can officially enter the alpha stage.
« Last Edit: January 17, 2015, 04:17:41 PM by otto-san »

So, is Blockland capable of assessing which Pokémon goes first due to speed? And how much a move does based on attack and Special attack?
Its going to have abilities and natures, right?

So, is Blockland capable of assessing which Pokémon goes first due to speed? And how much a move does based on attack and Special attack?
Its going to have abilities and natures, right?
Yes. The mechanics are all mathematics-based and can be implemented anywhere. The real tricky part is making it all come together (which is, for the most part, done). Abilities and natures won't be in right away, but the basis for them is there and I intend on having them.

baby steps



idk why that dumb watermark is there it usually isn't w/e