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Pokemon Battle Engine V2

Archive: 13 posts


UPDATE: I'm making good progress on V3
heres a little teaser featuring added stability, prettier combat, and most extraspecially a menu for attack selection!
http://lbp.me/v/x9yqff
http://www.youtube.com/watch?v=b_JPT-sXaXo

So a few days ago I posted a rough battle engine I made for Pokemon games... A lot more work has put a lot more polish on it.

This time around:
- Choose between 4 pokemon to use/ fight
- Full typing ready, meaning adding more pokemon is easy and wont take much time, and attacks are not very effective/ super effective
- Looks a little better... used picture for 3 pokemon instead of trying to make them in game
- A little more graphical polish
- Battle Music from the original game

Heres a vid:
http://www.youtube.com/watch?v=mk1IDwg9FGA

Next update is going to hopefully polish the actual engine and do some bug elimination.

Also, I'm working with a friend to recreate the first parts of the game. This will include experience, leveling, and stats.

Thanks for the constructive criticism last time... This update is a lot more fun, and you get some pretty sprites for the effort

PSN: Dmakian
Level name: Pokemon Battle Demo! V2
LBP.ME link: http://lbp.me/v/w42gxm

EDIT: Just updated to v2.1 for the record... allows random pokemon selection and added more music. The next version of the engine is in production and coming along quite well.
2011-01-29 00:57:00

Author:
dmakian
Posts: 13


just gonna say it flat out (so don't get mad at me!)

it needs work!
lots of it.

-Mostly the visuals (i suggest using holographic animation modeling fr attacks)
-The super effective thing needs to have less of a strange effect (use anti-grav tools, and different emiter settings like shrink and expand for example.
-don't use gears for tackle
- sprites need to be sprites (not just pics from a cam, in game made sprites)
- don't use light and dark matter!

sorry if this is a bit harsh!
just opinion's sake.
if you need any logic advise i'd be glad to help (on here not in lbp2 mind)
2011-01-29 07:37:00

Author:
a_mailbox
Posts: 416


No I know it needs visual work... im just not great with design :/ Again if anyone wants to help me with design that's great... I know a lot of the ways to fix this. The other problem is I've been trying to release these releases quickly and I haven't spent much time on that kind of polish yet. Thanks for the criticism, im never gonna be offended. Its a work in progress, and everything helps!2011-01-29 14:29:00

Author:
dmakian
Posts: 13


No I know it needs visual work... im just not great with design :/ Again if anyone wants to help me with design that's great... I know a lot of the ways to fix this. The other problem is I've been trying to release these releases quickly and I haven't spent much time on that kind of polish yet. Thanks for the criticism, im never gonna be offended. Its a work in progress, and everything helps!

Are you dealing this as a game or a level to show case yourself?

If its the first ALWAYS work on polish!!!
Trust me a nice, well rounded, late product is better than a poor, slobby, early one (hense why devs delay things)
2011-01-29 19:36:00

Author:
a_mailbox
Posts: 416


Its essentially the alpha version of the game... I'm showing off the tech now because I really want someone to help me with the actual level parts.

And by the way... is there any way you could help me make a menu for attack selection in my game? I dont know how to do menus and I really wanna figure that out..
2011-01-29 21:09:00

Author:
dmakian
Posts: 13


Its essentially the alpha version of the game... I'm showing off the tech now because I really want someone to help me with the actual level parts.

And by the way... is there any way you could help me make a menu for attack selection in my game? I dont know how to do menus and I really wanna figure that out..

at the present time i cannot.

hint: use selectors, d-pad controls, and gates, aswel as holograms and you should be set!!!
2011-01-29 22:46:00

Author:
a_mailbox
Posts: 416


I think your idea is very interesting !
I can help you, if you want of course. ^^
2011-01-29 23:45:00

Author:
Dragongaze13
Posts: 7


Games like Pokemon are long term games, you have to come back to it. If you want it to behave or feel like pokemon, then you need some sort of game saver.2011-01-29 23:54:00

Author:
Unknown User


I have not played the level yet but I have a watched the video but one thing that i think you should add because it is a big part of competative pokemon battleing is STAB or Same Type Attack Bonus. This means that atks of the same type of the pokemon do 1.5 the damage as normal. It might already be in their because i havent looked at the level and you probably have alot to do but I would consider adding it.2011-01-30 00:04:00

Author:
Unknown User


@Brandio : STAB is essentially added... it just involves tweaking something really quick when placing an attack chip.

@Larate : I know recreation of the whole game isn't feasable. I just want to make a few nostalgic levels for the sake of fun. What I really plan to go after are those nostalgic levels and then hopeful a pokemon stadium-esque singleplayer/ multiplayer battling game.

@dragongaze : Thanks! And I'm gonna try to make my own menu tonight, but who knows how it'll work... I'll be sure to ask you if I need any help.

Just a bit of an update: I've optimized the engine and done a lot of bug-fixing. The new version when released will be more stable and less rushed. Those updates should let me work on polish and visuals in the very near future.
2011-01-30 01:54:00

Author:
dmakian
Posts: 13


Don't even attempt a full game conversion.
Here's why:
Just for saving in a total Pokemon Red/Blue conversion you're going to need to input roughly 15,500 unique codes, for White/Black 69,800.
151 or 693 sprites would take tons of time even for a multi-person team.
PLUS the amount of space it'd take up would be spanning about 25-30 levels.

Visuals are incredibly important aswell.
2011-01-30 01:56:00

Author:
Brian_Istenes
Posts: 151


Don't even attempt a full game conversion.
Here's why:
Just for saving in a total Pokemon Red/Blue conversion you're going to need to input roughly 15,500 unique codes, for White/Black 69,800.
151 or 693 sprites would take tons of time even for a multi-person team.
PLUS the amount of space it'd take up would be spanning about 25-30 levels.

Visuals are incredibly important aswell.

A full game conversion was ruled out long ago... however small scale levels using this battle engine are what I really want. For instance I'm developing start through getting your pokedex with my friend right now... feasible and fun without ever trying to be a full conversion.
2011-01-30 02:10:00

Author:
dmakian
Posts: 13


Sorry to double post, but I ran some pretty major updates in as a little preview of the next version, and dont want to start a new thread. See the opening post for information!2011-01-31 02:53:00

Author:
dmakian
Posts: 13


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