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Author Topic: Technical Planning  (Read 13102 times)

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Abwayax

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Technical Planning
« on: July 23, 2007, 12:15:01 am »
As stated before, this game will be written from the ground up, instead of being a hack. This leaves us with more possibilities, etc.

The game engine will indeed be written in Java, and will probably be written to target the Java Runtime Environment 1.4 (for the lazy bastards who haven't yet upgraded to Java 6). The engine will be defined seperately from the actual game, allowing us to provide the engine seperately for those who want to use it for their own fangames.

I was planning to use the sourcecode from ACE91's Battle Simulator for the battle sequences, but as ACE91 has left, that may no longer be possible. I might be able to revamp GlitchBattle 0.07's (which I haven't been working on as much as I should... :-/ ) battle system for use here.

Low-level stuff such as video and audio output will probably be delegated to a third-party Java game engine since I want to spend more time writing the Pokemon aspect of the engine. Golden T Game Engine looks like a good candidate.

Maps, sprites, tilesets, charsets, Pokemon, moves, types, trainers, et. al. will be defined seperately from the code. The formats for these files will be specified shortly; I think I may be able to simply adapt the program to use RPG Maker 2003 charsets and tilesets. Object events and the like will be processed by the Sleep embeddable scripting language. Yes, I know, I was going to use Python. But, what do you know, ACE91 (probably our best python coder) left, so we don't really have a reason to use python anymore. Plus, sleep kinda grew on me. To prevent people from messing with the game data, I may provide the option to encrypt it.

There will probably also be a networking component similar to that of NetBattle, which will allow trades and battles.

The expected deadline for a playable beta will simply be given as "winter 2008". Yes, this will be a big project.
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Newo

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Re: Technical Planning
« Reply #1 on: July 23, 2007, 04:28:22 am »
I will attempt to learn these programming languages. It shoudln't take too long...I guess  :-\

If not I may have to be left with the more low profile jobs, which I wouldn't want.
« Last Edit: July 23, 2007, 04:28:53 am by Newo »
R/S/Lg/Fr/E Extended Hacker 1.5 for Decamark research ~  New interface and features added!

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Re: Technical Planning
« Reply #2 on: July 27, 2007, 04:15:01 pm »
Hmm, I read about Pokemon Neon on TRsRockin, and I think it'd be cool if Pokemon GCL Version looked Genesis-like.
64 color palette:

Wack0

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Re: Technical Planning
« Reply #3 on: September 20, 2007, 08:56:20 am »
I can provide some chiptunes for you to use.. *runs off to milkytracker & chiptune collection*
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Hydrall

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Re: Technical Planning
« Reply #4 on: December 07, 2007, 02:12:42 pm »
But what tileset IS it? Please, we need to have an idea of what it will look like! Maybe a POLL...
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Ragnarök

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Re: Technical Planning
« Reply #5 on: December 10, 2007, 05:56:13 pm »
He told me it would most likely use DP tilesets.

加害者」の僕から, 被害者の君へ。

Hydrall

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Re: Technical Planning
« Reply #6 on: December 10, 2007, 07:29:05 pm »
Ooops... I'm doing it in G/S/C for now, don't have D/P.
GONE.

Fivex

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Re: Technical Planning
« Reply #7 on: December 10, 2007, 09:37:54 pm »
I have a idea for the songs in the Glitch world, some of the songs in it could use windows XP beeps and sounds! If you want a example just tell me.

Sherkel

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Re: Technical Planning
« Reply #8 on: December 12, 2007, 02:08:43 pm »
I have a idea for the songs in the Glitch world, some of the songs in it could use windows XP beeps and sounds! If you want a example just tell me.
Nah, just stuff related to glitches. Like maybe music resulting from glitch cries, and the glitch would have something to do with the town? (there are many, but mainly 8 comes to mind). Maybe even TMTRAINER-like sound effects (fade out, then same sound repeating every minute or so) in maybe the evil base, or other weirder places?

Fivex

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Re: Technical Planning
« Reply #9 on: December 12, 2007, 04:07:32 pm »
I have a idea for the songs in the Glitch world, some of the songs in it could use windows XP beeps and sounds! If you want a example just tell me.
Nah, just stuff related to glitches. Like maybe music resulting from glitch cries, and the glitch would have something to do with the town? (there are many, but mainly 8 comes to mind). Maybe even TMTRAINER-like sound effects (fade out, then same sound repeating every minute or so) in maybe the evil base, or other weirder places?
You can make some realy glitchy sounds with it.[size=0pt]I would be happy if this is a GSC hack.[/size]

Hydrall

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Re: Technical Planning
« Reply #10 on: December 12, 2007, 04:35:46 pm »
Glitchy sounds? Show me a preview.
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Sherkel

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Re: Technical Planning
« Reply #11 on: December 12, 2007, 05:58:31 pm »
Quote from: Super Fivex
[size=0pt]I would be happy if this is a GSC hack.[/size]
Apparently according to Hydrall's maps it is.

Hydrall

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Re: Technical Planning
« Reply #12 on: December 12, 2007, 06:31:43 pm »
Who ever said this was a hack? It's a completely new game, people.

And, I'm using G/S/C because that is all I have. Sadly. Or, maybe not.
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Ghost

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Re: Technical Planning
« Reply #13 on: December 12, 2007, 09:56:04 pm »
I hate to butt in again, but I have an idea. You should make it so that status problems have different percentages on different types of pok?mon:
Fire type pok?mon would have a 5% chance of succumbing the "freeze" stat problem, while water types would have 20%. Types like ice could be immune to "freeze", and a type with no logical weakness or advantage could have the normal 10%.
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Re: Technical Planning
« Reply #14 on: December 13, 2007, 12:15:42 pm »
What I want to know is that if there will be shiney glitches. Will there be? if so, what will the look like?
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