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Author Topic: GlitchBattle 0.07 Planned Feature List (and some version nomenclature stuff)  (Read 14212 times)

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Abwayax

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First of all, some name changes. 0.05 and 0.06 are not betas, they are technically alphas (mislabeled as betas). This will not be changed in the code of the old releases, but it will be noted in the program's revision history. Secondly, as far as name changes go, I'll be adding an extra zero to all existing development versions of the program. So, 0.2 becomes 0.02, 0.3 becomes 0.03, etc etc.

And now onto the features! 0.07 will be the largest release of GlitchBattle yet and will NOT be compatible with 0.06 and below. Team files generated under 0.06 will fail to load in 0.07, and vice versa. Most of the underlying code will be rewritten (and in general will make the program emulate the genuine Pokemon games closer).

Battle Improvements
  • Damage calculation algorithm revised to more closely mimic the original
  • Critical hits
  • Accurate emulation of status (PSN, FRZ, SLP, PRZ, BRN) effects
  • Confusion, Wrap/Bind, Leech Seed, and other smiliar FX
  • Healing moves (including Rest)
  • Moves are executed based on priority (eg. Quick Attack goes before most other moves, etc)

UI Improvements
  • Team Builder shows image of selected Pokemon
  • Desktop/parent window is maximized on startup

Networking Improvements
  • Networking engine rewritten from the ground up
  • Both players must have the same datafiles and version to successfully connect
  • Connection attempts will time out (so it won't "lock up forever" if you can't connect)
  • Integration with Glitch City Laboratories Forums - registered usernames here are also password-protected by GlitchBattle, preventing impostors

Data File Improvements
  • Team file format rewritten as XML to match other files
  • Import and export functions for the following formats:
    • ACE91's Pokemon Battle Simulator team file
    • BirdieSoft Pokemon Simulator file
    • NetBattle player file (maybe)
    • Red/Blue/Yellow battery save files (maybe)
  • Glitch Pokemon (REAL GLITCH POKEMON) FINALLY added to the database
  • Glitch TM moves and Super Glitch added

New Features
  • A built-in IRC client. This IRC client will be fully scriptable and will support simultaneous connections to multiple channels on multiple servers. In addition, the IRC client will highlight the nicks of users who are using a compatible GlitchBattle IRC client. You will be able to select their name and challenge them to a battle through IRC, somewhat like how you would in NetBattle.
  • A separate utility to edit the Pokemon, attack, and type data files
The expected release date window is September 2007 - February 2008. Feature suggestions will not be taken after August 2007.
« Last Edit: August 18, 2007, 11:46:00 pm by Abwayax »
Adrian Malacoda, http://monarch-pass.net

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Abwayax

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The following things I WILL NOT include in this version:
  • Sprite animations
  • Support for later generations
  • Transform (probably in 0.09)
  • Mimic and Mirror Move (0.08)
Adrian Malacoda, http://monarch-pass.net

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Wack0

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Will there be any proxy support? (for people accessing from school with a proxy required (and they know the address))
C H E C K E D . B U I L D S . A R E . A W E S O M E N E S S

BetaArchiveSoftHistory Forumsirc.rol.im #galaxy,#softhistory

Also known as The Distractor.

Shane, please stop telling children that there's a Mew outside under the delivery trucks. - Management

Pokémon: arbitrary code execution 1996-2016

Newo

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The following things I WILL NOT include in this version:
  • Sprite animations
  • Support for later generations
  • Transform (probably in 0.09)
  • Mimic and Mirror Move (0.08)

Does that mean that there will be sprite animation and later generations in later versions or just not at all?
R/S/Lg/Fr/E Extended Hacker 1.5 for Decamark research ~  New interface and features added!

Abwayax

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Proxies - This seems like an easy thing to implement, so I might add it in 0.07. For right now, though, you can do this from the command line:
Code: [Select]
java -Dhttp.proxyhost=myproxyserver.com -Dhttp.proxyport=80 -jar glitchbattle.jar
Animations - Probably not, for the following three reasons:
  • The program seeks to emulate Generation I, which did not have animations
  • To animate the sprites as they are drawn now would be very CPU-intensive and hard to manage
  • Glitches don't have animated sprites
« Last Edit: April 19, 2007, 06:14:00 pm by Abwayax »
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Newo

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OK.....

Will you do Battle animations at all? It would add extra effect....(and extra work)
R/S/Lg/Fr/E Extended Hacker 1.5 for Decamark research ~  New interface and features added!

Abwayax

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Perhaps. But if I did, it wouldn't be a priority.
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Newo

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Oh, of course...
The priority still lies in actually making it to work.
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Newo

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By the way, is there anything that we can do to help (your loyal staff) That might speed up the process?
R/S/Lg/Fr/E Extended Hacker 1.5 for Decamark research ~  New interface and features added!

Abwayax

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GlitchBattle may need additional developers. Does anyone here know Java?

Also, the codename of 0.07a is Longcat. Longcat is also the codename of the networking protocol and battle engine written for this version.
« Last Edit: May 08, 2007, 02:28:32 pm by Abwayax »
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ACE91

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By the way, if you need some in-depth technical info on Pok?mon game mechanics, check out this site. It helped me a lot with my Battle Simulator.
First to discover and name the following glitches:
* Super Glitch
* ZZAZZ Glitch
* Q Glitch
* Level-100+ Glitch Evolutions and Moves

Abwayax

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Oh, UPC? I use it already for mechanics. I think my damage calculation formula is from there.

edit: ace, you know Java, right? oh yeah, you do. Mind helping me out on GlitchBattle or somethin?
« Last Edit: May 12, 2007, 11:26:04 pm by Abwayax »
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rjaguar3

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I also know Java, but I'm a bit rusty on it.

Shadow's ReCreator

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Where can you download whatever it is you're making?

Papa Doc

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It's not done yet.
Skype: Zenultra Vega