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Author Topic: Regarding Pokemon's input-time-to-turn  (Read 563 times)

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Regarding Pokemon's input-time-to-turn
« on: May 01, 2020, 04:15:39 pm »
I'm fiddling around with a friend to make a game, a little RPG, and we were planning out the movement coding. We figured out that, if we are to make a grid-based movement, it'd look pretty janky if we didn't implement a turning system akin to Pokemon's directional tapping. What came to mind in particular was an input-time check, which we are thinking how to implement.
But on the meantime, do we have information regarding how the Pokemon games handle this? In particular I wonder if it uses a similar system to what we thought of, and in that case what time values it uses, since in those the turning is comfortable, snappy without being difficult.
« Last Edit: May 01, 2020, 05:00:33 pm by JBcristal »

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Re: Regarding Pokemon's input-time-to-turn
« Reply #1 on: May 18, 2020, 04:59:56 am »
Hi. I'm unsure of the full picture on how it works, sorry. However I noticed in my Yellow it's at least 3 frames, and sometimes for some reason 4 frames to move. Turning just on the spot is 1-2 frames, sometimes 3. A frame on the Game Boy is ~1/60 second, so 1/20 and 1/15 (moving) and 1/60-1/20 might help :).
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