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Pages: (3) [1] 2 3  ( Go to first unread post )

 Pokemon Rpg, An RPG Engine
gamehawk
Posted: Feb 8 2006, 12:13 AM


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-----
Version: .11
Author: gamehawk
Sprites: Spriter's Resource
Download: Download Version .11
Screenshots: 1
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Version: .12
Author: gamehawk
Sprites: Spriter's Resource
Download:
Download Version .12
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I hope you enjoy it,


This post has been edited by gamehawk on Feb 26 2006, 02:48 PM


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gml_josea
Posted: Feb 8 2006, 12:31 AM


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file corrupted.


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gamehawk
Posted: Feb 8 2006, 12:35 AM


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It's not.


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Neken
Posted: Feb 8 2006, 12:37 AM


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strange movement bugs when i keep the buttons pressed down ...
the map doesn't render itself completely ... which is not really hot ...
why the window is so big if the room is so small ...

appart from these things ... i say this is a good start !


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gml_josea
Posted: Feb 8 2006, 12:52 AM


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is a good start. But not to be mean, but I didn't like it much. i would have liked them better if it:
-used better graphics
-had more features


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netman
Posted: Feb 8 2006, 09:51 AM


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well there are some minor bugs.
the player can move diagonaly (wich wasn't posible in the real pokemon game) and it looks very laggy.
and try to press the right and left button or the up and under button's at the same time, the screen will go to black.
also I don't really like the fog thing, maybe you can add some zooming at the game to keep the vision limited.

but after all this bugs it still looks nice,
I think alot of people want to see some tut's now about the things what Allegro can do.
or in other words keep up the good work.
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gamehawk
Posted: Feb 8 2006, 08:52 PM


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Thanks for the comments, I'll fix those key bugs and diagonal movement. I will though keep the view.
Edit: As for your question about roomsizes Neken, when the map is bigger the screen is further revealed.

This post has been edited by gamehawk on Feb 8 2006, 08:57 PM


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ffalcon
Posted: Feb 8 2006, 09:40 PM


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The character also runs people over when you talk to them. Other than that good work!


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gamehawk
Posted: Feb 8 2006, 09:52 PM


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Yeah, that was already said.


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TheDarkJay
Posted: Feb 9 2006, 04:58 PM


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WTF!!!!

user posted image

This is what it looks like even when moving...

I'm currently NOT on my XP, but my GrandParents Windows 98, could that have something to do with i.


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netman
Posted: Feb 9 2006, 05:50 PM


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QUOTE (TheDarkJay @ Feb 9 2006, 04:58 PM)
WTF!!!!
[..]

I have found the source of the problem and believe me it ain't that your computer is windows 98 it is your depth.
for example your desktop depth is set to 16 bits, while the game is set to 32 bits.
so Gamehawk made a mistake with this depth problem I gues.
the depths should be the same.
CODE
int depth
depth = desktop_color_depth();
if (depth == 0) depth = 32;
set_color_depth(depth);

little source to set the actual depth.

edit: oh yes I also wanted to say, that you have to set the depth before you set the graphics mode

This post has been edited by netman on Feb 9 2006, 05:53 PM
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TheDarkJay
Posted: Feb 9 2006, 06:11 PM


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Tries:

Ok, movement is jittery and it moves whole blocks at once. Try trapping the movement in a bool/short (bool if you want seperate ones for each movement) and making it move more smoothly and more times.

Other than this it is fine, just make it load the Tiles pixel by pixel and not Chunk By Chunk...


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netman
Posted: Feb 9 2006, 07:20 PM


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and maybe you can try to load PNG files instead of BMP.
so you may even add color to your game and load more animations to your game.
if you don't know how to do it you can contact me(rather simple tho).
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gamehawk
Posted: Feb 9 2006, 09:03 PM


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I did set the depth first, and I don't think the pink works for 16 bit.


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TheDarkJay
  Posted: Feb 9 2006, 09:17 PM


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QUOTE (gamehawk @ Feb 9 2006, 09:03 PM)
I did set the depth first, and I don't think the pink works for 16 bit.

Hang on, Window Depth in Allegro has to be the same as screen depth???

Wierd...I'm sure things like Yagl, FBGFX (a FreeBASIC only library) don't...

OK, Allegro is seeming less good to me...And it seemed so Good to start off with...



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