Discuss Scratch

trioteam
Scratcher
100+ posts

Pokemon Land and Sea Versions Official Thread

SurfingPikachuGames wrote:

-Pixelated- wrote:

Trioteam said you need a Spriter?
I think I could help, if the Idea Makers are still ACTIVE

Some Artwork:
Pokémon Land and Sea ////My Sprites 2015\
Pixelarts 2014
I think you're already in this project
Yeah, that's true. Also, you already showed those before. But thanks for trying anyway!

@Turkey3- Pokemon land and sea has a gallery, so some useful things are there! Also, I have a bunch of my sprites still, so I can compile almost all of them! Just tell me if you want them!

Last edited by trioteam (Feb. 14, 2015 23:01:37)

SurfingPikachuGames
Scratcher
100+ posts

Pokemon Land and Sea Versions Official Thread

Here's the latest version of the game
http://scratch.mit.edu/projects/47122142/

Last edited by SurfingPikachuGames (Feb. 15, 2015 00:07:37)

turkey3
Scratcher
1000+ posts

Pokemon Land and Sea Versions Official Thread

What we Need to Focus On

Okay, so I checked the main body project out above and am happy to see that it has made a ton of progress! But it still needs a lot of work. The body project obviously contains a ton of resources from other projects all jumbled together, so there seem to be some inconsistencies/unneeded scripts lying around. So here are a few things we need to focus on with the body project:

1) Scripts need cleaned up, whether it be right-click “clean up” or some other method, they are all over the place. You may think this is unimportant but for a collab everyone needs to have a good idea where the code is and what it does, which brings me to my next point.

2) Comment on every script of your code and in as many places as possible! It is important that we remember exactly what each script does, because if we don't do this later on debugging will be extremely difficult.

3) Starter Pokemon should probably not be picked right on startup, though I'm assuming you were planning on changing that later. Perhaps you go into the Professor's laboratory and then you choose there.

Message for Programmers!

Already I can see our frame rates are not too good (looks like 20 about) and it'll only get worse if we keep using the ghost sprite. Let's take into consideration how exactly Scratch does sprite detection. Based on my knowledge, Scratch records in an array through the Flash interpreter all the pixels and their colors that make up a sprite and its position every frame. It compares each individual pixel to that of another sprite to see if any overlap, and if so, returns true. It must do something along those lines because Scratch has pixel-perfect touch detection.

Now let's take out ghost sprite, 480x360, and increase its size by a ton. That gives it a huge amount of pixels, a bit too much that is causing lag. The larger the map gets, likely the worse it will be. I need a programmer to do something for me. Now, before we try an alternative, I want to know what you guys think. If we go with an alternative, I'll need a programmer to program a temporary sprite that will scan the entire ghost sprite and record in an array, based on a grid, what positions you can and cannot walk onto. This way, rather than using pixel-touch detection, and since Pokemon is in a grid system anyway, this will be a lot more standardized, fast, and less buggy, too.

Also, we should remove the black edges on the screen, they make it look less nice. And if we could also size the background to be pixel perfect so it's not akwardly scaled that'd be great, too.

TLDR

We need to clean up the body project before adding more content. We need to remove scripts and blocks laying around that we don't need, we need to put comments all over the code, and some more efficiency by ditching the ghost sprite idea and moving toward a list that stores places you can and cannot walk on. Also I saw some instances where there were many of the same blocks and/or pattern of blocks repeated, whereas a repeat loop could be used, so let's try to clean up the scripts by simplifying and shortening them in anyway possible.

So let's focus on polishing graphics, cleaning up code, and commenting on code!

Last edited by turkey3 (Feb. 15, 2015 02:56:31)

phoenixsmoon
Scratcher
25 posts

Pokemon Land and Sea Versions Official Thread

After looking at the maps with the ghost effect:
It can be entirely removed if the main map's or the ghost map's tree borders are expanded. If the map_ghost sprite or whatever is edited, movement along the map will also be smoother due to the fact that the character can't be traversing the treetops on the bottom of the map. I can do the ghost cleanup as soon as I get home to a faster computer that will perform the great paint eraser trick. :p
And I'm not sure if it's my computer or not, but removing the ghost script on the stairs and map_ghost causes a perpetual fighting thing. IDK.
If the color of the stairs sprite is changed to
Hue 52
Sat 66
Lum 160
Red 179
Green 193
Blue 146
they should blend in with the background and the ghost sprite should be unneeded.
It might also be possible to remove code from the character and move it to the stairs, with them dictating the change in scrollY if they are touching the player sprite.
The opposing pokemon sprite has a long script full of changes to… Something that's in need of a repeat button. I'm not sure if the repeat will mess it up or not, since I'm not sure what it does…. ^^'


Sorry about putting down all these random things, but I thought I'd shoot them out before I touched the project. As turkey pointed out, it's a bit of a mess. I'm not a programmer and I don't know what touching things will mess up.


turkey3
Scratcher
1000+ posts

Pokemon Land and Sea Versions Official Thread

@phoenixsmoon: I think you're misunderstanding, I'm talking about getting rid of the ghost sprite entirely. Actual Pokemon games did not use a ghost object for detection, they used a grid system stored in a list that stored each “tile” so to speak. Sure we could use the ghost sprite but it causes lag for sure and makes things less, let me think, formal.
shadow-2OO4
Scratcher
100+ posts

Pokemon Land and Sea Versions Official Thread

Shadow2OO4 ready to sprite and program! And ready to respond to weird CoC fanyboys telling us to use referal codes to get “free gems”!
trioteam
Scratcher
100+ posts

Pokemon Land and Sea Versions Official Thread

Hey guys! I made a new concept for the game! Pokemon Skill Challenge!
This concept is based off the Pokemon Contest Spectacular and the Pokemon Musical!
Yellowfangisbestcat
Scratcher
29 posts

Pokemon Land and Sea Versions Official Thread

I could help if I could be a Pokemon artist! I would like to design the pokemon!


whenIreceivelifeforeveruseitwiselyend
phoenixsmoon
Scratcher
25 posts

Pokemon Land and Sea Versions Official Thread

turkey3 wrote:

@phoenixsmoon: I think you're misunderstanding, I'm talking about getting rid of the ghost sprite entirely. Actual Pokemon games did not use a ghost object for detection, they used a grid system stored in a list that stored each “tile” so to speak. Sure we could use the ghost sprite but it causes lag for sure and makes things less, let me think, formal.
Ohhhhhhhhhh
Then it might be possible to reduce the amount of colors on the edges of the objects…. A dark green for the tress, dark brown for the walls, ect. then have a color detection script running. A similar thing could be done for the grass/wild battle areas, like placing a darker pixel in the middle of every surfable area and in the middle of the grass sprites. There's no real shading on the map and all the tiles look the same, so with the selection of the right color, everything could work out well. Of course, this requires for a tile size to be defined and the entire map to be redone for consistency's sake, maybe.
The grid system is a good idea, although I have no idea how it would work out. Maybe have a series of binary string like things on a list, with different numbers defining if the tile can be walked on, if it can trigger battles, if its a house door, ect. There could be two variables running, one for the horizontal tile number and one for the vertical tile number, and things would be broadcasted if stuff happened.

Well, here's the random brainstorm part of it. Done without scratch blocks, because I'm not fancy.
Where map is a list of numbers, somewhat like this:
1) 0001122
2) 0011112
3) 2110000
Where 0 might notate a walkable area, 1 a battle zone, and 2 a no-walk zone.

if <letter (vertical) of (item(horizontal) of (map)) = 0 > then
walk

And repeat for every tile type.

When the right arrow key is pressed, increase vertical by one, when the down arrow is pressed, increase horizontal by one and vice versa.


'Nother thing- does anyone have non-resized map backgrounds? The current one has some strange color distortion around the trees, and I was thinking of trying to clean it up a bit. Thought I'd ask.



Last edited by phoenixsmoon (Feb. 16, 2015 05:39:28)

popopobob
Scratcher
100+ posts

Pokemon Land and Sea Versions Official Thread

I can help with graphics for the current project. What is needed?
turkey3
Scratcher
1000+ posts

Pokemon Land and Sea Versions Official Thread

@phoenixmoon: Now you get the idea.

shadow-2OO4 wrote:

Shadow2OO4 ready to sprite and program! And ready to respond to weird CoC fanyboys telling us to use referal codes to get “free gems”!
Awesome!

popopobob wrote:

I can help with graphics for the current project. What is needed?
I think just some general polishing up of scaling the world to the right size so 1 px is 1px on the screen. Today I'm going to remix the body project and do cleaning up and commenting on scripts.
shadow-2OO4
Scratcher
100+ posts

Pokemon Land and Sea Versions Official Thread

I was thinking about the tile based array map thingy, and after seeing Phoenix's post I thought maybe I should make an array key.
0= Walkable path
1= Battle zone
2= Blocked Path
3= Decorative but walkable tile (flowers or something like that)
4= HM object like a rock smash (We should add some way to define what object or just give each a separate TileID Like R or S or C)
5= Interactive NPC
6= Decorative Object that blocks the player.
7= Door
8= Interactive object like the little tree nook things from B2 and W 2 or the honey trees from D and P or a sign.
9= Trainer
A= Something that changes during the game such as the entrance to The Evil Organization's lair.
SurfingPikachuGames
Scratcher
100+ posts

Pokemon Land and Sea Versions Official Thread

I have some maps that I made if you guys need them (click here)
phoenixsmoon
Scratcher
25 posts

Pokemon Land and Sea Versions Official Thread

SurfingPikachuGames wrote:

I have some maps that I made if you guys need them (click here)
What did you use to make theses maps? They're really cool! The only problem is that if you make a grid using the player, then overlay it with the map, no matter how you move the grid, there's some weirdness going on with door placement. Other than that, everything seems to be placed in the proper “tile”, per say.
man132435
Scratcher
100+ posts

Pokemon Land and Sea Versions Official Thread

Just asking, what was the region name for our games?
And I could add the house part to the game, I just do not think I can do the talking parts.
man132435
Scratcher
100+ posts

Pokemon Land and Sea Versions Official Thread

shadow-2OO4 wrote:

I was thinking about the tile based array map thingy, and after seeing Phoenix's post I thought maybe I should make an array key.
0= Walkable path
1= Battle zone
2= Blocked Path
3= Decorative but walkable tile (flowers or something like that)
4= HM object like a rock smash (We should add some way to define what object or just give each a separate TileID Like R or S or C)
5= Interactive NPC
6= Decorative Object that blocks the player.
7= Door
8= Interactive object like the little tree nook things from B2 and W 2 or the honey trees from D and P or a sign.
9= Trainer
A= Something that changes during the game such as the entrance to The Evil Organization's lair.
Do you mean like this:
666666666666666666666666666666666666666666666666666666BBB
800000000000000000900000000000333333333333333338333436BBB
80000000000000000000000000000033333333333333333633336BBB
666666666666666666666666666666666666666666666666666666BBB B=Water. This could be a secret place.
trioteam
Scratcher
100+ posts

Pokemon Land and Sea Versions Official Thread

Guys, I just realised something! We could use the “Embed code” to put the game on the website!
turkey3
Scratcher
1000+ posts

Pokemon Land and Sea Versions Official Thread

man132435 wrote:

shadow-2OO4 wrote:

I was thinking about the tile based array map thingy, and after seeing Phoenix's post I thought maybe I should make an array key.
0= Walkable path
1= Battle zone
2= Blocked Path
3= Decorative but walkable tile (flowers or something like that)
4= HM object like a rock smash (We should add some way to define what object or just give each a separate TileID Like R or S or C)
5= Interactive NPC
6= Decorative Object that blocks the player.
7= Door
8= Interactive object like the little tree nook things from B2 and W 2 or the honey trees from D and P or a sign.
9= Trainer
A= Something that changes during the game such as the entrance to The Evil Organization's lair.
Do you mean like this:
666666666666666666666666666666666666666666666666666666BBB
800000000000000000900000000000333333333333333338333436BBB
80000000000000000000000000000033333333333333333633336BBB
666666666666666666666666666666666666666666666666666666BBB B=Water. This could be a secret place.
Yes that's the basic premesis of this. Anyways, right now can artists just keep working on more sprites, take your time no rush.
man132435
Scratcher
100+ posts

Pokemon Land and Sea Versions Official Thread

turkey3 wrote:

man132435 wrote:

shadow-2OO4 wrote:

I was thinking about the tile based array map thingy, and after seeing Phoenix's post I thought maybe I should make an array key.
0= Walkable path
1= Battle zone
2= Blocked Path
3= Decorative but walkable tile (flowers or something like that)
4= HM object like a rock smash (We should add some way to define what object or just give each a separate TileID Like R or S or C)
5= Interactive NPC
6= Decorative Object that blocks the player.
7= Door
8= Interactive object like the little tree nook things from B2 and W 2 or the honey trees from D and P or a sign.
9= Trainer
A= Something that changes during the game such as the entrance to The Evil Organization's lair.
Do you mean like this:
666666666666666666666666666666666666666666666666666666BBB
800000000000000000900000000000333333333333333338333436BBB
80000000000000000000000000000033333333333333333633336BBB
666666666666666666666666666666666666666666666666666666BBB B=Water. This could be a secret place.
Yes that's the basic premesis of this. Anyways, right now can artists just keep working on more sprites, take your time no rush.
Ok!
man132435
Scratcher
100+ posts

Pokemon Land and Sea Versions Official Thread

Hey, Turkey3, can you make a list of what we should do? Right now I'm getting lazy with nothing to do!

Powered by DjangoBB