Popular Post Ryon Posted September 12, 2013 Popular Post Posted September 12, 2013 Project Catch 'Em All Welcome to our full game. This is a Mugen project created by Alexei and Myself (Ryon). Project Catch 'Em All is a mugen fighting game like no other. Imagine a mash up of the Final Fantasy Battle System, with the Pokemon Battle System, then throw in some mugen. You end up with a Pokemon fighting game where all of your moves and attacks are based on ATB and range. The idea for this game came from Ryon. Just imagining a pokemon character for mugen that couldn't move, but would only move based on what attacks the player selected from a in game menu. Majority of the coding comes from Alexei. His Genius in coding has made this idea come to life and he even helped expand the idea of the ATB guage. Attack moves can clash. For instance, Bubble Beam vs. Flame Thrower, Or Hyper Beam vs. Hydro Pump. Everything can clash making for a more interesting battle. Recovery time is also included for moves such as Fly and Dig.Included in the demo is 2 Stages, 6 Characters (3 Alexei, 3 Ryon), a Beta Screenpack and Lifebars. What we are looking for are skilled stage creators and possible character coders who can follow our template for the engine. Now your probably wondering Which pokemon you can add, Well to tell you the truth, you can't just add anyone you want. A wonderful sprite artist by the name of Joshr has sprited all of the pokemon sprites that we use. You can view his sprites here following this link. If you choose to do so you may create that character.http://www.spriters-resource.com/submitter/JoshR691/ Alexei is doing all of the effects using After Effects. Unless you know how to use it or have fitting effects of your own, I would like to request we leave that to Alexei. If you'd like to make a character or contribute something, then PM either Ryon or Алексей (Alexei) here, so we can view your request and get back to you with some info and details on proceeding. [Title] - Temp [select] - Temp [battle] - In GameDOWNLOAD LINKhttp://www.mediafire.com/download/f9o1ixpp421m1y2/Project_Catch_'Em_All_Demo_1.zip PLEASE POST ANY FOUND ERRORS, AND GENERAL FEEDBACK HERE!ITS NOT PERFECT BUT THIS IS A START TO SOMETHING GREAT.DEVELOPER REFERENCE GUIDE Please use this a reference and a guide on making characters compatible for this game. Also please remember to make your characters WITHIN your downloaded version of the game, and PM myself or Alexei your work, So that we may add it to the offical game.http://www.mediafire.com/download/ysl46564oojj3p1/PCEA_-_Developer_Reference.txt [Project Catch 'Em All - Developer Reference:] This sole purpose of this document is to help define the developing bounds of this game. The system is 100% custom and has some rules to follow if you want everything to work properly. In order to follow this without too much confusion, it's assumed that you have knowledge of MUGEN CNS and basic programming concepts. This isn't an intro to mugen coding or a tutorial by any means. ---------------------------------------------------------- [Variables] Variables can be split into two groups: system and user. System Variables: System variables are used by the system and shouldn't be modified unless otherwise stated. var(0) = ATB Gauge Max - This is the maximum value that the ATB bar is at any time. - This changes and is set at the very beginning of a move. var(1) = ATB Gauge Current Value - This is the current value the ATB bar has at any time. - DON'T modify this at all. The system handles it all times. var(2) = ATB Gauge Modifier - This value can be set within a move to change the recovery rate of the ATB Gauge. - For example, Scyther's Agility sets this value to increase the rate of recovery for 3 moves. After those three moves are up, it is set back to 0. - Don't set this to a ridiculously high number because it's used like this: - current_value := current_value + 1 + var(2) var(3) = Used for AI - Don't modify this value. var(4) = Reserved var(5) = Reserved var(6) = Reserved var(7) = Reserved var(8) = Reserved var(9) = Reserved fvar(0) = Player position. - At the beginning of the round, this value is recorded so the pokemon always return to their spots after behing hit away from them, or moving away during an attack. - Don't modify this. fvar(1) = Reserved fvar(2) = Reserved fvar(3) = Reserved fvar(4) = Reserved fvar(5) = Reserved fvar(6) = Reserved fvar(7) = Reserved fvar(8) = Reserved fvar(9) = Reserved User Variables: User variables are variables that you can use for anything in your character. There's no much restriction here. You can use these for whatever you want. In most cases, for advanced attacks, you'll need these. var(10+) fvar(10+) ---------------------------------------------------------- [Attacks] Attacks are the bulk of each pokemon. They have 4 each that can be anything you want, within reason. ATB Gauge: At the beginning of each attack, you need to set the ATB value for that attack: [state 5xx, Set ATB] type = Null trigger1 = !time trigger1 = var(0):=100 You're setting the maximum value here to 100. The system resets the current ATB value to 0 when you choose an attack. So, at the beginning of this move, you'll have an ATB of 0/100, in this case. Set ATB higher for a longer recovery time and smaller for a shorter recovery time. State Numbers: 500,510,520,530 are reserved for attacks. It's imperitive that you keep true to these values. The select menu uses them explicitly. If you use anything else, the system won't be able to perform your attack. The menu has four attacks that you choose from. Each state corresponds to a move: 1st move = 500 2nd move = 510 3rd move = 520 4th move = 530 Attacks can span over multiple states too. As long as your attack is within 10 states (all should be), you'll be fine. For example, 500 can be the start of Attack 1, that leads into 501, 502, and ends at 503. That's perfectly fine. Ending states: In order to return to your character to their spot, all you have to do is send them to State 0. For example: [state 5xx, Stand State] type = ChangeState trigger1 = !AnimTime value = 0 ctrl = 1 If the system detects that the character is not in their spot, it will force them into their "run back" state. You don't have to worry about that ever. Just send them back to State 0 when done. Damage: We code damage values to match that of the actual attack from the game. For example: Flamethrower: http://bulbapedia.bulbagarden.net/wiki/Flamethrower 95 damage. Since a flamethrower would be particle based (spawn many helpers that each does its own damage), we'd split 95 by the number of flame particles we're spawning. If you're spawning 5 flame particles, then each one would do 19 damage each. If the move is only going to hit once, then it would do the full damage of 95. Attack Clash: Most, if not all attacks clash in some sort of way. Most elemental, particle type effects have this ability. For example: Bubblebeam vs Flamethrower. They could cancel each other out or nullify damage. All attacks involving lauching some sort of projectile (helpers only) at the enemy are required to be hitable and cancelable. You will use HitOverride to make this happen. In some cases, those attacks have "lives," or a specific number of times they can be hit before dying. For example: X-Scissor can take about 5 hits before being killed. Flame Wheel can take 3. This is done with a variable that controls the life of the attack. HitOverride will send the helper back to its current state. At the top of the state, you check to see if prevstateno has a value and then decrease your "lives" var by 1. When it's less than or equal to 0, you send the helper to a die state. Example of single-life HitOverride: [state 531, Hittable] type = HitOverride trigger1 = 1 attr = SCA,AA,AT,AP slot = 0 stateno = 532 ; Death State time = 1 ignorehitpause = 1 Example of multiple-lives: [state 531, Init Vars] type = null trigger1 = prevstateno && !time trigger1 = var(10):=var(10)-1 [state 531, Hittable] type = HitOverride trigger1 = 1 attr = SCA,AA,AT,AP slot = 0 stateno = 531 time = 1 ignorehitpause = 1 [state 531, Die State] type = ChangeState trigger1 = var(10)<=0 || FrontEdgeDist < -40 value = 532 ---------------------------------------------------------- [Getting Hit] In order to keep things natural, I kept the default common states with some slight modifications here and there. When adding your "get hurt sprite(s)" to the sff, all you need to do is set 5000,0 and/or 5000,1 to your pokemon's get hit sprites. All the others should stay as KFM sprites because they're required by MUGEN, not by the system. If we didn't get debug flood from removing them, I would. But, just follow this rule to avoid it. Animations are handled like you would with any other character. Wall bounce, red hurt PalFX, and "squishiness" are all handled by the system. ---------------------------------------------------------- [Lifebars] This is more of a note than anything else. The lifebars are coded into the system and as a result: per character. They're not standard lifebars by any means. You can still access "life" and "lifemax" triggers like you would in any character. ---------------------------------------------------------- [stats] At the top of every character's primary CNS file, there's a [Data] block. Values for Life, Attack, and Defense are set here, but note that they're accurate to the source. For example: To accurately set your character's stats, go here: http://bulbapedia.bulbagarden.net and search for your character. Find the section that says "Stats" and then underneath "Base Stats." Look at the area that says "At lvl. 100." There's a range of numbers for HP, Attack, and Defense. Choose the maximum value in that range for each stat. For example, here are Skarmory's stats: http://bulbapedia.bulbagarden.net/wiki/Skarmory#Base_stats life = 334 attack = 284 defence = 416 power = 0 ; Set to 0, because it's never used. ---------------------------------------------------------- [Affinities] This section will be embellished upon once the system allows for affinities. Currently, it does not. FlipSide, Arklegend Zinesis, lyr and 5 others 8 - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
Prodigal Trailblazer Posted September 12, 2013 Posted September 12, 2013 looks fgood ima test it tomorow
MugoUrth Posted September 12, 2013 Posted September 12, 2013 Ooh, very interesting. I might be able to contribute, but before I download I should wait for my bandwidth to get to a suitable level. Mega Evil Ninja Slurpuff STRIKES AGAIN!!! http://replay.pokemonshowdown.com/ou-86635112
柊 明 Posted September 12, 2013 Posted September 12, 2013 Well, this one looks interesting. 1: I guess you should do something like give the time to the player to chose the attacks, because the enemy obviously is more faster of the player. This is in my opinion one of the first things you have to do. 2: When a pokémon hits the opponent, sometimes the ATB go back to zero and the pokémon who was attacked will not perform its attack. 3: Fast pokémon like Sandslash are more advantaged. 4: Mewtwo is a bit too strong. I can't beat it.
lyr Posted September 12, 2013 Posted September 12, 2013 I'll help if you want. xD Anyways, I'm downloading it...
Алексей Posted September 12, 2013 Posted September 12, 2013 It's up to you. See a pokemon that we didn't make that you want to? Go for it. Just let me know so I can fill you in on the system and it's workings. :) -[Все слова это только слова.]-
lyr Posted September 12, 2013 Posted September 12, 2013 Ah. Ok. I'll look in the sprites after I get back from school. -Off-
Kanbei Posted September 12, 2013 Posted September 12, 2013 Man this so epic I'm not kidding. I may contributre if I wasn't tied up with other stuff. And about found errors I found none so far.
Ryon Posted September 12, 2013 Author Posted September 12, 2013 Well, this one looks interesting. 1: I guess you should do something like give the time to the player to chose the attacks, because the enemy obviously is more faster of the player. This is in my opinion one of the first things you have to do. The Enemy is not faster. The moves you choose each have there own recovery time, weak moves recover faster, strong moves recover slower. its the balance. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
Алексей Posted September 12, 2013 Posted September 12, 2013 The AI is not smart right now. It simply chooses at random, as fast as it can. So, yes, naturally the computer will be faster than you. I haven't decided how I'm going to go about doing smart AI yet, or at all. It's not something that can really be done the normal way. This system is 100% custom and follows only some of the common1 rules that any other character would. XD -[Все слова это только слова.]-
柊 明 Posted September 12, 2013 Posted September 12, 2013 Other thing. Why sometimes a pokémon can perform 2 attacks? Is always the "recovery time"? Because it's annoying. I lost many times because of that.
Алексей Posted September 12, 2013 Posted September 12, 2013 You mean, they've recovered and can do another attack? It depends entirely on the move they did last. Each most has its own recovery time. Some are slower than others. -[Все слова это только слова.]-
柊 明 Posted September 12, 2013 Posted September 12, 2013 You mean, they've recovered and can do another attack? It depends entirely on the move they did last. Each most has its own recovery time. Some are slower than others. They do the move immediately. This happens sometimes. I think it's a bug.
Алексей Posted September 12, 2013 Posted September 12, 2013 Probably. The AI is not like the AI you'd normally see in character. It's not in the CMD for one. -[Все слова это только слова.]-
柊 明 Posted September 12, 2013 Posted September 12, 2013 Probably. The AI is not like the AI you'd normally see in character. It's not in the CMD for one. Well, I guess you can do something interesting in the end. So, good luck.
Алексей Posted September 12, 2013 Posted September 12, 2013 Thanks. :) -[Все слова это только слова.]-
Ultra Fatality Posted September 12, 2013 Posted September 12, 2013 At last its playable time for some pokemon
Mister Fael Posted September 12, 2013 Posted September 12, 2013 Very nice, going to test it when i get the time to download it.
MugoUrth Posted September 12, 2013 Posted September 12, 2013 ...Please don't make the game any bigger by the time I get around to it. Can you add new characters as separate downloads? Mega Evil Ninja Slurpuff STRIKES AGAIN!!! http://replay.pokemonshowdown.com/ou-86635112
Celest Posted September 12, 2013 Posted September 12, 2013 Gotta Download this need more Memories of Pokemon GBA downloading later
Ryon Posted September 12, 2013 Author Posted September 12, 2013 ...Please don't make the game any bigger by the time I get around to it. Can you add new characters as separate downloads? I'll have to discuss this with alexei. But honestly, As we add more characters (I mean much more not 1 or 2) The screenpack is gonna update and stuff as well. So we'll see. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
Алексей Posted September 12, 2013 Posted September 12, 2013 The characters will be just like any other character, although they won't work in any other environment properly. So, yes. We can release characters separately. Then it would just be the user's job to add them to the game, like they would with any other character. The screenpack is going to change as well though, so any filesize changes there can't be helped. -[Все слова это только слова.]-
MugoUrth Posted September 12, 2013 Posted September 12, 2013 I'll have to discuss this with alexei. But honestly, As we add more characters (I mean much more not 1 or 2) The screenpack is gonna update and stuff as well. So we'll see. Guess I gotta nab it while it's still within my bandwidth budget. I might try to code some characters. My coding experience isn't high, but I could still try to help. (Don't be surprised if I end up trying to add Bidoof.) Mega Evil Ninja Slurpuff STRIKES AGAIN!!! http://replay.pokemonshowdown.com/ou-86635112
Алексей Posted September 12, 2013 Posted September 12, 2013 Guess I gotta nab it while it's still within my bandwidth budget. I might try to code some characters. My coding experience isn't high, but I could still try to help. (Don't be surprised if I end up trying to add Bidoof.) There's a guide to follow. Most of the heavy lifting is done. You just have to make the attacks and that's it, in terms of coding. If you're really interested, I can fill you in on more details. -[Все слова это только слова.]-
MugoUrth Posted September 12, 2013 Posted September 12, 2013 Alright, let's see. -Electrode seems really underpowered. It doesn't seem to have anything that can potentially beat the other monsters. Blastoise has power and Protect, Sandslash has some strong attacks and Dig, Quiliva has quick attacks that can cancel out other attacks, but aren't that strong themself, Scyther has some fast attacks and ways to make itself even faster, and... -Skarmory (The ugly overrated metal bird) seems really OVERpowered, as it can just spam Fly over and over. Yeah, there's always a way to counter it like Quick Attack or Protect, but little ways of attacking a Fly-spamming Skarmory. To make matters worse, Skarmory's defense is ridiculously high, and Air Slash can often remove power points. Skarmory is almost impossible to kill, and seriously needs to be nerfed. -I also notice Blastoise' Hydro Pump can sometimes freeze an opponent, keeping them from doing anything. I've only seen this once though. -The continue screens have purple in them. Aren't alligned properly or the screens aren't big enough. Still, pretty fun game. But... I'd like some more help with making characters. Where do the sprites come from, cause I looked in their defs and their sprite-files are empty. Mega Evil Ninja Slurpuff STRIKES AGAIN!!! http://replay.pokemonshowdown.com/ou-86635112
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