PokéBASIC engine. A fan made engine for Pokemon fan games!
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ZypherCreated:
One
One symbol:©One word, Copyright
Ummm, this still sounds a bit..... complicated. Also I agree with the others prone to copyright woes. How about something different, have you tried making something like a tamigotchi? (maybe the digimon laywers are less brutal). Actually if this is your first project I would ask if you have done Hello World yet, maybe pong, hangman, or a fancy text adventure. Gotta work your way up to the bigger things.
I would like to help with this once the base of this engine is created.
I've made several projects for over a year now. I stopped with the whole "hello world" 2 days after I got the game in 2017. The engine is intended for fan use, non profit, giving credit to game freak and the Pokemon company fully for the ownership of Pokemon. This is simply an engine that will be made and require anyone who uses it to credit the creator of the engine (me, Zypher) and gamefreak and Pokemon. It will hopefully not infringe copyright if it is made with a disclaimer stating I don't own pokemon.
I would like to help with this once the base of this engine is created.I'll be sure to note that. I haven't started coding, I only just started writing it all down and setting it up a few minutes ago. I'll start on it later today, and I'll have a prototype for the world part of the engine within a week, if I don't cancel the project.
I've made several projects for over a year now. I stopped with the whole "hello world" 2 days after I got the game in 2017. The engine is intended for fan use, non profit, giving credit to game freak and the Pokemon company fully for the ownership of Pokemon. This is simply an engine that will be made and require anyone who uses it to credit the creator of the engine (me, Zypher) and gamefreak and Pokemon. It will hopefully not infringe copyright if it is made with a disclaimer stating I don't own pokemon.That's not how copyright works. Infringing on it is not automatically okay if you don't make any money off it. The copyright owners can still take it down even if you make it non-profit and state "hey! I don't own this IP!" If that was how it worked, how would you explain DMCAs?
Dead project?
so i knew it, it got cancelled...Dead project?Yeah...
Ok update #1:
I've begun making the base engine. I'm deciding to go with the pokemon red sprites because it fits with the 8 bit sprite sheet. I would like unique sprites but I'm bad at sprite making. So I might make the base engine with gen 1 sprites for the world and characters just with color. I would rather spend time with coding instead of sprite making so if you want to help with that, let me know.
Walking one 16 pixel tile takes 32 frames. Is that the same as gen 1? I don't know.
The sprites are set 2 times bigger with SPSCALE (SPRITE),2,2. this looks better on screen.
I have no background set, because I have no custom background sprites. I might make placeholder sprites. They won't look too good lol
The big issue right now is the pokemon. I have no easy way to have sprites for a lot of pokemon. A possibility would be to have pokemon sprites for battles set on background sheets, and print the pokemon like that, and if the pokemon is saved on a different sheet, then it loads a new sheet after printing the first and then prints it. This might work, as long as it doesn't overwrite the previous sprite. I haven't tested this yet. I will later tonight.
Pokemon in gen 1 and 2 were made with what looks like 32 pixels by 32 pixels. That's 4 sprites. So it might only take 2 or 3 background sheets to fit say, 150 pokemon. Just an idea.
Give me your thoughts.
I would add a speed variable to the '16 pixels takes 32 frames' thing so it's customizable.Good idea thanks. Edit: I just implemented what you recommended and the way I did it has it working a lot better now. Because of how the math works, i have it ok for 8 frames, 16 frames, 32 frames, and 64 frames. But now that I think about it, it might be ok to have it less strict but I won't worry about that for now, just to be safe. I have walking and animations working good, too.
Holy crap this is a popular thread? Oof I can't quit it now. I need people to help out then! If you want to help out with the project then let me know!I am available.
Ok update #1: I've begun making the base engine. I'm deciding to go with the pokemon red sprites because it fits with the 8 bit sprite sheet. I would like unique sprites but I'm bad at sprite making. So I might make the base engine with gen 1 sprites for the world and characters just with color. I would rather spend time with coding instead of sprite making so if you want to help with that, let me know. Walking one 16 pixel tile takes 32 frames. Is that the same as gen 1? I don't know. The sprites are set 2 times bigger with SPSCALE (SPRITE),2,2. this looks better on screen. I have no background set, because I have no custom background sprites. I might make placeholder sprites. They won't look too good lol The big issue right now is the pokemon. I have no easy way to have sprites for a lot of pokemon. A possibility would be to have pokemon sprites for battles set on background sheets, and print the pokemon like that, and if the pokemon is saved on a different sheet, then it loads a new sheet after printing the first and then prints it. This might work, as long as it doesn't overwrite the previous sprite. I haven't tested this yet. I will later tonight. Pokemon in gen 1 and 2 were made with what looks like 32 pixels by 32 pixels. That's 4 sprites. So it might only take 2 or 3 background sheets to fit say, 150 pokemon. Just an idea. Give me your thoughts.Maybe add an extra option, where you have to Pokemon facing eachother in a 2-dimensional manner? Two front sprites facing eachother can be an option as well as the traditional battle perspective.