| Official Sparkling Beach Chat Thread | |
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+12PurpleTurtle Harvey Spector Moon Baby H-con Thanatos ♪Twiggy♪ Strife Zephyr possesseD Zexion Envyrella Neosquid Lavender Frost 16 posters |
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H-con
Posts : 169 Join date : 2011-10-04 Age : 33 Location : Ebon Hawk
| Subject: Re: Official Sparkling Beach Chat Thread Mon Nov 21, 2011 2:49 pm | |
| /Zelda. Don't care, not that I own a Wii anyways. Or a tv for that matter, but that's more because I haven't bothered buying one. | |
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Neosquid Head Administrator
Posts : 778 Join date : 2011-08-29 Age : 29 Location : Michigan
| Subject: Re: Official Sparkling Beach Chat Thread Fri Nov 25, 2011 9:50 pm | |
| So I got the game, and I didnt know I needed Wii Motion Plus to play it because Im a retard. .___. | |
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Thanatos Moderator
Posts : 361 Join date : 2011-10-01
| Subject: Re: Official Sparkling Beach Chat Thread Fri Nov 25, 2011 10:59 pm | |
| YOU WHAT? NOOOOOOOOOOOOOOOOOO | |
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H-con
Posts : 169 Join date : 2011-10-04 Age : 33 Location : Ebon Hawk
| Subject: Re: Official Sparkling Beach Chat Thread Sat Nov 26, 2011 10:15 am | |
| Damn, my pokémon-game in Matlab is pretty buggy. I can understand some of the bugs, but when I tried implementing saving and loading, everything suddenly became a lot more problematic, as some files are overwritten with the wrong content seemingly for no apparent reason, and that ends up breaking the program when loading. It also made quite a bit of work rewriting the variables involved compared to just choosing at the start of the game. That, and moving around can cause some bugs, especially if you try to move into fences. You can't move past them, but when you then move away, a fence pops up from where you were earlier. I know the cause of this, but I have yet to find a way to fix it without fucking up other, and more important, parts of the game.
I could use some help with finding an appropriate experience algorithm, as currently fighting higher leveled pokémon should give less exp (though considering that both programmed are at a fixed level, this isn't a problem at the moment), and I also fell that my damage calculator is unbalanced. Looking at the damage formula at Bulbapedia, I do miss some of the factors there, but my plan isn't to make it exactly the same either, rather to adjust it to my own desire.
That said, it's starting to look better. With random pokémon battles in grass, a basic load function, experience and level up, damage calculation and some sprites, I'm getting there. Have yet to implement my weak AI though, that could be interesting, and is probably going to be my next part, besides from general bug-fixing.
tl;dr | |
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Lavender Frost
Posts : 455 Join date : 2011-09-28 Age : 37 Location : Nowhere you can get to.
| Subject: Re: Official Sparkling Beach Chat Thread Sat Nov 26, 2011 4:02 pm | |
| So you're making a fangame? | |
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H-con
Posts : 169 Join date : 2011-10-04 Age : 33 Location : Ebon Hawk
| Subject: Re: Official Sparkling Beach Chat Thread Sat Nov 26, 2011 5:49 pm | |
| Not really, what I'm doing is rehearsing to my exam in programming. I only use pokémon because it makes it more interesting to work with. It's not like it's a ROM-hack or anything. The game can't be distributed anyways, due to the language it's coded in. It's not a language you make games in, it's made for mathematical calculations (but that just makes it more fun for me when I get it right).
I do it because practically every function I need to know how to use is in some way used, be that either through damage calculations, map creation, movement on the map or simply relations between functions internally in the whole build.
What's annoying is that any changes in the main build have bigger implications down the system of sub-functions that can take some time to find. In addition, you've got problems I don't know why occurred, like how one of my AI damage calculations suddenly pulls out a move from nowhere that shouldn't be on that pokémon. I did find the mistake though, I had swapped the input of two base stats on the function generating a random move (every turn has either a 50% chance of choosing a random move or using a good move), making it choose it's moves from your moves and stats, and not the opposite. One small syntax error can fuck up alot.
That being said, I just tested a build of my AI functions (rather weak, but they work better than random choice, as they choose what works best against specifically you), with account for speed. | |
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Lavender Frost
Posts : 455 Join date : 2011-09-28 Age : 37 Location : Nowhere you can get to.
| Subject: Re: Official Sparkling Beach Chat Thread Sat Nov 26, 2011 6:20 pm | |
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Neosquid Head Administrator
Posts : 778 Join date : 2011-08-29 Age : 29 Location : Michigan
| Subject: Re: Official Sparkling Beach Chat Thread Sat Nov 26, 2011 6:22 pm | |
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Thanatos Moderator
Posts : 361 Join date : 2011-10-01
| Subject: Re: Official Sparkling Beach Chat Thread Sat Nov 26, 2011 6:32 pm | |
| Yeah. And.... complex.
I don't jump on here enough-_- *Punches Battlefield 3 disc* Some stuff are really fun. | |
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Neosquid Head Administrator
Posts : 778 Join date : 2011-08-29 Age : 29 Location : Michigan
| Subject: Re: Official Sparkling Beach Chat Thread Sat Nov 26, 2011 6:33 pm | |
| Youre on a hell of a lot more than most of the other members, Darky.
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Thanatos Moderator
Posts : 361 Join date : 2011-10-01
| Subject: Re: Official Sparkling Beach Chat Thread Sat Nov 26, 2011 6:34 pm | |
| Good point.
I might as well point out that i'm not as active as before
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Lavender Frost
Posts : 455 Join date : 2011-09-28 Age : 37 Location : Nowhere you can get to.
| Subject: Re: Official Sparkling Beach Chat Thread Sat Nov 26, 2011 6:35 pm | |
| Yeah. Ou users here dont seem to be that active. hmm | |
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Thanatos Moderator
Posts : 361 Join date : 2011-10-01
| Subject: Re: Official Sparkling Beach Chat Thread Sat Nov 26, 2011 6:38 pm | |
| How do both RM and this thread have the same conversations at the same time? | |
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Lavender Frost
Posts : 455 Join date : 2011-09-28 Age : 37 Location : Nowhere you can get to.
| Subject: Re: Official Sparkling Beach Chat Thread Sat Nov 26, 2011 6:44 pm | |
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H-con
Posts : 169 Join date : 2011-10-04 Age : 33 Location : Ebon Hawk
| Subject: Re: Official Sparkling Beach Chat Thread Sat Nov 26, 2011 9:15 pm | |
| So after having problems with The Witcher 2, I patched it with a critical patch. After doing that, I started it up, and it prompted a setup. I chose yes, thinking it was deinstalling the older patch that was replaced by the new, but it was the game. I mean, what kind of auto run is that? So now I had to install and patch it again. Great. - Quote :
- Yeah. And.... complex.
Not really. It's just a hell of a lot of ifs, else, while and for, along with keeping track over some arrays and how they're structured to extract data from them. The core isn't more than 200 lines, though it builds on at least 200 more lines in sub-functions for various tasks such as movement, damage, exp, etc. | |
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Neosquid Head Administrator
Posts : 778 Join date : 2011-08-29 Age : 29 Location : Michigan
| Subject: Re: Official Sparkling Beach Chat Thread Mon Nov 28, 2011 4:26 pm | |
| Thats kinda confusing, H-con. xD
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H-con
Posts : 169 Join date : 2011-10-04 Age : 33 Location : Ebon Hawk
| Subject: Re: Official Sparkling Beach Chat Thread Mon Nov 28, 2011 5:49 pm | |
| - Code:
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if battleid == 2 fprintf('\n') fprintf('A wild Nidomite appeared!\n') fprintf('\n') fbst = bst2; else fprintf('\n') fprintf('A wild Politrio appeared!\n') fprintf('\n') fbst = bst1; end HPfoe = fbst{5}(5); YHP = ybst{5}(5); if yourch == 1 fprintf('Politrio, I choose you!\n') else fprintf('Nidomite, I choose you!\n') end gamecount = 1; while gamecount>0 fprintf('1. %s\n',ybst{1}{1}) fprintf('2. %s\n',ybst{2}{1}) fprintf('3. %s\n',ybst{3}{1}) fprintf('4. %s\n',ybst{4}{1}) mov = input('Velg: '); clc if ybst{5}(4)>=fbst{5}(4) U = determine_eff(ybst{mov}{2}(2),fbst{6}(1)); fprintf('Du brukte %s!\n',ybst{mov}{1}) if U ==2 fprintf('Its super effective!\n') elseif U ==.5 fprintf('Its not very effective!\n') end HPfoe = do_damage(ybst{mov},HPfoe,ybst,fbst); if round(HPfoe)<=0 fprintf('Du vant\n') gamecount = -3; break end randomnum = rand; if randomnum>0.5 YHP = YHP-damage_mod(ybst,fbst); else YHP = YHP-rand_dmg(ybst,fbst); end clear randomnum if round(YHP)<=0 fprintf('Du tapte\n') gamecount = -2; break end else randomnum = rand; if randomnum>0.5 YHP = YHP-damage_mod(ybst,fbst); else YHP = YHP-rand_dmg(ybst,fbst); end clear randomnum if round(YHP)<=0 fprintf('Du tapte\n') gamecount = -2; break end U = determine_eff(ybst{mov}{2}(2),fbst{6}(1)); fprintf('Du brukte %s!\n',ybst{mov}{1}) if U ==2 fprintf('Its super effective!\n') elseif U ==.5 fprintf('Its not very effective!\n') end HPfoe = do_damage(ybst{mov},HPfoe,ybst,fbst); if round(HPfoe)<=0 fprintf('Du vant\n') gamecount = -3; break end end fprintf('Fiendens HP: %6.0f \n',HPfoe) fprintf('Din HP: %6.0f \n',YHP) end if gamecount==-3 win fprintf('\n') fprintf('\n') fprintf(' Du vant! Gratulerer!\n') fprintf(' Du fikk %d exp\n',exp_yield(fbst)) fprintf('\n') fprintf('\n') close all ybst{6}(5) = ybst{6}(5) + exp_yield(fbst); if ybst{6}(4)<ybst{6}(5) ybst{6}(5)= ybst{6}(5)-ybst{6}(4); ybst{6}(4) = ybst{6}(4)+20; ybst{6}(2) = ybst{6}(2)+1; fprintf('Level up!\n') ybst{5} = ybst{5}+2; disp(ybst{5}) end elseif gamecount == -2 loss end That's the battle simulator's code (if you would excuse some Norwegian terms in it, it's just text that gets printed on the screen for my part). A lot of the variables are defined already from the main game, so it doesn't work without some additions. Not the most perfect piece of code, but it gets the job done, and doesn't really have too many problems (except perhaps inputing a move that doesn't exist when you choose a move. I simply haven't bothered fixing that yet). Snowed yesterday but it rained away today. Was expected, a lot of people wanted snow, I wouldn't mind it if it actually didn't rain away so fast. Also, exams are drawing closer, but after sitting with calculus for some hours, I'm tired of it. | |
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Neosquid Head Administrator
Posts : 778 Join date : 2011-08-29 Age : 29 Location : Michigan
| Subject: Re: Official Sparkling Beach Chat Thread Wed Nov 30, 2011 12:11 am | |
| Too complex for me o_o
I want it to snow already. | |
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Thanatos Moderator
Posts : 361 Join date : 2011-10-01
| Subject: Re: Official Sparkling Beach Chat Thread Wed Nov 30, 2011 3:36 am | |
| never snows here. just on mountains | |
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H-con
Posts : 169 Join date : 2011-10-04 Age : 33 Location : Ebon Hawk
| Subject: Re: Official Sparkling Beach Chat Thread Wed Nov 30, 2011 5:04 pm | |
| It's funny, because I think where I'm now, it should have snowed already. I don't really mind it though. As much as snow is cool and all, I for one get a bit tired of it.
Glad I don't rely on the bike for moving around anymore (like I did back home), and just can walk everywhere (or catch a bus, but that's not often I need to do). | |
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Thanatos Moderator
Posts : 361 Join date : 2011-10-01
| Subject: Re: Official Sparkling Beach Chat Thread Mon Dec 05, 2011 3:55 am | |
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H-con
Posts : 169 Join date : 2011-10-04 Age : 33 Location : Ebon Hawk
| Subject: Re: Official Sparkling Beach Chat Thread Mon Dec 05, 2011 5:19 pm | |
| I made a graphical presentation of my happiness today over time. - Spoiler:
I'll go out and run off some aggression like I did today. I really do hate my life at the moment. | |
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Neosquid Head Administrator
Posts : 778 Join date : 2011-08-29 Age : 29 Location : Michigan
| Subject: Re: Official Sparkling Beach Chat Thread Mon Dec 05, 2011 7:24 pm | |
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Lavender Frost
Posts : 455 Join date : 2011-09-28 Age : 37 Location : Nowhere you can get to.
| Subject: Re: Official Sparkling Beach Chat Thread Mon Dec 05, 2011 10:36 pm | |
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Thanatos Moderator
Posts : 361 Join date : 2011-10-01
| Subject: Re: Official Sparkling Beach Chat Thread Tue Dec 06, 2011 1:02 am | |
| ... Down ,down, happiness is down. | |
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