EOSERV Forum > Programming > More Pokemon!?!?
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More Pokemon!?!?
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Post #160939 More Pokemon!?!?

Screenshot updates! I've added a number of special tiles and a "layering" system which allows me to toggle view of ground tiles, special tiles, npc spawns, and interactions with the map (cutting down a tree, stone moved with strength, PC, pokemon center, etc). Interactions are special tiles that need more specific logic and will be controlled with something like a quest system. I also added a grid which is toggled between the two screenshots and gives a little bit more organization to where tiles are positioned.

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For almost 2 and a half years now, I've had a goal of making my own Pokemon style RPG that would have online gameplay and be modeled after the first generation games. I've given it a couple attempts, but haven't had the knowledge or resources to make it happen. Nerah's Pokemon Red Online project got me all nostalgic and I decided to give it another go. Using C# and XNA, I've come up with this so far. It's not much but it's the most progress I've had since I made any attempt at making this a reality. Let me just add that I don't care if other people have done this or something similar, this is a personal goal of mine that I hope to finish sometime before I'm done with my undergrad curriculum.

Screenie!

---
class EOSERV {
Programmer | Oldbie
Open source EO Client: https://github.com/ethanmoffat/EndlessClient
};
12 years, 43 weeks ago
Post #160940 Re: More Pokemon!?!?

Hey man i totally support you and if you need help with sprite work let me know <3 Nerah,

And i'm glad that i have imprinted on you to continue your project:D, i would love to see more work soon :D

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Things and stuff go here I guess.
12 years, 43 weeks ago
Post #161117 Re: More Pokemon!?!?

I'd definitely be interested in playing when you finish it. :)

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I forgot what I was going to write...
12 years, 43 weeks ago
Post #161118 Re: More Pokemon!?!?

Yep, I'd play! <3 ^_^ 

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ಠ_ರೃ You assholes dont want to fight my penis, herpes on my dick cuz I look like Jesus.
12 years, 43 weeks ago
Post #161131 Re: More Pokemon!?!?


Looks good. Any networking support yet or just map rendering? If you need any help with anything, doubt you will m, but hit me up :P

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Andrewbob - I would be on the fucking copter of rofls

Programmer, Web Developer, and Graphics Designer
12 years, 43 weeks ago
Post #161207 Re: More Pokemon!?!?

Thanks for the support everyone! I might need some mappers in the far future, but I'm trying to do as much of this as I can on my own.

This is a map editor I'm working on. I haven't even started on the actual game yet. I'm hoping to have something worthy of release by the end of the year.

@Wild - I picked up a kindle book for about $15 on network programming in C# so I'll get to that eventually. It's a bit outdated but the examples still work in the newer frameworks. I think I'm going to start out only supporting single-player so I don't have to develop a working server on top of the client (at least right away).

---
class EOSERV {
Programmer | Oldbie
Open source EO Client: https://github.com/ethanmoffat/EndlessClient
};
12 years, 43 weeks ago
Post #161915 Re: More Pokemon!?!?


Well, if you ever need help with it, you can add me on msn at a_choate@live.com. I'm working on my LOTO server at the moment in c# as well so. The only hard part is the understanding of how a packet system system completely works. That and getting a multi threaded client and an asynchronous socket server to work with each other. Database support is a little annoying without 3rd party libraries but I think I've got a database class written already.

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Andrewbob - I would be on the fucking copter of rofls

Programmer, Web Developer, and Graphics Designer
12 years, 43 weeks ago
Post #161963 Re: More Pokemon!?!?

This is exactly the kind of game that could easily be built using the Kalandra II engine, once it's in a usable state. ;]


Keep up the work! It's good to finally see people moving away from EO and writing their own games!



---
http://sordie.co.uk
http://twitter.com/@SordieEO
12 years, 42 weeks ago
Post #162063 Re: More Pokemon!?!?


Yeah but it's funner when you code everything from scratch :D

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Andrewbob - I would be on the fucking copter of rofls

Programmer, Web Developer, and Graphics Designer
12 years, 42 weeks ago
Post #162068 Re: More Pokemon!?!?
Sordie posted: (27th Aug 2012, 12:40 pm)

This is exactly the kind of game that could easily be built using the Kalandra II engine, once it's in a usable state. ;]


Keep up the work! It's good to finally see people moving away from EO and writing their own games!



Now if only I knew how to program in pascal/delphi... :P

Wildsurvival posted: (27th Aug 2012, 02:18 am)


Well, if you ever need help with it, you can add me on msn at a_choate@live.com. I'm working on my LOTO server at the moment in c# as well so. The only hard part is the understanding of how a packet system system completely works. That and getting a multi threaded client and an asynchronous socket server to work with each other. Database support is a little annoying without 3rd party libraries but I think I've got a database class written already.


I'm learning multithreading in C# out of necessity right now - the program I'm working on for my internship requires two background workers and the threading aspects are proving to be a total pain in the ass (synchronizing, invoking on controls etc). It's not even that advanced, but I still managed to spend most of the day debugging today...it's fascinating, but it's a difficult topic to learn as I write. Which is exactly why the client and server are coming AFTER the map editor :D

Speaking of the map editor, I've made a lot of progress since the first screenie. I'll probably upload another screenshot once I have most the major features implemented.
---
class EOSERV {
Programmer | Oldbie
Open source EO Client: https://github.com/ethanmoffat/EndlessClient
};
12 years, 42 weeks ago
Post #162079 Re: More Pokemon!?!?
ethanmoffat posted: (28th Aug 2012, 01:05 am)

Sordie posted: (27th Aug 2012, 12:40 pm)

This is exactly the kind of game that could easily be built using the Kalandra II engine, once it's in a usable state. ;]


Keep up the work! It's good to finally see people moving away from EO and writing their own games!



Now if only I knew how to program in pascal/delphi... :P

Wildsurvival posted: (27th Aug 2012, 02:18 am)


Well, if you ever need help with it, you can add me on msn at a_choate@live.com. I'm working on my LOTO server at the moment in c# as well so. The only hard part is the understanding of how a packet system system completely works. That and getting a multi threaded client and an asynchronous socket server to work with each other. Database support is a little annoying without 3rd party libraries but I think I've got a database class written already.


I'm learning multithreading in C# out of necessity right now - the program I'm working on for my internship requires two background workers and the threading aspects are proving to be a total pain in the ass (synchronizing, invoking on controls etc). It's not even that advanced, but I still managed to spend most of the day debugging today...it's fascinating, but it's a difficult topic to learn as I write. Which is exactly why the client and server are coming AFTER the map editor :D

Speaking of the map editor, I've made a lot of progress since the first screenie. I'll probably upload another screenshot once I have most the major features implemented.


Yeah that's exactly why I made a packethandler. For the server, it calls a handler depending on the packet received from a client. If the client meets the state requirement and that packet for the family and action exists, it calls that function handling the packetreader. The client will handle it the same way.
---
Andrewbob - I would be on the fucking copter of rofls

Programmer, Web Developer, and Graphics Designer
12 years, 42 weeks ago
Post #162087 Re: More Pokemon!?!?
Wildsurvival posted: (28th Aug 2012, 01:35 am)

ethanmoffat posted: (28th Aug 2012, 01:05 am)

Sordie posted: (27th Aug 2012, 12:40 pm)

This is exactly the kind of game that could easily be built using the Kalandra II engine, once it's in a usable state. ;]


Keep up the work! It's good to finally see people moving away from EO and writing their own games!



Now if only I knew how to program in pascal/delphi... :P

Wildsurvival posted: (27th Aug 2012, 02:18 am)


Well, if you ever need help with it, you can add me on msn at a_choate@live.com. I'm working on my LOTO server at the moment in c# as well so. The only hard part is the understanding of how a packet system system completely works. That and getting a multi threaded client and an asynchronous socket server to work with each other. Database support is a little annoying without 3rd party libraries but I think I've got a database class written already.


I'm learning multithreading in C# out of necessity right now - the program I'm working on for my internship requires two background workers and the threading aspects are proving to be a total pain in the ass (synchronizing, invoking on controls etc). It's not even that advanced, but I still managed to spend most of the day debugging today...it's fascinating, but it's a difficult topic to learn as I write. Which is exactly why the client and server are coming AFTER the map editor :D

Speaking of the map editor, I've made a lot of progress since the first screenie. I'll probably upload another screenshot once I have most the major features implemented.


Yeah that's exactly why I made a packethandler. For the server, it calls a handler depending on the packet received from a client. If the client meets the state requirement and that packet for the family and action exists, it calls that function handling the packetreader. The client will handle it the same way.

From what you're describing that sounds like what eoserv does. I haven't browsed the source in many a revision though so I'm not too sure. That's probably the way I'd go about things too once I get to that point (handling packets from each client on a separate thread, of course)
---
class EOSERV {
Programmer | Oldbie
Open source EO Client: https://github.com/ethanmoffat/EndlessClient
};
12 years, 42 weeks ago
Post #162090 Re: More Pokemon!?!?
ethanmoffat posted: (28th Aug 2012, 01:57 am)

Wildsurvival posted: (28th Aug 2012, 01:35 am)

ethanmoffat posted: (28th Aug 2012, 01:05 am)

Sordie posted: (27th Aug 2012, 12:40 pm)

This is exactly the kind of game that could easily be built using the Kalandra II engine, once it's in a usable state. ;]


Keep up the work! It's good to finally see people moving away from EO and writing their own games!



Now if only I knew how to program in pascal/delphi... :P

Wildsurvival posted: (27th Aug 2012, 02:18 am)


Well, if you ever need help with it, you can add me on msn at a_choate@live.com. I'm working on my LOTO server at the moment in c# as well so. The only hard part is the understanding of how a packet system system completely works. That and getting a multi threaded client and an asynchronous socket server to work with each other. Database support is a little annoying without 3rd party libraries but I think I've got a database class written already.


I'm learning multithreading in C# out of necessity right now - the program I'm working on for my internship requires two background workers and the threading aspects are proving to be a total pain in the ass (synchronizing, invoking on controls etc). It's not even that advanced, but I still managed to spend most of the day debugging today...it's fascinating, but it's a difficult topic to learn as I write. Which is exactly why the client and server are coming AFTER the map editor :D

Speaking of the map editor, I've made a lot of progress since the first screenie. I'll probably upload another screenshot once I have most the major features implemented.


Yeah that's exactly why I made a packethandler. For the server, it calls a handler depending on the packet received from a client. If the client meets the state requirement and that packet for the family and action exists, it calls that function handling the packetreader. The client will handle it the same way.

From what you're describing that sounds like what eoserv does. I haven't browsed the source in many a revision though so I'm not too sure. That's probably the way I'd go about things too once I get to that point (handling packets from each client on a separate thread, of course)

Putting each client on a separete thread is highly resource intensive and wouldn't work. Windows likes to bitch once the thread count gets too high.
---
Eat shit, bro.

I support Ephixa [http://ephixa.com/]. Fuck Skrillex, Sonny Moore is no more.
12 years, 42 weeks ago
Post #162092 Re: More Pokemon!?!?
Divine posted: (28th Aug 2012, 02:18 am)

ethanmoffat posted: (28th Aug 2012, 01:57 am)

Wildsurvival posted: (28th Aug 2012, 01:35 am)

ethanmoffat posted: (28th Aug 2012, 01:05 am)

Sordie posted: (27th Aug 2012, 12:40 pm)

This is exactly the kind of game that could easily be built using the Kalandra II engine, once it's in a usable state. ;]


Keep up the work! It's good to finally see people moving away from EO and writing their own games!



Now if only I knew how to program in pascal/delphi... :P

Wildsurvival posted: (27th Aug 2012, 02:18 am)


Well, if you ever need help with it, you can add me on msn at a_choate@live.com. I'm working on my LOTO server at the moment in c# as well so. The only hard part is the understanding of how a packet system system completely works. That and getting a multi threaded client and an asynchronous socket server to work with each other. Database support is a little annoying without 3rd party libraries but I think I've got a database class written already.


I'm learning multithreading in C# out of necessity right now - the program I'm working on for my internship requires two background workers and the threading aspects are proving to be a total pain in the ass (synchronizing, invoking on controls etc). It's not even that advanced, but I still managed to spend most of the day debugging today...it's fascinating, but it's a difficult topic to learn as I write. Which is exactly why the client and server are coming AFTER the map editor :D

Speaking of the map editor, I've made a lot of progress since the first screenie. I'll probably upload another screenshot once I have most the major features implemented.


Yeah that's exactly why I made a packethandler. For the server, it calls a handler depending on the packet received from a client. If the client meets the state requirement and that packet for the family and action exists, it calls that function handling the packetreader. The client will handle it the same way.

From what you're describing that sounds like what eoserv does. I haven't browsed the source in many a revision though so I'm not too sure. That's probably the way I'd go about things too once I get to that point (handling packets from each client on a separate thread, of course)

Putting each client on a separete thread is highly resource intensive and wouldn't work. Windows likes to bitch once the thread count gets too high.

Shh, he will figure it out :P
---
http://www.addipop.com
12 years, 42 weeks ago
Post #162093 Re: More Pokemon!?!?
Addison posted: (28th Aug 2012, 02:25 am)

Divine posted: (28th Aug 2012, 02:18 am)

ethanmoffat posted: (28th Aug 2012, 01:57 am)

Wildsurvival posted: (28th Aug 2012, 01:35 am)

ethanmoffat posted: (28th Aug 2012, 01:05 am)

Sordie posted: (27th Aug 2012, 12:40 pm)

This is exactly the kind of game that could easily be built using the Kalandra II engine, once it's in a usable state. ;]


Keep up the work! It's good to finally see people moving away from EO and writing their own games!



Now if only I knew how to program in pascal/delphi... :P

Wildsurvival posted: (27th Aug 2012, 02:18 am)


Well, if you ever need help with it, you can add me on msn at a_choate@live.com. I'm working on my LOTO server at the moment in c# as well so. The only hard part is the understanding of how a packet system system completely works. That and getting a multi threaded client and an asynchronous socket server to work with each other. Database support is a little annoying without 3rd party libraries but I think I've got a database class written already.


I'm learning multithreading in C# out of necessity right now - the program I'm working on for my internship requires two background workers and the threading aspects are proving to be a total pain in the ass (synchronizing, invoking on controls etc). It's not even that advanced, but I still managed to spend most of the day debugging today...it's fascinating, but it's a difficult topic to learn as I write. Which is exactly why the client and server are coming AFTER the map editor :D

Speaking of the map editor, I've made a lot of progress since the first screenie. I'll probably upload another screenshot once I have most the major features implemented.


Yeah that's exactly why I made a packethandler. For the server, it calls a handler depending on the packet received from a client. If the client meets the state requirement and that packet for the family and action exists, it calls that function handling the packetreader. The client will handle it the same way.

From what you're describing that sounds like what eoserv does. I haven't browsed the source in many a revision though so I'm not too sure. That's probably the way I'd go about things too once I get to that point (handling packets from each client on a separate thread, of course)

Putting each client on a separete thread is highly resource intensive and wouldn't work. Windows likes to bitch once the thread count gets too high.

Shh, he will figure it out :P

Haha :P My bad ;)
---
Eat shit, bro.

I support Ephixa [http://ephixa.com/]. Fuck Skrillex, Sonny Moore is no more.
12 years, 42 weeks ago
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