Diamondwolf3393 2019-10-17 23:47 (Edited)
I'm currently busy recreating the entirety of Pokémon Red. I'll give you a sneak peak on what I'm doing.
Current Version: 1.5.0
Added, again unfinished collision detection.
Replaced obsolete syntax with new syntax, and misaligned Red on the grid to match how the actual game works.
Swapped the method of seamless >32x32 scrolling maps. No longer uses command blocks, and now uses a data pack. Also added unfinished music.
Utilised command blocks to make seamless teleportation to swap the map with different versions all to fix the map border problem.
Swapped the map out for a recreation of Pallet Town.
Diamondwolf3393 2019-10-18 03:08
Has anybody here heard of Scratch? Well, I just want to say that this would be much harder in Scratch.
was8bit 2019-10-18 04:10
Super cool :)
Timo 2019-10-18 14:42
When you want to create a scrollable map with more than 32x32 tiles it's more complicated, but I will help! :)
Diamondwolf3393 2019-10-18 17:16
No, thank you. I've already solved the map border problem, the same way the Pokémon Red developers fixed it. By making it so that when the player is past a certain point, it swaps the BG CLONE command for a different one with different parameters.
Diamondwolf3393 2019-10-18 19:35 (Edited)
In 1.3 this changed, however. Now I use a method that is practically identical to how the Pokémon Red developers did it.
Diamondwolf3393 2019-10-18 19:39
Oh! I forgot to rename 1.2 to 1.3! Sorry!
Timo 2019-10-18 19:59
You can use the new SPRITE syntax for the attributes:
SPRITE 0 SIZE 1
SPRITE 0 FLIP 1,0
More info in the manual.
And to loop the music, no need to code anything, you can set loops in the Sound Composer: In your first pattern activate the loop arrow pointing to the right, and in the last pattern activate to arrow to the left.
In any case: This looks very good!
Diamondwolf3393 2019-10-18 20:10 (Edited)
I'll get the new syntax now. Anyways, does it look good code-wise, texture-wise, or both?
Edit: What about gameplay-wise?
Tinycloud778 2019-10-19 01:26
Blockhead 2019-10-20 07:36
A wild missingno is appared
Timo 2019-10-20 10:02
Diamondwolf3393, your code looks ok. I think some things could be simplified a bit, but there is nothing wrong with it. So now I thought some minutes about how to improve it and help you, but for this I would have to program my own version of your game and I'm too lazy now :O
What I like is your motivation to create a real game, including graphics and music. But my advice is: Don't try to recreate the complete original game, it's way too much work and it's difficult to finish these ideas. Take a little part of the original game and make your own game from it. For example: Use only one little village, add some battles and a new self-made story.
Timo 2019-10-20 10:47
At least some notes about the generic tile-map-walking-system. For this kind of game you should think in these steps for your game loop:
When a direction button is pressed:
1. Calculate the target cell in that direction
2. Check if you can walk to the target (e.g. cell is grass: yes. cell is wall: no)
3. If yes, move to it
4. Check if the target cell has a special meaning:
- depending on the character: e.g. fire always hurts
- depending on the cell co-ordinates: e.g. a door at a specific position leads to a specific map, a person on a specific position leads to a specific dialogue...
Tinycloud778 2019-10-23 00:56
Wow very cool I’m surprised how far NX can go
Timo 2019-10-23 07:20
Actually LowRes NX was designed based on the Game Boy Color, so it has very similar specifications. Also some ideas from the Mega Drive were added (mostly the two BGs for parallax scrolling).
DJMoffinz 2019-10-27 08:53
@Diamondwolf3393 I love Scratch.