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    Author Topic: PokeFrontier Java MORPG  (Read 6363 times)

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    OfflineUncalled

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    Re: PokeFrontier Java MORPG
    « Reply #40 on: December 29, 2014, 02:29:13 AM »
    Thank you! If you have any suggestions for the battleALL GUI they are welcomed!
    I nitpick these kinds of things. There is too much blank space for just an HP bar. Maybe if you had added a little more info in it (such as; the name of the Pokemon you're fighting & the level of it), there wouldn't be as much blank space. I suggest making it more vertical than horizontal. I'm not sure what the right-hand side, Pokemon ball, blank slate is - but I assume it's for the Pokemon you have in your belt. Depending on how spaced out they will be from one another, that looks fine, other than I believe it could be expanded just a bit larger (both vertically and horizontally). And what I mean by this is the Pokemon, not the slate itself. The text is a bit hard to read, but that may come from the resolution I am viewing it at. However, I still feel like there should be less blank space on the right-hand side of this slate, to make it equal on both sides and look less tacky. You should also add more of a border, like black lines and such. The images just seem to collide with each other, and it makes the switch between the two just unbearable to look at. And... Must I say anything about the action bar? The text in it isn't even aligned in the center properly. As well as everything else, really. Nothing is aligned properly, every element has disoriented blank spaces, and not equal on each side. Now, there can be some cases where it works out like that, but not in this case. Such as your action buttons. I will say one thing, I do like the font you used for your names and chat box, but please do something about the font in your action buttons.

    That's all! I hope you take some of what I said and jot it in your notes! :)

    As a side note: This looks absolutely amazing, I will definitely be playing this if it's as good as it looks.
    « Last Edit: December 29, 2014, 02:33:02 AM by Uncalled »

    Offline508Reject

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    Re: PokeFrontier Java MORPG
    « Reply #41 on: January 02, 2015, 09:08:03 AM »
    Sure thing thank you for the feedback ill be sure to add these updates :)

    We've done a lot of updates since the last post ill have to look at our commits to provide the full list

    Anyways ill drop an image here of what i have to show i have done a battle animation implementation of my animation system


    Added 3 anims Scratch, shadow claw, tackle


    • Added action ids for buttons
    • Added client/server interactions with widgets.
    • started battle networking logic
    • making player animations more smooth
    • Added Scratch, Shadow claw animations
    • Removed hardcoding of password and changed to AES hash
    • Added support for mega file downloading
    • Updated player updating
    • Updated Cache.locateFile to always find the cache no matter what OS
    • Play updating mostly works
    • implemented basic player updating
    • Updated pokemon class and added definitions
    • changed map offsets so tiles line up with players
    • Flipped coordinate system y axis increasing is movement in the south
    • Modified player updating server side
    • Fixed eclipse auto rename error
    • Refactored offset method name
    • Added support for tile movement for players, npcs, pokemon
    • Removing project files from repo
    • Improved rendering time by over 50%
    • Fixed rendering bug with Y axis
    • Converting unknown character to integer
    • formatted code
    • moved FormatPng to graphic package, TransitionExample to animation
    • formatted client and server using eclipse, testing git functions.
    • Added Experience Bar and Modified Battle system
    • Battle Logic Updates
    • rendering bug fixes
    • World rendering updates
    • Cache Update
    • Perfected hitpoints/progress bar rendering.
    • Renamed skeleton to appearance
    • Added Label class and perfect auto positioning
    • Added rendering of the new region system
    • Added Region System which will load correct maps based upon player x,y
    • Improved button interaction
    • Re-updated json files for pokemon/moves/abilities and added nearly finished battle system
    • Pokemon/Moves/Abilities dumped into JSON
    • Updates Moves
    • adding map index for region based map loading
    • updating map format to gzip/base64
    • Pokemon Blac/White gifs
    • Pokemon Data
    • gzip+base64 sample code
    • Fixed transparent colors in tilesets
    • Move Effectiveness -> e.g. Fire move on Water pokemon has a .5 modifier
    • Updated Pokemon Formulas -> Damage Calculation, Experience Calculation, Experience Types
    • Adding new tilemaps for Kanto region
    • Pokemon Icons added and updated the battle GUI
    • Pokemon Formulas
    • Battle rendering updates
    • Removed thread library and improved battle rendering along with the
    • Threading Library
    • Cache Update and Transition Update
    • Modified pokemon loading
    • Battle Pokemon Class Server/Client sided
    • Fixed camera updating / player rendering
    • Fixing player rendering to remove absolute values
    • BZip2 Compression added to Cache
    • Renamed Map
    • Nearly Completed Cache Editor
    • Fixed player updating offset
    • Chat messaging
    • Fixed cache loading issue.
    • Cache, Region Chatting
    • Game class update
    • Added commenting for additions to rendering process


    OfflineUncalled

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    Re: PokeFrontier Java MORPG
    « Reply #42 on: January 05, 2015, 10:41:15 AM »
    Wow, it seems you have been busy. I look forward to watching this progress.

    Offline508Reject

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    Re: PokeFrontier Java MORPG
    « Reply #43 on: January 13, 2015, 01:36:35 PM »
    Wow, it seems you have been busy. I look forward to watching this progress.

    Thank you

    fixed a movement bug
    Modified auto scaling for battle rendering
    updated logic upon a blocked movement
    Modified menu and hp bar
    removed logging
    clipping extended to surrounding maps
    basic clipping support added
    player animations added for other entities
    movement packets are now kept in sync using walking queues
    Dragon claw modifications
    battle networking logic
    Modified the linux indexOf
    changed "nix" to "nux" to allow linux lib to load properly.
    Fixed nullpointer issue with client
    Added map index to cache + updated cache
    Fixed IP binding issue
    Fixed server binding to wildcard IP
    Added jarinit.bat to create a jar file
    Fixed jarfile
    Fixed 1 bug when cache dling



    Auto scaling done

    OfflineDextrell

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    Re: PokeFrontier Java MORPG
    « Reply #44 on: February 08, 2015, 12:30:38 PM »
    Transition system added


    Added a trainer system
    Created a battle packet determining the battle type whether its a trainer wild pokemon or player battle
    I also fixed a small issue with rendering

    MovePacket has been created sending the information to the client



        Modified cache to load from dropbox
        dumper updated
        compile error
        added fields to the added pokemon class
        Modified packet sender and config loader
        type checking
        refactored the opponent variable + moved it to Entity class
        refactoring + battle simulator added
        resolved bug
        removed 1 pokemon class and moved its variables to the other
        resolved compilation error
        added support for attack packet
        approach packet mob to player
        Ability added to pokemon class
        pokemon ability reloading moved to configuration loader
        removed alberts shitty hardcoding
        Added Accessors to our stored data
        Wrote configuration loader for definition loading on start up
        Trainer class modified
        removed clipping (temporary)
        Added trainer class
        Added the enterBattle packet
        refactor
        client now checks status of server, does not initialize if server is offline
        moved convertmaps to util, removed duplicate code, cleaned warnings
        more map processing
        Fixed some bugs
        Modified mapper for new ORRE region maps
        converting maps support
        Gif Player
        Tweaked the transition system and added a new transition of a pokeball
        fixed oves file bug and strings for perfection
        Battle Animations can now be transitioned through states
        You can now switch from active to battle state pressing A
        When you successfully fled the battle you are returned to the game
        bug fix refactoring and music player
        battle option functionality
        battle networking and documentation updates
        battle networking logic progress
        implemented interface request
        interface requests can now be made through the server
        sending battle data
        all buttons sending packet data
        battle state updates
        ArrayUtility upgrade, friends, configs, Item.java, and that should be it
        ArrayUtility.java, MySQLUtility.java, Rand.java, ItemContainer.java, Item.java
        battle code started need to speak with anthony further
        cleaning up packets
        removed a packet that i thought i was going to need but dont (yet)
        getting battle networking started
        pokemon json added
        battle networking logic
        New loading screen for cache downloading
        Made some modifications on pokemon rendering so it supports all
        Flawless auto scaling for battle gui
        added coordinate based event system + sample door event
        All the Front Pokemon gifs have been dumped
        All the Back Pokemon gifs have been dumped





    Heres a video showing what we have so far with the region and battle system (wild pokemon)

    Ignore the small kyogre lol



    Heres another video of our battle system so far we integrated all the formulas they are working great its not synced with the client this is only the beginning of it we still need to do more work on this

    « Last Edit: February 08, 2015, 12:33:42 PM by Dextrell »

    OfflineUncalled

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    Re: PokeFrontier Java MORPG
    « Reply #45 on: February 14, 2015, 12:26:05 AM »
    Why exactly doesn't your chat bar cut off at the same time as your chat box? That looks like ameratuer graphical design.

    OfflineEyeownyew

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    Re: PokeFrontier Java MORPG
    « Reply #46 on: February 14, 2015, 01:01:25 AM »
    Why exactly doesn't your chat bar cut off at the same time as your chat box? That looks like ameratuer graphical design.
    IMO the gap just needs to be made the same as the left side. It's asymmetrical

    Offline508Reject

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    Re: PokeFrontier Java MORPG
    « Reply #47 on: February 14, 2015, 10:50:37 AM »
    Why exactly doesn't your chat bar cut off at the same time as your chat box? That looks like ameratuer graphical design.

    I dont understand what you mean by cut off you mean the caret gets its position reset?

    Update:
    Added pandora radio support you can now listen to your own tunes using our radio app with the poketch :)

    OfflineUncalled

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    Re: PokeFrontier Java MORPG
    « Reply #48 on: February 14, 2015, 11:46:21 AM »
    I would show you if I could, but I am on mobile so I can't ms paint it. And what Eyeownyew said.

    OfflineVain_

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    Re: PokeFrontier Java MORPG
    « Reply #49 on: February 14, 2015, 12:28:29 PM »
    love the project.
    love the progress.
    love the goals.

    hate the battle ui.

    OfflineLin

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    Re: PokeFrontier Java MORPG
    « Reply #50 on: February 16, 2015, 12:47:05 PM »
    This entire project is an eyesore. For the love of god, please choose one graphical style and stick to it. Stop using smoothed high-resolution 32-bit-color text with a translucent background on top of pixelated low-resolution 16-bit-color graphics. Your icons at the top... None of them are remotely alike. The first one is smooth and looks like a rendered model. Next you have a jagged sprite, followed by a stretched low-res chat bubble, a high-quality sprite, a shrunken map, and then a custom icon with an arrow that doesn't match anything else.

    Then there's the quality of everything else. The character's animation not resetting when its walk cycle stops, the battle status images in arbitrary locations with respect to the battle scene and each other, the HP bar having a transparent empty bar (what happens when the background is green, red, or yellow?), the background battle image looking like it's been compressed, some Pokemon sprites or models being stretched while others aren't, the battle GUI lacking borders (seriously, the top line of the bottom box isn't even straight...)... I could go on and on.

    I understand this is a work-in-progress, but my god man, I've made a Pokemon clone and it's not that hard, especially since you can rip the graphics and copy designs from the games! Ugh, I really don't understand why all Pokemon MORPGs end up looking the way this one does.
    Quote
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    OfflineZymus

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    Re: PokeFrontier Java MORPG
    « Reply #51 on: February 16, 2015, 12:52:15 PM »
    This entire project is an eyesore. For the love of god, please choose one graphical style and stick to it. Stop using smoothed high-resolution 32-bit-color text with a translucent background on top of pixelated low-resolution 16-bit-color graphics. Your icons at the top... None of them are remotely alike. The first one is smooth and looks like a rendered model. Next you have a jagged sprite, followed by a stretched low-res chat bubble, a high-quality sprite, a shrunken map, and then a custom icon with an arrow that doesn't match anything else.

    Then there's the quality of everything else. The character's animation not resetting when its walk cycle stops, the battle status images in arbitrary locations with respect to the battle scene and each other, the HP bar having a transparent empty bar (what happens when the background is green, red, or yellow?), the background battle image looking like it's been compressed, some Pokemon sprites or models being stretched while others aren't, the battle GUI lacking borders (seriously, the top line of the bottom box isn't even straight...)... I could go on and on.

    I understand this is a work-in-progress, but my god man, I've made a Pokemon clone and it's not that hard, especially since you can rip the graphics and copy designs from the games! Ugh, I really don't understand why all Pokemon MORPGs end up looking the way this one does.

    Mine wont ;) but that's a story for the end of the month.

    Offlinewildskiller

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    Re: PokeFrontier Java MORPG
    « Reply #52 on: February 16, 2015, 04:11:30 PM »
    This entire project is an eyesore. For the love of god, please choose one graphical style and stick to it. Stop using smoothed high-resolution 32-bit-color text with a translucent background on top of pixelated low-resolution 16-bit-color graphics. Your icons at the top... None of them are remotely alike. The first one is smooth and looks like a rendered model. Next you have a jagged sprite, followed by a stretched low-res chat bubble, a high-quality sprite, a shrunken map, and then a custom icon with an arrow that doesn't match anything else.

    Then there's the quality of everything else. The character's animation not resetting when its walk cycle stops, the battle status images in arbitrary locations with respect to the battle scene and each other, the HP bar having a transparent empty bar (what happens when the background is green, red, or yellow?), the background battle image looking like it's been compressed, some Pokemon sprites or models being stretched while others aren't, the battle GUI lacking borders (seriously, the top line of the bottom box isn't even straight...)... I could go on and on.

    I understand this is a work-in-progress, but my god man, I've made a Pokemon clone and it's not that hard, especially since you can rip the graphics and copy designs from the games! Ugh, I really don't understand why all Pokemon MORPGs end up looking the way this one does.
    There isn't a graphic designer in the team so any images you see are most likely picked from a random source. It's illegal to use the regular Pokemon sprites.

    OfflineEyeownyew

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    Re: PokeFrontier Java MORPG
    « Reply #53 on: February 16, 2015, 04:13:06 PM »
    This entire project is an eyesore. For the love of god, please choose one graphical style and stick to it. Stop using smoothed high-resolution 32-bit-color text with a translucent background on top of pixelated low-resolution 16-bit-color graphics. Your icons at the top... None of them are remotely alike. The first one is smooth and looks like a rendered model. Next you have a jagged sprite, followed by a stretched low-res chat bubble, a high-quality sprite, a shrunken map, and then a custom icon with an arrow that doesn't match anything else.

    Then there's the quality of everything else. The character's animation not resetting when its walk cycle stops, the battle status images in arbitrary locations with respect to the battle scene and each other, the HP bar having a transparent empty bar (what happens when the background is green, red, or yellow?), the background battle image looking like it's been compressed, some Pokemon sprites or models being stretched while others aren't, the battle GUI lacking borders (seriously, the top line of the bottom box isn't even straight...)... I could go on and on.

    I understand this is a work-in-progress, but my god man, I've made a Pokemon clone and it's not that hard, especially since you can rip the graphics and copy designs from the games! Ugh, I really don't understand why all Pokemon MORPGs end up looking the way this one does.
    There isn't a graphic designer in the team so any images you see are most likely picked from a random source. It's illegal to use the regular Pokemon sprites.
    Actually it's not. Nintendo condones and loves fan games, it is however to use the Pokemon sprites in the context of a ROM because of the usage (they've explicitly stated this many times)

     

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