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#41 Flashzz

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Posted 21 April 2012 - 10:13 PM


oh, man. I love this game, but I got an error in my first battle against x(after I had won):


___________________________________________
ERROR in
action number 1
of  Step Event
for object battle_menu:

Error in code at line 189:
   	if fff<6 && expup[fff+1]!=0 str=expup[fff+1]
                             	^
at position 32: Cannot compare arguments.

oh and I will make a few fakemons.

<div><br></div><div>&lt;forum glitch</div><div>edit: made the fakemon:&nbsp;Posted Image<span class="Apple-style-span" style="color: rgb(28, 40, 55); font-size: 13px; line-height: 19px; ">&lt;/br&gt;</span></div>


That's very strange. I don't know why that error's happening, it really shouldn't be. What exactly were the circumstances behind it?
Ideas for Fakémon are always good. Maybe you could provide name, type, some moves etc. for it/them.
Anyway, thanks a lot, and I'll look into that mystery error for you.

Haha! I got the same error too! :C
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#42 Scyler_27

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Posted 21 April 2012 - 11:27 PM

Well this is quite impressive so far! Just a few irks that popped into my head:

1. Keep constancy. You switch between pressing x to enter, and 'enter' to enter. A slight irk.
2. At the beginning of the game the narrative seems rushed and pushy just to get you out the door.
3. I entered one of the houses, and I walked up a tile right when a CPU walked down a tile. My guy was stuck walking, unable to move from that spot until the other guy moved out of the way. They were not on TOP of eachother, but my guy was certainly stuck.
4. Walking behind tip of pine tree in grass makes grass partially show through, which looks glitchy.
5. When talking to people, being able to press "x" before the text finishes scrolling and have it show all at once would be nice, and help speed things along for faster readers.
6. When jumping over a ledge, if I press and hold the opposite direction key, he gets stuck.
7. Annoying pedestrian kept blocking the shop's door! :P
8. After talking to the prof, I kept walking down and the red-head guy/gal walked through me and stopped to "talk to me" even though I a few blocks below. After he talked I was stuck.

So, got a few glitches and irks, but I am quite impressed with this game so far! Very nicely done.
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#43 Blackknight37

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Posted 22 April 2012 - 06:58 PM

It didn't return an error, but there was a glitch,
I got out of preffesor ironbark or whatevers lab, and started to walk left towards the pokeball, jon came and talked to me while I was walking, and when he left, I couldn't move, I was stuck in the walking animation, and if I hit z he would be in the running animation, but wouldn't move.
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#44 tootlerocks

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Posted 15 May 2012 - 09:09 AM

Alright. I've uploaded a HUGE new update to the game, and I've addressed many of the bugs you guys have found (thanks!). However, there still may be bugs here and there, so if you could report them that'd be good.
Primarily I've changed a lot of the battle mechanics to make it more like the actual games, with new formulas and things that (among other things) correct stat changes from Leer, DefenseCurl etc. and should also make it MUCH easier to gain experience.
New screenies and download links are posted on the first post. So enjoy :)



oh, man. I love this game, but I got an error in my first battle against x(after I had won):


___________________________________________
ERROR in
action number 1
of  Step Event
for object battle_menu:

Error in code at line 189:
   	if fff&lt;6 &amp;&amp; expup[fff+1]!=0 str=expup[fff+1]
                             	^
at position 32: Cannot compare arguments.

oh and I will make a few fakemons.

<div><br></div><div>&lt;forum glitch</div><div>edit: made the fakemon:&nbsp;Posted Image<span class="Apple-style-span" style="color: rgb(28, 40, 55); font-size: 13px; line-height: 19px; ">&lt;/br&gt;</span></div>


That's very strange. I don't know why that error's happening, it really shouldn't be. What exactly were the circumstances behind it?
Ideas for Fakémon are always good. Maybe you could provide name, type, some moves etc. for it/them.
Anyway, thanks a lot, and I'll look into that mystery error for you.

Haha! I got the same error too! :C


I think I know why that's happening now, but with all the new changes that may not happen anymore. If it does though let me know.

Edited by tootlerocks, 15 May 2012 - 09:11 AM.

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#45 FoxInABox

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Posted 16 May 2012 - 12:20 AM

EDIT: removed bug report due to newer versions with fix for some problems, will make a new one for the later version.

Edited by FoxInABox, 14 September 2012 - 06:17 PM.

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#46 tootlerocks

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Posted 19 May 2012 - 12:39 AM

- when it zooms in then one can see tears in the graphics .. (I know this can be awoided by drawing it unzoomed onto a surface and then streach the surface instead, but that's a bit of extra work ><)
- the "made in GM-Lite" icon takes up 25-30% of the screen oO;; guess there is nothing to do with it atm
- you face down after entering buildings (kinda wierd, nothing big)
- the next time you select a move the move selection marker jumps back to the first move instead of staying at the one last used.
- the last bit of text tend to jump to the next line when text is pushed up, maybe split the text beforehand so they are just drawn from an array? (I actually did mention this one last time)
- it's not obvious for everyone that one can press left/right to change inventory pockets
- shop does not show text after getting item bag.. I do think they work though
- can not save *derp* just moved the exe, game just wasn't allowed to write savestate in my download folder ..

ok, the attack system looks pretty amazing now, and you have cleaned up the movement quite well with some quite impressive details here and there *meh* I had to stop playing diabloIII to check out the update x3 and I love what I see .. will test it out a lot more tomorrow

EDIT:
- after dealing dmg so that it flashes (it doesn't have to be 0, I've seen a lvl 3 kwebeever with a 2 pixel bar left, and the other catepillar start area pokemon with 0 of the bar left), then nothing else happens, it doens't attack and I can't do any dammage .. sounds like there is something wrong
- I wouldn't mind if you made a 2nd view and added some dark space to the left/rigth to hide the watermark, or maybe have the fullscreen scale after height so it gets a bit offscreen if that is possible, just to move it from the center of the screen (and I said dark so it's still visible, I guess yoyo would want that)
- starting to move, turning and walking towards walls triggers the battle countdown, so sometimes you don't even manage to move away from the grid before you are attacked again.. maybe move it to the part of your code that stop grid movement?



Have uploaded a small new update. Some of the more major problems have been addressed (excluding the watermark) and I'll get onto the others as soon as possible.
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#47 FoxInABox

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Posted 19 May 2012 - 03:53 AM

EDIT: bug report removed due to new version, will make a new one in a newer post.

Edited by FoxInABox, 14 September 2012 - 06:21 PM.

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#48 Ampersand

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Posted 19 May 2012 - 07:17 AM

Posted Image

I hereby approve of zombie Chikorita
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#49 tootlerocks

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Posted 20 May 2012 - 04:18 AM

New update. Fixed a LOT of stuff and finally managed to upgrade to GM8.1 Standard, so no more watermark! Pokecenters, warping after fainting, text etc. have all been fixed, FoxinaBox, so happy testing (again, and thanks for letting me know on all this stuff - great help).


Posted Image

I hereby approve of zombie Chikorita


Lol.
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#50 FoxInABox

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Posted 20 May 2012 - 06:55 AM

EDIT: bug report removed due to new version, will make a new one in a newer post.

Edited by FoxInABox, 14 September 2012 - 06:23 PM.

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#51 tootlerocks

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Posted 02 June 2012 - 01:14 AM

Uploaded an update. MUCH STABLER this time; improved the battle system and learning TMs, and also added a basic system for two-turn moves such as Dig, Fly, SkyAttack etc. The first gym also has some improvements.
Also FoxInABox, I also added you in the credits in the game info for your help. Just my way of saying thanks :)
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#52 CrazyGuyGames

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Posted 02 June 2012 - 07:08 PM

Oh oh oh, I remember I played this some months ago, nice game, but I got stuck in a area, can't remember where because I accidentaly deleted a folder with lots of games >.< .
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#53 IsThisIt

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Posted 02 June 2012 - 10:46 PM

I played it up until getting the pokedex, and I was pretty impressed.

As someone who has dealt with pokemon games quite a lot, I think the easiest area to upgrade would be the graphics. Namely getting one solid tileset/style down, would be very benificial. It just looks plain odd going from indoor fr/lg tiles, to outside hg/ss tiles, and then finally to B/W tiles in battle.

The pokemon themselves are rather bland and sprited badly(compared to the official sprites that is). The site Deviantart has a near unlimited amount of fake pokemon creators/spriters, I'm sure they could be a big help.

Presentation aside, I was very impressed, particularly in the battle system. It was smooth and responsive, and the camera/moving backgrounds were nice touches too.

Keep it up is really all I have to say, you seem to be on the right track.
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#54 FoxInABox

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Posted 03 June 2012 - 12:40 AM

EDIT: bug report removed due to new version, will make a new one in a newer post.

Edited by FoxInABox, 14 September 2012 - 06:24 PM.

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#55 tootlerocks

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Posted 30 June 2012 - 10:44 AM

Uploaded a very new version. Had a go at using a combination of an .ini file and the normal save file to save/load games, but it may still be subject to bugs from new versions etc.
Aside from that, new graphics, more detailed storyline, better algorithms in battle etc. Will upload screenies later as I haven't got much time at the moment.
Fox, yes, that would be a good idea if you PMed me the error report. The copy glitch should be gone, I've tested extensively and can't find any sign of it now. Also thanks for giving me the idea to use a switch statement in the battle system, I didn't quite use it the way you suggested but it works much better now (tidy code is a wonderful thing!)

Edited by tootlerocks, 30 June 2012 - 10:46 AM.

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#56 Fredde

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Posted 30 June 2012 - 12:06 PM

Very cool! But it tailwhip did damage me, it's not supposed to do that right? Or have they changed it in the new versions?

Anyway awesome game!
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#57 megamanxdude

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Posted 01 July 2012 - 12:46 AM

The first time I played this, I almost immediately ran into 3 bugs:
1. After Mom gave me my starter, I went to the menu and there was no "Pokemon" option
2. After I left the house, Benji didn't say a word to me, and when I talked to him it was a blank textbox
3. I went to Benji's house, read the sign, turned around and the game froze.

I have no idea what might have been the cause of these 3 bugs because I played the game a second time and none of them were there at all. I don't know if my name or any of my actions had anything to do with it (i used a different name for the second time I played), but it is rather strange. Other than that, it's a very great game! Far beyond anything I'd ever become capable of. However, I feel that the sound effects in battle are a little too loud as compared to the other sounds in the game like the background music or the music when you're in the overworld. I would recommend that you make all of your sounds on (for the most part) the same level. If you don't know how to edit sounds you can probably send them to somebody to alter them or do it yourself with an audio editing software like Audacity. Also, when you receive your starter, I think that you should use the "obtain item" or "pokemon evolve" sound for when the text says that you receive it, I felt like that was missing. But I liked how the view changes like in Black and White during battle, it looked nice and up-to-date with the newer games since the majority of people on here make games similar to R/S/E or Fr/Lg. I hope to see more updates for this game soon!
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#58 tootlerocks

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Posted 01 July 2012 - 03:55 AM

New version again! Fixed a fair few bugs, just let me know by posting if there are any more.

Very cool! But it tailwhip did damage me, it's not supposed to do that right? Or have they changed it in the new versions?

Anyway awesome game!


Nope, Tail Whip isn't supposed to damage you. That's an error on my part - I've been through editing the moves so I can use just one script to look up power, accuracy etc. to allow me to use spaces in between words in moves (i.e. Tail Whip instead of TailWhip). However some of the moves still haven't been edited, so when the game sees "TailWhip" (one word) it doesn't know what it's supposed to be (it should be "Tail Whip", two words). Should be fixed in this version.
(Fun Fact: Gillispawn and its evolutions are the only available Pokemon in the game that can learn Tail Whip by level up. I'm guessing you experienced the Tail Whip damage thing in the first rival battle with Blazix as your starter, am I right?)

The first time I played this, I almost immediately ran into 3 bugs:
1. After Mom gave me my starter, I went to the menu and there was no "Pokemon" option
2. After I left the house, Benji didn't say a word to me, and when I talked to him it was a blank textbox
3. I went to Benji's house, read the sign, turned around and the game froze.

I have no idea what might have been the cause of these 3 bugs because I played the game a second time and none of them were there at all. I don't know if my name or any of my actions had anything to do with it (i used a different name for the second time I played), but it is rather strange. Other than that, it's a very great game! Far beyond anything I'd ever become capable of. However, I feel that the sound effects in battle are a little too loud as compared to the other sounds in the game like the background music or the music when you're in the overworld. I would recommend that you make all of your sounds on (for the most part) the same level. If you don't know how to edit sounds you can probably send them to somebody to alter them or do it yourself with an audio editing software like Audacity. Also, when you receive your starter, I think that you should use the "obtain item" or "pokemon evolve" sound for when the text says that you receive it, I felt like that was missing. But I liked how the view changes like in Black and White during battle, it looked nice and up-to-date with the newer games since the majority of people on here make games similar to R/S/E or Fr/Lg. I hope to see more updates for this game soon!


Yeah, once in a while people get bugs that are hard to reproduce. I think I know what the problem is for the first one you mentioned (and the other two were probably because of the first one somehow), but I don't know how it might have happened... but anyway. Music, SFX etc. are nice touches, I have to agree, but my main focus is to get the base system working before I start working on aesthetics and "pretty things". So those things should come in due time, and by the way, thanks for alerting me to it, I might spend a little more time investing in said "pretty things" as well as getting the main system running nicely.


Once again, thanks guys! Posted Image

EDIT: Updated screenshots on initial post.

Edited by tootlerocks, 01 July 2012 - 04:34 AM.

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#59 theweirdn8

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Posted 01 July 2012 - 02:06 PM

The game freezes when I go to the professor's lab...
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#60 tootlerocks

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Posted 13 September 2012 - 05:37 AM

Uploaded anothernew version. I know it's been a while, but this time I've COMPLETELYrevamped the battle system. Rather than operating on code that usedswitch statements depending on the string in the battle textbox, it nowoperates off a global "phase" variable which determines what to dowhen the advance/X-key is pressed. The battle engine now runs VERY smoothly andis EXTREMELY robust, mainly designed to deal with fancy things such as:

  • Damage from status conditions (e.g. poison, burn)
  • Two-part moves (e.g. Fly, Solarbeam)
  • Stat modifications from moves (e.g. defense drops from Close Combat)......
There still may bebugs here and there (possibly parts where the battle textbox will go blank andwon't respond to X-presses) due to the changeover to the new system, so let meknow if you find any.




The game freezes when I go to the professor'slab...


Hmm. Some bugs are a bit weird, like they happenonce and not the next time, and they're hard to reproduce. On that note, foreveryone, it would help if you found a bug to try and remember everythingyou last did (but if you can't don't worry). It makes it much easier todebug.



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