Pokemon 1st gen remake possible

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From the Asset Store
Random Maze Generator with Door & Key System - tutorial capx
  • <blah blah>

    by the way would the "RPG Maker" not be the best tool to create a pokemon clone?

    I remember it has an eventsystem as well and is easy to understand.

    I don't know, never used it before. Can it publish to HTML5? Because that's what I'm trying to make, a pokemon game (or RPG) that can be played via a website on a mobile device.

  • RPG Maker isn't on its own. I've used it before, and it's awesome, but the biggest issue with Pokemon is not even the stats or the Pokemon list, but the database of EVERY UNIQUE INDIVIDUAL POKEMON YOU CATCH.

    Every Pokemon in the Pokemon games was unique, even in the same species. This was decided based upon things called Individual Values and Effort Values. IVs were decided upon the moment the Pokemon was either caught or born, and each one was a random multiple of 2, between 0 and 32 I believe. Every EV was done through training, and you would gain certain EVs from battling certain Pokemon, up to a total of I think 255. They modified each individual stat. These are stats that were hidden in the game that players only ever got hints at.

    You'll also need to keep track of each individual Pokemon's moveset. Plus, every Pokemon you catch has both a Trainer ID and a Secret ID.

    You'll basically need to figure out a way to create a dynamic database for every Pokemon caught, and if you include multiplayer support, ways to represent that to each player. Arrays and JSON will likely be your best friends.

    My suggestion: Get really really intimately familiar with the following features in Construct:

    * Arrays

    * AJAX

    * JSON

    * Functions

    * Families

    * Groups

    * Event Sheet Includes

    RPGs are intense affairs. I'm working on a mere Action RPG and while it's coming along, it's a huuuuuuuuuge amount of work. There's a reason there aren't any complex RPGs out for Construct 2 yet. They're hard and they take a LOT of dedication.

    That said, I wish you luck because it would be really cool to see someone do something like that with Construct. Because it certainly can!

  • ^Thanks for the motivating words <img src="smileys/smiley1.gif" border="0" align="middle" />

    I don't think I'll include multiplayer support. That may be a little too difficult for me.

    I'll need to learn a little more AJAX and JSON maybe :).

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  • Replicating Pokemon's engine should be feasible, but the scope of the game is way too immense for a single person to do. Keep in mind that Pokemon is a game developed by a massive corporation.

    I would be wary of Nintendo. I've known many non-profit projects get Cease and Desist notices.

  • I took a look at the credits at the end of Pokemon red and it names only 5 programmers. Note that all the other people who worked on pokemon red created things I don't need to create myself (music, images, etc). The only thing I need to do is program. And don't forget that the programmers didn't have useful tools such as Construct <img src="smileys/smiley41.gif" border="0" align="middle" />. I see it as a challenge. I like creating games and if it doesn't work, oh well. I can at least create an engine which I might use in another RPG.

    I already created the text message system. It's working really nicely [<:o)] .

    Thanks for the warning. It might sound a little egoistic, but I think I'll keep this game for myself. I don't think I'll publish it. I might send it to Nintendo to see what they think about it, but that's all so far away. Let's see if I can actually get it to work! <img src="smileys/smiley9.gif" border="0" align="middle" />

    What a shame! The party emote is not displaying properly [<:o)]

  • Go ahead man, and good luck with your remake! o/

  • I've noticed that a few of us are making RPGs using Construct 2. Even though every game is of course different, I bet there's many things each of our projects have in common. Like inventory, quests, levelling etc. Is there a good tutorial for all of the above?

    I don't know if you've guessed but I find it comforting when I'm following best-practise, and I don't like re-inventing the wheel! :-)

  • onion - I don't know of any tutorials, I think it's just that people making RPGs generally don't have a lot of time to write them ^^ But also I have tried helping a few people with some RPG stuff, mainly inventories, but the truth is how you handle most systems will change depending on what you need.

    For example, the easiest way to track inventory is to use a dictionary and just add/subtract values from a key that's the item name. But then you will have difficulty sorting those alphabetically when displayed. Also do you need to know how many of each type of item you carry? Like is there a quest that says you need 5 different types of armour? Then you need to either have more dictionaries (which will make adding items slightly less streamlined) or start using an array (which is overall more complex but will grant you much more functionality).

    So yeah, to write a comprehensive tutorial would take a hell of a long time. So I think the best way to learn the best practice for your game is to really game doc it out first. Find out exactly how much information about your items needs to be available for conditions, then it's actually really straight-forward.

    My main advice though is to make a single function call that can add the items to wherever they need to go depending on parameters. It will save you a lot of headaches!

  • onion Tobye

    The best way I found to make an inventory <img src="smileys/smiley2.gif" border="0" align="middle">

  • EncryptedCow - Nice work! But it is a rather specific inventory like I was saying ;) It's hard to make a one-size-fits-all system. Good on you for doing it, I'd like to see it when it's done - very different from any of my methods so far.

  • It just depends on how you code your UI, it's going to be different for every game. UI and navigating menus is a great coding practice.

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