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PKMN on Android

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From Flameguru ~ PokeCommuntiy

Pokemon Android Engine
SOURCE HAS BEEN RELEASED!
6500+ Lines of code and counting!

Introduction
Some of you may remember a Java Engine that I made a few years ago. It never got completed, and never will, but this engine is based on mostly the same code except for the graphics portion and other Android specific code. This Engine is nowhere close to completion and I probably won't ever completely finish it. I am developing this as a final project for my Mobile App Development course in college. It is inspired by the second generation of Pokemon games as those will always be my personal favorites in the series. This Engine is built on top of the e3roid OpenGL Engine for Android allowing for hardware acceleration and easier graphics handling in the code. It is a long way from completion and will likely never truly be completed, but it is 100% open source so that anyone can use it if they want to. As far as current completion, it is close to how far my Java Engine was in terms of functionality but many improvements have been made such as authentic damage calculation, proper Pokemon stat generation, and more which my Java Engine never implemented. I won't be releasing the source until after my class is over in the middle of this May but once it has been graded for my class I will release the source and anyone can use it or continue developing it for use in their own Android Pokemon game. All I ask for is credit in whatever you make using it.

Don't ask me if it will ever come to iOS, it won't. I can't stand Objective-C.

Completion
I have done a decent amount of work so far. Below is what I have started working on:

App Persistence - Done
Title Screen - Done
On-Screen Controller - Done
Hardware Keyboard (If Applicable) Controls - WIP (Overworld only)
Tile Loading - Done
Map Loading - Done
Scrollable Map - Done
Collision Detection - Done
Tile based animated movement - Done
Battle System - WIP (Nearly Finished)
NPC Interactions = WIP (All you can do is talk to them)
Day/Night System - WIP (Adding Time based events/encounters later)
In Game Menu - WIP (Semi-Functional)
Save/Load - WIP (Only certain things are saved/loaded for now)
Other misc. systems in place

Map Editing
I am using the very popular Tiled Map Editor for this engine as it is natively supported by the underlying e3roid OpenGL Engine. This map editor allow for multiple layers (for both tiles, objects, and collisions) and multiple tilesets for each map and is overall just an excellent map editor. You can find the Tiled Map Editor and more information about it here.

Downloads
Latest Release: Build 12 – Uploaded on May 27, 2013
Eclipse Project (Source) - Import this as a project into your Eclipse/ADT workspace and get to work ;)
Pokemon.apk – Sideload this to your Android device and install. You must have unknown sources enabled and have a file browser to install.

Changelog
Check Source for most up to date changes.
Build 11 (In Progress)
- Fixed a bug regarding stat lowering moves (Divide by 0)
- Fixed a bug regarding status condition persistence outside of battles
- Fixed a bug regarding App persistence when locking the device
- Begin to implement Hardware Keyboard controls (Overworld only for now)
- In Game Menu nearly finished
- Unique Wild Pokemon Encounters per zone (Route 29, Route 30, etc)
- Begin implementing PP of moves
- Begin to implement Save/Load System (Currently saves Name and X,Y Location on Map)
- Begin to implement Day/Night System (Functional)
- Implemented NPCs
- Fixed Resolution issues (Image is now 480x320 all the time and stretched on all devices to fill the screen)
- Fixed B Button (Re-enabled)
- Added walking in grass animation
- Changed Title Screen to mimic the Pokemon Gold Title Screen (Animated)
- Added Item use in Battles (Just Pokeballs and Potions for now)
- Added Pokemon Party screen in Battles (Switching works but its a bit wonky)
- Added Pokemon Party screen to In Game Menu
- Cleaned up some code
- [DEBUG] Select Button Toggles Day/Night System On/Off (Overworld)
- [DEBUG] B Button instant levels Player's Pokemon (Main Battle Screen)
- Pokemon data is now loaded from a text file (Essentials format)
- Attack data is now loaded from a text file (Essentials format)
- Encounter data is now loaded from a text file (Very similar to Essentials format)
- Map Connection data is now loaded from a text file (Similar to Essentials)
- Save/Load System mostly implemented (Functional)

Build 10
- Bug Fixes (Battle System and In Game Menu)
- Game State is now saved when Home Button is pressed (Resuming works)
- Disabled Back Button so that Player does not reset game accidentally (In Game Menu will allow exiting)

Build 9
- Bug Fixes (Battle System)
- Battle system is nearing completion (Need to add Party switching and item use)
- D-Pad has been redone in the Gameboy Color style
- A and B Buttons have been redone in the Gameboy Color style
- Start and Select Buttons have been added to the HUD (Gameboy Color style)
- In Game Menu added (Does not function other than appearing and the ability to exit it)
- Disabled B Button due to a bug

Build 8
- Bug Fixes (Battle System)

Build 7
- Bug Fixes
- Battle System has correct damage calculation
- Pokemon have accurate stat generation (IV and EV as well)
- Attacks have their correct damage mimicking the real games
- Overworld changed to mimic Johto

Build 6
- Bug Fixes
- Basic Battle System implemented

Build 5
- Title Screen redone (Tap anywhere on screen to start game)
- Added A and B buttons to the HUD

Build 4
- Bug Fixes

Build 3
- Overworld BGM (Route 30)
- Collision Sound Effect
- Tile Movement
- Begin porting Pokemon Java Engine class files (Monsters, Attacks, etc)

Build 2
- Title Screen with Continue Button
- Animated Player Sprite (Does not stop Animating when stationary)
- Scrollable Maps (Player is centered)

Build 1
- D-Pad for movement (HUD)
- Basic Movement (Not Tile Based)
- Load Tiled Maps (Test Map is extremely basic)
- Collision Detection (Not Tile Based)
- Scrollable Maps (Player not centered)
- Gold Player Sprite (Not Animated)

Screenshots (Build 11)













Videos (Build 11)
Sorry for the bad quality, Screencast for Android no longer works after upgrading my Nexus 4 to Paranoid Android 3.15 from 3.10 so I had to record using my iPod Touch. Its really hard to play one handed and through the iPod as you'll notice in the video.
 
Interesting Engine

But, This Engine has graphical limitations?

Because if not it would be very useful and could create an extraordinary game :D

PD: (Que no se note el Traductor Google)
 

Tsuna-Sawada

Décimo jefe Vongola
Ingles​

Hi, this is Great to create a game on android, and I see you've worked hard on the engine, I hope one day to complete, and thank you very much for bringing this to the forum

Just one question: Can only be opened with the Eclipse editor? Also you can with other IDE?


Español​

Hola, esto es Genial poder crear un juego en android, Y veo que has trabajado mucho en el Engine, espero que algun dia se complete, Y muchas gracias por traer esto al foro

Solo una pregunta: Solo se puede abrir con el editor Eclipse? Tambien se puede con otro IDE?
 
Ingles​

Hi, this is Great to create a game on android, and I see you've worked hard on the engine, I hope one day to complete, and thank you very much for bringing this to the forum

Just one question: Can only be opened with the Eclipse editor? Also you can with other IDE?


Español​

Hola, esto es Genial poder crear un juego en android, Y veo que has trabajado mucho en el Engine, espero que algun dia se complete, Y muchas gracias por traer esto al foro

Solo una pregunta: Solo se puede abrir con el editor Eclipse? Tambien se puede con otro IDE?
well the source is only in Eclipse .... so you would have to open it with Eclipse. Im not sure if you can use with other IDE or not...
 

Oigres

Wuɔɥo ɐ ɯuɔɥo
Zeak6464 dijo:
Don't ask me if it will ever come to iOS, it won't. I can't stand Objective-C.
¡ZAS en toda la cara a todas las putitas de iOS! Wiiiiii

PD: Interesante engine (?)
PD2: La postdata era solo para evitar la dosis de warn por spam (?)
 
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