[Java] Pokémon Walking algorithm

The items disappear.
If you picked items up, it should be moved into your inventory. Scroll around in the bag to see if the items are in there. The items disappear because anything picked up in the game should be placed directly into the bag, just like the original games.

I'm currently working on triggers for the game. It's now possible to make scripted movements based on would-be game events. The latest dev build of the level editor supports triggers, which will help in creating a more interactive custom map.
 
I did not make myself clear, apologies. When I load, the items disappear.

EDIT: To be even more precise, the items in my inventory disappear.
 
Here is the loadfile. Note the bicycle in the file.
 

Attachments

  • data.txt
    153 bytes · Views: 532
Thanks, even though it was expected to be a ZIP file containing a SAV file, I think it should be good enough.

I put your bug report up on Github, so you can be able to check to see if the issue has already been fixed.
 
Big update v19:

Bugfixes:
  • Game: Fixed minor potential bugs.
  • Game: Fixed game stalling if dialogues are not being shown, yet the player is seen interacting with entities.
  • Game: Fixed area color not being shown correctly; House roof colors not being represented by its actual colors.
  • Game: Fixed items not being placed in the inventory after picking it up.
  • Game: Fixed items not appearing in the inventory after saving and then reloading the game.
  • Game: Fixed input lag not balanced or set correctly when riding/getting off the bicycle.
  • Editor: Fixed animated tiles not being animated while drawing tilesets.
  • Editor: Fixed not being able to set tile biomes while drawing tilesets.
  • Editor: Fixed hidden bug causing unpredictable loading sequences.
  • Editor: Fixed mouse positions being jumpy.
  • Editor: Fixed issues with mouse positions being calculated incorrectly.
  • Editor: Fixed possible fatal crash; will notify users of this problem if certain conditions have been met.
Enhancements:
  • Game: Added Triggers.
  • Game: Now uses new map format to incorporate triggers. Old existing maps will now need to be redrawn.
  • Game: Saving/Loading uses new map format.
  • Game: Added FPS counter at the top.
  • Editor: Added Triggers and Tileset layers.
  • Editor: GUI has been modified.
  • Editor: Saving maps with triggers now possible.
  • Editor: It is now possible to see a tile's data values just by hovering the mouse cursor over it.
  • Editor: It is now possible to see a trigger's data values just by hovering the mouse cursor over it.
  • Editor: Now remembers the directory file in which you have last saved/opened your custom maps.
  • Both: Added new House tiles.
Converting old maps to new maps:
  1. Grab Paint.NET or GIMP, one of these graphics editors.
  2. Open the old map using the graphics editor of your preferred choice.
  3. Copy all of the pixels. (Ctrl+A, then Ctrl+C) This is in case you accidentally erased something.
  4. Set Canvas size to (1 + original map height).
  5. Move the entire map down 1 pixel. (Or Ctrl+A, Delete, Ctrl+V, and then move it down by 1 pixel)
  6. Save.
Now your old map is converted to the new format. If you want to know why, you can go check out the code here.

--------------------

Pokémon Walking.zip <-- Contains both the game and the "map" editor.
editor_v5.zip <-- Contains the editor only.
walking_v19.zip <-- Contains the game only.
 

Attachments

  • editor_v5.zip
    236.6 KB · Views: 906
  • Pokémon Walking.zip
    473.3 KB · Views: 905
  • walking_v19.zip
    236.6 KB · Views: 916
Those who already knew that I am packing for tomorrow's flight, please ignore.

This project will be on temporary hold for now. Since I will be moving to US for my graduate study, there won't be any updates until the end of July.

Sort of like taking a short break.

If this project still does not have any activities after August 1st, 2014, please assume that I am in trouble.

I vowed that this project will not be discontinued by the end of 2016. This is a wonderful project for me, so why should I quit now? There are so many potentials...

That is all. Please stay tuned.
 
6Tcdi5a.png


I forgot what small details had changed. So, forgive me for not logging all the changes for 1 whole year.
  • New Script Editor!
  • New Level Editor layout changes!
That's all. I should probably start logging the changes.
 

Attachments

  • walking_v20.zip
    263.7 KB · Views: 976
  • editor_v6.zip
    263.7 KB · Views: 783
This thread warrants a new update.

It's May 9, 2020, and it's definitely 8 years since the first post of this thread. (OP thread start date was May 12, 2013).

New code foundations were set. Fixed huge issues with how the codes were structured, as it's not OOP in the past, and the code was written amateurishly. Both the game and the level editor are now updated with some of the fixes going into core issues in both places.

It's now using Java 12, probably will move into Java 13 LTS at some point.

Split the project into modules. We now have 2 branches, 1 master, and 1 called "joe". This branch's main goal is to get a functioning NPC working. Script Editor will come in handy once the NPC system is in place.

And then once the "joe" branch is merged into "master", we can then start focusing on battles.
 
Currently working on a new improved game loading/saving system that will replace the current system. The old system is not that easy to add information, and it's cumbersome to try and adjust the code to do this.

The new system will allow me to quickly add in new information, while maintaining the byte chunk data, and more. This will help with NPC system, character inventory management, in-game system date & time, and many more.

Like I said, fundamental codebase was whack... Gotta fix what I did from the ground up...
 
Do you version your save files?
Yes I do. The save file is now version 0002.

If you're referring to how many times the save data file has been written to, and keeping track of "written revisions", no I don't keep track of that. I'm not sure why you would want to do this though.
 
Merged my bugfix branch into master.

This means all of the refactoring and rewriting of the messy codebase are now finished. It did take a long while to get to this point.
 
Moved and updated my project to use Gradle 7.1.1. Made a lot of changes, so the level editor and game now supports TDIC hash checksum checking.

Mostly under-the-hood changes. The next versions will be officially using semantic versioning, v0.9.X, or v0.10.0, if new, significant features are added.
 

Attachments

  • walking_v21.zip
    249.6 KB · Views: 162
  • editor_v7.zip
    339.9 KB · Views: 161
Made a hotfix for Pokemon Walking.

  • Added support for human-readable trigger symbols in the script files.
  • Fixed loading default world maps and scripts not using TDIC checksum checks.
 

Attachments

  • walking_v0.9.1.zip
    253.1 KB · Views: 154
  • editor_v0.9.1.zip
    343.4 KB · Views: 155
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top