
- How to make a pokemon game maker game software#
- How to make a pokemon game maker game code#
Implementing missing battle effects (most function codes, abilities, items, animations) are going to probably be done at some point but I don't know when. Something vaguely resembling the Pokéwalker.2D overworld navigation, as well as an external editor, because Game Maker Studio 1's map editor is terrible and nobody wants to hard-code map details.
How to make a pokemon game maker game code#
Some kind of move/effect animation editor, because keyframing stuff through code is the actual worst thing ever, which is why I did so little of it for the demo. Side mechanics such as breeding and farming berries or berry-like entities. 3D camera trickery, to whatever degree is necessary? Think about the events that transpire atop the Dragonspiral Tower or in the depths of the Whirl Islands. Event scripting (visual): for those who would rather design than code and like the way you can click on an event type in RPG Maker, input the relevant properties and be done with it, or for those who would rather do both. A dedicated title screen and a dedicated credits screen: a single image splash as Essentials does and/or something more interactive. A quest/faction system, because I like that kind of thing even if most Pokémon games don't demand it. Event scripting (externally): I'm going to try to bind Lua, but if that ends up breaking the cross-platform constraint, over the summer I made a proto-language that I should be able to plug in. Audio zones, as you'd find in a Bethesda game, so that you can bind an indefinite number of songs to different situations in an area (day, evening, night, plot) and have them play randomly. Saving and loading, in a manner that can be extended without causing everything to fail catastrophically. A compiled game data format, because human-readable PBS files are slow for the computer to parse and obfuscated binary buffers are fast. I still hate the idea of HM items but the world is clearly trending in that direction and they won't be difficult to make. Rebindable controls, for both keyboard/mouse and (common) gamepads. A Pause menu, and all of the things that you would expect to be able to do inside of it such as managing your team and applying Repels and admiring your Badge collection. Mid-battle flavor text, and the ability to interrupt the battle at a certain stage to progress or branch: you know how a lot of important Trainers in Pokémon will jump in to say something on certain events in battle, such as being down to their last Pokémon, or how other games might only require you to bring a boss down into the yellow without needing to defeat them in order to advance the story?. Initiating battles from the overworld: wild random, wild stationary, trainer and otherwise, as well as cleaning up and returning to the overworld when the battle has concluded or been forfeited. Make sure multi (at least double) battles work, and possibly tag battles. Event scripting (in Game Maker): writing world interactions inside the Game Maker IDE. 3D overworld navigation, as well as an external editor, because Game Maker Studio 1's map editor is terrible and nobody wants to hard-code map details. Forward-compatibility with Game Maker Studio 2, since that's going to be the version that most people are likely to use in the future.
The ability to play the game at different resolutions (within reason). There's a bunch more stuff I have planned, though, see below, and I intend it to be open source so you can add to it if there's something you want it to do while I'm busy doing something else, or more probably, playing Skyrim. I've only been working on this for a month so it currently only works for the parameters provided, so almost any other monsters, moves, abilities and items will be ignored or outright break. With that in mind, I decided to do a sixth or seventh attempt at a turn-based battle system (Pokémon or otherwise), and to my great surprise it actually worked this time. How to make a pokemon game maker game software#
Lots and lots of fantastic games have come out of Pokémon Essentials, but developing in fourteen-year-old software has its issues and Ruby is kind of a terrible divisive language. I don't like Unity, at all, but it got me thinking (again) about what nonstandard Pokémon fan games might look like. To make a long story short, I cloned and played around with Pokémon Unity back in September.