Releases: tommai78101/PokemonWalking
v0.10.2 - Hotfix of the CPU Fan Hotfix
Realized too late that it was caused by my Nvidia G-SYNC settings being disarrayed. Without G-Sync, the level editor is rendering at a smooth average of 108FPS, max 120FPS.
v0.10.0 - NPC Release
Changelogs
- Fixed bug where the trigger data set in the level editor becomes corrupted with Eraser triggers placed in the wrong spot upon opening area maps.
- Added Characters/NPCs support.
- Added player <-> NPC collision detection and response.
- Added player <-> NPC interactions.
- Added Characters/NPC scripting support.
- Added Characters/NPCs autowalking functionality.
- Rewrote the storing/loading game data structure mechanism in the game engine and level editor.
- Refactored a bunch of codes.
- Fixed NPC tile grid misalignment issue caused by abnormal collision responses via player interaction.
- Fixed NPC interactions causing soft-locking.
- Fixed Bicycle key item not registering in the game.
- Condensed editor data a bit for NPC, Obstacle, and Item data.
- Fixed script editor crashing when opening an existing script file and not updating the text fields.
TDIC hotfix
I forgot to implement TDIC properly when loading default areas and script triggers in the base game. This is now properly loading, without having to worry about conflicting script files messing with the wrong area level maps.
Also added some level editor changes to support human-readable triggers in the script editors.
v0.9.0 Release
Quite a lot of changes since the previous release, v8.
Using the semantic versioning, this is considered to be the 9th minor update, still in the Alpha phase.
- TDIC support for game and level editor.
- Made level editor a bit user-friendly.
- Refactored a ton of codes and fixed lots of minor bugs that will catastrophically crash the game and level editor.
- Updated UI for level editor and script editor.
- Switched to Gradle multi-module Java project. Still haven't figured out how to create executable JAR using Gradle yet.
editor
editor
A level editor used to create game maps that are used in the main game. It only contains basic functionalities, such as "New", "Save", and "Open". There are no additional functionalities that aid users in editing/modifying maps.
To use:
- Left click on a tile in the Tile Selection Panel to select a tile brush.
- Left click in the drawing area to paint 1 tile per 1 click.
- Hold right mouse button to pan the map around.
Note:
- There are no zooming features.
- You cannot hold left mouse button to continuously draw the selected tile.
- When the map is saved, it will use the name of the directory as its file name.
- When the map is saved, it is 99% transparent. You won't understand it unless you open the image in the editor.
walking
Chanelog:
- Completed ledges.
- Added overworld (alpha).
- Refactored the code a bit.
- Minor edits.
walking
I felt lazy, so here's the changelog:
- Yay for ledges!
- Jumping!!
- Another area to explore!
- Fixed the unreproducible bug. Apparently, it's a side effect of having so many if...else... without any breaking in-between. Used "return" and refactor codes to make it work.
walking
Directions:
Walking algorithm demo, using a design similar to Pokémon 1st and 2nd generation games.
Use WASD or Arrow keys to move around.
Known Issues:
- It is possible that there may be hidden bugs when walking around near the trees. Rapidly tapping/pressing the arrow keys or WASD keys will cause Joe (the character) to spaz around until the collision detection mechanism fail, causing Joe to get stuck in the tree. It's unreproducible at the moment.
Changelogs:
- Added ability to warp to other areas. (Primitive, basic implementations of such feature.)
walking
Directions:
Walking algorithm demo, using a design similar to Pokémon 1st and 2nd generation games.
Use WASD or Arrow keys to move around.
Known Issues:
- It is possible that there may be hidden bugs when walking around near the trees. Rapidly tapping/pressing the arrow keys or WASD keys will cause Joe (the character) to spaz around until the collision detection mechanism fail, causing Joe to get stuck in the tree. It's unreproducible at the moment.
Changelogs:
- Tweaked the walking algorithm a lot. 95% of all bugs are fixed.
- Refactored the code a lot, making it structurally clean.
walking
Walking algorithm demo, using a design similar to Pokémon 1st and 2nd generation games.
Use WASD or Arrow keys to move around.
Known Issues:
- Pressing/tapping the control keys too fast results in spazzing out. Would not recommend.