Author
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Topic: NeoBattle DirectLink
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NeoSyrex
Farting Nudist
Member # 52
Member Rated:
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posted 12-14-2000 02:43 PM
Since I haven't posted in a long while, I've had a good amount of time to work on NeoBattle, my pokémon battler. And finally it's complete. NeoBattle DirectLink is a total facelift of NeoBattle R/B, if anyone can remember it. The most significant change is that now players can fight without a moderator running the battle. Although the program uses IP addresses to connect, the game is run on a server (to avoid cheating). But don't worry- although the game uses IPs, I implemented a feature where you can find a player hosting a game and then connect to him without knowing his IP adress. Another thing I added is a new optional rule system. With it you can ban pokémon from participating in a battle (Mewtwo, anyone?), set the rules to either R/B/Y or Stadium, set the max number of pokémon a player can use, and several other things. Another great feature of NeoBattle is its near-perfect battle engine. I found many bugs in the NeoBattle R/B engine, and have fixed them. The program now has a multi-user chat room, where viewers can join to watch the battle. I also added Battle and Chat logs, and viewers who join the battle late can see what they missed. Unfortunately, one of the only things its missing is perhaps one of the most desirable of features- it still doesn't support G/S battles. The main reason is because we are not even close to knowing and documenting all the intricacies of the G/S battle engine. Anyways, I could go on, but it's probably best if you just see it for yourself. It's in the downloads section of my webpage- www.geocities.com/neosyrex/ If you have problems opening it, it is most likely that you need this file (unzip it into your "../windows/system/" directory) Please note that because I have only tested it a few times with other people, it may still have several bugs in it. If anybody finds one, report it by either using the "Report Bug" feature or by just posting it on this board. Thanks.------------------ NeoSyrex™ [ NeoSyrex@hotmail.com ] [This message has been edited by NeoSyrex (edited 12-19-2000).]
From: New Jersey, USA | Registered: Feb 2000
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NeoSyrex
Farting Nudist
Member # 52
Member Rated:
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posted 12-16-2000 09:39 AM
Sifu, thanks for spotting that bug. I never would have been able to find it, as I would always fight myself on the same computer. Sometime today I'll try loading NeoBattle onto the other computer in my house (and my NetZero account that I never use so I can use the internet), and try finding what's the cause of the problem. And from what your telling me, it seems to be a big one. quote: Originally posted by White Cat: If I hit Enter or Spacebar to select a move/Pokemon while creating a team, the program crashes.
Thanks, I'll fix that one. quote: Originally posted by White Cat: Could you please add an option for a working Focus Energy on RBY settings? It would be nice to use it in that setting?
Hey, that's a pretty good idea. quote: Originally posted by White Cat: Any possibility of a central server list that the program would connect to in order to find games? Or a chat room for the same reason?
Isn't that pretty much what the "Find Host" feature does? Or do you mean something else? Perhaps anyone who hasn't downloaded NeoBattle yet and want to should wait for me to fix the bug Sifu was talking about, because they'd have to download the new version anyway. Sorry about making you guys download the zip again. And by the way, you'll know when I'm done with it because the program'll (hopefully) tell you when a new version is available when you start it. ------------------ NeoSyrex™ [ NeoSyrex@hotmail.com ] [This message has been edited by NeoSyrex (edited 12-16-2000).]
From: New Jersey, USA | Registered: Feb 2000
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NeoSyrex
Farting Nudist
Member # 52
Member Rated:
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posted 12-17-2000 11:20 AM
quote: Originally posted by White Cat: Oh, one other thing. Could you add a way to skip the "looking for update" sequence at startup? (Hitting "Stop" exits the program.) It takes quite awhile sometimes...
Well, the reason it was taking a while yesterday was because the server was down (but you could still connect). Normally it only takes a second or two, if that. In the new version I'm making, instead of waiting, it will tell you if the server is down and then close. You see, the reason I want a mandatory check for update is because I don't want people exploiting a bugged version to their advantage. quote: Hmm, where does the Find Host function look for the servers? Nothing ever comes up for me.
The Find Host asks all servers if a player is hosting a game. The reason you didn't see anything can be: - Nobody was hosting (most likely, since not too many people use this program right now).
- You or the server was lagged, and you couldn't get the list of hosts.
For now, since not too many people use NeoBattle, perhaps the best method to play games is to find someone online (through the use of chat, for example), and connect using IPs. ------------------ NeoSyrex™ [ NeoSyrex@hotmail.com ]
From: New Jersey, USA | Registered: Feb 2000
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Cuban B
Farting Nudist
Member # 1119
Member Rated:
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posted 01-24-2001 06:43 PM
hey, neosyrex!i just discovered and downloaded the prog and had my first battle on it! it was great! great work! it had a really easy to use interface. i had no problems with it. i have only two gripes, which are pretty silly considering how great the program is.  1) is there any way to add in the move animations from the game? i kinda missed them. =) 2) i know u know this, and plan to do it in the future, but i was wondering how long you felt adding G/S would take? not just in code time, but also an estimation of how long it'll take for people to deconstruct the necessary formulas and components to recreate the G/S battle system. and that's it. =) that's all i have to suggest about that, and i'm sure everyone wants #2. =) again, great job! thanks a lot! =) -CB ------------------ "Yo, I'm Cuban, B!" "Yes! Cuban B!" -Scarface & Samson
From: Boston, MA | Registered: Oct 2000
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NeoSyrex
Farting Nudist
Member # 52
Member Rated:
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posted 01-24-2001 07:40 PM
quote: Originally posted by Cuban B: it was great! great work! it had a really easy to use interface. i had no problems with it.
Thanks! Unfortanetly, some people have been having problems with the connection... seems to depend on the computer. I'm still working on it, but I can't really do much if it doesn't happen on my computer since I don't know where the error occurs in the code. quote: Originally posted by Cuban B: is there any way to add in the move animations from the game? i kinda missed them. =)
Yeah, I've thought about that many times, but it would be much too difficult to do. First, I'd have to get a picture of all the little battle images (like the question mark that appears when Amnesia is used and when a pokémon is confused, for example.) Then I'd have to create a duplicate animation for all 165 attacks and status ailments. Then I'd have to make sure that every animation is shown when it occurs. And since the entire turn is shown at a single time, the animations would have to appear after the turn occurs. This is a problem because I would have to either interrupt the animations after "Begin Turn" is pressed or disable the button until they end. Plus it would look awkward watching the animations without text accompanying it. The other option would be to rewrite the program so that it displays the text one move at a time, but that would require way too much work. quote: Originally posted by Cuban B: i know u know this, and plan to do it in the future, but i was wondering how long you felt adding G/S would take? not just in code time, but also an estimation of how long it'll take for people to deconstruct the necessary formulas and components to recreate the G/S battle system.
Hmm... well, it depends on the amount of time it takes to research everything about G/S, like you said. In addition to that it would help if there was a single place I could go to to find all the info (like this site was for R/B/Y), since most of the really in-depth information is scattered all over the place (mainly on bulletin boards and newsgroups.) The coding itself could take anywhere from 2 to 6 months, depending if I get into it or not. Also, I would not only have to program the G/S version, but to also make a lot of changes to the R/B/Y and Stadium versions to compensate for the changes I make for the G/S one (which reminds me, I should also make a Stadium G/S version). So I'd estimate that it'd 6 to 12 months to come out with a G/S version, but don't hold me to it :P. Oh, and by the way, I am still working on the program, so don't think I forgot about it. In fact, the next version will have a server-side chat (like I said), an option to not connect to a server (since some people have difficulty doing so), and best of all, it will have the ability to save and load games. ------------------ NeoSyrex™ [ NeoSyrex@hotmail.com ] [This message has been edited by NeoSyrex (edited 01-24-2001).]
From: New Jersey, USA | Registered: Feb 2000
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