What Xeda is saying is that she designed those sprites specially to avoid the need to XOR one to remove it before putting the next one on. Simply display the three in a row, without erasing the previous one! Smile
And I think what tifreak is saying is that because it's over the pokemon, that doesn't quite work right.
^ This exactly. I tried it without erasing the one previous, it leaves a blob of pixels in its place. I think it looks pretty darned good as a cloud the way it was shown, and others have thought so as well, so I'm calling that aspect of it done. I just have to put in the actual pokeball catching stats, and those items shall be completed Very Happy
This.....I will find a way to play this! Very Happy
Thanks Coded Smile


Code:
ClrDraw:0->K
AxesOff
RecallPic Pic1
While K=0
getKey->K

20->I:25->J

"3CG7EGFFGFFGAFG9FG42G3C->Str4
Asm(prgmZSP2
"3CG7EGFFGFFGAFG9FG42G3C->Str4
Asm(prgmZSP2
25->I:20->J
"3CG7EGFFG93G8FG81G42G3C->Str4
Asm(prgmZSP2
"3CG7EGFFG93G8FG81G42G3C->Str4
Asm(prgmZSP2
30->I:16->J
"3CG7EG8BG83G81G81G42G3C->Str4
Asm(prgmZSP2
"3CG7EG8BG83G81G81G42G3C->Str4
Asm(prgmZSP2
36->I:11->J
"3EG75G83G81G81G81G42G3C->Str4
Asm(prgmZSP2
"3EG75G83G81G81G81G42G3C->Str4
Asm(prgmZSP2
41->I:8->J
"3EG43G81G81G81G81G42G3C->Str4
Asm(prgmZSP2
"3EG43G81G81G81G81G42G3C->Str4
Asm(prgmZSP2
48->I:4->J
"3CG42G81G81G81G81G62G3C->Str4
Asm(prgmZSP2
"3CG42G81G81G81G81G62G3C->Str4
Asm(prgmZSP2
53->I:1->J
"3CG42G81G81GC1GF1G7EG3C->Str4
Asm(prgmZSP2
"3CG42G81G81GC1GF1G7EG3C->Str4
Asm(prgmZSP2
57->I:1->J
"3CG42G81GE1GF1GFFG7EG3C->Str4
Asm(prgmZSP2
"3CG42G81GE1GF1GFFG7EG3C->Str4
Asm(prgmZSP2
64->I:4->J
"3CG62GF9GFFGFFGFFG7EG3C->Str4
Asm(prgmZSP2
"3CG62GF9GFFGFFGFFG7EG3C->Str4
Asm(prgmZSP2
69->I:8->J
"3CG7AGFFGFFGFFGFFG7EG3C->Str4
Asm(prgmZSP2
"3CG7AGFFGFFGFFGFFG7EG3C->Str4
Asm(prgmZSP2
69->I:4->J
"3CG7EGFFGFFGFFGFFG7EG3C->Str4
Asm(prgmZSP2
"3CG7EGFFGFFGFFGFFG7EG3C->Str4
Asm(prgmZSP2
69->I:8->J
"3CG7EGFFGFFGFFGFFG5EG3C->Str4
Asm(prgmZSP2
"3CG7EGFFGFFGFFGFFG5EG3C->Str4
Asm(prgmZSP2
4->J
"3CG7EGFFGFFGAFG9FG42G3C->Str4
Asm(prgmZSP2
"3CG7EGFFGFFGAFG9FG42G3C->Str4
Asm(prgmZSP2
8->J
"3CG7EGFFG93G8FG81G42G3C->Str4
Asm(prgmZSP2
"3CG7EGFFG93G8FG81G42G3C->Str4
Asm(prgmZSP2

"66G99GA5G42G42GA5G99G66->Str4
Asm(prgmZSP2
"66G99GA5G42G42GA5G99G66->Str4
Asm(prgmZSP2
65->I:5->J
"0EF0G1348G22C4G4812G4002G700EG5004G200AG700EG4002G4812G2344G12C8G0F70->Str4
Asm(prgmZSP2
"0EF0G1348G22C4G4812G4002G700EG5004G200AG700EG4002G4812G2344G12C8G0F70->Str4
Asm(prgmZSP2

"1818G2AD4G5F7AGB2CDGEE77G2994G7A5EG5424G242AG7A5EG2994GEE77GB34DG5EFAG2B54G1818->Str4
Asm(prgmZSP2
"1818G2AD4G5F7AGB2CDGEE77G2994G7A5EG5424G242AG7A5EG2994GEE77GB34DG5EFAG2B54G1818->Str4
Asm(prgmZSP2

"000EG0011G0071G01AACG124A2G2E891G21909G20509G4038AGC009DGC0071G81809G828AEG4291G3021G0FF5G000E->Str4
64->I:1->J:Asm(prgmZSP2

69->I:8->J
"3CG7EGFFG93G8FG81G42G3C->Str4
Asm(prgmZSP2
For(F,1,500
End
"3CG7EGFFG93G8FG81G42G3C->Str4
Asm(prgmZSP2

"66G99GA5G42G42GA5G99G66->Str4
Asm(prgmZSP2
"66G99GA5G42G42GA5G99G66->Str4
Asm(prgmZSP2
65->I:5->J
"0EF0G1348G22C4G4812G4002G700EG5004G200AG700EG4002G4812G2344G12C8G0F70->Str4
Asm(prgmZSP2
"0EF0G1348G22C4G4812G4002G700EG5004G200AG700EG4002G4812G2344G12C8G0F70->Str4
Asm(prgmZSP2

"1818G2AD4G5F7AGB2CDGEE77G2994G7A5EG5424G242AG7A5EG2994GEE77GB34DG5EFAG2B54G1818->Str4
Asm(prgmZSP2
"1818G2AD4G5F7AGB2CDGEE77G2994G7A5EG5424G242AG7A5EG2994GEE77GB34DG5EFAG2B54G1818->Str4
Asm(prgmZSP2

"000EG0011G0071G01AACG124A2G2E891G21909G20509G4038AGC009DGC0071G81809G828AEG4291G3021G0FF5G000E->Str4
64->I:1->J:Asm(prgmZSP2

End


Yeah, I realized just a little bit ago I can optimize this by a ton. :I I feel rather dumb right now. I'll get it optimized later this evening.
Great, I look forward to your optimized version. Smile May I offer any additional optimizations after that, or may I try optimizing it in parallel with you so we can compare our versions, or would you prefer I not do so at all? Smile
Feel free to optimize. Keep in mind, though:

1) There will be nothing above the 20->I:25->J line. The finalized won't have a loop to keep it going

2) I have to close off the strings with ending quotes because this code will eventually make it into appvars, and we've had too many issues where it doesn't like to not have the closing quotes.
That's fair enough. Mostly I want to find the pattern behind the X/Y coordinates and pack all the sprite data into a single string, so that this can be done with a one or two sub() commands and ZSP2 calls.
Well, the sprite data


Code:
"000EG0011G0071G01AACG124A2G2E891G21909G20509G4038AGC009DGC0071G81809G828AEG4291G3021G0FF5G000E->Str4


This is for the pokemon and wouldn't be included. That will be replaced with code using Celtic2 to pull the sprite data from the appvar. Just realized I should point that one out.
So, I'm thinking to 'enhance' the pokeball bit a little further. For the 'wiggle' effect, I'll use the sprites Weregoose posted up (thanks Weregoose!), from where the ball stops on, I use the one before and after it, and make the sprite go back and forth a pixel in each direction. My only thing is, I still have to work with the equations that determine if a pokemon is caught, or if it isn't and how many times it will wiggle before it releases. The newer generations, I know for sure, have 3 possibilities on failing.

1) The pokeball grabs the pokemon, then immediately spits it back out.

2) The ball wiggles once, then opens and says 'Shoot, so close.'

3) The ball wiggles twice, then opens and says 'Almost caught it!'

I don't know if the old one did that or not, some research needs to be done, I guess. I'll at least set up the animation program to do both wiggles, might even have a sprite made up to indicate the pokemon was caught (little stars around the button of the pokeball, perhaps?).
http://www.dragonflycave.com/capture.aspx

This page. I love this page. (Read the first section for the other generations.)
http://www.dragonflycave.com/rbycapture.aspx Looks like I need a little bit of this page here. The one you linked to was an interesting read, though. Smile


So, this is the first attempt at the ball wiggle. I think I might just want to move it from side to side and not up and down as well, what do you all think?
Looks great! I personally don't like the initial bounce. I would suggest that, since you have the throw, the bounce, then another bounce, that you make the second bounce go only a few pixels up and not the same height as the first bounce. (also noted from quite a few people reading my screen that play pokemon.)

Other than that, I like the wobble.
It was only bouncing 4 pixels, so I adjusted it to lose a little each bounce.



Better?
I liked the higher bouncing (see Crystal's capture animation), but would prefer less of a vertical displacement on that wobble. It looks jerky.
Soo.. Return it back to bouncing the way it was, ok.

How do you suggest I do the wobble then? Just go back and forth horizontally? I didn't think it'd look that great, but I can throw it on there like that and see.
I think it'll look fine if the lowermost frame is brought to the right one pixel.
According to sources that play the original pokemon: It throws, captures, then bounces from the same height 3 times, then wobbles back and forth (left to right).
Weregoose wrote:
I think it'll look fine if the lowermost frame is brought to the right one pixel.


But it is only going left one, then right one, then right again, then back left. I think. I'll have to look in on that..
  
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