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(pasta) Pokemon SiennaFusion Ver. 0.4.3.1 [HOTFIX]

PAPastaMario•Created July 20, 2016
(pasta) Pokemon SiennaFusion Ver. 0.4.3.1 [HOTFIX]
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Instructions

This is the Pasta version; it compiles what has been completed so far. Maple, please check everything inside this project to see if they are to your liking. ———NOTES (by maplepancakes)——— Curated on July 17th by @-IcyMango- Posted July 7th, 15% done PEOPLE CURRENTLY WORKING ON THIS/ADDING STUFF: @PastaMario @DJ_456 Added: New option buttons! AWESOME TEXT! Extra animations for battle. A SHINY! You might get it ;) ———NOTES (by PastaMario) ——— - For the broadcast "YOUR ATTACK" and "ATTACK", I am guessing we are going to put in a database of all the moves, then when a sprite receives it, it will look up the corresponding move and display the animation accordingly. We don't need to use the font typer when in the Bag screen. In the original games, the description comes up immediately. Also, I don't know how many items we are planning to put in, but I don't anticipate too many. Use a list for storage of bags. --> Talk to pippy and Panda about the mystery gift function. We might have to hold off on that idea until the end, though. <-- Where did you get the cave background during the battle? I'll add some more environments if need be. Also, what is the variable "Text Box" used for? Is it a remnant of an unused script? ↓Original Instructions below ↓ ----------------------------------------------------------------------------------------- "*Welcome to Pokémon SiennaFusion!* This game is just like the normal Pokémon games: except all of the Pokémon are FUSIONS! Meet an unlikely friend and catch others who will guide your way to victory! Over 100+ Fusion Pokémon to discover, fight, and catch! This project started in Early July 2016, and is currently being still worked on."

Description

--> READ THIS <-- PastaMario's Changelog: ——v0.4.3.1 [HOTFIX]—— (July 21, 2016 12:23 PM PDT) - The despised font typer bug, the one where selecting options too fast causes it to glitch out, should be fixed! ——v0.4.3—— (July 21, 2016 02:57 AM PDT) - [BUG] Music overlapping effect was a result of using a forever block with a "play ___ until done" to loop the music. When "stop all sounds" was run, the music would loop over unintentionally. Removed looping. - Added a forward slash to the font typer. - Removed legacy "level stat" sprite. - Removed legacy HP and XP bars. - Loaded into project attack buttons that will display the moves. - Need to add a sprite with PICTURES of text that say the move name. This is to avoid the font typer for having to create so many clones. - Added color effects to the HP bars. They now change color according to remaining HP. - Remade the catch rate engine. Now uses functions. (To simulate throwing PokéBalls and see it in action, see inside the project, go to "PokéBall" and click the small script below the first one.) - Added icon at top left that tells you what the time is in the game. (Morning, Day, Evening, Night) - Loaded into project item icons: three PokéBalls and four Potions. - Removed "show vic" broadcast. (redundancy) ——v0.4.2—— (July 20, 2016 01:46 PDT) - Added apostrophe and comma to font typer. - Changed a few phrases to accommodate. - [TESTING] Background darkens when playing between the hours of 7 PM to 7 AM. - Added modified HP bars from Pokemon Black and White. - Added alternate PokéBall throw sound effect. - Implemented a list of all Gen I moves. (165 in total) - Implemented the catching system. The list "Catch Rate" must be filled once all artists create all the Pokémon. ——v0.4.1—— (July 19, 2016 8:56 PDT) NOTE: This compilation is a remix of maplepancakes's v0.4, which contains a few of the elements of the unfinished (pasta) v0.2.2. This compilation also contains things that were completed after v0.4 was released. - Battle HUD - Added a "Back" button with same style as other HUD items. - Edited the HUD frame to fit the other HUD items. - Added three versions of HUD frame background: no decor, light DNA, or dark DNA. - Added small animation when hovering over Battle HUD action items. - (Maple) Added a chance that your first Pokemon may be shiny. - (Maple) Added thumbnail for the project. - Realigned the costumed center of some sprites to make motion blocks easier to use. - Font typer engine has been finalized and will be used in future versions. - Loaded into project DJ_456's HP and XP bars. (This is subject to change.) ——v0.2.2, unreleased—— (July 20, 2016, ??:?? PDT) - Added new "Sienna Fusion" logo. - Added animations for "capture attempts" with the Poke Ball. - Loaded into project wild encounter animation. - Loaded into project Bite animation - Overhauled Battle HUD. (DJ_456 and PastaMario) ——v0.2.1—— (July 19, 2016 12:19 PDT) - Added Poké Ball throw animation. - Added "enemy slide into view animation". (This is akin to the old versions of Pokémon. If you don't like it, let me know.) - Changed UI interface to be slightly cleaner. (The old version was somewhat crooked.) - Added a few examples of "font typer" in action. Planning to add full support for this typer. (If you have any criticisms about it, let me know.) - "Why do we need a font typer?" In v0 (original), a huge number of pictures were used to simulate a typer. This takes a lot of space. v0's size was a total of 15.5 MB. - Condensed the INTRO sprites and its clones into a single sprite. Previously, they were split into two sprites. I found that it took unnecessary space. - Changed the costume center of various sprites. (I figured it is better to use motion blocks to control where the sprites appear. - Placed a note inside the project containing the damage formula used in real Pokémon games. - Loaded into project "Pokemon Party select" screen.

Project Details

Project ID116663206
CreatedJuly 20, 2016
Last ModifiedJuly 22, 2016
SharedJuly 20, 2016
Visibilityvisible
CommentsAllowed

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