I removed the renderer for now. Tell me if there's any performance difference. This is the Pasta version 0.4.8; it compiles what has been completed so far. ——— TO-DO LIST (in order of highest to lowest priority)——— - ( ) Add the move animations. (This is a long-term one.) - (95%) Gather all the Pokémon sprites that everyone made so far. - (0%)Strange bug where using "join" with "HpLoss_player" variable causes extreme lag. Must squash. - (√)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. GEN I moves are put in - ( )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.
--> READ THIS <-- PastaMario's ChangeLog: ——v0.4.8—— (August 18, 2016 2:10 AM PDT) - Added in a RENDERING function to the "Font Typer". You may see a string of letters appear when starting the project. This is EXPERIMENTAL; please tell me if it improves or lowers the performance of the project. Actually, tell me if you can even START the project. That's my biggest concern. - Removed the "Scratch" and "Wraparound" sprites that one would normally click on to attack. - Instead, use the empty attack buttons to attack. ONLY CLICK ON ONE, AND CLICK ONCE. They will first tell you the Base Power, Accuracy, and type of move, though their effects haven't been implemented yet. Then the attack will occur. - Edited the naming event. Should work properly. - Compiled all Pokémon Sprites. NOT loaded into project yet. Please refer to project titled "List of Pokémon Sprites" in the studio to confirm that I have added everyone's sprites so far. If I missed anything, let me know. - Changed "Pokémon Party" screen fade in/out animation. Now fades in and out of black. - The enemy Pokémon can now use 4 different moves. They all do the same range of damage (for now). - Added in a white backdrop at the beginning of the project to emphasize the battle transition. - Removed unnecessary sounds. - Removed the obsolete "Moves!" list. - Removed some more obsolete broadcasts. - File size reduced by 4.2 MB. Size dropped from 15.7 MB to 11.5 MB. ——v0.4.6—— (August 8, 2016 11:45 PM PDT) - Received the okay from manager "maplepancakes" to update this project independently of hers. - Began putting in parts of the move selection engine. You'll notice that Vicbuffiel's moves are always the same type now. - To get a sneak peek, click on the empty move boxes when they show up. They'll say the space number, the move it contains, then the move's type. - Spaced out the animations that play at the beginning of the project. Hopefully this helps some users' computers run this project better. - Added in a preview of the Pokemon Party screen. To reach it, click the green Pokemon button. (Not functional, merely for display. Click on the screen to make it disappear.) ——v0.4.5—— (July 22, 2016 06:01 PM PDT) - Removed "dialog" and "COLORED dialog" sprites and stored in another project. These sprites showed when you defeat the wild Pokémon. Though fancy, they took a whopping 237 assets. - Hopefully you should notice an improvement in load speed. - Dialog replaced by use of the font typer. - Improved checking of the length of the name given to your Pokémon. (There are still a few bugs with it. Bear with me, please.) - Slightly changed what the protagonist says. ——v0.4.4—— (July 22, 2016 12:03AM PDT) - Smoothed out the battle system's broadcasts. - Consequently removed a few now-obsolete broadcasts, among them including "OP's wraparound!", "start_BATTLE!", and "ATTACKKKK" (this one was renamed to "Battle_player_attack"). - HP bar system slightly changed. - Added a few tweaks to the time simulation. ——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)