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(pasta v0.5.5) Pokemon SiennaFusion

PAPastaMario•Created September 27, 2016
(pasta v0.5.5) Pokemon SiennaFusion
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Instructions

This is the Pasta version 0.5.5; it compiles what has been completed so far. Hey guys. It's been almost a month without an update from me. Sorry about that. College just set in, and I don't currently have access to the computer I use for all my Scratch stuff. I'll do my best to keep this updated, but please try to understand if I don't update this in a long time. ——— TO-DO LIST (in order of highest to lowest priority)——— - ( ) Refine the overworld engine. - ( ) Add the move animations. (This is a long-term one.) - (100%) Gather all the Pokémon sprites that everyone made so far. - (x)Strange bug where using "join" with "HpLoss_player" variable causes extreme lag. OBSOLETE - (√)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 - ( )Use a list for storage of bags.

Description

--> READ THIS <-- PastaMario's Changelog: ——v0.5.5—— (September 27, 2016 11:52 AM PDT) -When starting the project, a random Pokémon from the 131 we have now will be shown. - Databases for Base Stats have been implemented into this project. - Unfortunately, I have not yet implemented their movesets. So don't be surprised if you see a Rotomslash use Vine Whip. - Both Pokémon's levels have been temporarily changed to 100. This is merely to prove that the damage engine is working properly. - Currently at 400 assets. These come from putting in all the front Pokémon sprites. ——v0.5.4—— (August 30, 2016 11:25 AM PDT) - Implemented an overworld engine. No collision detection...yet. - Added sound effect when pressing space to go past the intro sequence. - Set up project to receive the database of "Base Stats" from "Pokemon Sprite List (SiennaFusion)". ——v0.5.1—— (August 28, 2016 01:14 AM PDT) - Damage calculation should run much faster. - Damage engine now supports dual types. - Damage engine now supports attacks missing. (Ex: Altsheia now has Slam as an attack, which can miss. When it does, no damage will occur, and an appropriate message will appear.) - Vicbuffiel now knows Thundershock. (This is simply for the player to deal 4x damage to Altsheia.) - Vicbuffiel now knows Earthquake. (Select this move to see that the Ground-type attack does not affect the Flying-type Altsheia). This also means that it is possible to lose to the Altsheia now. - The "Fade Sprite" is used when the enemy faints. - When the enemy faints, the variables disappear one by one, instead of all at once. This should help prevent a bit of lag. ——v0.5—— (August 26, 2016 01:53 AM PDT) - With the full list of Pokemon fusions created, the damage engine was finally implemented. There's a whole bunch of things that come along with this, including... - EVs and IVs now play a role in the strength of your Pokemon and the Pokemon you fight against. - The stats that both Vicbuffiel and Altsheia vary slightly every single time you start the project. - The game recognizes the types of both Pokémon currently in battle. It will take into consideration Same Type Attack Bonus and type effectiveness. (Grass type attacks will be super effective against Water types.) - Messages such as "It's super effective!" and "It's not very effective..." are now in the game, and should appear at appropriate times. - Altsheia's type is now Water. (This will change once I update the damage engine to support dual typing.) - Vicbuffiel's type is now Fire. (This will change once I update the damage engine to support dual typing.) - Removed "___ took damage!" messages. - The names of the moves Vicbuffiel can use will now appear on the attack buttons, albeit after a slight delay. - Added "Wild ___ fainted!" message. - File size: 11.7 MB ——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.

Project Details

Project ID123009762
CreatedSeptember 27, 2016
Last ModifiedOctober 6, 2016
SharedSeptember 27, 2016
Visibilityvisible
CommentsAllowed

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