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pokemongameengine's Introduction

PokemonGameEngine

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Pokémon Game Engine is a C# game engine that is similar to the 2D Pokémon games. It uses PokemonBattleEngine for the battles. It can run on any platform, even phones! (With some work... contact me)

Previews:

Keep in mind the quality lost when recording GIFs and videos:

GamePreview

DayTint.mp4
Battle.Preview.mp4
Groudon.Preview.mp4

SpindaSpotsPreview

MapEditorPreview

This project is still in an early stage so don't expect to make a full game with it at this time, although you can start using it. Check the wiki if you're interested (I put a lot of effort into writing it!). If you'd like to learn more or just talk, join our Discord server.

Some Notable Features:

  • Map/encounter editor (Only runs on Windows, Mac, and Linux)
  • Diagonal movements
  • Scripting
  • Very non-limiting mapping (elevations, layers, no color limits, transparency, etc)
  • Tile animations
  • Day & Night cycle
  • Animated sprites
  • Spinda spots
  • Controller & Keyboard support
  • Custom sound engine and music (also supports Pokémon cries)
  • Wild encounter mechanics
  • Daycare, Breeding, and Eggs
  • Evolution, Evolution cancelling, and Shedinja creation
  • Pokérus
  • Game stats
  • Some debugging tools

To Do:

  • Update the wiki as the engine grows
  • Touch input devices support
  • Check the list

PokemonGameEngine Uses:

MapEditor Uses:

PokemonDumper Uses:

Test tiles taken from... (I did modify them a bit)

pokemongameengine's People

Contributors

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pokemongameengine's Issues

Add a list of visible maps and visible objs

Right now map references are alive only because of Obj.LoadedObjs. If it weren't for that, they'd be destroyed and recreated each time a connection tree is parsed

Objs are a problem because they are rendered in the order they are created and they do not render on other maps. Visible objs would reduce the need for checking if it's visible each frame

The maps and objs tie in together

Shrink amount of elevations to 8

Layouts then can say per block which elevations exist on the block while taking the same amount of space (1 byte)
This also would drastically reduce cpu being used

Merge battle thread into logic thread

This is only necessary so render thread and battle thread are synchronized by locks like logic thread. It won't need to be merged if a lock is implemented

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