TheMaster, on 02 July 2012 - 01:25 AM, said:
Look's good so far!!!
The animation speed is...passable - but overall it could look a little more polished if it was slower. I think you've done a good job though!
Just a question about the final game - is it going to be like a website where you have an account and you can view your collectables - challenge other players, maybe a global leaderboard etc. etc. - or will it be the sort of "Miniclip" game where its single player - but you can continue between sessions?
Thank you for the feedback. I will google more about animation speed of gifs but the ones that are in the video were the ones that I found online. I don't know how to manually modify the speed. If anyone knows, could you please post how
And yes, I am planning on making this a big multiplayer type of game where you can challenge other players. There is going to be a single player which is basically composed of a storyline, gyms/elite four, and the bad guys that everyone will get to play through. And then once you beat the 1st gym, you unlock the ability to challenge other players to a battle.
The thing that I think will make my game funner and set it apart from the competition is that it will be like an actual pokemon game. All of the other pokemon games that I have come across on the internet are basically battle simulators that let you set up your pokemon party with whoever you want at what level you want. My game will actually make you have to train your pokemon to be the best, just like in the real game.
ThatRailsGuy, on 02 July 2012 - 01:31 AM, said:
Depends on how you're animating. I assume in a loop based on the speed, so just have a far of how many ms or s has passed since last update and wait until it is gte x/60.0
Well the way that the pokemon are animated right now is just an <img> tag linking to a gif.
The method that you are talking about would need a sprite sheet of each individual frame of a pokemon though wouldn't it?