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Movement

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snoe

Active Member
this is movement based on the grid form of movement common in all pokemon games. You essentially have to face the direction you're moving.

It's how pokemon does its thing
 

MHDEN

Bug Catcher
INMO we have to remember that pokemon is originaly a 3ed person 2D game ..
What we have here is a First Person 3D game .
There are obviusly going be diferences because of the styles .
Having A and D moving sideways and S backwards is the obvius choice .
To tell you the truth i dont like the controlls at all .
But i dont see why we cant have both . It can just be a Togable option .
 

Derpina

Fisherman
I've thought about this too, and they are only sticking to how the original pokemon games worked. If you remember, when hitting any movement control button, the character would always look in the direction he is walking. I suppose it would be nice to have the option to side-shuffle, however because of the grid system they use (which prevents from walking diagonals) I feel like it wouldn't make much of a difference.
 

DracoHouston

Kolben Developer
Contributor
we don't have art for side stepping. turning is really fast in freelook too. a compromise might be possible though.i'll talk to nils about it.
 

MHDEN

Bug Catcher
we don't have art for side stepping. turning is really fast in freelook too. a compromise might be possible though.i'll talk to nils about it.
then dont do it for third person .
1st person doesnt need artwork .
just do it fot 1st . thats what we realy want it for .
and the controlls will automatically change when we change from 1st to 3d .
 

snoe

Active Member
The thing about free movement as opposed to grid movement is that pokemon games were designed around grid movements.
If you change the movement style you have to change the programming for:

Wild encounters
Repel steps
Day care steps
Eggs
Bicycles
Surfing
Hidden items on the ground
Ledge animation

All of these are integrated with how the player moves. The game wasn't designed to have you falling off ledges back wards. Bicycling backwards or sideways. Etc. it a fundamental part of the game and affects factors within the game majorly.
 

Darkfire

Administrator
Administrator
P3D Developer
This is a minor idea i had and am just seeing if it would be even possible(not even sure i would want it implemented even if it was)

make the grid really small(1/100 of the original?)
then allow diagonal movement
then make the entities take up certain spaces
have the character's actual position be in one small space(for calculating wild encounter etc)
but have collision be for the the full sized square to keep graphics glitches from occuring

(this idea could go into the main game)
also when trying to move diagonal the system could check the directions that are adjacent to the current square and if both of the sides that form the corner are blocked it will not allow passage.
 

snoe

Active Member
Darkfire
So i considered what you were thinking.
here's a gridmap of pallet town on a 1/4 grid (4 blocks for every one block of movement)
pallet town.png

as you can see it gives you more control over where you want to be. notice the area where the ledges are. they are taking only 1/2 of a block, this would make it so you could walk closer to ledges before falling off

Anywho I drew a diagram of a 2 x 2 grid with the blocks divided again into 4 and showed how it would affect the instances of wild pokemon encounters.

grass.png


if we were to implement diagonal movement, the amount of wild encounters would just about double (for 1/4 grid size)
whereas a smaller grid with original movement would produce the no higher amount.
 

Darkfire

Administrator
Administrator
P3D Developer
map1.png
yellow = player
red = grass
green = trees

darker = actual location
lighter = collision

map2.png
no encounter b/c the player's actual postition isnt in the grass

Map3.png
wild encounter b/c player's actual position is in the grass

Map4.png
cannot do b/c the player's and the tree's collision spaces are overlapping
 

Darkfire

Administrator
Administrator
P3D Developer
thats more of what i am going for
in this variation texture placement would take up the full scale but movement would be on 1/49 of each texture
 

snoe

Active Member
OH i see so you took the center of the player as a reference point instead of the player as a whole. i see what you mean. this looks pretty neat.

On top of that it interacts with borders pretty well.

coding wise you'd have to make it so that grass recognizes the center reference point and borders recognize the outer edge of a player.

how about interaction with ledges and items? ( you dont have to make a grid to answer haha)
 

Darkfire

Administrator
Administrator
P3D Developer
ledges would force you to go over when you character's movement point hits the space(like how you cant stop on a ledge or a ramp

for items if your collision is in contact with theirs then you can interact with it
or maybe make an interact set of coordinates as well? so if your interact is overlapping with something else's interact you can talk to it by clicking on it?
 

snoe

Active Member
if you want to stick with the classic style items and other objects with interactions would have a border - border style of collision.

however.

hidden items are invisible so maybe an overlapping style would suit hidden items. also the fact that your character wouldn't be constricted to one block at a time AND hidden objects work by overlapping. you could essentially search four blocks at once! this would make item hunting easier which isnt bad
 
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