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Is the game open source?

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Julio

Bug Catcher
I've got curious on how you guys implemented some things.
Is this game open source? If it isn't, why not?

Thank you!
 

Darkfire

Administrator
Administrator
P3D Developer
.....sorta....
you can use the language to script events make new pokemon, new maps, etc but you can't change everything
(plus it's in a completely original coding language)
i'm thinking the core is sealed to keep someone from messing it up?
 

Julio

Bug Catcher
I see, the game is highly moddable. Actually I'm interested in some algorithms that they are using, like the graphics rendering and the motion graphics too. Also I'd like to know their choices on class design.

But yeah, they may want to protect their work.
 

DracoHouston

Kolben Developer
Contributor
I see, the game is highly moddable. Actually I'm interested in some algorithms that they are using, like the graphics rendering and the motion graphics too. Also I'd like to know their choices on class design.

But yeah, they may want to protect their work.
yeah its closed source.

if you have questions about it feel free to ask, this isn't all top secret.

some general info on the project: its coded in vb.net, it uses the XNA framework (4.0 refresh). the engine itself is built from scratch by nilllzz, it uses a markup language he made to describe entities in map files. there is also a simple scripting language that NPCs and script blocks can execute, it's purpose built by nilllzz too.

we're still 'indev' apparently, and the engine is quite young. but it is being fleshed out very quickly.

if you want to know more about the mechanics of pokemon games, they seem rather well documented at this point. this is an implementation of the pokemon battle system with no changes, there's some oversights sometimes like type immunities didn't work immediately but it's coded to work like the originals

right now pathing and collision isn't really set up like a typical FPS engine has it, there's floor blocks that are pathable for the player, and other entities may occupy a space, preventing the player from moving into that tile. its rather simple but its meant to replicate the behaviour of games that had very simple movement.

also all the 3d models in the game are hard coded, because they're simple shapes, and we skin them in the map files by supplying a texture sheet, subtexture(s) on that sheet and what triangles use which texture. all the sprites are of course drawn to billboards
 

Julio

Bug Catcher
Hahah, I think I know what's going on, the child is not good to go to the world yet.

I thought that the collision system in the game is awesome, resembling the orginal games, it's a bit annoying in the beginning but it's a good idea.
It's actually quite interesting that nillz chose VB instead of C# to code the engine. He's probably self taught, right?
Yeah, the use of billboards created a nice retro-modern effect :)

This project is really amazing, I fear the momement when a cease and desist letter may come :(
 

DracoHouston

Kolben Developer
Contributor
Hahah, I think I know what's going on, the child is not good to go to the world yet.

I thought that the collision system in the game is awesome, resembling the orginal games, it's a bit annoying in the beginning but it's a good idea.
It's actually quite interesting that nillz chose VB instead of C# to code the engine. He's probably self taught, right?
Yeah, the use of billboards created a nice retro-modern effect :)

This project is really amazing, I fear the momement when a cease and desist letter may come :(
nilllzz knew vb.net and XNA worked for it so that's what he used. i would have used c# but vb.nets really not that bad.
 

Julio

Bug Catcher
Sure, it's not bad, there's ton of people that uses it. I'm just used to this C syntax like languages.
 
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