kermalis / pokemongameengine Goto Github PK
View Code? Open in Web Editor NEWA C# 2D Pokémon game engine and map editor.
License: MIT License
A C# 2D Pokémon game engine and map editor.
License: MIT License
Stuff like encounters, events, connections, map details. Layouts would need to remain as binary I guess
Seems to be a problem with SDL2 according to some Google searching.
This is because their duration is tied to how often they are rendered (which should not be how it is in the future)
Files aren't shrinking to the proper sizes
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
I deleted my goddamn grass
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
If you were to add a block, use the new block in a map, save the map, and reload the map without saving the blockset, you would get an exception because the block id doesn't exist
Event editor ComboBoxes, Encounter Table editor ComboBoxes, all set the default value upon changing selection
Waiting for this AvaloniaUI/Avalonia#4461
For example, Jigglypuff's hidden ability is different from Wigglytuff's, so currently its ability would be set to its Ability1 instead of the new AbilityH
The maps are only subscribing to the first blockset, not other ones. If other ones are edited in blockset editor, they are not redrawn/updated
This happens because the SDL stuff is deleted before the rendertick/logictick quit
TestMapW uses its own tiles and blocks, as will the bridge map (proposed in #7)
Forgot to place the update frames call inside the lock
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
This happens when the player and camera are being updated between frames (since it happens on the logic thread instead of the render thread)
clicking the square to "paint" the block if you havent added any blocks will throw an exception https://i.imgur.com/nnnzIYn.png
PID is not stored anywhere in the battle engine and disguises in the battle engine are no longer "tied" to a specific other Pokémon, they are just a disguise of anything.
The forms are sorted by alphabetical order (returned that way from PBE) and we use the selected index to write the Form, so that's the problem
For this to be done gracefully, we would have to implement something (like CancellationToken) with Kermalis/PokemonBattleEngine, or just ignore all incoming events and let it process whatever it wants
Issue is in Program.cs, the last render time is messing up "time passed" so the animated sprites wait forever for the next frame
This will allow you to flip the entire selection the other way and reorder the tiles
The current tile should only be checked after moving is completed, because right now it's being checked every logic tick which means you can start a wild battle by standing in grass for a period of time
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