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pokemon-red-sdl2's Introduction

Reconstructing Pokemon Red/Blue

Pokemon Red/Blue reconstructed in SDL2. Mainly for game development and engine development testing.

(This project is very early into development right now, the engine is being created completely from scratch)

Screenshot

Resources Used

All spritesheets were obtained from the Spriter's Resource.

Materials Used

Things that helped me along during development.

Controls

  • Z as B button
  • X as A button
  • ↑ as up on D-Pad
  • ↓ as down on D-Pad
  • → as right on D-Pad
  • ← as left on D-Pad

Notes

  • Run the program from the root project directory (bin/./pokemon) to load media properly.

pokemon-red-sdl2's People

Contributors

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pokemon-red-sdl2's Issues

Fix walking animations

Animations should be reset every time a new state has been introduced rather than being updated with the current program time. When using tile-based movement, this can look a little weird and finicky.

NPC Scripting

Provide some sort of possible scripting for NPCs. Scripts can include dialogue and different walking patterns.

Map scripting

Things like door warps between different maps and map events have to be scripted in some way.

Implement fixed time step

Using a fixed time step will make updates much more easier to update player positions rather than relying on actual time.

Fix camera movement

The camera movement is wonky with the player right now. It must keep the player centred on the screen unless map boundaries are hit.

Use tilesets in map data

Map data should include a different tileset based on the environment of the map. Changing tileset data will completely change the look of the map.

There also needs to be a way to sort tiles into separate tilemaps.

Optimize tile collision method

The current method used for tile collision is very inefficient. Any maps that are too big will slow down the game completely. Since I'm now using 8x8 tiles, it means even more tiles are being used per map. Which means there are more tile checks every frame.

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