Dear Nintendo: Pls don't sue


Done with my first pass on project 2! It's not even a week into the new year, at this rate I'll have 100 out before 2022! After I'm done with the next one I'll be starting on some projects where I haven't just ripped assets from old games. Promise.

I have a bit of a gripe... it turns out that Godot isn't the best engine to use to pull of a GB emulator vibe, so everything's a bit hacky.  In retrospect, I'm pretty sure it's made with platformers in mind, so my bad for not rolling with something more appropriate. But it is a little clunky in general... I just spent the last 4-6 hours trying to get it to export in a way that would allow me to load in tileset textures dynamically... I uploaded, everything worked alright... but the fusion screen was blank - it worked on my PC but not on itch!

I was looking forward to setting collisions up on my tilemap and having it all just work like magic... but there was a catch: I'd have to use the physics engine to move so it could detect those collisions. That's a bit of a problem if you need your player sprite to only move in 4 directions and be forced to move exactly 16 pixels every step. So I decided that since this was going to be a small project I'd just hardcode collision tiles into a non-physics movement function. There are janky things in this prototype, but I made damn sure you don't over step a pixel and throw everything off.

Fusion Functions

So I've got 3 ways to easily splice up pokemon for recombination, but they're just stand-ins for the method I'll need a bit more time to implement. If I can tag all the sub-sprites with interesting features, like eyes, or shells, or tails, I can combine on a priority system so you can look at two faces instead of an elongated forehead. Half had the ability to choose your own pokemon, but switched it off for now because it made the whole process cumbersome, when I'm less tired I'll put it back in in a non-intrusive way.

Files

Pkmn.zip Play in browser
Jan 06, 2021

Leave a comment

Log in with itch.io to leave a comment.