@JGB Added the above to the game! Most have a place already aside from the heal since healing items aren't finished yet.
I have a question though. When I import yours the names are ofcourse different from mine since we didnt set a template yet for the soudns. Is it OK if I send you my sound table and that we work from there? That way we have 2 advantages.
They immediatly work ingame without renaming and checking against my sounds.
We have naming consistency
You can see all the empty sounds that aren't added yet but have already been configured right now.
I will work on finishing up the next area soon too. Adding in a new town + working on the first Gym now!
pulpmon sounds 4-18.json.zip (1.2 KB)
Updated! Yeah, you're making the game and actually hearing the sounds in context, so I'm fine with these just being a jumping off point for you to refine as you see fit! And this was also a very good way to ensure you're getting the right sounds. I'll try and get you a couple tunes soon as well!
Disappointed that there is no private message option on this forum, or at least if there is - I couldn't find it. UnbelievableFlavour, your game has a lot of potential. I am a professional writer located in the US. I'd like to possibly contribute to your project to iron out the text if you'd be interested. Please let me know how to get in touch if so.
Private messaging is definitely available on de devforums! You can click on a users name, that will take you to their profile where you can send messages. You may give pointers on the story if you like, though we are in VERY early stages of the story so there isn't a lot yet to talk about. Ofcourse if you like we can work together on getting what's currently in the game just right.
pulp-tiles (4).zip (789 Bytes)
Here ya go.
This should be all of the Pulpmons, I made each direction for each Pulpmon.
By the way, do any of the Pulpmon evolve yet?
Thnx, I'll add them when we arrive at a location where new monsters should spawn
Not quitte yet there though. Still couple things I wanna do before moving on to new areas.
Sure, my save function is probably not the nicest one there is. But it does the job.
on saveGame do
say "SAVING...\nDONT TURN OFF THE POWER." then
dump
hasSave = 1
store "hasSave"
store "currentQuestIndex"
store "gold"
store "lastRoom"
store "previousX"
store "previousY"
store "lastHealRoom"
store "lastHealRoomX"
store "lastHealRoomY"
savingPartyLoopIndex = 0
while savingPartyLoopIndex<4 do
store "party_{savingPartyLoopIndex}_monsterId"
store "party_{savingPartyLoopIndex}_monsterName"
store "party_{savingPartyLoopIndex}_monsterLevel"
store "party_{savingPartyLoopIndex}_monsterTotalHealth"
store "party_{savingPartyLoopIndex}_monsterCurrentHealth"
store "party_{savingPartyLoopIndex}_monsterSpeed"
store "party_{savingPartyLoopIndex}_monsterAttack"
store "party_{savingPartyLoopIndex}_monsterDefense"
store "party_{savingPartyLoopIndex}_monsterPower"
store "party_{savingPartyLoopIndex}_monsterExperience"
savingPartyLoopIndex++
end
savingTrainerFightsWonIndex = 0
while savingTrainerFightsWonIndex<30 do
store "npc_trainer_{savingTrainerFightsWonIndex}"
savingTrainerFightsWonIndex++
end
// SAVE MONSTERS SEEN
savingDexIndex = 1
isDone = 0
while isDone==0 do
tell "global_monsters" to
global_monster_index = savingDexIndex
call "get_monster_by_index"
end
if dexCurrentMonsterId==0 then
isDone = 1
else
store "{dexCurrentMonsterId}_seen"
savingDexIndex++
end
end
// SAVE ITEMS
savingItemIndex = 0
isDone = 0
while isDone==0 do
tell "global_items" to
global_item_index = savingItemIndex
call "get_item_by_index"
end
if item_id==0 then
isDone = 1
else
store "{item_id}s"
savingItemIndex++
end
end
say "{USER} Saved the Game. SAVE IS ONLY QEUEUD MAKE SURE TO EXIT THE ROOM FOR YOUR SAVE TO ACTUALLY GO THOUGH" then
end
end
end