top of page

PokemonFG

  • Release Date: 1/6/17

  • Platforms: PC, Mac, Android

  • Game Engine: LibGDX

  • Programming Language(s): Java

  • Assets: Ripped from Pokemon White, Pokemon Soul Silver, Pokepark 2, etc 

  • Formulas: Bulbapedia

This is a project that I worked on to develop an understanding of how battle systems for turn-based games worked. Can you guess who my favorite Pokemon is? There are a ton of steps to Pokemon's battle system, and this game ended up being a mixture of Gen I movesets with Gen IV logic and move properties. I decided that the best way to test the battle system would be a high stakes battle with Red, which can be triggered by interacting with him. The game contains mostly functional menus, a working pokedex, a fully-functional battle system, and much more. In the end, I didn't implement abilities, but you can run into wild Pokemon in the adjacent area and capture them(although if your party is full...I don't believe I accounted for that). I also believe that this project supports networking, and even Wifi-battles, but it was pretty buggy, so I just left it alone until a later date. The version I currently provide is very buggy, back then I seem to stored data in very inefficient ways. You're free to play this version, but I will update the links soon enough, fixing the minor issues with crashing while loading routes, and storing the data in the user's home directory instead of local to the jar is executed from.

Video

Usage

  • Most of the game files, if not all of them, are stored within the jar.

  • The game technically does support controllers, but it uses a lot of touch controls, so there is very little point in using a controller. As such, for this application, I don't stress controllers much, and it doesn't even bother to use the configuration used by my ControllerTest application. On desktop, keyboard and mouse works just fine. On Android, if no controller is connected, which I recommend, on-screen controls will activate.

  • When you see the spinning pokeball, the game is loading files, it hasn't frozen or anything. It seems that I load all of the assets into memory at the beginning of the game to avoid loading screens. For this reason, I don't recommend running this on lower-end android devices.

  • The game creates a "NetworkSettings.txt" file on the user's Desktop on PC. On newer Android devices, this file will be located in Android/data/com.imackshun.games.pokemonfg/files/PokemonFG/, while on older Android devices, this will be on the root of the internal or external storage. Inside, you can set the name of your trainer, and networking details, although that functionality needs to be looked at. If the game so happens to crash on Android, which I doubt because I disabled networking stuff, you may need to enable permissions to read and write to external storage so that this file can be written to and read from. You may be fine without enabling permissions though.

  • As always, the .jar runs like an executable, as long as you have Java installed on your computer.

Controls

  • Keyboard(Arrow Keys = DPAD, Z = Cross, X = Circle, S = Triangle, A = Square, Q = L1, W = R1)

  • Controller(Based on Controller Test Application/ Xinput on PC)

  • DPAD = Overworld Movement and Menu Navigation

  • Circle(A) = Confirm in Menus, Examine

  • Cross(B) = Cancel in Menus

Features

  • Mostly Working Battle System

  • Wild Encounters(10 Randomly Generated Lvl 100 Pokemon) and Pokemon Capture. Pressing the bag button throws a Pokeball.

  • Pokemon can Gain Experience, Level Up, and Learn New Moves

  • Fully Working Pokedex

  • Networking, although I'll need to fix it before it can be made available to users. Any permissions required are due to that.

  • Saving and Loading Game Data

  • Wifi Interactions and Battle (Disabled for Now)

  • Red Trainer Battle

Bugs

  • Battle Mechanics are mostly accurate, but there may be special cases that I've overlooked.

  • On Android, there is Z-Fighting most of the time. Kinda annoying to look at, but there isn't much exploration to do regardless.

  • Only two areas have actually been implemented from a collision standpoint. While I programmed the game in a way to load the environments as needed, I focused primarily on New Bark Town and the beginning area of Route 29. It will probably crash if you try to go anywhere outside of those areas.

Download Links

bottom of page