monster game rpg
this is my game i have been making in my free time. i used ninja adventure for my assets. you can find him on itch.io.
for the most current version of the game you can check it out here:
https://tmarshall.x10.mx/mygame2/index.html
https://tmarshall.x10.mx/mygame6/index.html (version 2)
my youtube channel where i upload gameplay videos is here:
credits to ninjaadaventure for most of my assets. i know some of my stuff is a ripoff it's hard finding usuable stuff for my game.
https://pixel-boy.itch.io/ninja-adventure-asset-pack
check out pixel-boy!
tileset:
https://cypor.itch.io/12x12-rpg-tileset
stardew tileset i got here,
https://www.spriters-resource.com/fullview/88658/
i really wish i was keep tracking track of all the stuff i found online.
credit to chatgpt for being my assistant xD
Status | In development |
Platforms | HTML5 |
Author | underground4550 |
Genre | Adventure, Role Playing |
Made with | Phaser |
Tags | 2D, phaser |
Download
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Development log
- Gif mapApr 21, 2024
- Updated gameApr 02, 2024
- Updated the gameMar 13, 2024
Comments
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I refactored my code a lot. I have many files now. I pointlessly made a custom console for debugging but you can’t use certain things on mobile like auto backing up on refresh and checking the file path on errors. In other news I managed to make the fighting 2v2 which is making me think I could do 6v6 maybe. What if I make a skill tree for every monster so you can easily decide what moves to have in battle… and maybe increase available skills to 6. It’s so boring 1v1 with 4 moves.
fyi dont use the breeder its a small bug but i fixed it in my current code. ill upload later.
so i made it dual screen like an nds. more mobile friendly.
i uploaded the new version on https://tmarshall.x10.mx/mygame6/
i changed a lot of stuff compared to the old version. next i think i want to try balancing the game more. battles can be too difficult early on but if i add more moves like scratch, growl ect then the enemy will have a higher chance of using one of those moves instead of attack every time. so will be easier to win early on. i dont want to copy pokemon too much but i was thnking of adding leer or something. i need to come up with new moves that arent attacking moves that i can use. anyways if anyone is reading this let me know what you think!
Ive gotten better at coding. i am using my scenes to keep track of all the pages and stuff. I added more moves and some have special effects like hypnosis, confusion, paralyze ect. when you catch a monster it lets you name the monster and then it show the details. i made a teacher where it lets you teach any move to any monster. its not restricted yet but i should limit the moves it can teach. when you talk to the monster it shows the affection level and lets you interact with it. also added a monster breeder. say you catch a monster it has 4 moves already learned and you wont be able to get a move that it learned on a lower level because its already been replaced. so if you breed a monster then you will get a low level of a specific monster so you can get the moves it learns on the lower levels. when you interact with the monster you can also feed it berries. there are specific berries for each type of monster. eg poison, electric. added an animation for the experience bar. also i made the pokedex (enclyclepdia?) look nicer. i think thats it. i haven't uploaded the changes yet im just trying to polish the game a bit. but if someone is interested then let me know! i am going to try to upload the new screenshots. i think thats all i added. i think i should add accuracy to the monsters because i have sand attack. it will influence the dodge mechanic instead of it just being random. not sure how i will do the math for that but im sure chatgpt will help. i also need to add poison cure berry.. and i dont have a key for my items i need to rework that so the name isnt the key and i can have names with capitals and spaces so it looks nicer. maybe i should make it so you need cut to cut down a tree instead of an axe? with the new moves i added i need to make sure its balanced better i think. i also added more dialogue messages like when a monster gets burned. but i was thinking it should have a dialogue after every attack but it just covers the pokemon when the dialogue is there so i am not sure what to do there. i would have to rearange the UI but i cant find a UI I like. i was thinking of cleaning up my code a bit now that i have things working well. it would be cool to have more animations for my atacks but its hard to find free stuff online and i dont have an animation artist. i need to move away from pokemon and pokedex and pokeballs and make it unique to my game... because of copywright.
fixed the burn and poison mechanics. fixed the pokeball catch rate. also fixed the levelup so the wild pokemon dont learn more than 4 moves. added a cancel button so you dont need to learn a new move.
redid the attack logic code. figured out you can do promises in the code, basically instead of doing oncomplete of tweens you can do await and async. basically how it works is the code has to finish executing before it goes to the next line so you can have a tween that does an animation and it won't overlap with the next tween so you can control the order that all the animations and code gets executed and it doens't overlap. makes the code a lot cleaner.
been improving the code and fixed a few bugs. added a UI for the monster party and the items. havent uploaded the code yet though i want to make sure i find all the bugs. still havent uploaded the dodge and crit, poison, burn cut and the 10 elemental moves and also a few new pokemon. still trying to polish the game and find all the bugs... sometimes the burn gets triggered twice. my attack code is a nightmare. when i implemented speed i had to keep track of who was attacking first based on the speed. its pretty confusing, been thinking of doing a different aproach for managing the attack sequence. maybe an attack queue? sometimes i have double attacks or tripple attacks and then having it burn at the end of the turn or poison, i need to somehow do it in a certain order i think. chatgpt has a word limit but perplexity doesnt but it has a limit to how many times you can upload text to it per day. but i was thinking of seeing if it can come up with some way of having an attack queue. like an array of attacks and it plays it in a sequence. would make my attacking logic pretty fancy.
Im finding lots of bugs... not sure why. i need someone to fix them for me lol... the attack sequence seems to be messed up.
NinjaAdventure updated their pack so im going to add the new monsters...
i realized a few bugs, i havent touched this project in a while i kinda want to colab with someone.
i realized i forgot to add the chest asset so that didnt load in the demo on the site.
i think the capture sphere formula is broken seems to always catch. it's supposed to catch based on how much health is left and the level of the monsters.
not sure how to fix the blurryness, i think its because im using the zoom on the camera. not sure how to manage linear scaling or whatever.
i need to get more ideas on what to add to the game... maybe figure out cutscenes and make it more story driven. im not sure.
built this in a few months of solid work every day.
Hi 👋 nice project! I’m making a similar game and also use Ninja Adventure asset pack - I love it. One question - the tiles on the background look blurry. Looks like you’re using smooth image scaling. Is this on purpose? I think this is supposed to be pixel art kind of game, right? If that’s true, perhaps you might want to consider linear scaling of tiles to preserve sharp pixels.
first image without nearest filter
second image with the nearest filter
i tried using the line of code
this.textures.get('map').setFilter(Phaser.Textures.FilterMode.NEAREST); // Ensure pixel sharpness for this texture
not sure if this does the trick its kind of hard to tell in here the difference but it does make it a bit less blurry. im also using a zoom on the camera... maybe its just the resolution of my tilesets.
i tried to set the pixelart to true in the game config and this is the result.
not sure if i like it or not lol.
this is without the pixelart enabled:
the text looks more smooth and the characters have less rigid pixels. not sure what to do here what do you think?
im using a phaser 3 engine in javascript not sure if you're familiar with the engine.
this is the tilesheet in using in tiled. i assume its just because my tilesheet isn't the best resolution?
if you have any advice let me know.
try opening the image in a new tab to get a better look...
From what I can see, this looks like an issue with the tileset - it’s very blurry. Did you process those tilesets in some kind of graphic program before adding them to your game? Try to get the original ones and add them to your game untouched.
thats just the way i found it. i just tried searching for a higher resolution but i dont think there is one.
It’s this tileset, right? When I download it looks sharp - not like the last screen in your previous message. I think the whole deal is that you need a sharp pixelated image, not high-resolution image. If you need to make it bigger to match the scale of other elements of the game, be sure to scale it up without smoothing. By default, most graphics programs try to smooth image while scaling, since it’s what you usually expect. Pixel art is different, and there are different scaling methods that won’t smooth the edges. I haven’t used Phaser, but NEAREST filter mode, as you wrote, seems the right method.
yeah for some reason my image is stretched i think. i need to use the original.
for some reason i streched the image 1.5 in width and height. the original tileset was 8x8 pixels and i then i made it 12x12 pixels. so when i streched using the nearest pixel this time it looks like this:
has sharp pixels but the diagonals look a bit weird lol. not sure why image processing is so hard. i could change the tileset size to the original 8x8 but that would mess with my code a lot. and my interior houses use 12x12 too. not sure why the hell i decided to go with 12x12 pixels. i used python to resize.
resized_img = img.resize((new_width, new_height), Image.NEAREST)
its just the pixels dont line up on the grid anymore is the problem when streched. you can tell when you open in paint and look at the pixels...
think i found a solution, but i will have to change my interior stileset as well. if i double the resolution, so its 24x24 then the pixels line up. just i didnt do my code well when placing the images i should have did x*tilesize + tilesize/2 but i just entered in 12 and 6 instead of tilesize so im going to have to redo a lot of my code so i can change the tilesize easier.
here is the image at double resolution and stretched 1.5:
i just realized its supposed to be 12x12 and i stretched it 1.5 for some reason i dont know why and still made the game with the tileset streched... surprised it still worked. if i were to unstrech it then i'd have to replace all the tiles in my entire map because the values of the tiles wouldn't line up anymore. yikes.
https://discourse.mapeditor.org/t/trouble-understanding-set-up-of-mass-replace-t...
maybe this will help me
adding dodge, critical, burn, poison, cut, 10 new elemental moves,
there i uploaded the most recent version.
if there's more interest i will update my itch.io download and browser play. currently only the most recent version is on my x10 site. i got the dialogue box working with the touchpad controls (when you are on mobile you can see the gameboy buttons) just haven't added listeners Everywhere yet. i am trying to figure out what to add next.
still having bugs with the dialoguebox... thought i fixed most of them but now getting strange results when adding keyboard controls. why is it so hard!
i need help wtih eliminating bugs. i am trying to add a turtorial and keyboard controls and im having lots of issues with the dialogue box ect
added a map (m) and a difficulty setting
only accessible on my x10 site so far ... haven't uploaded here yet. :p
uploaded a new gameplay video to youtube. added items and trees. now its not so boring walking through the grass. you must beat the gym to be able to knock down trees. spacebar removes tree. spacebar opens chest. chest gives you a random item could even get a hyper potion or rare candy if you're lucky.
i just uploaded the new game. it has gameplay to level 70~. doesn't take me long to level up i haven't made a 3rd town yet but on the way to the 3rd town there is a forest with a hut that lets you upgrade your pokemon. how the shrine works is if you collect an orb that matches the "following pokemon" type and you hit spacebar facing the shrine you can use the orb on the pokemon. it only takes effect if you use more than 3 times... then it will upgrade your special pokemon move.
recently added more advanced battle logic i had to refactor the battle sequence so i can make it so one player attacks if the speed is faster than the other. the faster pokemon attacks first i mean... and each move has a speed so quick attack adds to the pokemon speed to determine which pokemon attacks first. its on my x10 site just want to get more content before uploading here.
you can also play on my website if you don't want to wait for my new content to upload.
https://tmarshall.x10.mx/mygame2/index.html
been making improvements. will upload soon. so far i've reworked the moves so each pokemon has a special move and each pokemon has the moves tackle and quick attack. i haven't implemented speed yet.
i also worked on the animations for quick attack and tackle,
and recently just made it so the health bar slides when it updates, that was really difficult lol. but i'm learning so that's cool.
next will have to be animating the experience bar i think, or adding another shop with a pc and or healing center not sure yet.
oh and added pokemon, and changed the starter pokemon... now you have to pick from 3 starter pokemon. the dragon is kinda op.
fixed bugs and made it so you can use your items from the menu.
tips... entering your house heals all the pokemon in your party. you can hit spacebar when facing your pokemon that's following you and heal your pokemon for free... i should limit that. lol. its still in developement. my next upload will have many more pokemon!
added a pc and fixed saving. working on bug fixes right now.
figured out why lol i deleted some important files when i was trying to make the filesize smaller.
fixed.
apparently it didn't upload right. i just tried attacking and it threw an error. strange.
having hard time with the saving. not sure why it isn't working. itch.io seems to save the session so i guess i don't need to worry about it..