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Shoddy Battle 2 (the future of Shoddy Battle)

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Oh and one thing I would like to agree upon.

Please add in something similar to marriland's team builder. The helper part!

Letting us (me) know what common status/threats will be threatening our new team. I don't think you need a quarter screen for this part, why? Hehe.

And letting us (me) know something about the stats Tiers! Especially the speed tier! So I know how many evs I need to outspeed something (Lol, you should know which speed to include).

Yeah, I know I can learn these from elsewhere but my memories are fragile...
 
It would be cool to know if you are taking the time to read this and give us some heads up on what to expect. Just saying ^^;
 
It would be awesome (for me) if I don't see too many similarities (comparing Shoddy 1 & 2) in terms of interface/design. To be fresh, pointless thought.

Although I must say these:

I "dislike" hovering-info.
I "dislike" scroll-down-till-you-see-it.
I "dislike" screenS.
I "dislike" "pop-up".

Lol, elaborating is not one of my skills. I can try but, umm so please delete this if things aren't appropriate.

You're going to have to elaborate. Many pop-ups are going to be going, but tooltips ("hovering-info") isn't going anywhere for most things

Sorry if this was already asked, but will platinum sprites be useable in SB2? or just DP sprites as in SB1?

If someone can post a link to a complete package of platinum sprites, we could probably switch to use those. Otherwise, I would have to write a script to get the sprites which I may or may not get around to doing

Can you make less pop-ups? Every time something new happens (ie having a battle request rejected) a new pop-up opens. Maybe just save the pop-ups for important things. Also, can you make it alert the player when a battle opens. Sometimes if i'm waiting for a while on the ladder (especially ubers :/) i'll open another window, only to come back to find out that i was put into a match and my time ran out. Maybe like an alert or a small pop-up (this would be one of those important things).

We've already reduced the amount of pop-ups, and hopefully we will be reducing the number even more. Unfortunately, Java doesn't make it very easy to make use of things like flashing the taskbar in windows or bouncing the dock in OS X, so I'm not sure the best way to handle alerts.

Oh and one thing I would like to agree upon.

Please add in something similar to marriland's team builder. The helper part!

Letting us (me) know what common status/threats will be threatening our new team. I don't think you need a quarter screen for this part, why? Hehe.

And letting us (me) know something about the stats Tiers! Especially the speed tier! So I know how many evs I need to outspeed something (Lol, you should know which speed to include).

Yeah, I know I can learn these from elsewhere but my memories are fragile...

This is already possible through the plugin system, as others have observed. Obviously, no one knows anything about it or has used it except for Dragontamer, but it is already possible to add the functionality. There will be new things added to the Shoddy Battle 2 team builder, but I'll have to see what most people want before deciding what will make it and what won't.

It would be cool to know if you are taking the time to read this and give us some heads up on what to expect. Just saying ^^;

If you've looked through this thread, you'll see that me and Colin have posted regularly to comment on the ideas people have, so I'm not sure where you're getting the idea that we aren't reading this.
 
My appologies. I didn't want to sift through 8 pages to see the "yes's" and "no's'" as I only check this occasionally. I suppose I will have to re-read entire thread. Thanks for everything by-the-way!
 
Thanks for the link. It'll still be some work to organize them properly, and it's not exactly at the top of my priority list, so it may or may not get done.

If anyone wants to speed it along, they can reorganize the sprites into the correct directory structure for shoddy battle. That would be a huge undertaking if you don't know a scripting language, so don't bother without one unless you like endless hours of pain
 
I'm surprised that no-one has suggested having daily/weekly/monthly server pokemon usage available along with the server leaderboard. Show maybe a pure usage ranking (Number of battles participated in) and a Win/Loss. That way usage counts and that type of thing would be automatic, and it would be really fun to see how knowing what the popular trends in usage were affected teams in the long run.

This would just be for ranked matches, so that testing wouldn't skew the numbers. If it output to XML you could even have it update a page somewhere so that people could see the pokemon usage without logging on to a particular server.
 
Thanks for the link. It'll still be some work to organize them properly, and it's not exactly at the top of my priority list, so it may or may not get done.

If anyone wants to speed it along, they can reorganize the sprites into the correct directory structure for shoddy battle. That would be a huge undertaking if you don't know a scripting language, so don't bother without one unless you like endless hours of pain

No problem, if you give me whatever info I would need to sort them I'll see about do it. I don't have much to do, and I'd be happy to contribute.
 
To add to an earlier suggestion about a wins/losses feature, I think a decent thing to add would be an indication of the results of a players last few matches, which could either feature on the profile (if this feature is implemented), or the clause selection screen just when you are about to challenge someone. Could be displayed as a Recent Results figure, represented by W and L for wins and losses respectively. Going back as far as about 5 prior matches should be a good indication of the 'form' of the user in question.

e.g.
Username: Mystic Pickle
Recent Results: W-L-L-W-L

Edit: With regards to the sprites that will be used for Shoddy2, I think each one should be put to the vote, because I know a lot of people think certain Platinum sprites look "awkward" or "messed up" compared to the Diamond/Pearl sprites. Failing that, an option to use either would be good.

Edit2: Might have already been mentioned, but a working cancel button in-battle would be hugely beneficial, as the amount of times I have mis-clicked Thunder Wave against a Ground-type, only to hit the cancel button and watch the Thunder Wave happen anyway is not even funny.
 
Just thought of something else... an indication to whether a move is physically based or specially based would be helpful in the team builder, it would save me having to look up every move I'm not familiar with.
 
Just thought of something else... an indication to whether a move is physically based or specially based would be helpful in the team builder, it would save me having to look up every move I'm not familiar with.

I second this. When I first saw Air Slash in the team builder on SB1, I thought it was a physical move.
 
I haven't seen Colin or Ben say anything about the timer in this thread. I don't think it's gotten enough consideration.

I'm still not comfortable with seeing the opponent's timer tick down when I'm trying to make a move. I don't think the time my opponent takes to move that turn should influence what I do that turn, but it usually does.

Some people would want the opponent's timer display removed entirely; I don't think that's necessary. What if that timer only updates on your screen after each turn? It eliminates the turn-by-turn mind games of manipulating the timer while still giving you a visual of how much thought your opponent is putting into each move. That's the only thing I would really like to see changed. If only I had the programming knowledge to do it myself...
 
As much as I love the insight into the opponents thoughts and moves that it gives, and the element of bluff that it brings to the game.. it really is not true to the game. I agree with COTH.
 
Using client-side undo, showing times is perfectly true to the game, in particular the following format:

Both players have a clock which the other can see. A judge controls both DSes, and you only view the screen of your DS remotely on a TV which your opponent can't see. When you decide your move, you write it down and submit it to the judge. Ten seconds later, he enters it into the DS game, and stops your clock.

Obviously, under this model, you can see when your opponent submits his move, and you are also able to undo your move (by contacting the judge again before the ten seconds run out)--all without any alteration to game mechanics.

So, obviously, timers that stop when your opponent makes a move do not force a change of game mechanics.

There are some good arguments for only updating the timer after a turn executes, as you pointed out. However, this also makes it difficult to gauge how much time the opponent has left, which might be a pain for deciding whether to give him extra time (which will be an option in Shoddy Battle 2).

Most likely the clock system will be reworked a bit, but just know that a system where you see the opponent's clock stop can be true to the game. In the initial post, we already mentioned that there will be clock settings in the challenge window, and most likely this will be one of the options.
 
I'd like to see graphics in SB2, just like the graphics on wi-fi. There's so many times where I forget a pokemon was statused, lost its item, ect. because I didn't really notice it and because the battles move so fast. If you (at least me) see these effects though you're less likely to forget them. This also goes for stat counting. It also makes battles more lively.
 
I'd like to see graphics in SB2, just like the graphics on wi-fi. There's so many times where I forget a pokemon was statused, lost its item, ect. because I didn't really notice it and because the battles move so fast. If you (at least me) see these effects though you're less likely to forget them. This also goes for stat counting. It also makes battles more lively.

I agree, without emmulations the game can become quite boring. I to, forget about status and knocked off items. lol i would also like to be able to view my awaiting pokemon and their moves. Sometimes I DO forget what I have and what they can do XD.
 
^ Thus, it would be best if they can make a tiny screen compact with brief information like stealth rock, poison status, image of what item...held. Still, I don't want hovering info for this.
 
Alternately, something nice would be to display the exact HP of the Pokemon in the "Select Pokemon" screen. Maybe I want to know whether my Scizor at 12% can switch into SR or not. It'd also be cool to see their status before you switch them in. These are things that are not only in the game, but readily available any time you switch Pokemon.

It'd be nice to see something like:

Scizor (87 / 343, Paralysis)
Tyranitar (404 / 404, Normal)

And such.
 
It'd be a cool idea to have tournament features like poker sites do, where basically, I can start a tournament inside Shoddy Battle. Things like Round Robin and Single Elimination could be cool.

I haven't read the rest of the thread, but Shoddy Battle is cool. You guys have done a cool job with it.
 
Wow, this will be nice. Just came across the post. Keep it up with this. Let's see... and excuse me for any repeated ideas.

-Would tag-team (Double) Battles be too much to work in?

-Displays can be fixed. Being able to view your Pokes' stats, moves, and all that good stuff during battle. Also, the messages can be better made so we won't miss any important info while battling (not to mention, simply make it easier to read).

-Teams that can have less than six members.

-A way that you can just create members and have each set ready to just load on a team, so you won't have to keep going back between them on the builder all the time. Makes team building quite quick and easy for serious players who pay attention to trends.
 
This feature might be nice. If a team qualifies for multiple ladders, it can queue for all of them without possibly joining a battle for each queue.
 
Alternately, something nice would be to display the exact HP of the Pokemon in the "Select Pokemon" screen. Maybe I want to know whether my Scizor at 12% can switch into SR or not. It'd also be cool to see their status before you switch them in. These are things that are not only in the game, but readily available any time you switch Pokemon.

It'd be nice to see something like:

Scizor (87 / 343, Paralysis)
Tyranitar (404 / 404, Normal)

And such.

That stuff will all be there

It'd be a cool idea to have tournament features like poker sites do, where basically, I can start a tournament inside Shoddy Battle. Things like Round Robin and Single Elimination could be cool.

I haven't read the rest of the thread, but Shoddy Battle is cool. You guys have done a cool job with it.

We've talked about doing this a few times. It would probably be a lot of work, so don't hold your breath

Wow, this will be nice. Just came across the post. Keep it up with this. Let's see... and excuse me for any repeated ideas.

-Would tag-team (Double) Battles be too much to work in?
We talked about this too, but it may be too much work now

-Teams that can have less than six members.
You'll be able to choose any max team length

-A way that you can just create members and have each set ready to just load on a team, so you won't have to keep going back between them on the builder all the time. Makes team building quite quick and easy for serious players who pay attention to trends.
This is already part of shoddy battle 1. In the team builder, go tools->open box
 
Ouch, that hurt. I seriously didn't know that was in the simulator already. And it only took me over a year to figure it out...

Hmm, ok, how bout instead of choosing one kind of style for any info to be displayed, how bout implementing mulitple options? On the challenge window, when setting the clauses, a display tab/option for however you'd want to view the information. A way to change the settings to fit your needs, as one style might work for some, but not for all.
 
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