• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Shoddy Battle 2 (the future of Shoddy Battle)

Status
Not open for further replies.
Maybe being able to choose between DP and Platinum sprites for "presentation" of your Pokémon would be nice...purely cosmetic, sure. But still.
 
Maybe being able to choose between DP and Platinum sprites for "presentation" of your Pokémon would be nice...purely cosmetic, sure. But still.

Actually, that's quite possible right now (as a matter of fact, you could make sure every Infernape you see looks like Mario if you wanted). The only issue is that the images are in a "special" place that not everyone has the ability to access via Windows Explorer (or the OS-specific equivalent).

That said, I could probably make a "sprite inserting program" with Doug's CAPSpriteUpdater code if he gave it to me (not that I'm unsure whether he could do it, but I'm even more sure that he's a busy man).
 
I only have one suggestion.

It is not Pokemon related.

If it fits in with your planned way to handle challenging people...bring back the Netbattle-style user info windows!

I mean, where would Smogon be without that great "Archive of Humorous NetBattle User Info Screenshots" thread?


oh my god, yes.

wanna? lose
 
In the new Shoddy battle, will there be the Platinum based rules?
i.e.
Choice scarfed Infernape uses U-Turn, new pokemon also has U-turn, yet in platinum you don't have to continue using U-turn.
 
In the new Shoddy battle, will there be the Platinum based rules?
i.e.
Choice scarfed Infernape uses U-Turn, new pokemon also has U-turn, yet in platinum you don't have to continue using U-turn.

I think this question should go to the Simple questions simple answers thread instead. It will be much easier to get an answer there.
 
Actually, that's quite possible right now (as a matter of fact, you could make sure every Infernape you see looks like Mario if you wanted). The only issue is that the images are in a "special" place that not everyone has the ability to access via Windows Explorer (or the OS-specific equivalent).

That said, I could probably make a "sprite inserting program" with Doug's CAPSpriteUpdater code if he gave it to me (not that I'm unsure whether he could do it, but I'm even more sure that he's a busy man).

Actually I'm in the process of renaming a Platinum sprite package for use in SB2, so that most likely will be in SB2.
 
In the new Shoddy battle, will there be the Platinum based rules?
i.e.
Choice scarfed Infernape uses U-Turn, new pokemon also has U-turn, yet in platinum you don't have to continue using U-turn.

This is already implemented.
 
It's be nice if there was at least a little animation in the program. At the very least, I wish the health bars would drain and fill, rather than jumping to their new positions. It adds to the suspense.

Obviously it's be too much work to add all the attack animations, but little things like that and maybe pokemon fainting and appearing, getting burned, etc. wouldn't be too difficult I'd imagine. Then again I have no idea how one would make a program like this, so I could be completely wrong =p
 
It would be cool if the box system could load sets from the site. A lot of the times I'll just use the same set as the one from the analysis without changing anything at all. This would probably save a lot of time when you're team building and you just want to add some standard set to your team.
 
Why is lonely used as default in the team builder?? A nuetral nature seems more stat friendly

Lonely is the first nature because it raises the first stat and lowers the second one. Changing this to a neutral nature isn't really necessary as you'd be changing it slightly more often.

SoulRed12 said:
It's be nice if there was at least a little animation in the program. At the very least, I wish the health bars would drain and fill, rather than jumping to their new positions. It adds to the suspense.

Obviously it's be too much work to add all the attack animations, but little things like that and maybe pokemon fainting and appearing, getting burned, etc. wouldn't be too difficult I'd imagine. Then again I have no idea how one would make a program like this, so I could be completely wrong =p

Wouldn't this just make battles take longer? A visual representation of status isn't a bad idea though.
 
Why is lonely used as default in the team builder?? A nuetral nature seems more stat friendly
An alphabetical organization of the natures like the one used on the Serebii IV calculator would be better. It would be easier to find a nature if you forgot the stat order, and would require the least searching in general. Also, Adamant, the most-used nature, would be the default.
 
Lonely is the first nature because it raises the first stat and lowers the second one. Changing this to a neutral nature isn't really necessary as you'd be changing it slightly more often.



Wouldn't this just make battles take longer? A visual representation of status isn't a bad idea though.

Well it wouldn't have to be an animation, if maybe a symbol of a fire, or a skull and cross bones appeared on the bottom of the screen next to the affected Pokemon could be helpful.
 
What features would you like to see in Shoddy Battle 2?
1) Some spellchecking. Iron Defense raised defence...?
2) Better Pokemon images. They seem kind of cut off on the sides. Peter O. has all the Platinum sprites dumped in a consistent format, use those!
3) Music. By music, I mean some sort of customizable battle music loop (as a .MOD or MIDI) with victory and defeat tracks.
4) Sound effects. By sound effects, I mean Pokemon cries, when held items are used, taking damage, healing, etc.
5) Animation. By animation, I mean the Pokemon getting hit flashes, and the HP bar depleats rather than everything happening at once (meaning you have to read the log file to find out what just happened), and making the fainted Pokemon "fall" like in the actual games to show that yes, it just fainted.
6) A better user interface. Maybe something modeled after D/P/P rather than Microsoft Works?
7) Maybe a D/P/P-like Status menu, where you can check your Pokemon's stats and moves?
8) Some sort of avatar system, to make battles feel more like, well, the battles in games! Like, you can pick from a bunch of trainers from D/P/P that have front/back sprites.

What are your biggest complaints with Shoddy Battle 1?
If the above did not seem obvious, then I'll be blunt: Shoddy Battle does not feel like a game. It feels more like an application, in the ranks of things such as email clients and office productivity suites. Sure, there's the call for simplicity. But I'm looking for a free, open source game to battle people in Pokemon without having to wrestle with friend code malarkey or Battle Revolution's awful random mode. Honestly, I miss NetBattle, it was a lot of fun, but it's gone now and Shoddy Battle fails to replicate that experience.

What did you like most about Shoddy Battle 1 and would like to remain in Shoddy Battle 2?
Open source. But Java? Seriously? Well maybe you could add some better, more thorough comments to the code to make it more enjoyable to someone who had to suffer with Java for 3 years too many.
 
What features would you like to see in Shoddy Battle 2?
1) Some spellchecking. Iron Defense raised defence...?

"Defence" is the correct spelling of the word. At Gamefreak, they use wrong (i.e. American) spellings, and it wasn't very easy to change the move names the way we did the database. Luckily, if you read the first post, you would know Shoddy Battle 2 is fully internationalisable--there will be both an English language option, where "defence" will always be spelt correctly, including in the name of the move Iron Defence, and an American language option, where the word will be spelt "defense" everywhere, for people who like incorrect spellings.


2) Better Pokemon images. They seem kind of cut off on the sides. Peter O. has all the Platinum sprites dumped in a consistent format, use those!

This has been commented on earlier in the topic.


3) Music. By music, I mean some sort of customizable battle music loop (as a .MOD or MIDI) with victory and defeat tracks.

Shoddy Battle is a pokemon simulator, not a media player. There are plenty of media players out there. Use one of them.


4) Sound effects. By sound effects, I mean Pokemon cries, when held items are used, taking damage, healing, etc.

This would only make sense if the pace of the battle were artifically slowed down in order to play sound effects, which is a bad idea.

5) Animation. By animation, I mean the Pokemon getting hit flashes, and the HP bar depleats rather than everything happening at once (meaning you have to read the log file to find out what just happened), and making the fainted Pokemon "fall" like in the actual games to show that yes, it just fainted.

Animations are what make the DS games unplayable, so they are not going to be in Shoddy Battle ever. Theoretically, if we added an animation option, the delay from the animations would come out of your battle time; it would not come for free and let you annoy the opponent.

6) A better user interface. Maybe something modeled after D/P/P rather than Microsoft Works?

Be more specific.

7) Maybe a D/P/P-like Status menu, where you can check your Pokemon's stats and moves?

The initial post specifies that you will be able to inspect bench pokemon. Did you read it?

8) Some sort of avatar system, to make battles feel more like, well, the battles in games! Like, you can pick from a bunch of trainers from D/P/P that have front/back sprites.

Sounds pointless, but it could be done (which isn't saying much since almost anything could be done).



What are your biggest complaints with Shoddy Battle 1?
If the above did not seem obvious, then I'll be blunt: Shoddy Battle does not feel like a game. It feels more like an application, in the ranks of things such as email clients and office productivity suites. Sure, there's the call for simplicity. But I'm looking for a free, open source game to battle people in Pokemon without having to wrestle with friend code malarkey or Battle Revolution's awful random mode. Honestly, I miss NetBattle, it was a lot of fun, but it's gone now and Shoddy Battle fails to replicate that experience.

Tragic. You're going have to be more specific in order for your words to be actionable.

What did you like most about Shoddy Battle 1 and would like to remain in Shoddy Battle 2?
Open source. But Java? Seriously? Well maybe you could add some better, more thorough comments to the code to make it more enjoyable to someone who had to suffer with Java for 3 years too many.

Java is fine. As the initial post says, and as you could see in the repository, the Shoddy Battle 2 server is in C++, but I suspect you won't like that either. As it also says in the initial post, the game logic is in JavaScript in Shoddy Battle 2.
 
I'm not sure if this has been addressed, but I would like to have the option to view a specific player's battle without having to scroll through the whole battle listings, which makes it difficult to spot one trainer in a crowd of other people. If I recall, NetBattle used a similar mechanic that I just described, so maybe you could implement it?
 
That has been addressed, and you will be able to view the list of battles an arbitrary user is in.
 
Alright thanks for the quick response you two.

On a side note, what is the cause of the Missingno sprite appearing in Shoddy Battle 1? I've played randbat a few times where the Missingno sprite would replace the sprite for the Pokémon that was out.
 
Missingno is just the default for "Sprite not found". I'd guess that somehow the gender would have got confused for single gender pokemon e.g. somehow you got a female tauros, so when it went to look for that sprite, it couldn't find it. Anyways, I don't think it's worth investigating how it happens since it shouldn't occur in shoddy battle 2, but that's the explanation behind missingno.
 
Like what? Magic? The only thing that makes any sense to ban is IP address. Since you control the client, you can send arbitrary values for anything else; the only reason you can't falsify your IP address is that you need a real one to complete the TCP/IP handshake.
 
"Defence" is the correct spelling of the word. At Gamefreak, they use wrong (i.e. American) spellings, and it wasn't very easy to change the move names the way we did the database. Luckily, if you read the first post, you would know Shoddy Battle 2 is fully internationalisable--there will be both an English language option, where "defence" will always be spelt correctly, including in the name of the move Iron Defence, and an American language option, where the word will be spelt "defense" everywhere, for people who like incorrect spellings.
Huh, never noticed that it was misspelled in the official games, too. My bad!
Shoddy Battle is a pokemon simulator, not a media player. There are plenty of media players out there. Use one of them.
Fine. I'll just have to fiddle around for a good playlist in winamp.
This would only make sense if the pace of the battle were artifically slowed down in order to play sound effects, which is a bad idea.
Aside from the fact that the battle pace, as I said earlier in the thread, is too fast, I can't see how this is a problem.
Animations are what make the DS games unplayable, so they are not going to be in Shoddy Battle ever. Theoretically, if we added an animation option, the delay from the animations would come out of your battle time; it would not come for free and let you annoy the opponent.
Lemme rephrase what I mean by animation:
Take any Generation 3 GBA game except Emerald.
Turn off Battle Scene.
That's it. Currently, things go so fast that the "delay" would be the same as players trying to take in what just happened in battle currently. Instantanious may be fine for some, but it's too much at once for others. And NetBattle had the option of toggling the speed, so it's not like you have to force everyone to have non-instant results. Remember: not everyone is a machine. :P
Be more specific.
I don't like how selecting the move to use is done by radio buttons, it feels cold. Why not use 4 big buttons? It would also speed up choosing a move, since speed is a big concern here.
The initial post specifies that you will be able to inspect bench pokemon. Did you read it?
Must have missed that bit. That, and the only time I've seen the term "bench" used for Pokemon in the player's party is the TCG.
Sounds pointless, but it could be done (which isn't saying much since almost anything could be done).
Use it as part of the return of profiles, then?
Tragic. You're going have to be more specific in order for your words to be actionable.
From how everything is an instantaneous wall of text to the user interface being a lot of radio buttons, it seems to me that anything graphical was more of an afterthought, applied to a battle engine for the purpose of testing out battle theories rather than playing a game. This seems perfect for smogon, but what about everyone else?
Java is fine. As the initial post says, and as you could see in the repository, the Shoddy Battle 2 server is in C++, but I suspect you won't like that either. As it also says in the initial post, the game logic is in JavaScript in Shoddy Battle 2.
C++ is fine, I'm just a jaded Java developer, that's all.
 
How about player notes. You right click their name and there will be a 4th option called player notes. You can type whatever notes you want to keep for that person so we know exactly what to expect before battling him. This is one way to stay away from battling cheaters or trolls.
 
Status
Not open for further replies.
Back
Top