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Shoddy Battle 2 (the future of Shoddy Battle)

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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?
This is kind of what I was getting at too. I'd like it to be more like the actual game; right now it feels like an old school rpg where it was all about a wall of ever-growing text and the picture next to the text is just secondary so people who don't like just reading and imagining what's happening can have a bit of a visual aid. Right now the graphics seem kind of like they were just thrown on at the last second. A little action in the game would help the game tenfold, and quite frankly, even if it made the battles take a little longer, I wouldn't care. I'd rather have the extra effects than get done a little faster. Instantly displayed results easily takes away from the suspense and a lot of the fun of the original game. Nix the pokemon animations (when they first appear in battle), but please please please put in some other animations.

Other than that...

1) Status icons, which was already mentioned
2) More displayed characters in the "switch" tab (sometimes with longer names like hippowdon, the hp percentage of the poke is cut off so it says "Hippowdon (1...")
3) A status notification in parenthesis on the switch tab, for example "Hippowdon (75% | sleep)

More later, I'll probably think of some tonight as I'm battling.
 
I'm not sure if this has been said already, but I would like to see Multi Battles implemented. They were a ton of fun when I played them at the World Championships last year, and it's unfortunate that they can't be played over wifi.
 
That sounds terrific. I am intrigued by the promise of doubles and even more so by the triples. ShoddyBattle 1 is already a well maintained client with few glitches as is. So the promise of a new smoother system is exciting. I will now list what I would like to see:

- Battles with up to 12 v.12, 10 v.10, 8 v.8 ect...
- Nature selection could be made easier if they were divided into their catagories; for instance if I was looking for an +Atk nature, I would click the +Atk, which would take me a second window with the 5 beneficial natures each displaying what they decrease. I can see this teaching people the natures more easily.
- Quick claw Curselax please! Powerful Herb too!
- When using an HP it would be cool if it was apparent which HP it was instead of saying 'HP Normal'.

The last one was kinda a nitpick, so im sure you are already working on it.
 
"- Battles with up to 12 v.12, 10 v.10, 8 v.8 ect..." Are you kidding me?

I'm already not fond of 3 vs 3+, since it's nothing official, as it hasn't been introduced by Nintendo. Having 6+ Pokémon on a team is just making your "own Pokémon", it's fallaciousness.

Additionally, you want a Hax Item to be introduced? You're playing competitive Pokémon, you don't want to irritate your opponent with Hax Items. Relying on luck might actually cause you more loses, haha.

About the Hidden Power thing...Can't you just take time to open the Team Builder, or just try to remember things for once in a while.

Mutil-Battles are also a great suggestion! I would really look forward to it.
 
What are you complaining about? No hax item is going to be introduced that doesn't already exist. As for multi, it's not going to harm you as nobody can make you play it, so if many people enjoy it, what the hell is the problem? If it's very feasible, not going to cause mass inconvenience, and Colin/bearzly see fit to include it, what objections can you possibly have?
 
Read the original post:

ColinJF said:
the goal is 100% compliance with the observable mechanics of Pokemon DPP

Mirror Move is actually already implemented, and it's correct. I've even been in contact with TheMaskedNitpicker to ensure everything is correct. You could have at least read the first post, obviously too much effort.

The first post also contains some background information on why these moves were wrong in Shoddy Battle 1:

ColinJF said:
When bearzly and I started Shoddy Battle 1, not much was known about Diamond & Pearl, and as such, some things in the engine are not as well done as they could have been.

Please read the first post before you post again. The main point of this rewrite is to get all the mechanics correct! We wouldn't be wasting our time making another simulator with all the same bugs.
 
Okay, I have another request: currently, in team builder, you can use the "export to text" button to make it show up in the rmt format-however, you cannot actually copy+paste it; I suggest that we fix that so you can actually can copy and paste.
 
You can already copy and paste it, the same as you might copy any other text you come across while using a computer.
 
My biggest problem with Shoddy Battle is that the userlist constantly shifts up and down. I'll be trying to right-click a user's name to send them a PM or check their record, only to have the list move up because someone signed off, forcing me to right-click, highlight the option, then click again and pray that I did it before someone signed in or out...that's quite annoying.


Okay, I have another request: currently, in team builder, you can use the "export to text" button to make it show up in the rmt format-however, you cannot actually copy+paste it; I suggest that we fix that so you can actually can copy and paste.

lol, what? You can already copy/paste...try using Ctrl+C

I know that this is a huge stretch, but:

Pokemon and Battle animations

He already addressed this at least twice in the thread....those animations are what makes the in-game battles unplayable and artificially slow. They are just a pain in the ass tbqh
 
He already addressed this at least twice in the thread....those animations are what makes the in-game battles unplayable and artificially slow. They are just a pain in the @$$ tbqhp
Figured he did, my bad. Thanks for not being an a-hole about it.

btw, congrats on the mod powa
 
The developers haven't specified that yet, though there are some members of the forum who are working on a sprite package with hopes Colin or Bearzly will implement it.
 
Ok, this is purely stetycal, and probably useless, but what about giving us the option to choose the sprite we want to have? You know, like a checkbox saying "Diamon/Pearl Sprite" and "Plstinum Sprite". At the moment you choose your Pokemon from the team builder, you choose wether it appear the D/P sprite or the Platinum one
 
My biggest problem with Shoddy Battle is that the userlist constantly shifts up and down. I'll be trying to right-click a user's name to send them a PM or check their record, only to have the list move up because someone signed off, forcing me to right-click, highlight the option, then click again and pray that I did it before someone signed in or out...that's quite annoying.

You can just type /record or /msg with a username at the end....

Bumfacepik, WHY does it need a friends list?
 
I apologize for my earlier post; I was in a bad mood since I just found out Imprison doesn't block the moves from being executed after I thought up an Imprison/SR/Taunt/Explosion Azelf set kinda thing (and I was getting my ass haxxed to next week and back, but that always happens).
 
Something that would be nice from a moderating perspective would be a MUTE function. It was a scripted tool on NB that was a great because the muted user couldn't tell they had been muted. It allowed you to handle problem users without banning them.
 
I know this may sound weird, but I want to recommend this:
When you want so read something in the chat that's out of your actual view, you need to move up, and if someone says something in that time, the chat actually moves you automatically to down another time. This thing sucks, so it will be nice if someona can check this.
 
I was wondering if you could add in an AIM like feature that recognizes when you've a. gotten a new challenger, b. your opponent has made a move, c. a battle you are involved in has begun, d. an announcement has been made. The only time I ever experience the icon bouncing it the dock or sounds or anything is when I've been rejected or someone has withdrawn
 
And I'm pretty sure that someone mentioned that Random battles have to be cleaned up, right? You know, how it never starts between certain players always, how the Species Clause doesn't work anymore, stuff like that.

And I just thought of somethin else. Now if the Randomize Team option in the builder can be put to good use...
 
With the slim chance it'd get put in, I'd like to request Shoddy 2 have a paint chat feature?

I mean, it's probably not a good idea for main chat, but something like...

Right click > Paint chat

Idunno, chances are it won't be implemented but whatever ;_;
 
Sorry, but I don't think we'll be adding a paint chat lol

About the alerts, it's a bit complex because Java doesn't provide system native things like taskbar flashing/dock bouncing. We may be able to add some native libraries that will let those things happen.
 
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