Carlito781
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Delteriablack started following Carlito781
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I feel it's a great idea but should not be implemented. Although it sounds like a great idea, it can easily be used for boosting. That alone makes it not worth it.
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I tried PRO on android recently and i have to say its impressive. However somethings need to change to make it actually enjoyable. One thing that I noticed right off the bat was the zoom. Its mirrored right from the pc client so its scaled tiny. It should be zoomed in 10x with Android. Clicking on actions within the HUD make it tedious and sometimes frustrating. Another thing that really is terrible is the movement. There really should be a redesign on the hud depending on if you're on pc or android. I personally would like to see it have a On screen DPAD much like nintendo game boy. With working with IOS and android we did this with much ease. Androids resolution is alot greater then IOS but it was pretty easy to detect game.platform() to make these changes accordingly. This could really benefit the android client.
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Hello I'm Carlito the Global Administrator on GraalOnline, I'm the one that actually Scripted delteria. Welcome to PRO.
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This happen to me before when I loaded the game not in full screen. Try bringing it to full screen then back to the way you had it, if you're not in full screen already.
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Celadon City - Rocket Hideout B1F - Red Server
Carlito781 replied to Lugario's topic in General Bugs
It looks like your tiles just glitched out and didn't load when you was warped to the jail. NPCs still show, so the only thing is to reconnect when this happens or try switching levels if you can make it to a link. -
One good starting point would be to check your firewall. Sometimes games by default are blocked because windows doesn't recognize the program trying to access the internet. Secondly, I would right click the PRO Executable and Run it as Administrator. Some programs just don't have permission to run as a normal user.
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That's because when you enter the level focus on the player is lost, thats why you have to click the screen to bring focus back to the player. It happens to everyone I think? This probably could easily be fixed if they updated the GUI FirstResponder when the player enters the level.
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ahh awesome never new that thank you.
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When leveling up pokemons their is a ton of times I opt out to evolve them until they get to a specific level or just wait it out due to the evolved forms costing more experience to level up. Every Time i reach a level its annoying to see that evolve screen constantly popping up, at times I almost accidentally click it. Especially when I'm in the process of leveling up my Rattata to 80 for the third region. Easy solution to this would be sell some type of Evolve Gems/Stones that you can allow your pokemon to carry. This could ignore all evolves until level 99 to 100 when you have your last chance to evolve that pokemon.
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I think having Dragonite NPCs placed around the map to act as mail carry would be a great idea. Maybe have A small Icon bounce above his head indicating you have mail. I see a ton of reasons this could be beneficial to PRO. To name a few, it would be nice to be able to send your friends that are offline/ or across the map pokemon and or items. It could also be used as a form contact for administration to send out mail and in game updates. Maybe you could charge a high priced AirMail Fee. To save the system from abuse possible make it so you can't accept other players mail until you get the fourth badge. Also would be smart to make it so you can only AirMail Region to region. So if a mail is sent in johto it can only be picked up in johto.
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In my opinion this is not a priority thread. It seems like its more of, whatever comes to your mind that would be a great addition post it to see what the community and staff members think. It gives the current PRO a pipeline of things to come, weather its priority or not. A lot of times on my development teams we used Jira Confluence and organized our projects even if they wasn't priority. But we had a great idea what to work on and whats to come. But I like this idea, and would be pretty easy using TSockets to achieve this.
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Maybe you could also have a filter system. Filter system for what? Well filtering out friends and guild members in case a guild member needs help you can easily search him out. I have a pretty vast knowledge of programming and I'm not really sure what language PRO uses but it seems like a in-game language that is Object-Oriented. I would personally do something like this. <i> </i> this.filters = { {"social", "icon.png"}, //Being Friends {"guildmembers", "icon.png"} //Being Guild Members }; Using a array would make it so the filter system can be expanded on future updates. Then you can easily assign a filter as a ID to which GUI the filter is associated with. <i> </i>temp.i = 1; //first Control Starts at 1 for (temp.filter: thiso.filters) { //Can possible use a forloop for simplicity to display the GUI Filters new GuiShowImgCtrl("PWO_Map_Filter_"@ temp.filter[0]) { //Use the Filter Id, so each button is unique this.filter = temp.filter[0]; //Filter_ID First param in the array image = temp.filter[1]; //Image name second param in the array this.alpha = (client.disabled_filters.index(temp.filter[0]) > -1) ? DISABLED_FILTER_ALPHA : 1; //Is the filter active or not resize(screenwidth - 8 - 100 - temp.i * 48,8,32,32); //Lets make sure the GUIFilters are aligned with the map properly thiso.catchevent(this.name, "onMouseDown", "onToggleFilter"); //Player clicks on the filter to toggle this option } temp.i ++; //we add 1 every time, so the GUIButtons are separated and not on top of each other }
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It would be pretty awesome if friends was displayed on your map. And maybe you could have a privacy option, where can opt to be in this new feature.
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We all know the game is capped. I'm not complaining about the wait queue, if you read my post above you would see I said it was essential. However my complaint really revolves around already waiting in the queue -> by some coins -> waiting in the queue again to use them. It's not really the players fault that there is no CatchEvent so the client does't recognize the purchase and auto refreshes, Only updates on Login.
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I noticed a few kinda aggravating things regarding this queue wait time (I know its essential due to the large amount of logins). One thing I noticed it doesn't detect the users credentials until after the queue Wait. So if you don't save your password and type it manually every time and make a mistake you have to wait the queue wait all over again. Maybe it should detect the credentials before they put you in the queue. Another thing is, in-game there should be a reconnect feature that allows you to log into the game right back avoiding the queue all together. For a numerous reasons this would be beneficial. The player could be glitched and needs to be reconnected or if they purchase coins from the shop and need to refresh their client. It's kinda annoying when you purchase coins and have to wait in a 500+ queue just to use the coins you just recently purchased.