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Kermalis edited this page Jan 15, 2022 · 24 revisions

.NET

The game engine itself uses .NET 6.0. You will need the developer kit for it. You will also need an OS that has OpenGL 4.2 drivers (for your GPU or integrated graphics on your CPU). OpenGL is used since https://github.com/Kermalis/PokemonGameEngine/pull/66

Sprites

Animated Pokémon sprites - The game by default shares the animated .gif files and minisprite .png files used in PokemonBattleEngine. You can download the PokemonBattleEngine repository and place it in the same directory as the PokemonGameEngine repository. The file path would look like this:

- Base Folder
  - PokemonBattleEngine
  - PokemonGameEngine

Alternatively, you can download just the PKMN sprites folder from PokemonBattleEngine's repository and update the PokemonGameEngine.csproj file. The line you're looking for is under <!--Pokémon sprites-->. Update the path there to point to the animated sprites folder you downloaded. The sprites use a specific naming scheme, so do not rename them unless you are going to edit the sprite loading functions in PokemonImageLoader.cs.

Assets

The assets are built using NUKE build. You can set this up in two ways:

Building assets automatically (currently not available for Visual Studio 21) - You will need an extension in your IDE to support NUKE build, (for Visual Studio and Visual Studio Code, it's called NUKE Support), and will need to attach it to the build process (for Visual Studio, you use the Task Runner Explorer (Ctrl+Alt+Bkspce)). In Visual Studio, you will need to attach it to the Task Runner Explorer each time Visual Studio starts. I'm not sure if it's a bug or not, but that's the way it is. You will need to attach (by right clicking) "Clean" to "Clean Build" and "Compile" to "Before Build".

If for some reason the build is failing, you can debug it (like a normal C# project) by clicking the gear icon on the left of the Task Runner Explorer shown in my screenshot.

Building assets manually - If you do not want to or cannot use NUKE Support, you will need to run the _build project every time you want to build assets. It's a normal C# project, so you would run it like you would any other program, and can debug it normally.

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