POKEMON PIKACHU banner

POKEMON PIKACHU

18 devlogs
27h 44m 48s

A nostalgic Pokémon-style browser game built with HTML5 Canvas, CSS, and JavaScript, inspired by my love for classic games and game development. Explore, battle, and relive old memories in a modern, responsive web experience.

This project uses AI

used copilot for debugging and used for implementing some part of the code and also i enhance my readme with it.

Demo Repository

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vasupks01

Shipped this project!

I built this game with HTML5 Canvas, JavaScript, and CSS to recreate the classic Pokémon feeling I grew up loving. The hardest part was getting the battle flow and UI behavior to work smoothly together, especially handling turns, cooldowns, and dialogue states without glitches. I figured it out by breaking the battle logic into clear state-based steps, adding safer UI handling, and repeatedly testing each interaction path until it felt stable. I’m really happy with how it turned out : )

vasupks01

CHANGE LOG:
Added a new, improved How to Play panel with a more detailed in-game manual so players can clearly understand controls, movement, encounters, and battle flow directly inside the game UI. Also updated the project README to reflect the latest completed features and current behavior, so documentation now matches the actual implementation.

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vasupks01

CHANGE LOG:
i used copilot here to resolve the bugs also I focused on making battles feel smoother, clearer, and more reliable. I improved the battle UI so the message area is easier to read and the move buttons feel cleaner and more usable. I also adjusted battlefield layout and monster positioning so the scene looks more balanced across different screen sizes. On the logic side, I fixed turn-flow and cooldown edge cases that were causing confusing behavior with power moves and dialogue progression. I also tightened trainer progression handling and stabilized battle transitions to reduce glitchy states. Finally, I worked on audio integration and playback flow so battle/map sound behavior is more dependable and less likely to silently fail.

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vasupks01

CHANGE LOG:
FIrst of all sorry for taking this much time to add this devlog i was interestingly working with the battle field i have not yet completed it but i have worked a almost in that. Stabilized battle behavior across devices by disabling battle entry on mobile, improving desktop/mobile scaling, and refining battle UI readability. Updated battle prompt/modal sizing, tuned battle panel and button dimensions, added safer rendering/background setup for battle scenes, and tightened responsive layout handling to prevent disappearing/oversized UI issues.

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vasupks01

CHANGE LOG:
I have implemented the entry flow to the battle field i have changed previously it was like you need to walk in the grass to go to battle field but now i have changed if you go into the grass it will take to the battlefield and currently working on battlefield where you can play with three enemies emby and etc you can attack and win them.

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vasupks01

CHANGE LOG:
I have Implemented a new battle entry flow so stepping into grass no longer auto starts battle field. Players now get a custom ingame prompt with clear choices, and selecting Enter Battle triggers the screen off/on transition effect before loading the battlefield. Also fixed the red grass visual issue by removing battle-zone debug rendering from normal world draw layers, keeping the map visuals clean while preserving battle detection logic.

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vasupks01

CHANGE LOG:
I had been working on the battle field movements and also character movement.
Today’s update focused on bringing characters into the battlefield in a way that feels smooth and intentional. I implemented character spawn flow so allies and enemies enter the scene at the right time, appear in the correct positions, and transition cleanly into combat state. I also improved the handoff from exploration/dialogue into battle so the player immediately understands who is active and ready to fight. This sets up a stronger foundation for party switching, unique entrances, and richer battle presentation in upcoming updates.

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vasupks01

CHANGE LOG:
sprite base improvements done and complete battle and status logic for interactions and stable rendering done
Character model completion
Attack flow became full turn logic
Monster system expansion
Sprite base improvements

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vasupks01

CHANGE LOG:
How To Play Screen Added
I added a new How to Play panel to make onboarding smoother for first-time players.
A dedicated Help button on the main game screen
A clean pop-up panel with movement instructions
Mobile control guidance for touch users
A close/overlay flow so players can quickly return to gameplay

Why this update:

New players were jumping in without clear controls
I wanted a faster way to explain gameplay basics without leaving the game screen

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vasupks01

CHANGE LOG:
Developed Monster Class System
Player Monsters:

Emby: 6 attacks (Tackle, Fireball, PoisonSting, ThunderShock, IronGuard, Recover)
Charmander: 4 attacks
Bulbasaur: 4 attacks
Squirtle: 4 attacks
Enemy Variants:

Draggle: 3 different configurations with varying attack pools

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vasupks01

CHANGE LOG:
I had been writing the Readme file till the features i have done
I have clearly mentioned the features i have done
I have mentioned the reasons why i built this
Also i thought of shipping my project for lockin sidequest by today.

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vasupks01

CHANGE LOG:
I added the first monster setup in monster.js. This includes the Emby character data, its sprite position, animation frame settings, attack list, and battle-ready metadata for the combat system.
I have also worked on the the characters and their collisions

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vasupks01

CHANGE LOG:
Mobile responsiveness update: I have improved cross-device support by making the game layout adapt better to smaller screens, with cleaner viewport behavior and improved playability on phones/tablets.

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vasupks01

Built a responsive rendering layer for the Pokemon game by separating internal canvas resolution from display size, added viewport-safe layout rules, and introduced mobile-specific UI behavior for combat panels and controls. Standardized the script pipeline by including GSAP and preserving dependency order in the HTML entrypoint, which finishes the integration step needed for battle transitions.

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vasupks01

CHANGE LOG:
I have worked on setting the battle field with boundaries
I have completed it partially and I am currently working on it.

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vasupks01

CHANGE LOG:
Boundary objects are now created correctly at runtime
Movement is now collision-aware in all 4 directions
Layering for scene rendering is in place
Shared classes are separated and loaded properly

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vasupks01

CHANGE LOG:
Today I fixed map collision boundaries so movement now correctly stops at blocked tiles. The collision grid is now built from the actual collision data, and movement checks now predict collisions before applying world movement in all four directions. Result: no more walking through walls, and boundary behavior is now working as expected.
The red area indicates the boundaries where the player cannot go.

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Comments

dineshnk167
dineshnk167 9 days ago

Nice Game

vasupks01

Changelog

worked on first part of the game making canvas
collected the required
Character added with the movement

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vasupks01

Changelog

collected the required assets
first commit

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