Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 68 69 [70] 71 72 ... 166

Author Topic: Pokemon Orthoclase & Microcline: Back to work!  (Read 152567 times)

mr. macduggan

  • Bay Watcher
  • HEY! LISTEN! HEY! HEY! LISTEN!
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1035 on: February 04, 2012, 02:16:11 pm »

I think that you can't use all 64x64 of the sprite- that's the MAXIMUM size for a pokemon, not the standard size. In the future, we need to get a few pixels at the bottom unsused. If we edit the sprite for shush/espier/whichever ones are giving us trouble, as long as the top few pixels are not filled we could transpose the entire sprite up so that it would stand on the grass better.
« Last Edit: February 04, 2012, 02:22:41 pm by mr. macduggan »
Logged
Flooding the area with magma removes blood, dust, vomit, goo, mud, and dwarves.
Also, I'm composing digital music over in the Forum Games part of the forums!

Bluerobin

  • Bay Watcher
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1036 on: February 04, 2012, 02:38:02 pm »

I ended up pushing the ROM anyway since we can always roll back and this way other people can poke at it and see if they can fix it.
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

mr. macduggan

  • Bay Watcher
  • HEY! LISTEN! HEY! HEY! LISTEN!
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1037 on: February 04, 2012, 03:37:16 pm »

Sounds good. I mean, it's not really that big a deal. Thanks for adding in the new pokemon bluerobin!
Logged
Flooding the area with magma removes blood, dust, vomit, goo, mud, and dwarves.
Also, I'm composing digital music over in the Forum Games part of the forums!

Bluerobin

  • Bay Watcher
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1038 on: February 04, 2012, 11:15:23 pm »

Reudh, I took the move list for the spawn mons and shifted things around so the order of moves seemed a bit more reasonable. I'll explain what that means after the list.
Code: [Select]
Tackle         1
Leech Life 1
Bite         5
Growl         8
Howl         12
Scary Face 16
Poison Fang 20 23
Slash        26 29
Taunt         29 33
Crunch         34 38
Glare         39 42
Take Down 44 49
Crush Claw 49 54
Torment         53 57
Thrash         56 61
Basically I took moves like Slash and Crunch and shifted them down a bit because they're fairly powerful and they do bonus damage because they share a type with the mon. If you were planning on giving them good stats too they would be very powerful. Like, no-mons-in-the-vanilla-games-get-the-moves-that-early powerful. This may have been on purpose, but I'd disagree with that decision, personally. I spaced out the moves relatively evenly, but feel free to make the gaps less even if you want. Typically big gaps (more than 6 levels or so) is a very rare gimmick in the later generations. Obviously if you only have 12 moves or so and you want them to learn moves until level 60 there are going to be some bigger gaps, so it depends a bit on the mon, but I think we've been around 14-19 moves so far. If you don't like what I did, let me know and I'll avoid it in the future. :P I just had a spare few minutes and figured I'd give it a rearrange.

Alright, so a few questions for people. Which mons do we want in between Headshoots and Syrupleaf? Hapups and Spawndorfs, I'm guessing from the script, plus one more? Maybe carry over Brumbles or use Caviders (if underground) or Macookies (if aboveground)? I'm just trying to get an idea so we can know which order to be working on the mons. On the topic of aboveground/belowground, were we planning on Syrupleaf being underground? Also, should it be somewhat centrally located on the map since it's the hub? Not necessarily attached to everything, but closer to the middle than the edge?
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Reudh

  • Bay Watcher
  • Perge scelus mihi diem perficias.
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1039 on: February 05, 2012, 05:47:53 am »

Depends on the level. Wild Hapups and Brumbles. Spawndorfs would make up the majority of the Bayomon there, being a slightly higher level than the Hapups and Brumbles.

I think that moveset is perfect.

Bluerobin

  • Bay Watcher
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1040 on: February 05, 2012, 10:35:16 am »

Alright, moveset and stats for the Hapup line:
Code: [Select]
Hapup (Rock) -17-> Rockweiler (Rock) --> Kanite (Rock/Steel) or --> Rockstarr (Rock/Electric)
Tackle         1
Tail Whip 1
Lick         3
Fury Swipes 5
Bide         8
Rock Throw 11
Spark        13
Flame Wheel 16
Metal Claw 19 20 20 20
Agility         23 24 24 24
Body Slam 27 29 29 29
Rock Slide 31 34 34 34
Yawn         35 39 39 39
Iron Defense 39 44 44
Thunder Wave 44
Eruption 43 49
Iron Tail 49
Volt Tackle 50
Code: [Select]
Hapup - Rock
HP 55
Attack 45
Defense 50
Special Attack 38
Special Defense 38
Speed 29
Total 255

Rockweiler - Rock
HP 80
Attack 90
Defense 75
Special Attack 70
Special Defense 65
Speed 50
Total 430

Kanite - Rock/Steel
HP 80
Attack 90
Defense 80
Special Attack 50
Special Defense 70
Speed 45
Total 415

Rockstarr - Rock/Electric
HP 75
Attack 65
Defense 55
Special Attack 90
Special Defense 70
Speed 60
Total 415
I'm not sure about the stats for Kanite/Rockstarr because I'm not sure if they're supposed to be a third evolution (better than Rockweiler) or an offshoot (similar to Rockweiler). As it is now Hapup is thoroughly average with a little emphasis on physical defense, Rockweiler's more aggressive, still primarily physical, Kanite is similar but with slightly better defenses and lower special attack, and Rockstarr is a bit faster and more special attack/defense oriented. Kanite and Rockstarr have better typing than Rockweiler (both in defenses and STAB for their moves) so their stats are worse. I'm not sure about abilities though, I figured I'd wait on those once I realized I wasn't sure if Kanite and Rockstarr were third evolutions.

Edit: I forgot to mention, cramming 5 types of moves into a moveset and trying to have more than one of all of them is HARD. I might take out some of the lower ones and shift things around, we'll see.
« Last Edit: February 05, 2012, 10:47:15 am by Bluerobin »
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Korbac

  • Bay Watcher
  • I'm very annoying, so tell me to STFU if need be
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1041 on: February 05, 2012, 12:38:04 pm »

Rockstarr...

Rock / Electricity...

OMG
Logged

GlyphGryph

  • Bay Watcher
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1042 on: February 05, 2012, 04:27:00 pm »

Kanite and Rockstarr are very much 3rd level evolutions, and supposed to be superior to Rockweiler.

In my head:
Rockstarr gets a boost to speed and special attack, Kanite gets a boost to physical attack and physical defenses.

You've got a much better feel for how these things work than me, though.
Logged

Bluerobin

  • Bay Watcher
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1043 on: February 05, 2012, 04:57:58 pm »

Cool it sounds like we were thinking along the same lines and having them be third tier will make them able to actually do that. Will edit this with new stats in about 5-10 minutes.

Edit:
Code: [Select]
Kanite - Rock/Steel
HP 90
Attack 110
Defense 95
Special Attack 65
Special Defense 90
Speed 65
Total 515

Rockstarr - Rock/Electric
HP 75
Attack 85
Defense 75
Special Attack 115
Special Defense 70
Speed 95
Total 515
« Last Edit: February 05, 2012, 05:06:16 pm by Bluerobin »
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Reudh

  • Bay Watcher
  • Perge scelus mihi diem perficias.
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1044 on: February 05, 2012, 05:19:05 pm »

I think the Hapup line are too slow, especially the evolved ones.

Venusaur, for example, has 80 base speed.
A hefty grass type outspeeding Rockstarr?

Golem, an extremely hefty rock type has 45 base speed.

The average base stats for fully evolved Rock types:

HP: 74
Attack: 96
Defense: 119
Sp. Atk: 66
Sp. Def: 86
Speed: 54

I think that Rockstarr needs a bit of a buff to its speed... maybe to 65.

Darvi

  • Bay Watcher
  • <Cript> Darvi is my wifi.
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1045 on: February 05, 2012, 05:28:26 pm »

Adding those to the wiki, although it'd be nice to have movesets appropriate for 2nd-eveolution mons (as well as evolution conditions - Stones perhaps? I know there are thunder stones...)

E: They are rock types. They are know to be a bit lame.

Oh dear I appear  to have turned Kanite into K9...
« Last Edit: February 05, 2012, 05:37:02 pm by Darvi »
Logged

Bluerobin

  • Bay Watcher
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1046 on: February 05, 2012, 06:01:14 pm »

Reudh, see the new stats. It sounds like they're what you were looking for.

Darvi, the plan was to have stones required for the evos, I just didn't include them in the arrows because I wasn't sure about names. I think we have access to 6 stones, judging by the pulldown menu on YAPE, just so people know. I'm going to do a bit of work on the moveset, now that you mention it, to see if I can make it a bit more different for Kanite/Rockstarr.
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Darvi

  • Bay Watcher
  • <Cript> Darvi is my wifi.
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1047 on: February 05, 2012, 06:06:03 pm »

Hmmm. Maybe if we make the tin-dog evolution by trading with a magnet? No wait that's stupid.
Logged

Furtuka

  • Bay Watcher
  • High Priest of Mecha
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1048 on: February 05, 2012, 06:08:07 pm »

Putting trade evolutions in a ROMhack are not a very good idea
Logged
It's FEF, not FEOF

Reudh

  • Bay Watcher
  • Perge scelus mihi diem perficias.
    • View Profile
Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1049 on: February 05, 2012, 06:11:32 pm »

I'm gonna try and flesh out the base stats of Spawndorf and Leetspawn. Given they're early on, their stats shouldn't be too high, but I intend them to be Mighty Glacier sort of bayomon.
Code: [Select]
Spawndorf - Dark/Normal

HP               45
Attack           65
Defense          40
Sp. Atk          65
Sp. Def          40
Speed            20

Leetspawn - Dark/Normal

HP              55
Attack          85
Defense         95
Sp. Atk         115
Sp. Def         95
Speed           30

I gave them weight towards Sp. Attack because in Gen III all dark moves were considered Special.
Also, Spawndorf's base stat total = 300. Middling for a two-stage bayomon. For reference, Houndour from Generation II has 330 base.
Leetspawn's base stat total =  470. High, but not as high as Kanite and Rockstarr.
A pseudo-legendary strength in the original game has ~600 base.
Pages: 1 ... 68 69 [70] 71 72 ... 166