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Author Topic: Pokemon Orthoclase & Microcline: Back to work!  (Read 152314 times)

SirAaronIII

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1320 on: February 16, 2012, 12:00:25 am »

I used 6 counting the background, actually. The main orange, the slightly lighter orange for the lower body fire, red, a darker orange, and black. The background is white.

In other news, how big should backsprites be?
E: I also threw together a sprite for Skeegle. Also pictured: My approximation of dark magic and a complete inability to draw bird hips and skulls.

This one uses 4 colors, not counting the red background.
« Last Edit: February 16, 2012, 12:54:54 am by SirAaronIII »
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1321 on: February 16, 2012, 07:04:31 am »

And it doesn't really fit the breakthrough I had in his line anyway, like I commented on 4 posts ago. :P

SirAaronII - It certainly doesn't look like an evolution of my pyresprite... but I like it!

Could you try and give it what looks like some features of the pyresprite? Or do you think we should just dump the pyresprite? Or just say 'fuck progressions that look similiar".

Could probably say it's like a big, and Pyresprite is the larval form, justifying why they are so very different...

Hey, maybe we could even stick cocoon stage in the middle or something! :P
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bulborbish

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1322 on: February 16, 2012, 10:03:32 am »

Spoiler: Sireno Line (click to show/hide)

Spoiler: Sirena Line (click to show/hide)

Spoiler: OMG SCAMPS (click to show/hide)

Spoiler: Dorfmentus (click to show/hide)

Spoiler: Pyresprite's Moveset (click to show/hide)



Reposting Movesets  that have gotten no commentary or lack final appoval (I.E. put in the wiki by someone who is a better githubber than me.)

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1323 on: February 16, 2012, 10:05:48 am »

Has anyone added you to the wiki contributor list? Do you have a github account? It's really really easy to add them yourself, and if no one else has added them it's because there's so much to do that it always seems more important to do our own stuff. Adding them yourself really IS the best way to see them get added - and if you add them stupidly, they are more likely to be fixed by one of our roaming editors than to be put on their originally. :P
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bulborbish

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1324 on: February 16, 2012, 10:29:14 am »

The main issue is I have difficulty putting them in code format. Otherwise, I would have just put them up instead of the last post.

Yes I do have a git-hub, but not as a contributor (I only spend my time doing wiki-stuff, not working on actual files.)

Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1325 on: February 16, 2012, 10:32:00 am »

Yeah wiki format's a bit annoying. To get a series of lines into a code box you put two spaces before each line. I think you need two spaces at the end of a line to create a new line if you're having issues with that too.
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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

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1326 on: February 16, 2012, 10:32:52 am »

Either two spaces at the end of a line or five at the beginning, depending on the layout you want..
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1327 on: February 16, 2012, 10:33:46 am »

Also, Bluerobin, like your new avatar. ^_^
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1328 on: February 16, 2012, 10:42:18 am »

Haha thanks. I meant to ask you what you used to make yours. I'd like transparent backgrounds and some actual dynamic changes from frame to frame, but I decided sleep was more important at the time. I think I could make gimp do it I just need to find the tutorial.

Also, finding active poses for a mon based on an alpha monkey is hard. Monkey proportions are all weird. Are there monkey pokemon other than the Chimchar line? Oh and the Mankey line, although they're not really monkeys, more like puffballs with limbs.
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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.

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1329 on: February 16, 2012, 10:44:53 am »

Mankey. Duh. And Mankey is much more awesome than the other monkeys. There's chimchar and... the really stupid three from black and white?
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1330 on: February 16, 2012, 10:49:12 am »

Oh yeah those three... Although for poses, Mankey/Primeape works now that I took a look.
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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.

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1331 on: February 16, 2012, 10:54:58 am »

Yeah, he's got the most aggressive poses of the bunch, I think.

Also, I did my avatar in GIMP. It's pretty easy.

You just make every frame a layer, save it as a gif, select "animated, replace all" and it will cycle through the frames, from bottom to top (and then back to the bottom)

Edit:

Also, I've been meaning to say - I think Macookie needs a brighter (maybe bigger?) looking cookie. It's kind of hard to tell he's holding one - it just sort of looks like he's clutching his hands to his chest which is in deep shadow.
« Last Edit: February 16, 2012, 10:57:28 am by GlyphGryph »
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bulborbish

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1332 on: February 17, 2012, 01:52:18 pm »

I have Success in Wikiediting

Fixing a few things, and added Pyresprite's Moveset to the Wiki (as it was only a repost, to be honest.)

Will add the rest of the listed movesets tomorrow if I don't get any commentary on how to change them.

Darvi

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1333 on: February 17, 2012, 01:53:12 pm »

Remember to move the mons to the appropriate position in the list.

I also noticed nobody pushed the spiriblaze sprite. Gotta rectify that.
« Last Edit: February 17, 2012, 01:55:11 pm by Darvi »
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1334 on: February 17, 2012, 02:34:16 pm »

Ok Bulborbish, I looked through the movesets... finally. Sorry it took me so long. Some thoughts (that kind of turned into big walls of text :-\):

Overall I like the Sireno/Sirena lines. I feel like Sireno could use another move or two, though (it only learns 5 moves before it evolves at 27... that's kind of not very many), maybe Karate Chop or something like that between 16 and 23? I know it's only water at that point, but regardless of how useful it is it's some flavor and something to keep the mon interesting. Also, someone mentioning breeding made me realize you'll want to bump down their first moves to level 1. I THINK newly hatched mons are level 1 in Gen 3, so if we end up getting breeding in, newly hatched Sirenos/Sirenas won't know any moves the way they are. Maybe even add a new move at level one for each of them (Comet Punch for Sireno, Double Slap for Sirena?) to fill them out a little more.

Scamps feels ok, but not particularly legendary, especially when you compare its moveset to Dorfmentus, which is better in almost every way. I know that moves don't necessarily make a legendary great, but.... yeah. I'd say add in some things that make it hard to hit (maybe Minimize/Double Team and Sand Attack/Mud Slap?), since that's a theme that might go well with a cute little cat legendary and they can make whatever mon they're on really frustratingly overpowered in a lot of circumstances. The problem with that suggestion is that, while that might make a powerful mon, it still doesn't feel legendary for some reason, so other suggestions would be great.

Dorfmentus... wow. Is that a pseudolegendary/legendary? That's a seriously powerhouse moveset, especially if Dorfmentus is Psychic/Fighting (which I'm not sure about). It could be ok as-is if it's supposed to be really good, but if not, you might want to get rid of a theme or two. Some ideas are: take out Dream Eater/Recover to make it less durable, take out Bulk Up/Calm Mind so it can't snowball as much, take out Confuse Ray/Kinesis so it can't control as well, or take out some of the high end powerful moves. If it's a normal Bayomon then I'd say probably any two of those would be necessary, maybe adding in basic one stat boosting moves to fill the gaps.

The Boogesh line looks great though! :P I do like the dynamic of it learning a pretty good move at level 1 but it being mostly useless until it learns Hypnosis later unless you get to a move tutor/relearner and have it relearn it there.

Edit: also, these are all just my opinions, definitely not gospel. Feel free to say "umm nope, I was going for something, I'm going to keep them how they are" if you want. I can already tell we aim for different numbers of moves (you seem to go for 11-13, I go for 18-20) so I know we do some things differently. Just wanted to give what input I could.
« Last Edit: February 17, 2012, 02:38:34 pm by Bluerobin »
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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.
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