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Author Topic: Pokemon Orthoclase & Microcline: Back to work!  (Read 152321 times)

USEC_OFFICER

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1335 on: February 17, 2012, 02:55:40 pm »

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

Derp. I forgot about that. Thanks for fixing it.

Anyways there was some discussion last night about making Asmutsnon the Unown of the game. As such I've been fiddling with some additional sprites for it. They're all based on other sprites, since sometimes glitch monsters reuse sprites from actual Pokemon, sometimes without any changes at all! I'll make more of the corrupted data looking sprite later, when I actually have the program in front of me.

Spoiler: Sprite Ideas (click to show/hide)

Well? Maybe I should just stick with the whole corrupted memory thing. Or just leave Asmutsnon with a single form.
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Darvi

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1336 on: February 17, 2012, 02:58:04 pm »

Shouldn't it be Bug type?
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USEC_OFFICER

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1337 on: February 17, 2012, 03:00:03 pm »

Missingno was Bird/Normal, so making Asmutsnon Flying/Normal made sense. It's also why it learns Sky Attack and Water Gun at level 1 (just like Missingno). Making it Bug/Normal or Bug/Flying could work too though.
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Darvi

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monk12

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1339 on: February 17, 2012, 07:18:26 pm »

Nice! IT IS STARING INTO MY SOUL

Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1340 on: February 17, 2012, 07:20:06 pm »

It's really good, but I feel like the shading's... backwards. I think that's the main issue with it, honestly.
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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 #1341 on: February 17, 2012, 07:21:30 pm »

That's because it has no shading.
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1342 on: February 17, 2012, 07:35:32 pm »

Oh glyphgryph I just noticed your cookie comment. I found a picture of the cookies from Minecraft, so I'm going to try and see how they look in there. It might be a neat little reference if it works.
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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.

bulborbish

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1343 on: February 18, 2012, 09:29:36 am »

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.

Spoiler: Sireno Round 2 (click to show/hide)

Spoiler: Sirena Round 2 (click to show/hide)
Karate Chop added. However, newly hatched pokemon in Gen III start at level 5, so I won't move the levels down. Double Slap, however, has been added as a Level 1 for Sirena Reguardless, because it fits thematically.

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.

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.

In this case, I have to say no. Mew (which scamps is heavily based off in terms of theme) Only learns 5 moves in its Gen III Ieteration, and for the most part, they aren't that great. Its main advantage was the ability to learn all TMs, which I also interpreted for scamps.

Also, In terms of movesets, I tend to fall more in line with semi-imitating the patterns of actual pokemon, and surprisingly enough, anything beyond the starters really doesn't learn much, with 12 actually being the peak. Of course, legendaries also break this trend (having either very high or very low numbers), but I stuck with the average on Scamps.

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.

Spoiler: Dorfmentus Round 2 (click to show/hide)

 - Dorfmentus is Psychic only, but I figured it would use the possesed dwarfs for combat semi-decently (martial trances)
 - I cut psycho boost and recover, so it should be a little less tanklike.
 - Not supposed to be a Pesudo-Legendary.
 - Strangely enough, you recommended me to add stat boosters to replace stat boosters (as a potental option)

Bogesh moves have been wiki-fied.

Darvi

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1344 on: February 18, 2012, 09:59:07 am »

Indexed the Asmutsnon sprites, renamed the backsprite (because the only thing that sucks more than my drawing is empty spaces in file names) and made a randomly generated shiny palette for it.
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Furtuka

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1345 on: February 18, 2012, 10:10:55 am »

Hen we said Mew equivalent we didn't mean it that literally...


Maybe I should have said Mew/Celebi/Jirachi/Manaphy/Victini equivalent instead.
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It's FEF, not FEOF

Korbac

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1346 on: February 18, 2012, 10:27:35 am »

Is it possible to get high - end shopkeepers to sell ethers? I always found it a bit annoying that there was a limited number in each game.  :)
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1347 on: February 18, 2012, 10:53:29 am »

So Bulb, a little clarification on the things you had questions about. In Gens 4 and 5 they've upped the number of moves mons learn dramatically and I kind of like it more, which is why I've gone with higher numbers. It's a preference thing, though, so your way's good too.

My Scamps comments were based pretty heavily on my opinion that I kind of think Mew's pretty worthless. Again, just my opinion though. :P

As for the stat booster things, I was mainly saying swap out moves that only boost one stat for the ones you have that boost two. If it's just Psychic, though, it should be good as it is.
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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.

bulborbish

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1348 on: February 18, 2012, 01:52:06 pm »

Hen we said Mew equivalent we didn't mean it that literally...


Maybe I should have said Mew/Celebi/Jirachi/Manaphy/Victini equivalent instead.

Would have worked better. I am *very* literal Minded.

My Scamps comments were based pretty heavily on my opinion that I kind of think Mew's pretty worthless. Again, just my opinion though. :P

As for the stat booster things, I was mainly saying swap out moves that only boost one stat for the ones you have that boost two. If it's just Psychic, though, it should be good as it is.

Yeah, well, Scamps isn't nearly as worthless as Mew, but still isn't set up for the big leagues. I saw him as a reward, not as a (very) viable party member in the long run. I probably can take another crack at it though.

And for Dorfmentus, I was just being a jerk. I knew what you meant, but thought I should point out a potental combination of what to remove and add.

I'll take another look at Scamps moveset, but I'm trying to keep his power down, so I don't see much else of what I can do.

Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1349 on: February 18, 2012, 02:12:50 pm »

I think they're looking pretty good now that I get what you were going for. At this point stats and TM availability will probably have the rest of the impact that those mons need. Make sure to make notes about what you're thinking with regards to stats/TMs/other stuff when you update the wiki if you don't add that info yourself.

Also, new cookie:

A bit better?
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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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