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Author Topic: Pokemon Orthoclase & Microcline: Back to work!  (Read 152388 times)

Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1410 on: February 29, 2012, 03:04:22 pm »

Feel free to suggest stats for mons that need them on the wiki. It might be a good idea to click through links for mons that have the St tag to make sure they actually need them before you do them, just in case the tag wasn't updated. Actual numbers would be much more useful than "this should be more than that" since that kind of thing is pretty easy to do quickly. If you're not sure about what ranges to look for, have a look at the mons on the wiki or at Bulbapedia's sortable list of pokemon with base stats.
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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 #1411 on: February 29, 2012, 03:06:12 pm »

And if you ever want to actually work on the coding and whatnot...
I would do Headshoots, but we'd have to get the worldmap done first.
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1412 on: February 29, 2012, 03:08:06 pm »

Yeah, world map ideas and physical descriptions of locations would help motivate me to map. :P That was the main reason behind my crappy, crappy mspaint map a few weeks ago; I'd hoped it would at least get people talking about ideas.
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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.

Serrational

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1413 on: February 29, 2012, 03:09:19 pm »

Good grief, I have no idea how to edit anything. Do I need to signup to the wiki or just go?
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I figured the guy was a goner too when a noseless bat from hell flew right over the fortifications and attacked.

Darvi

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1414 on: February 29, 2012, 03:10:16 pm »

Yep.
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1415 on: February 29, 2012, 03:11:58 pm »

Even if you can edit the wiki, it's probably a good idea to post your stuff here first so we can all see it and give suggestions. Once it's on the wiki I think most of us assume it's pretty much done. At least I do. :-\
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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 #1416 on: February 29, 2012, 03:49:22 pm »

Bluh - okay, you know what. I'ma gonna do all the world map planning by this weekend. I've been slacking too much on this shit, and I've finally got some time come... Friday?

Yeah.

I'mma gonna get some shit DONE!
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Darvi

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1417 on: February 29, 2012, 04:00:40 pm »

YOURE MAKING IT HAPPEN
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Serrational

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1418 on: February 29, 2012, 04:03:25 pm »

Sounds sensible, who knows what rubbish I might spew out otherwise...

Anyhoo, how about this for Unicorpion.

Spoiler (click to show/hide)

That's all just some rough stuff thrown together on the fly, feel free to muck around with it in any way you will. Overeagerness on my part much?
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I figured the guy was a goner too when a noseless bat from hell flew right over the fortifications and attacked.

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1419 on: February 29, 2012, 04:10:02 pm »

No such thing as overeagerness, in my opinion. Longer things go without getting done, the more likely they don't get done at all, so anything that involves stuff getting done? That's good! Especially if it's vetted first - if you don't get any complaints, take it as approval and run with it.
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1420 on: February 29, 2012, 04:11:20 pm »

I like it. The stats seem good for a really solid non-evolving mon. 9 moves is a bit few, so you could add some more in there, especially between 13 and 34. Depending on which philosophy you go with (keeping close to patterns from gen 3 or going with the ones from gen 5) I think movesets are typically 11-13 moves or 17-20 moves. Assuming I'm not completely making things up, anyway (this seems to be the area where I differ the most from other moveset designers :P). Nice work!
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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 #1421 on: February 29, 2012, 04:27:57 pm »

Of course, there's value to having your own distinctive style! I think it would be cool to have, flavourwise, the aggressive and powerful but "stupider" pokemon, for example, learn fewer moves!

Or perhaps have pokemon that don't learn many moves outright, or even powerful moves, but let it learn some powerful TMs or something and give it good stats. So its valuable, as a mon, even if it doesn't work exactly the way the player is used to, you know?

Getting lots of moves is fun, but considering that all but 4 are going to be thrown out anyways... not every pokemon needs to be a jack of all trades, either. Part of having a lot of variety is that not everything needs a lot of variety.

Essentially:
I think having high-move-count mons and low-move-count mons is just another way differentiate them and make them unique.
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Darvi

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1422 on: February 29, 2012, 04:29:58 pm »

Seeing how it already has high numbers in its most important stats, it can likely handle having few skills.
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #1423 on: February 29, 2012, 04:32:52 pm »

Yup that all makes sense. I'm for having that kind of variety in general, I just wanted Serrational to know what we'd been doing so far in case that wasn't the original goal. As it is, that moveset works perfectly well, especially since there's a very good chance you wouldn't run across it until mid level 20s anyway.
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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 #1424 on: February 29, 2012, 04:34:28 pm »

Maybe add Crush or Vicegrip?
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