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Author Topic: Pokemon Orthoclase & Microcline: Back to work!  (Read 152489 times)

iceball3

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1890 on: May 17, 2012, 02:42:39 pm »

Have cutebolds been considered or just normal kobolds?
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1891 on: May 17, 2012, 02:44:47 pm »

Already in.
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1892 on: May 17, 2012, 02:45:48 pm »

Our koboldmon (Dolbok) evolves into a cuteboldmon (Dolbetuk). Also, their names are indicative of this if you spell them backwards and have some mild dyslexia and/or spelling issues.

Quote
036 - Dolbok: (Normal/Ground) : A lithe and clever creature that wields a primitive weapon.

037 - Dolbetuk: (Normal/Ground) : Friendly and intelligent, Dolbetuk is known more for its expressiveness and agility than for its prowess in combat. They are popular among trainers who enjoy cute monsters, but are often abandoned when the trainer realizes their weakness.
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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.

Reudh

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1893 on: May 17, 2012, 08:44:26 pm »

That symbol on Medeor's back is supposed to be a Red Cross-esque symbol. :P

I didn't realise BBcode makes it into a bullet point.

So guys, I've got some spare time today if anyone wants to jump in IRC.

Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1894 on: May 18, 2012, 03:43:30 am »

So have you thought how kobold quest mon differs from df kobold mon? Are kobold quest kobolds somehow different from df kobolds?
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[img height=x width=y]http://LINK TO IMAGE HERE[/img]
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This pure mountain spring water is indispensable. Literally. I'm out of paper cups.

Reudh

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1895 on: May 18, 2012, 03:48:32 am »

More like a traditional kobold. The DF kobolds are best known as the cutebolds.

Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1896 on: May 19, 2012, 09:05:27 am »

Isn't Pathogenesis a reference to Pathos? So theres probably not going to be Pathos mon? Kinda like Boatmurdered is mon and not fortress.
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[img height=x width=y]http://LINK TO IMAGE HERE[/img]
The Toad hops in mysterious ways.
This pure mountain spring water is indispensable. Literally. I'm out of paper cups.

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1897 on: May 19, 2012, 05:34:32 pm »

So I did a bit of playing, and I hadn't realized the game was in such a poor condition. Even just counting the first town.

None of the wild sprite palletes seem to be correct, none of the dialogue in the first area is done... So here is a list of our PRIORITIES:

1. Fix sprite palletes on Route 1
2. Write and insert remaining dialogue in Mayday Village. At the very least, change all references from Pokemon to Bayomon
3. Final form sprites for the starters
4. Sprite/Move/Stat inserts for all mons where data exists
5. Dialogue for Headshoots. At least some of this is already written.
6. Map for headshoots - both a predesign, and implemented in the game.

What we do NOT need
New Mons
New Mechanic Ideas
Overall meta-plot and story suggestions (we DO need detailed story writeups for each location though, so if story ideas is your thing, start fleshing these places out with specifics)
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Korbac

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1898 on: May 19, 2012, 07:05:17 pm »

Umm... if you need some random dialogue for faceless trainers, I might be able to help?

(Before) I just got my first BAYOMON! Let's see what it can do!
(After) Looks like it's broke. I'll have to buy another one...

(Before) How I shoot ball?
(After) ^_^' seems I should read the tutorial...

(Before) Face the wrath of MONTROSE!
(After) My voice does not give me super strength then...

Stuff like that?  :D
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1899 on: May 19, 2012, 07:16:28 pm »

We do not need random dialogue so much as /specific/ dialogue for every NPC in the first town, on the first route, and in the second town. Including the trainers, obviously.
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Korbac

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1900 on: May 19, 2012, 07:20:53 pm »

Ahh right, sorry.  :(

I'd best leave that to people who know more about the NPC's / what they are meant to represent, then.
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1901 on: May 19, 2012, 07:25:39 pm »

Just grab the ROM, play through the beginning, and find any NPCs that clearly have old dialogue. Give them new dialogue.

As to what and who they become, that's up to you - all the characters we've designed so far are in for these locations.

Heck, if you want to, suggest adding more (in a specific spot and potentially with a specific move pattern) and their lines.

You don't need to /know/ anything, you just need to do something to the point where one of our code editors can actually put it into the game. A piece of floating dialogue is nearly worthless.
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Korbac

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1902 on: May 19, 2012, 07:26:57 pm »

I'll get on that tommorow, sir! :)
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1903 on: May 19, 2012, 07:30:23 pm »

Awesome! ^_^
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1904 on: May 19, 2012, 07:46:37 pm »

Uncarp still needs a backsprite too. I'm not so confident in my ability to add sprites (the bad color palettes are the result of my attempts and no fixes I tried worked), but I can do some dialogue or movesets or something. Oh I'm thinking we should have the first person in the cave say something along the lines of "The Espiers can poison you with a touch. You might want to run from them for now."
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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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