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Author Topic: Pokemon Orthoclase & Microcline: Back to work!  (Read 152135 times)

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #225 on: December 04, 2011, 07:17:40 pm »

Well I only used like 16, that I know of. There might be some variations that aren't visible taking the extras, though, but all my sprites have been done with a < 16 color pallete.
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Heron TSG

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #226 on: December 04, 2011, 09:06:01 pm »

Did you save it as a png with no compression?
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Furtuka

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #227 on: December 04, 2011, 09:10:58 pm »

Well I only used like 16, that I know of. There might be some variations that aren't visible taking the extras, though, but all my sprites have been done with a < 16 color pallete.

I think it may have been effected by the modifications I made. I'm not good at limiting pallette count ._.,

Probably cause of the spots I added
« Last Edit: December 04, 2011, 09:18:06 pm by Furtuka »
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It's FEF, not FEOF

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #228 on: December 04, 2011, 09:20:00 pm »

Oooh, Freeform, don't pay any attention to Furtuka's. I convert them to the appropriate format and style before adding them to the project - a palette count isn't a bad idea, but don't do it on the sample PNGs people provide!

Speaking of which, Furtuka, you need to do your images as indexed gifs, with hard edges and transparency. :P
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freeformschooler

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #229 on: December 04, 2011, 09:42:24 pm »

Still, Furtuka's sprites are amazing.
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Furtuka

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #230 on: December 04, 2011, 09:52:29 pm »

Actually the one I posted last page was a modified version of one glyph made. Which admittedly was bsed off of one that I made but was much more simple looking than the more recent versions of it
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It's FEF, not FEOF

USEC_OFFICER

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #231 on: December 05, 2011, 08:53:31 am »

Hey, does everybody remember how I said that trainers were 16x16 on the overworld map? Well I lied. They're 16x24. The tiles are 16x16. Sorry for any confusion.

Also, the descriptions of Pokemon have a 240 character max. Keep in mind that it's split between two pages of 120 characters each, so even if you have less than 240 characters it might not fit without having a word split between the two pages.
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #232 on: December 05, 2011, 10:47:07 am »

Something to keep in mind. Another thing to keep in mind is that every pokemon will actually get two descriptions, so descriptions that involve two facts can be split across both versions. So you've technically got 480 characters total, with two 240 character blurbs, each split across two 120 character screens.
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #233 on: December 05, 2011, 12:10:22 pm »

Alright. Final changes to the starters' movesets unless people see things glaringly wrong. I realized the unicorn line got vastly more attacks than the other two, so I added more to the Boatblanked and Uncarp lines. Spoilered for BIG.

First up, Boatblanked:
Spoiler (click to show/hide)

Next, the Uncarp line.
Spoiler (click to show/hide)

Finally, the unicorn line!
Spoiler (click to show/hide)

Pretty much the only move I'm really unsure of is Horn Drill on Urwhal. The more I look at it the less I like it, but it's in an awkward spot. Stat totals and reasonable ranges are based on starters from all of the past generations. They still need abilities and that's the part I like least so if someone else wants to do that, go for it. This (http://bulbapedia.bulbagarden.net/wiki/Abilities#List_of_Abilities) is a good reference, just sort by generation and only go through Gen 3.

Edit: Here's a link to the google docs spreadsheet I'll be using to store mon stats: https://docs.google.com/spreadsheet/ccc?key=0AoYubCVYMK_odGtsNV9iMEVndVNCT3hseTM5a2FBQWc
It's open to anyone for viewing, but not editing. This will be a more up-to-date reference (updated real-time) than the wiki until things are stabilized.
« Last Edit: December 05, 2011, 12:17:32 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.

GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #234 on: December 05, 2011, 01:11:56 pm »

Very nice! I love it.

Also remember that not every move a pokemon learns needs to be awesome or appropriate - part of the strategy is figuring out what moves aren't that great, right?

Also, are you going to do TMs for them as well?

(With the stats and the sprites, that means Boatborn and Boatforged are almost ready to be put into the game! I'll do it tonight, after making their battle sprites, which still needs to be done)
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #235 on: December 05, 2011, 01:50:33 pm »

I'll do TMs/HMs and egg moves at some point (if someone else doesn't do them first), but I'd rather work on base move sets for other mons, personally.

Like this one: Slag -> FPSnail (slug/snail based low FPS mons). Truant ability (only goes every other turn). Psychic/Electric (possible Bug instead of Psychic?) with paralyze, Future Sight, speed decreasing mvoes, and possibly Curse.
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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 #236 on: December 05, 2011, 02:00:19 pm »

Considering the one special condition I want to try to add (if its even possible) is the electric-type "lag storm" (paralyzes all non-electric pokemon) that would fit perfectly. Of course, you probably remembered that. :P

Even if its not, it fits the lag-based Cat-5 line - apparently our "electric-type" will actually be "lag"-type, heheh.

One thing I always thought pokemon should have done is the whole "accumulating speed points occassionally get you an extra turn" type dealio (in other words, each turn your speed minus your opponents speed is stored and compounded, and if its double the opponents speed its zeroed and you get an extra turn)

Ah well, that's just musings at this point.
« Last Edit: December 05, 2011, 02:01:51 pm by GlyphGryph »
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #237 on: December 05, 2011, 02:22:03 pm »

Yeah, I'm fiddling with stats for the lag-mons and I just realized how much of a dump stat Speed can be. There's really no penalty for essentially zero speed if your health and defenses are reasonably high. I guess there's a bigger chance you'll be incapacitated via status effect before you get a turn, but eh.
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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 #238 on: December 05, 2011, 02:29:00 pm »

Speed is good for controllers and sweepers, but its a binary proposition - you're faster or you aren't. If you're faster, any speed beyond the opponents is worthless, but if your slower you might as well have zero speed. It's really not my favorite speed system - but its also not really something we can change, even if we wanted to, which we probably don't.
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monk12

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Re: Pokemon Orthoclase & Microcline: Striking the ROM! (In a productive way)
« Reply #239 on: December 05, 2011, 02:49:47 pm »

I was going to suggest Shadow Tag for Boatblanked, but he's already got plenty of "make foe not run away" moves. After poking around, I came up with 2 Ability Trio's- the safe boring one, and the probably-unbalanced-but-entertaining one.

The safe one would be Blaze, Torrent, and Overgrow- they all boost elemental attacks (fire, water, and grass respectively) when the user is <33% health. In fact, these are the abilities of all the starter Pokemon in the main games.

But what fun is that? We could also roll with Boatblanked having Flame Body (30% chance for Pokemon that contact it to get burned), Uncarp with Water Absorb (regains HP when hit by water attacks) and Perlihorn having Natural Cure (cures status ailments whenever it leaves battle)

It would probably make more sense to go the safe route, IMO, but whatever floats your boat.

@GlyphGryph- how many sprites does a given Mon need? And I'll just throw this out there, Static is an Ability that has a 30% chance to paralyze Pokemon making contact :P

EDIT: New replies!

Yeah, Speed is rather underwhelming on its own. It would have made more sense for it to play a factor in Accuracy and/or Evasion as well, but it doesn't. But it will, once I complete my TIME MACHINE and get hired by Gamefreak!
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