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Author Topic: Pokemon Orthoclase & Microcline: Back to work!  (Read 152538 times)

Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1845 on: May 15, 2012, 01:11:51 pm »

So I decided to test the current version to see whats in and what it looks like.

Rival battle 1, pretty hopeless against ghost mon with just tackle. Boatborn sprite is a bit off it seems.
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Prof Tarn and forever alone Bayomon
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Perlihorn got poisoned by those levitating things in Bluerobin cave.
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yeah, I dont even.  ???
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Second rival battle, I lost this one too.
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So the plan is to make a whole new map? That sounds like quite a daunting task to me.
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1846 on: May 15, 2012, 01:21:43 pm »

Yeah, that's the plan. It should follow fairly easily once we have the plot worked out, but yeah it's going to be a bit of an effort. Since we're redoing the whole plot, using the old locations didn't seem to make a lot of sense.

To people who were around for the re-making of the intro bit: wasn't the rival supposed to pick the mon that's weak against yours?

Yeah, it's a little interesting in that cave the very first time, since you don't have any antidotes or a second mon in case you get poisoned. You should still have a potion or two (the one you start the game with, at least), so you should be able to tough it out. Hopefully. :P

And yeah, bushes are a little wacky right now. I messed with the sprite a little to get a cave wheat/underground grass version and it looks like I might have broken it a little more than I intended. It should be a quick fix though, for anyone who knows how to edit the tiles in the mapping program. I'll see if I can take a look at it tonight, though.
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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: Migrants always welcome!
« Reply #1847 on: May 15, 2012, 01:37:49 pm »

He is supposed to pick the one weak versus yours, last I checked. But people's opinions on it keep on changing!

Maybe we should make it random, hah.

But more seriously, considering this is supposed to be built for Nuzlockes (hard, but not impossible), and how much more sense the weaker rival makes plot-wise, him picking the weaker mon is pretty much necessary. That needs to be fixed.
« Last Edit: May 15, 2012, 01:39:33 pm by GlyphGryph »
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1848 on: May 15, 2012, 03:23:36 pm »

Allllrighty.

I changed the grass back to how it should be. This had the unfortunate (but necessary, for now) side effect of making cave grass less attractive. Oh well, it wasn't particularly attractive to start with.

I also hit the rival mon selection with a hammer repeatedly, then kicked it a few times. The end result is that he picks the mon weak to yours. This also had an unfortunate (but pretty easily remedied, for someone who feels like spending some time with the code and FSF) side effect of making him walk through you to pick Perlihorn after you pick Boatborn. Basically the movement scripts are wedged in tightly, so when I changed that one it broke the one after it (the one where he walks over to pick Uncarp when you pick Perlihorn). It's an easy fix, I just still don't really know how FSF works all that well. I think Darvi worked out that stuff last time, so maybe you could give it a whirl with this one? :P

Edit: Oh and we need to change experience values of the mons in Bluerobin Cave. I gained two full levels off of one level 3 mon kill with my starter (level 6 -> 8 ). I'm sure this will get done later, just figured I'd mention it in case people weren't aware.
« Last Edit: May 15, 2012, 03:27:16 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.

Furtuka

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1849 on: May 15, 2012, 03:53:03 pm »



I made this


...I have no idea what it is. I think it may be a microcline golem or something
« Last Edit: May 15, 2012, 04:41:23 pm by Furtuka »
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Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1850 on: May 15, 2012, 04:09:41 pm »

I just noticed that we are completely lacking in dragons so next Im going to make non legendary dragon, perhaps ground type. Ground type needs more love badly. Also, I looked at a map editor tutorial video and I might interested in helping with the task of getting the world built. Mayby.
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1851 on: May 15, 2012, 04:20:51 pm »

Did you see the "plan for dragons"?

We've got them, they just need basically everything done for them. And I won't go into it any deeper because I constantly forget and mix up their stuff.
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Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1852 on: May 15, 2012, 04:40:40 pm »

Yeah I've seen that some time ago, I dont really remember all the details but as far as I remember all of those were sort of legendaries and very much dragon like. What Im thinking of is common/rare mon that is half dragon type and might not resemble a dragon at all. The legendries will still be very special and all that, even with few mons with dragon type running around. With few Non legendary dragontypes around the player can run into mooks with mon that can use dragon moves with STAB, so having party full of mons with weakness to dragon type matters even if not going to hunt legendaries. :)

When I last checked the dragon plans I felt that the plot and world need to be more refined before the dragons can be planned. The one supposed to be in Bronzemurder got new info sometime ago, but the others are currently lacking any lair to placed into.
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Korbac

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1853 on: May 15, 2012, 04:59:38 pm »

Isn't the Polkadex in FR / LG actually 350ish mons long? You know, you can catch alot of the G/S/C pokemon between the two versions, and it accepts any imported pokes from R/S/E.

Not to make your job harder or anything.  :P
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bulborbish

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1854 on: May 15, 2012, 05:16:37 pm »

Hello everyone, I just came to tell that the reports of me abandoning this project are exaggerated.

Just thought I would respond to a post relating to movesets, seeing as it was one of the ones I made.

EDIT: I worked with #68-69 Wambler and Gianbane. Both got stats, some moveset changes, new descriptions and other information added. Wambler is now sort of Magikarp with bad stats, but has better moveset. Gianbane got pretty strong stats, as I imagined that is what you were planning for it.

The point of the original moveset of Wambler and Gianbane was the lack of wambler to be remotely effective in battle (not learning a move until it was level 17), in which then it got progressively more competant until it became Gianbane, which was supposed to be incredibly powerful. I would likely push the levels back on the changes, and re-add Guillotine to Gianbane's moveset, to re add the flavor of the legend.

Other than that, I approve of everything else you did. Though I can make movesets, I suck pretty much at everything else, so seeing some work on descriptions and stats is good.

FAKEEDIT:
Isn't the Polkadex in FR / LG actually 350ish mons long? You know, you can catch alot of the G/S/C pokemon between the two versions, and it accepts any imported pokes from R/S/E.

Not to make your job harder or anything.  :P

Yes, but the plan was to only have the pokedex for 1 standard game of new pokes. We are basing it on FR because it is the most modern (and indeed, last) of the 2D Pokemon.

Furtuka

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1855 on: May 15, 2012, 05:28:50 pm »

Technically Emerald was the most modern :P

which by the way I heard we're gonna need to snatch up some of it's coding if we plan to have any roaming mons
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1856 on: May 15, 2012, 05:34:53 pm »

Luckily, we don't. :P Because that would be stupid hard, that code is complicated.
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Urist Imiknorris

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1857 on: May 15, 2012, 05:37:24 pm »

which by the way I heard we're gonna need to snatch up some of it's coding if we plan to have any roaming mons

Nope. Entei/Raikou/Suicune.
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Furtuka

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1858 on: May 15, 2012, 05:45:49 pm »

The thing is that the gen 3 games have a bug in them that causes roaming mons to have all their IVs set to 0 when caught with the exception of their attack and HP and the Attack couldn't go above 7. It wasn't until Emerald version that the bug was fixed
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bulborbish

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1859 on: May 15, 2012, 06:30:29 pm »

The thing is that the gen 3 games have a bug in them that causes roaming mons to have all their IVs set to 0 when caught with the exception of their attack and HP and the Attack couldn't go above 7. It wasn't until Emerald version that the bug was fixed

Fortunately, no roaming mons are planned, so this is a moot point at the moment.
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