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Author Topic: Pokemon Orthoclase & Microcline: Back to work!  (Read 152541 times)

Furtuka

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1860 on: May 15, 2012, 06:31:17 pm »

Yeah I know, just explaining it to Urist
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Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1861 on: May 16, 2012, 04:07:15 am »

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.

Right, sounds good. I'll edit the wambler and Gianbane entries.

EDIT: Done. What does a Wambler with only Splash until Lv17 Disable sound like? :D

Also, a question. What programs are you using to edit what characters say and to edit maps? I noticed the pokemon editor is in the OP.
« Last Edit: May 16, 2012, 04:22:32 am by Johuotar »
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Gizogin

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1862 on: May 16, 2012, 01:11:18 pm »

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?
Just as a point of fact, your rival in the Pokemon games would always pick the starter with a type advantage over yours.  Picking Charmander would cause your rival to pick Squirtle, for example.
Also, this looks amazing so far.  I'd love to offer my assistance, but I don't really have any relevant skills.
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1863 on: May 16, 2012, 01:15:37 pm »

Just as a point of fact, your rival in the Pokemon games would always pick the starter with a type advantage over yours.  Picking Charmander would cause your rival to pick Squirtle, for example.
Yeah, but we have a ghost-type starter (and our normal-type lost Odor Sleuth apparently? doesn't learn Odor Sleuth until level 6) which makes it impossible to win if you pick the normal type. Since we'd been planning on gearing the game towards Nuzlocke runs (or at least making them possible) we had talked about making him pick the one weak to yours instead of the other way around.

Also, a question. What programs are you using to edit what characters say and to edit maps? I noticed the pokemon editor is in the OP.

I'm using Advancemap with the XSE script editor. I'm not sure where I got it, but Google's pretty good at finding it from what I remember.
« Last Edit: May 16, 2012, 01:17:23 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: Migrants always welcome!
« Reply #1864 on: May 16, 2012, 01:38:48 pm »

Plus, story-wise, him losing every time he fights you is an important plot point. The key is that your "rival" is really bad at this bayomon thing. :P
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Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1865 on: May 16, 2012, 04:09:32 pm »

Good I was just watchin that advance map and some youtube vids about it.

Plus, story-wise, him losing every time he fights you is an important plot point. The key is that your "rival" is really bad at this bayomon thing. :P

Now I got this question. You've been talking of rival getting weaker every fight because his mons get killed and all. Rival fights have usually been amongst the more difficult fights and I find them one of the best parts of pokemon games. I'm not sure I like the idea of weak rival. Were going to beat him every time (obviously) but I think he should be challenging because I would imagine that it would be more fun.
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1866 on: May 16, 2012, 04:12:58 pm »

Well, he's bad at training Bayomon, but that doesn't mean he's weak. He just has to keep looking to crazier methods to try and keep up, as far as I can remember.
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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.

Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1867 on: May 16, 2012, 04:16:33 pm »

Yes like selling his soul, I remember reading that somewhere. :P
Sounds good, I wasnt sure what you were planning so I had to ask.
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1868 on: May 16, 2012, 04:45:09 pm »

Yeah, he doesn't get progressively weaker so much as progressively more desperate. If anything, his willingness to use illicit means of advancement will make him progressively more dangerous (but probably not as dangerous as in the regular game, until the very end - we've got more than enough dangerous stuff, so its less important for the rival to fill that roll. For example, our gym leaders aren't going to be pushovers.)
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Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1869 on: May 16, 2012, 04:59:02 pm »

Is mon that evolves 3 times possible? And Im not meaning branched evolution but one long line of evolutions. Is there a limit?
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Bluerobin

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1870 on: May 16, 2012, 05:01:23 pm »

Yes it's possible and no, there's no limit except the total number of mons in the game. I think we're trying to get out a few more non-evolving or single evolution mons for now, though. I don't really know what the numbers are, but we (myself included here) kind of went a little crazy with the evolving mons so far once we realized what the limits were (or weren't).
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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 #1871 on: May 16, 2012, 05:06:02 pm »

BTW anyone up for an IRC discussion? It's nice when we have those
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Johuotar

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1872 on: May 16, 2012, 05:12:04 pm »

Okay, I did plan 4 stage today, but I'll stick to nonevolving or single evolving from now on. I kinda prefer single evolving anyway. Next, something ground type. Should be easy with df as inspiration.
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The Toad hops in mysterious ways.
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GlyphGryph

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1873 on: May 16, 2012, 06:09:50 pm »

I'm in IRC now.

And technically we have a mon that evolves like 70 times already in. :P
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USEC_OFFICER

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Re: Pokemon Orthoclase & Microcline: Migrants always welcome!
« Reply #1874 on: May 16, 2012, 07:59:09 pm »

Bluerobin, how did you get Advancemap working? It keeps spewing errors at me like a Russian Kickboxer whenever I try to save or edit anything.
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