Thread: [Developing] Pokémon: Homeward Bound™
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Old November 20th, 2011 (10:12 AM).
Nickalooose Nickalooose is offline
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Join Date: Mar 2008
Gender: Female
Posts: 1,126
Quote originally posted by KitsuneKouta:
I actually read a thread recently about that. Interesting stuff. You'd be surprised how many do (and the reasons are generally legitimate as well. there's just a few weird ones). Anyways, the new title is definitely a bit more descriptive of what the game is about. It also breaks away from the traditional Pokemon [insert color here] naming convention, though I personally wasn't against Pink version. It (pink) had to happen sooner or later right?
I'd like to see this thread haha! Yeah I thought Pink would be the way to go cause i was lazy, couldnt be bothered to think of a name... Plus i'm a girl so was convenient i guess.

Quote originally posted by KitsuneKouta:
I kind of find each generation appealing in its own way. Don't think I've ever hated the graphics. I mean, should I hate apples because I like oranges? No. Apples are fine too. As are bananas, grapes, pears, and other fruits that escape my memory. Oh and lemons. I like lemons. They're all good (both the graphics and the fruits, I mean). They're just different. From the 8-bit 2D black and white generic sprites to the colorful psuedo-3D graphics of the newer games. This is part of why I suggested perhaps touching up gen 3 tiles if you desired. Rather than just resizing (which would mess up the 32x32 size limitation), it has to a be a calculated effort. Some tiles just need to be taller, but not wider. Others wider, but not taller. You can use gen 4 tiles as an example to see how doors and houses or whatever should be sized, then modify gen 3 tiles to those dimensions (or thereabout), but correct the lighting as well (and maybe add your own unique take on the pallets). You can mitigate some of the awkwardness this way.
Fine example using fruit, and love how you actually kept talking about fruit for like 2 lines haha! I tried to edit the tilesets i have, but look aweful, so i changed the colouring, instead, looks no different because of the style the graphics are in... Would need a lot of help in this department.

Quote originally posted by KitsuneKouta:
I kind of enjoy doing menus (sometimes), so I can help you out here. If you can provide me with a general design, and what content should be included, I can probably whip something up. And comment the code to death so you can see how it works.
Will PM you about this.

Quote originally posted by KitsuneKouta:
Sometimes it helps to just kind of throw some ideas out there (even if they're garbage) and sort them out until you find things that sound good. I've had several ideas for projects, so I write them out in txt files and come back to them later. Sometimes I read them and wonder if I knew how stupid it sounded when I wrote it, but other times I dig up old ideas that work well in a newer project. So yeah, just kind of toss some idea into txt files and pick and choose the good ones (sometimes reviewing bad ideas help you think of good ones). It's a start at least.
I kinda do this, only thing i never do, is go back and have a look at them haha, i have soo many txt files on my HD, that it in all fairness, is a complete mess... i tend to think of ideas when i'm doing something else.

Quote originally posted by KitsuneKouta:
This is what you call artificial difficulty. And frustration. The kind of thing you don't want to do when trying to make a game appropriately challenging for a player. Things like over-leveled enemies, or enemies with artificially boosted stats or unbalanced abilities with the same generic AI as weaker ones also fall under that category. You should make sure to avoid artificial difficulty wherever you can (though it may have a place if used sparingly).
I like flying in all guns blazing. But I like strategy games too, so I'm not disappointed by this.
I must admit, my game will have some dodgy battles, like ones that will seem unbeatable, but i have acctually beaten the elite4 on the original Pokémon Yellow with Pikachu, Shellder, Exeggcute, Pidgeot, Mew and Charmander, so it's possible to win these battles without strong Pokémon or even high levelled ones.

Quote originally posted by KitsuneKouta:
Not necessarily. As long as the material is generally meaningful or even entertaining, then it's alright. I'd wait until you make more substantial plot progress though, as it's often hard to see things as they are when analyzing them too much. It's more effective to come back to it after doing something else for a while, so you can re-evaluate it without bias.
Ah i guess, but it's hard because when i played Final Fantasy 8, i loved the stories, the cut scenes and the dialog, i pretty much hated just running around trying to gather magics and such with nothing to read or watch, i guess, i like when my characters are talking and moving on there own... This is everyones opinion in itself, you can't win if there is no speeches, "the story cannot be told" and attention could span off if there is too much!

Quote originally posted by KitsuneKouta:
Gender profiling anyone? I kid. Sounds good to me. (and is ego really just a guy thing? oh well. it can make a life that feels worthless into one that feels worthwhile, so it justifies itself in my opinion).
I've made substancial changes to my game by adding guy characters back in, and i actually think my game could be better with both genders being available (In writing this, i have just come up with another thing i can add to my game haha)

Quote originally posted by KitsuneKouta:
That's actually a pretty good idea. It makes the game balanced. It's not uncommon for players to pick a starter with a better type advantage against certain trainers (like the e4 or gym leaders), so this will prevent that.
I do believe this statement... But, not many people are like me, in the sense that, Bulbasaur is one of my favourite Pokémon, so i will always choose Bulbasaur, but in another sense, When Bulbasaur was a standard starter type, that's 6 out of 8 badges that can easily be beaten;

Brock, weak against grass,
Misty, weak against grass,
Lt. Surge, not very effective against grass,
Erika, not very effective and useless if you have Ivysaur,
Koga, almost useless if you have Ivysaur,
and,
Giovanni, I think, other than Nidoqueen who has Blizzard, by now, Venusaur should Solar Beam, Leech Seed and Poison Powder, the crap out of this badge...

obviously this strategy works when you have a nice Water type and Psychic type to back Venusaur up after he gets beaten by Nidoqueen haha!

Quote originally posted by KitsuneKouta:
Looks like you're on the right track. If I get the time, I'll go back to doing some tiling and/or spriting. I did some tiles and sprites for an 8-bit game of mine (that's still in (possibly infinite) development), so I have at least some graphical ability. I'll help you out if that time comes. Also, even if you can't find a complete tileset in a style you already prefer, you may be able to use what's there and just add pieces as needed (or ask someone to make those pieces for you. like me, but only if I have time). Just some food for thought.
I looked into using the HG/SS anyway, but most of the towns and cities would have the same buildings, i really would dislike this...

I need to add more screenies, but i'm only able to do this at night time and the game would be dark, which would be awful to look at... how do i disable the day/night feature?