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  #26    
Old December 8th, 2011 (01:51 AM). Edited December 8th, 2011 by Ratty524.
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Quote originally posted by Deadrocks:
Is it possible to increase the field of vision? Enabling the player to see more might make it so the space it used better.
I think it's possible. I'm just worried that if I mess with that I would have to reformat everything. I'm not entirely sure, as I haven't tried to do that. For now, I've been trying to make my pathways a little narrower so that it doesn't look like there is too much open space.

Quote originally posted by Evil Arms:
Hopefully my GSC Styled game will get approved soon....
Anyway, I was wondering just how you struck the designs of your Fakémon? Also, do you need and tips on mapping?
Specific tips on where my mapping is weak would be REALLY helpful for me, thanks.
On the fakemon designs, I guess I can say some are more inspired than others. I can go explain each one:

Kittoal - The basic concept was a fire-lion, so I did a bit of research on lion cubs and added some other features to make it look appealing (I was facinated with the idea of giving it a big, round nose). Other than that, I tried to make it look fiery by using a warm color scheme and upbeat expression

Tadoledon - His concept is essentially a pun of a tree frog, so his base stage is to look like a "leafy tadpole." His name is a portmanteau of "tadpole" and "cotyledon."

Balphin - Mostly inspired by Spheal, and motivated by the fact that there aren't many dolphin-based Pokemon in the official games. I mostly wanted him to look round and funny. The horn on its head will come into play with its final evolution, which is based off a narwhal.

Peccilo - Design-wise, it's somewhat inspired by the look of Starly. I wanted to have a woodpecker in this game, and it's specifically based off of a Pileated Woodpecker, though heavily simplified.

Boundoom - Since it's based off a wall ghost, I thought a boxy, wall-like design would be best suited for it. I also wanted to add a pagoda-like roofing on top of it's head, mainly to stay true to it's folklore. I'm not completely set on him yet.

Clawmbee - Mainly a stereotypical Jiang-shi, with Quing Dynasty-based clothing and a spell tag in front of its face. I might make some tweaks to his design in the future (mainly with its hair, it doesn't look disheveled enough for me), since it's just a sketch.

Eh, I could go on forever. I appreciate your support for this project, and I can't wait to see yours

Anyway, I've actually started on implementing battle animations, and I've made my first footage of this game.

Check it out:
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  #27    
Old December 8th, 2011 (06:56 AM). Edited December 8th, 2011 by KingCharizard.
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wow dude love the sketches please finish this cause i plan to play this

and the problem with your maps is everything is too square this is a very old map of mine but it is the only one i have left that i think showcases my best work http://www.pokecommunity.com/album.php?albumid=5114&pictureid=37007
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  #28    
Old December 10th, 2011 (11:49 AM).
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Quote originally posted by KingCharizard:
wow dude love the sketches please finish this cause i plan to play this

and the problem with your maps is everything is too square this is a very old map of mine but it is the only one i have left that i think showcases my best work http://www.pokecommunity.com/album.php?albumid=5114&pictureid=37007
Too square? I don't agree. That's how most places where in the G/S/C days.

Quote:
The Light Ball item is usable by every single one of Pikachu's line. So even Pichu and Raichu will gain the stat boosts. It also raises the attack stat in addition to special attack.
The Light Ball is supposed to double the attack and special attack. I am however, completely opposed to it working with the whole evolution line, and here's why:

Pikachu has (Base stats of) 55 ATK, and 50 SP.ATK. The light ball will double these, making them 110 and 100, which is pwerful, but still relatively fair in terms of base stats. Especially since his other stats except speed are bottom-of-the-barrel low.

Raichu however, has 90 ATK and 90 SP. ATK. That doubles to 180 each. You just gave Raichu attack stats equivalent to ATTACK FORM DEOXYS. Additionally, the Light Ball is supposed to be an excuse for Pikachu to be a half-way viable Pokémon. You just butchered that in making it work for Raichu.
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  #29    
Old December 10th, 2011 (01:39 PM).
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Quote originally posted by IceGod64:
The Light Ball is supposed to double the attack and special attack. I am however, completely opposed to it working with the whole evolution line, and here's why:

Pikachu has (Base stats of) 55 ATK, and 50 SP.ATK. The light ball will double these, making them 110 and 100, which is pwerful, but still relatively fair in terms of base stats. Especially since his other stats except speed are bottom-of-the-barrel low.

Raichu however, has 90 ATK and 90 SP. ATK. That doubles to 180 each. You just gave Raichu attack stats equivalent to ATTACK FORM DEOXYS. Additionally, the Light Ball is supposed to be an excuse for Pikachu to be a half-way viable Pokémon. You just butchered that in making it work for Raichu.
I mentioned that Light Ball doubles both attack stats because by default in essentials, it only raises special attack (might be fixed in the next update).

That aside, you raise a good point. My goal was to give Pikachu's evolution and prevo some love, but having 180 stats would make it nearly broken. Maybe I could change the power increase of the item or give Raichu a completely separate item? I kind of want to do something to make up for Raichu's mediocre stats, especially since a majority of the fakemon I'm introducing in this game have relatively high stats by comparison.
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  #30    
Old December 10th, 2011 (10:10 PM).
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Quote originally posted by Ratty524:
I mentioned that Light Ball doubles both attack stats because by default in essentials, it only raises special attack (might be fixed in the next update).

That aside, you raise a good point. My goal was to give Pikachu's evolution and prevo some love, but having 180 stats would make it nearly broken. Maybe I could change the power increase of the item or give Raichu a completely separate item? I kind of want to do something to make up for Raichu's mediocre stats, especially since a majority of the fakemon I'm introducing in this game have relatively high stats by comparison.
Actually, it you want to do that, you could do what I'm doing to make Pikachu and Raichu "Equivalent". I buffed Pikachu and Raichu together, in different ways. In my game, Pikachu still needs the light ball bonus to be useful, but it has 120 base speed. When evolved to Raichu, it's speed drops to 100 but all it's other stats increase (Substantially). That way, Raichu has less speed, but he's rather bulky all around, but Pikachu is more or less a sweeper.
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  #31    
Old December 15th, 2011 (03:12 PM).
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Why hello there. Now that winter break has set in for me, I'll have more time to work on this! :D

@Icegod: I came up with a solution, though I still want some opinions. The Lightball still works for all of Pikachu's stages. However, the stats gained from the item are different for each stage:
-Pichu gets a x3 boost, raising its attack and sp.attack to around 90.
-Pikachu gets a x2 boost, as it always had.
-Raichu gets a x1.5 boost, raising its offensive stats to about 135. Still powerful, but not as bad as the 180 that was there before. I think its low defenses can provide a balance, and I still want to make Raichu a viable pokemon.

In other news, I'll share another fake pokemon exclusive to this game:

Buduri is a defense-oriented Grass type Pokemon. Similar to oddish, but maybe a little bit better at the role. Fun fact: Buduri is the first fakemon I designed for this project.

Here's a sneak peek into its moovepool:

And a screen showing Buduri in action:


Other than this, I've been doing a lot of testing and edits of Pokemon evolutions and movepools.

I've also come up with some new stat-boosting items. One of them is the Mawashi, which multiplies the special defense of Makuhita and Hariyama by 2.

Allow me to demonstrate:

In a test battle between a confusion-using butterfree and a standard makuhita, makuhita is shown to take over 50% damage from a single confusion by the bastard bug.

But if you slap on that Mawashi...

The damage is considerably less.

In a similar situation...

A psybeam attack from a kadabra directly threatens this Hariyama.
But with the Mawashi...

Not nearly as bad!

In other news, I'm also going to rewrite the dex entries for the official pokemon. I'm kind of sick of seeing the defaults. Here is a preview:


So yeah, I've got a lot of stuff to do. xD I can hopefully get out a short, playable demo of this game by at least the beginning of January. Enjoy
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  #32    
Old December 15th, 2011 (03:16 PM).
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Oh my god! That Peccilo is the cutest fakemon I've ever seen! <3 I really do like the style they have and dang, do they look good! Keep up the awesome work, dude! :D
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  #33    
Old December 15th, 2011 (11:04 PM).
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Quote originally posted by Ratty524:
@Icegod: I came up with a solution, though I still want some opinions. The Lightball still works for all of Pikachu's stages. However, the stats gained from the item are different for each stage:
-Pichu gets a x3 boost, raising its attack and sp.attack to around 90.
-Pikachu gets a x2 boost, as it always had.
-Raichu gets a x1.5 boost, raising its offensive stats to about 135. Still powerful, but not as bad as the 180 that was there before. I think its low defenses can provide a balance, and I still want to make Raichu a viable pokemon.
Well, I DO like that idea, but one of the problems is still there. That ruins Pikchu - The reason the Light ball makes Pikachu even excusable for use is because normally, the effect of the light ball ends up giving him 110 attack and 100 special Attack, vs. Raichu's 90 each. In exchange however, Raichu is faster just not as powerful, but can hold items too(Life Orb anyone)? In the end, altering the light ball to work with him at all would kill Pikachu's potential edge over Raichu.
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  #34    
Old December 17th, 2011 (03:11 PM).
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I don't typically do this, but I thought I'd share the full layouts of some of the major maps in my game. Many of them were altered based on critique on my mapping.

Route 1:
Spoiler:

Route 2:
Spoiler:

Between Route 1 and 2 is a town called Beta Town. This route is quite major, as it has three distinct paths: Straight up leads to Gamma City, while a path in the west leads to the Lantis Region Pokemon League. The final path leads you to the Dark Tunnel, a vast cavern filled with Pokemon who thrive in dark places.

Gamma City:
Spoiler:

This is the town you come by directly after Route 2. It also contains the player's first gym battle: Against Speed Leader Joey.

Route 3:
Spoiler:

One of the shortest Routes in the game. It leads directly towards Gamma Forest.

Gamma Forest:
Spoiler:

A winding nature maze. This place is generally meant for the player to train his/her pokemon in preparation for the gym battle.

A Pokemon Center
Spoiler:

Pokemon centers in Lantis are designed differently from those of other regions. They are relatively larger, because they also support a Poke Mart to provide the player with items along their journey.

Alpha City
Spoiler:

Alpha City is the true starting point for the player's adventure. It is the hub of the Lantis Region, containing both the Lantis Academy and the Lantis Corporations office building.

Route 5
Spoiler:

Route 5 is located along the northeast path of Alpha City. At this time, a terrible rockslide prevents teh player from fully exploring this route. However, once the player acquires Rock Smash, they can cross it with ease.
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  #35    
Old December 17th, 2011 (03:30 PM).
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Looks good mate. My only complaint is that you aren't mapping in GSC Style, which is fine, it just looks slightly off. GSC is very tricky, going by tiles that are 2x2 wide, meaning a single tree tile is 2 trees wide. A good example of this would be Ilex Forest. Notice how it is mapped:

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  #36    
Old December 17th, 2011 (04:12 PM).
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Thanks Evil Arms. I think adapting to that mapping style would be good for showing more detail on the screen, so that I don't have much emptiness going on. Thanks.
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  #37    
Old December 17th, 2011 (04:23 PM).
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No problem. Just helpin' a brother out :D
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  #38    
Old December 17th, 2011 (07:06 PM).
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The mapping is a bit rough at the moment, but it should improve as you get more comfortable with it.

I noticed that in all of the routes shown, theres a path from the beginning of the map to the end; all the long grass spots are out of the way, if you get what i mean.
I suggest adding some long grass that intersects the main path. So people would be forced to go through the grass. It makes the routes feel more riskier.

Otherwise, things are looking good. especially that bud pokemon.
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  #39    
Old December 17th, 2011 (07:45 PM).
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My only complaint aside from DarkDoom's statement about the grass is these areas seem a bit larger than they should be (Most of them, anyway). These maps do look nice however.
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  #40    
Old December 17th, 2011 (09:31 PM).
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Quote originally posted by DarkDoom3000:
The mapping is a bit rough at the moment, but it should improve as you get more comfortable with it.

I noticed that in all of the routes shown, theres a path from the beginning of the map to the end; all the long grass spots are out of the way, if you get what i mean.
I suggest adding some long grass that intersects the main path. So people would be forced to go through the grass. It makes the routes feel more riskier.

Otherwise, things are looking good. especially that bud pokemon.
I was secretly hoping you would give feedback for this thread.

Anyway. Most of the routes are intended to be at early points in the game. I wanted to construct the difficulty curve in a way that would allow the player to avoid the tall grass completely, but as the game progresses, have more tall grass that intercepts the paths to up the difficulty of the game. Route 5 in particular is a "trainer battle" map, where most of the players encounters will be forced by other trainers, which explains the oddly designed fences. I just don't know if introducing many interceptions would be a good idea for these maps.
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  #41    
Old December 18th, 2011 (02:54 PM).
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I got a logo for this game made by a friend of mine on an RPG Maker Community. I've updated the first post with it as well as a section called "things to expect". Check the first post.

What do you think about it?
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  #42    
Old December 18th, 2011 (06:53 PM).
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Looks sweet, looking forward to more. I have honey tree script if you're interested, but it doesn't have a timer, so it's less annoying xD
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  #43    
Old December 18th, 2011 (07:09 PM).
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Quote originally posted by Evil Arms:
Looks sweet, looking forward to more. I have honey tree script if you're interested, but it doesn't have a timer, so it's less annoying xD
Eh, I'm personally not a fan of the honey tree system. I do plan on reintroducing berry trees and headbutting, though. The berry trees give out a specific berry, and once picked, the player will be unable to pick from that tree until 24 hours have passed. A bug that I'm working out, however, is that the 24-hour gap is applying to all trees in the game and not an individual, so it's in progress.
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  #44    
Old December 24th, 2011 (01:16 AM).
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Created a border. You like?
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  #45    
Old December 28th, 2011 (07:38 PM).
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Made a slight edit to the region map to get the cursor to display over the locations properly. I've also added icons to show where the player is on the region map, and to closer represent the games.

In the meantime, I have finally made trainer sprites for the two main characters of this game. Here's Chase and Amber:


I am also attempting to get stuff like phone rematches to work, and I'm trying to fix some issues I'm encountering with the new release of essentials. Stay tuned!
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  #46    
Old December 31st, 2011 (06:31 PM).
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Happy New Years, everyone. I'm sorry I don't have many presents, but I do have updates.

Today I will demonstrate a new encounter method: Sprinklers


An artificial region needs to keep its vegetation fresh and alive, so a lawn sprinkler system is installed to accomplish that. What matters to you, though, is that different pokemon may appear once these sprinklers are turned on!

Marill isn't a pokemon you regularly find on route 2, but you have a chance of find one and other (mostly water) pokemon when the sprinklers are on. Good for you if you chose a grass or a fire type starter and want to balance your team.

The sprinklers turn on roughly during the afternoon 'till nighttime.

Also, while it's very incomplete, I'd like to share with you what I have planned for the Lantis Region's national dex, including some of the fakemon I've been spriting prior to this post:
Spoiler:

Empty boxes with names are spots that need to be filled, mostly consisting of fakemon that don't have sprites yet. Have a happy new years, everyone.
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  #47    
Old December 31st, 2011 (08:35 PM).
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And a Happy New Year to you! This inspires me to get off my butt and work on my dex T__T

As for the sprinkler system, I like it because it is unique, but it feels slightly weird as well. Foro ne, I could abuse it by changing the clock on my PC, and two, I would rather use my Honey Tree system (without the timer, screw that) to where I would be consuming an item. It adds to the fact you need to pay to find these otherwise uncatchable Pokémon, and gives the game more of a challenge.

For a sprinkler, seeing as the routes, and judging by your screenshot, some of these sprinklers seems to be in the grass which people avoid, so perhaps they could be rusty? So to turn them on you could use a one-time use item MOTOR OIL. After that, then you could make it so it turns on at certain times of the day, and it just made it that much harder.

For MOTOR OIL, perhaps you could do a miniquest, or pay a rather tedious amount (1000 Poké).

I know you probably wont like it, but hope it gives you an idea to improve from.
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  #48    
Old December 31st, 2011 (09:48 PM).
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Quote originally posted by Evil Arms:
And a Happy New Year to you! This inspires me to get off my butt and work on my dex T__T

As for the sprinkler system, I like it because it is unique, but it feels slightly weird as well. Foro ne, I could abuse it by changing the clock on my PC, and two, I would rather use my Honey Tree system (without the timer, screw that) to where I would be consuming an item. It adds to the fact you need to pay to find these otherwise uncatchable Pokémon, and gives the game more of a challenge.

For a sprinkler, seeing as the routes, and judging by your screenshot, some of these sprinklers seems to be in the grass which people avoid, so perhaps they could be rusty? So to turn them on you could use a one-time use item MOTOR OIL. After that, then you could make it so it turns on at certain times of the day, and it just made it that much harder.

For MOTOR OIL, perhaps you could do a miniquest, or pay a rather tedious amount (1000 Poké)
.

I know you probably wont like it, but hope it gives you an idea to improve from.

This, I think is a very good thing to consider... Although, a very good idea in my opinion!
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  #49    
Old January 1st, 2012 (04:18 PM).
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Quote originally posted by Evil Arms:
And a Happy New Year to you! This inspires me to get off my butt and work on my dex T__T

As for the sprinkler system, I like it because it is unique, but it feels slightly weird as well. Foro ne, I could abuse it by changing the clock on my PC, and two, I would rather use my Honey Tree system (without the timer, screw that) to where I would be consuming an item. It adds to the fact you need to pay to find these otherwise uncatchable Pokémon, and gives the game more of a challenge.

For a sprinkler, seeing as the routes, and judging by your screenshot, some of these sprinklers seems to be in the grass which people avoid, so perhaps they could be rusty? So to turn them on you could use a one-time use item MOTOR OIL. After that, then you could make it so it turns on at certain times of the day, and it just made it that much harder.

For MOTOR OIL, perhaps you could do a miniquest, or pay a rather tedious amount (1000 Poké).

I know you probably wont like it, but hope it gives you an idea to improve from.
I actually kind of like the motor oil idea, as it might make it a little more challenging for the players to obtain specific pokemon. The only thing that makes this a little bit difficult, however, would be editing the encounter method to activate only when the player uses that item. Thanks, though.
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  #50    
Old January 1st, 2012 (05:25 PM).
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How so? You would only be adding a Use item command to the existing event you have. For example:

(without motor oil) Player found a sprinkler. Would you like to turn it on?
Y - You try to turn it on but it's stuck with rust. Perhaps something greasy will help.
n- cancels


(With motor oil)
Plyer found a sprinkler. Would you like to turn it on?
Y - Would you like to use the MOTOR OIL to loosen it up?
y- Player used up the can of Motor Oil, and the sprinkler turns on! (set switch to turn on your normal sprinkler script as now it is no longer rusty)
n- cancels
N-cancels


Now simply use a simple switch to make sure the sprinkler will never be rusty again, and replace it with your existing script with the sprinkler ready to go.
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