YellowPen said:
hey i know this isn't in your latest update but....
will you be able to view your moveset in the switching?
because i believe most people will want to know their pokemon's moveset when switching them in
Request listened to:
I've now added a 3rd page to the Pokémon switching summary. By clicking the area indicated, you can switch between them- as you can see, the 3rd now shows attacks (the first 2 were revealed in an earlier update).
Remember, I listen to all requests, so don't feel like a fool posting a suggestion for me, I'm no where near perfect and neither is this game, but with your comments, I can try get the game near there.
Speedy G32 said:
Excuse me but how did you make all that stuff transparent can you help me with this
Already shown in RM2k3, but I think it is different for RMXP. I'm not 100% sure (you would need to ask one of the developers who uses it) but I think it's the "opacity" level which is in the show pic event box.
And- WOW, they are old pics lol....
The custom tiles are still being added, but none of the new maps- have been mapped in rm2k3 yet. If you didn't read in an earlier post, I'm re mapping the Caladan State (my region in a bigger region for this game).
The overworld gameplay (everything except battling mainly lol) still has yet to be tailored to how I really want it because I am coding the battle system from scratch. I'll will be re thinking the storyline Class/Job system so it is more refined and rolls with gameplay rather then ideas I tacked on when I began the project- if that makes sense. It will hopefully feel more like a game then a feature demo...
As soon as the attacks are finished, I'll be fully done with the battle system...
Speaking of battle system.... You may have noticed something with the screenshot above.
I have removed the Booster feature.
Yup. I have removed the booster feature for the Trainer class' battle system.
The Boosters were the things in that bar that
was on the left hand side of the battle main window. Boosters gave a stat a 15-30% increase.
As I develop the game, I am always play testing- making sure I can't break any of the systems. I had finished the Booster work behind the scene about a week a ago (or so) and was getting ready to show it off here. But the more I play tested Protectors the more I hated the feature.
With the Stat Altering feature (allowing you to add Skill points to increase your stat points- since there is no levelling up in the normal sense) overpowering the user was an issue. When I started the game that was my goal- well kinda. I am always saying how I want people to just click on the file and start playing and feel strong. The idea of adding only skill points to the attack stat was something I had in concept early on.. I mean the idea that you could have a 3 Star Ranked Pokémon with 120 Attack Stat, and only 30 speed is pretty crazy for a Pokémon game already- then the idea that Boosters could boost any stat by a random number between 15-30% just became to annoying to me lol.
The player was just too overpowered and I found it hard to tailor the gameplay experience for a more "hardcore" player.
There was also the issue of another feature I have (which is a secret - mainly because I don't talk about features that aint coded in Rm2k3 itself rather then something that is in notepad).
And heck, while I'm at it- the fact that you can gamble attacks to do double the damage (or effect if it's an attack like growl).
My solution was to remove the Boosters completely.
There is already some new concepts for the player to grasp with Skill Points, Star Ranking and everything else mentioned above- too much and it will be hard to understand.
The attack system also has Gambles (which I reckon I'll be talking about in the next- or next next update), so attacks were already really powerful, so hopefully Boosters won't be missed.
Any comments on this or the screen?
Any questions?
Post away guys.