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Gold Pokemon Metallic (Pokemon Gold Hack)

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  #1    
Old 2 Weeks Ago (6:46 AM). Edited 3 Days Ago by baylorknight.
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baylorknight baylorknight is offline
     
    Join Date: Apr 2018
    Age: 20
    Posts: 15
    Pokemon Metallic (Gold Hack)

    I could really use some feedback and players for the game. This is my first hack and it is not polished yet. So if you notice glitches (like how the Professor's Wife appears on a table, the lady who won't let you leave New Bark without a Pokemon, and the man who shows you how to catch Pokemon) I can fix them for the next release. I already know there's a slight imbalance in the beginning of the game that can make it a bit difficult. Hopefully I can fix this in the next release.

    This hack was meant to recreate the Pokemon Gold experience without changing it drastically. The point was to "correct" some aspects of the game and make the game a bit more exciting with some new features. Most editing went into the evolutions, stats and move changes, but a lot of work went into the map revamping and the wild Pokemon encounters/ Trainer changes as well. This hack is different, so documents will be provided; Evolution sheet, Pokedex sheet (gives you the base stats and type changes of the evolved forms, since pre-evolved forms weren't necessary), Move Changes sheet, and an extra document provided will list the order of the trainers you battle throughout the game so anyone who wants to make a hack of Gold won't have to Google every trainer on/in every route/city since I struggled to find a document that provided this info.

    This hack is not quite done yet but the development is moving quickly along. I have completely finished up until the Indigo Plateau and have already revamped almost all the maps for Johto. All that's left is to edit the trainers and wild Pokemon. Also, please remember this will be my first Pokemon Hack. I have been playing Gold since I was super young, and started playing hacks in my teens, I figured I would give it a shot.

    It's important to read the documents I've provided before/while playing this game since they contain all the new information for the game including evolutions, move changes, and Pokemon stat changes. (Note: The Pokemon stat changes sheet does not include uneveolved forms since they are not crucial)


    Features:
    ⦁ Slightly simplified/revamped/prettier maps (Most caves are simplified; direct paths instead of walking through grass).
    ⦁ New evolutions for Pokemon, which are done through stones (i.e. Remoraid has three evolutions; Lapras, Mantine, & Octillery).
    ⦁ New starters (see below)
    ⦁ You can see all Pokemon for your pokedex through battles and some can be found in the wild.
    ⦁ All HM's aren't necessary in this game. The move Cut only needs to be used once. Whirpool and Flash do not need to be used at all.
    ⦁ Trade evolutions are done through stones.
    ⦁ Wild Pokemon/trainers have been edited.
    ⦁ Evolution Stones, power up items (i.e. mystic water, charcoal, etc.) and lucky eggs are available at the Goldenrod City Department Store. Mystery Berries, Miracle Berries, PP UP, MooMoo Milk, Exp. Share, HP Up, Iron, and Max Revives can be purchased in Ecruteak City.
    ⦁ More dragons. (i.e. Yanma, Onix, Steelix, Aerodactyl, Victreebell, Gyarados)
    ⦁ Moves have been edited (every type has at least one move that does 120 damage and 12 PP; some move types have changes as well as their effects; also grass types are more useful now).
    ⦁ Most Pokemon have a split between their defense/special defense so they're equal. This is also done with Pokemon who have attack and special attack types.
    ⦁ If a Pokemon is a special attack based pokemon (i.e Alakazam) then they will learn special attack based moves and will likely lack in the attack stat since it's kind of unneccessary. Pokemon who have a physical and a special type (i.e. Stantler, who is now Normal/Psychic) will have an even divide between attack and special attack and the type of moves they learn will match that.
    ⦁ Over 100 Pokemon have had their movesets, types, stats, or evolutions edited, creating an interesting twist to the game. Pokemon that are normally weak (i.e. Ledian, Butterfree, and Beedrill) have higher and more balanced stats/moves.
    ⦁ "Twin" Pokemon, which are Pokemon designed to share the same base stats and usually their growth rates/base exp. are the same. (i.e. Ninetales, Houndoom, and Arcanine all share a base stat total of 555 and the same growth rate/base exp. along with their unevolved forms) (Yes, I'm aware "twins" refers to TWO individuals, which was the original plan, however there are some "triplets" who were added after I coined the phrase while developing this game).
    ⦁ Some Pokemon, instead of typical evolution, share the same stats as their evolved form. (i.e. Scyther and Scizor share the same base stats, growth rates, and base exp. but Scizor is like a "defensive" version of Scyther, who is more offensive.)
    ⦁ For badges 9-16, you should go in this order: Lt. Surge, Misty, Brock, Janine, Erika (travel up the biking road [sorry I had to find a way to order them]), Sabrina, Blaine (travel south from Fuscia City), Blaine (be sure to talk to Blue near the Pokemon center in [what remains of] Cinnibar Island, and then travel back to Viridian for your 16th badge from Blue.
    ⦁ This game is more difficult than the original so training is important. This shouldn't be difficult with VisualBoyAdvance since it has a speed up setting which I suggest you keep handy if needed. Toward the beginning of the game, please be sure to have Pokemon that either don't evolve, or Pokemon that evolve by level handy. Around the second gym, you will be probably between level 20-30. Pokemon who evolve by stone this early in the game need to be evolved at level 30, so if you hit level 30, don't level it past that UNTIL you get to Goldenrod Department Store to evolve them. This is to ensure that you get the best moveset, as most evolved Pokemon learn a better moveset at level 30 when they evolve.
    ⦁ Since this game takes place before the special/physical split (see below for types), pokemon stats are designed around their types. (i.e. Gengar was a special attack based Pokemon, but ghost (ironically) was considered a physcial attack type, so naturally, I gave Gengar more attack)

    Physical Types: Normal, Rock, Ground, Poison, Fighting, Ghost, Bug, Flying, Steel
    Special Types: Water, Fire, Electric, Ice, Dark, Psychic, Dragon, Grass

    Known Glitches:
    ⦁ PLEASE DON'T ENTER THE DOOR IN THE GOLDENROD TUNNEL TO GO TO THE BASEMENT UNTIL AFTER YOUV'E BEATEN THE 7TH BADGE AND GONE THROUGH THE GOLDENROD RADIO TOWER!!!! TRAINERS HERE ARE EXTREMELY HIGH LEVEL AND A GLITCH WON'T ALLOW ME TO FIX THE ENTRANCE, SO UNLESS YOU WANT TO DIE INSTANTLY, PLEASE DON'T!
    ⦁ Swimmers will appear swimming when you encounter them even if they cross onto land. Nothing major, the battles work the same, they just swim on land (lmao).

    Starters

    Goldeen: Water/Psychic
    Voltorb: Electric/Steel
    Sandshrew: Ground/Poison
    Attached Images
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    Attached Files
    File Type: rtf POKEMONGOLDHACKMOVES.rtf‎ (8.0 KB, 32 views) (Save to Dropbox)
    File Type: rtf POKEMONGOLDHACKPOKEMON.rtf‎ (11.6 KB, 31 views) (Save to Dropbox)
    File Type: rtf POKEMONGOLDTWINSANDEVOS.rtf‎ (3.6 KB, 19 views) (Save to Dropbox)
    File Type: ips Pokemon Metallic.ips‎ (37.2 KB, 38 views) (Save to Dropbox)
    File Type: rtf POKEMONGOLDHACK.rtf‎ (7.8 KB, 18 views) (Save to Dropbox)
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      #2    
    Old 1 Week Ago (8:28 AM).
    Ulisses Ulisses is offline
       
      Join Date: Oct 2009
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      Very interesting hack to show my girlfriend gen 2 after she played Prism.

      "All HM's aren't necessary in this game. The move Cut only needs to be used once. Whirpool and Flash do not need to be used at all."

      She really likes the no HMs part, and me as well, so we might play this soon.
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        #3    
      Old 1 Week Ago (10:23 AM). Edited 1 Week Ago by baylorknight.
      baylorknight's Avatar
      baylorknight baylorknight is offline
         
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        Age: 20
        Posts: 15
        Quote:
        Originally Posted by Ulisses View Post
        Very interesting hack to show my girlfriend gen 2 after she played Prism.

        "All HM's aren't necessary in this game. The move Cut only needs to be used once. Whirpool and Flash do not need to be used at all."

        She really likes the no HMs part, and me as well, so we might play this soon.
        I really, really appreciate the support and the comment. I was beginning to think people were uninterested. This hack isn't quite done (Finished up until the Indigo Plateau) and it definitely needs polishing, so please let me know what either of you think. I could really use feedback. Thanks again. :)
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          #4    
        Old 1 Week Ago (10:40 AM).
        RagingRuss's Avatar
        RagingRuss RagingRuss is offline
           
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          remoraid having 3 evolutions makes no sense to me whatsoever, imo he should just evolve into octillery like hes supposed to
          i dont get how a fish evolves into a lochness monster-like pokemon with a shell, and i can kind of understand mantine, but remoraid evolving into lapras made me scratch my head a bit
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            #5    
          Old 1 Week Ago (11:21 AM). Edited 1 Week Ago by baylorknight.
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          baylorknight baylorknight is offline
             
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            Quote:
            Originally Posted by RagingRuss View Post
            remoraid having 3 evolutions makes no sense to me whatsoever, imo he should just evolve into octillery like hes supposed to
            i dont get how a fish evolves into a lochness monster-like pokemon with a shell, and i can kind of understand mantine, but remoraid evolving into lapras made me scratch my head a bit
            Remoraid is a small fish... that turns into an octopus... and that makes sense? Not every Pokemon looks like their evolved form. That was my point in making these evolutions. I mean, look at Magikarp, Feebas, Yamask, Shuppet, Snorunt (for both of it's evolutions), Dratini, Tyrogue, Gloom, and a ton more. It was mostly for fun and to add a twist. I don't see how those evolutions are less bizarre then some of the original ones I've seen.
            Thank you for your feedback, though, and I hope this doesn't come across as rude at all. Pokemon doesn't always make sense. :)
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              #6    
            Old 1 Week Ago (7:31 AM).
            TemporaryDownloadAct TemporaryDownloadAct is offline
               
              Join Date: May 2018
              Posts: 2
              Hello friend, I really like the premise of this romhack but haven't had time to play it yet. Just wanted to encourage you to keep working on things, and I will try it out ASAP. What things would you like me to focus on?
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                #7    
              Old 1 Week Ago (8:10 AM). Edited 1 Week Ago by baylorknight.
              baylorknight's Avatar
              baylorknight baylorknight is offline
                 
                Join Date: Apr 2018
                Age: 20
                Posts: 15
                Quote:
                Originally Posted by TemporaryDownloadAct View Post
                Hello friend, I really like the premise of this romhack but haven't had time to play it yet. Just wanted to encourage you to keep working on things, and I will try it out ASAP. What things would you like me to focus on?
                Hi there! I really, really appreciate the support and the comment! :)
                It would be awesome if I could get feedback on basically anything whether it be unnoticed glitches (I've noticed since this release that some people spawned on tables in houses and that some events make people walk through walls in the beginning) or just suggestions for the flow of the game. Honestly I just need to know if this is a hack worth playing and if it's something someone would enjoy playing since this is my first project. Let me know what you think, and I would highly suggest that you take a look at the documents provided for the move changes and evolutions.
                Thanks again so much for the comment and kind words! :)
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                  #8    
                Old 1 Week Ago (3:30 PM).
                cha0ticbrah cha0ticbrah is offline
                   
                  Join Date: Aug 2017
                  Posts: 40
                  Awesome hack man, going to give it a try soon and provide some feedback.
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                    #9    
                  Old 1 Week Ago (3:49 PM).
                  baylorknight's Avatar
                  baylorknight baylorknight is offline
                     
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                    Quote:
                    Originally Posted by cha0ticbrah View Post
                    Awesome hack man, going to give it a try soon and provide some feedback.
                    Thanks a ton! I appreciate it and definitely let me know what you think. :)
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                      #10    
                    Old 1 Week Ago (4:58 PM).
                    Aurane's Avatar
                    Aurane Aurane is offline
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                      Remoraid and Octillery are based on two aquatic animals that fire projectiles for survival. Despite its name, Remoraid is moreso tied to the Archerfish, which fire spurts of water. Octopuses fire ink, of course. They are also both based on two different types of weapons- a revolver and a cannon.

                      So in this case, the look of the Pokémon isn't what makes them connected. Its what they do. And there's a few Pokémon who do this. Every evolution does make some form of logical sense. You just have to dig into their origins.

                      Now, onto the hack... I'll give it a try one day. It looks unique enough to give me a bit of a swing. I would encourage removing Remoraids unnecessary additional evolutions, but it doesn't really harm the hack itself, to me.
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                        #11    
                      Old 1 Week Ago (5:19 PM).
                      baylorknight's Avatar
                      baylorknight baylorknight is offline
                         
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                        Quote:
                        Originally Posted by Aurane View Post
                        Remoraid and Octillery are based on two aquatic animals that fire projectiles for survival. Despite its name, Remoraid is moreso tied to the Archerfish, which fire spurts of water. Octopuses fire ink, of course. They are also both based on two different types of weapons- a revolver and a cannon.

                        So in this case, the look of the Pokémon isn't what makes them connected. Its what they do. And there's a few Pokémon who do this. Every evolution does make some form of logical sense. You just have to dig into their origins.

                        Now, onto the hack... I'll give it a try one day. It looks unique enough to give me a bit of a swing. I would encourage removing Remoraids unnecessary additional evolutions, but it doesn't really harm the hack itself, to me.

                        I can understand where you are coming from. However, I don't think my evolutions are any less logical/suitable than what their original origins were. Sure, if I knew how to edit front/back sprites I would have made it more suitable to the evolution changes. This was mostly to add a fun twist to the game and not necessarily to stick to their origins. It was meant to provide a new outlook to the game and make it original in it's own way.
                        I really appreciate your feedback, though, and I hope to hear more of what you think. :)
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                          #12    
                        Old 1 Week Ago (7:51 PM). Edited 1 Week Ago by TemporaryDownloadAct.
                        TemporaryDownloadAct TemporaryDownloadAct is offline
                           
                          Join Date: May 2018
                          Posts: 2
                          Overall, this looks super-promising to me. Really enjoyed the first bits overall. Just enough freshness on the classic G/S to keep things entertaining with a new team. Will definitely be following along if you keep updating.

                          TLDR:
                          - Standardize wild encounters (make Good mons a bit harder to find)
                          - Ease up on the trainers a little bit
                          - Changing moves was great so everyone has STAB, but it feels a bit like a hack-and-slash in that a lot of status moves got changed into damage moves
                          - Get rid of the red mats between areas, all the other route changes look great

                          New Bark Town

                          - Professor Elm's wife is sitting on top of the table
                          - NPC that stops you from leaving town walks into/through the trees
                          - Red mat for exitting New Bark looks a little bit out of place
                          - General re-doing of tiles looks great
                          - Starter names are unchanged, although portraits are "So you want X, the Fire/Grass/Water Pokemon?"
                          - Starter with the type-boosting item might be too much in the beginning
                          - Housing internal changes are great, very charming/comfy

                          Route 29
                          - No music transition to signal you're leaving New Bark
                          - The Wild selection is good (6-7 mons?), but the typing variability is a bit low. Normal game gives you a ton of
                          normal/bug/flying early on, and you added 2 (pretty good) Fire-mons (Houndour + Vulpix); I think those
                          are 2 of your "twin" mons and you're doing 1 of them per route? Personal preference is to be careful
                          in giving out "good" pokemon too early, stops me from even wanting to use Pidgey/Sentret/Caterpie, even
                          if they were buffed, as a knee-jerk thing
                          - The transition corridor with 2 red mats looks terrible; I assume there's a coding reason for it being
                          there; I might make it a little bit longer/add some music/terrain, you can see the NPC's despawn
                          and respawn at each end ATM.
                          - Getting rid of the grass at the start was a good QoL thing but it feels sorta.. empty?
                          - The 2x4 tile pond doesn't have a "bottom," maybe extend it a bit farther so the player can't see the trees
                          until they get surf?
                          - Dislike the red mat tile in front of the Berry tree
                          - Pokemon catch/encounter NPC walks onto the water when talking with him

                          Route 46
                          - I like the re-mapping you did here
                          - Music transition works
                          - Guard house interior looks lovely
                          - Pokemon variety is perfect

                          Cherrygrove City
                          - NPC in the lower right house is "blocking" half the room; no big deal, but would be nice to shift him and the girl
                          1 tile to the right for more room
                          - The Mystic Water NPC can be reached immediately, used to require Surf; I think boosting items
                          in general are available a bit too early. On the other hand the dock looks nice, put a different NPC
                          there that gives you advice/potion/berry/easy TM/pokemon trade for water type and keep the surfer guy further back?
                          - Mart and Poke-center look great
                          - Houses of all the NPC's are identical? o.O
                          - Rival seems to pick the starter that's weak against you? (had Voltorb, he picked Goldeen)

                          Route 30
                          - Berry Tree sprites seem to be somewhat transparent; you can see animated flower tiles underneath them
                          - Has a much more "un-editted" feel for Wild Encounters (bugs + ponyta); seems inconsistent with earlier variety
                          available in previous locations. Would like to see encounters standardized to this (more vanilla), or
                          previous routes (lots of strong, elemental pokemon), either would be fine
                          - I dislike the 2x2 patches of tall grass with normal grass inbetween; they look nice, but they're annoying
                          to run back and forth through to encounter stuff
                          - The route to Mr. Pokemon's house looks super barren, just road + tall grass + trees; add some non-encounter grass/flower
                          tiles
                          - The first trainer you encounter has 6 Pokemon, some of which are rare; I think that might be a bit too much. Gives
                          you a lot of XP/encounter, but the second youngster has a starter + fully evolved (Butterfree) and 4 non-pushover
                          'mons right after you've gotten 5 Pokeballs; maybe tone it down a little

                          Route 31
                          - Dark Cave looks super plain without Flash; boulders in a square, put in a few cliffs?
                          - Starters shouldn't be available by the 3rd Route, trivializes a lot of other 'Mons
                          - Really high variety of 'Mons again!
                          - Tangela in grass might be a bit too early, it's 435 BST alongside Weedle/Sentret/your bad starter
                          - Goldeen feels weird being available in the Grass instead of aquatic; maybe give the player an early Rod if you
                          want that?
                          - Can see the items on the ground spawn as you go through a route transition again
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                            #13    
                          Old 1 Week Ago (8:04 PM).
                          baylorknight's Avatar
                          baylorknight baylorknight is offline
                             
                            Join Date: Apr 2018
                            Age: 20
                            Posts: 15
                            Quote:
                            Originally Posted by TemporaryDownloadAct View Post
                            Overall, this looks super-promising to me. Really enjoyed the first bits overall. Just enough freshness on the classic G/S to keep things entertaining with a new team. Will definitely be following along if you keep updating.

                            TLDR:
                            - Standardize wild encounters (make Good mons a bit harder to find)
                            - Ease up on the trainers a little bit
                            - Changing moves was great so everyone has STAB, but it feels a bit like a hack-and-slash in that a lot of status moves got changed into damage moves
                            - Get rid of the red mats between areas, all the other route changes look great

                            New Bark Town

                            - Professor Elm's wife is sitting on top of the table
                            - NPC that stops you from leaving town walks into/through the trees
                            - Red mat for exitting New Bark looks a little bit out of place
                            - General re-doing of tiles looks great
                            - Starter names are unchanged, although portraits are "So you want X, the Fire/Grass/Water Pokemon?"
                            - Starter with the type-boosting item might be too much in the beginning
                            - Housing internal changes are great, very charming/comfy

                            Route 29
                            - No music transition to signal you're leaving New Bark
                            - The Wild selection is good (6-7 mons?), but the typing variability is a bit low. Normal game gives you a ton of
                            normal/bug/flying early on, and you added 2 (pretty good) Fire-mons (Houndour + Vulpix); I think those
                            are 2 of your "twin" mons and you're doing 1 of them per route? Personal preference is to be careful
                            in giving out "good" pokemon too early, stops me from even wanting to use Pidgey/Sentret/Caterpie, even
                            if they were buffed, as a knee-jerk thing
                            - The transition corridor with 2 red mats looks terrible; I assume there's a coding reason for it being
                            there; I might make it a little bit longer/add some music/terrain, you can see the NPC's despawn
                            and respawn at each end ATM.
                            - Getting rid of the grass at the start was a good QoL thing but it feels sorta.. empty?
                            - The 2x4 tile pond doesn't have a "bottom," maybe extend it a bit farther so the player can't see the trees
                            until they get surf?
                            - Dislike the red mat tile in front of the Berry tree
                            - Pokemon catch/encounter NPC walks onto the water when talking with him

                            Route 46
                            - I like the re-mapping you did here
                            - Music transition works
                            - Guard house interior looks lovely
                            - Pokemon variety is perfect

                            Cherrygrove City
                            - NPC in the lower right house is "blocking" half the room; no big deal, but would be nice to shift him and the girl
                            1 tile to the right for more room
                            - The Mystic Water NPC can be reached immediately, used to require Surf; I think boosting items
                            in general are available a bit too early. On the other hand the dock looks nice, put a different NPC
                            there that gives you advice/potion/berry/easy TM/pokemon trade for water type and keep the surfer guy further back?
                            - Mart and Poke-center look great
                            - Houses of all the NPC's are identical? o.O
                            - Rival seems to pick the starter that's weak against you? (had Voltorb, he picked Goldeen)

                            Route 30
                            - Berry Tree sprites seem to be somewhat transparent; you can see animated flower tiles underneath them
                            - Has a much more "un-editted" feel for Wild Encounters (bugs + ponyta); seems inconsistent with earlier variety
                            available in previous locations. Would like to see encounters standardized to this (more vanilla), or
                            previous routes (lots of strong, elemental pokemon), either would be fine
                            - I dislike the 2x2 patches of tall grass with normal grass inbetween; they look nice, but they're annoying
                            to run back and forth through to encounter stuff
                            - The route to Mr. Pokemon's house looks super barren, just road + tall grass + trees; add some non-encounter grass/flower
                            tiles
                            - The first trainer you encounter has 6 Pokemon, some of which are rare; I think that might be a bit too much. Gives
                            you a lot of XP/encounter, but the second youngster has a starter + fully evolved (Butterfree) and 4 non-pushover
                            'mons right after you've gotten 5 Pokeballs; maybe tone it down a little

                            Route 31
                            - Dark Cave looks super plain without Flash; boulders in a square, put in a few cliffs?
                            - Starters shouldn't be available by the 3rd Route, trivializes a lot of other 'Mons
                            - Really high variety of 'Mons again!
                            - Tangela in grass might be a bit too early, it's 435 BST alongside Weedle/Sentret/your bad starter
                            - Goldeen feels weird being available in the Grass instead of aquatic; maybe give the player an early Rod if you
                            want that?
                            - Can see the items on the ground spawn as you go through a route transition again

                            Thank you so much for taking the time to write all this out for me. This may not be something I can exactly change for this hack, but in my next project I definitely would love to use these tactics more as I felt the same way you did with a lot of it. This is definitely a first project haha. I don't necessarily consider it to be polished or "great" by any means really. But it's something I've enjoyed doing and I was hoping it may help to get some inspiration from what everyone has to say. I'll definitely be going back on what you said and try to fix some of the things for the next release which will hopefully be the final one.
                            Thanks so much again, it's so good to hear some good, honest and constructive feedback!
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                              #14    
                            Old 3 Days Ago (6:36 PM). Edited 3 Days Ago by baylorknight.
                            baylorknight's Avatar
                            baylorknight baylorknight is offline
                               
                              Join Date: Apr 2018
                              Age: 20
                              Posts: 15
                              Hi, everyone!
                              I've finished up the mapping for the Kanto region completely. I've edited the first three gyms there this far and the trainers up until that point. I've edited Meowth and Persian to be Normal/Dark, and they were added to the third gym to add variety. I've gone through the first routes/gyms to balance out the trainers so they're not extremely hard.
                              I still haven't touched the wild Pokemon for the Kanto region and I would really love to know what you guys suggest I add there and how their leveling should be. I was thinking of adding starters to Route 1 outside of Pallet Town (?). Would you guys want me to edit them at all as far as typing, moves and stats goes?
                              I would really love some more feedback to know what you guys would like to see in the next release which will hopefully be the final one.
                              Thanks for the support, messages, and feedback. I appreciate it and am still putting work into this hack. Let me know what you guys think!
                              (I'm going to add new screenshots of what the new releases of the maps will look like on the original post)
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