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  #51    
Old October 3rd, 2016 (7:41 AM).
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Quote:
Originally Posted by miksy91 View Post
Not really part of the project or anything, but you could always make X Items still boost stats yet be less useful than in original games (= boost less).
How do you boost less than 1 stage?
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  #52    
Old October 3rd, 2016 (12:58 PM).
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    Quote:
    Originally Posted by 5qwerty View Post
    How do you boost less than 1 stage?
    Adding a power up probably boosts a specific stat by some percent X. You can simply change that X to be something smaller than what it originally is.

    I could be wrong about the implementation, but each stat boost clearly boosts a stat more than by 1, so the boost can be reduced. But this is probably something that shouldn't be spend too much time with though since the feature is only of minor importance.
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      #53    
    Old October 6th, 2016 (3:37 PM).
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      an idea for a feature -

      after the e4, or some other significant story event, have a chance for high level, interesting pokemon to appear in the wild in the game's routes. they could even be from the national dex. this would give the player a reason to go back to previously explored routes, as well as making wild encounters still feel important and interesting.
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        #54    
      Old October 17th, 2016 (6:48 AM).
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      I wanted to bring up something that was discussed on discord yesterday. A D/N system based on playtime and following a similar color blending style like this


      What are your thoughts on this? It would mean some D/N diversity potential for wild Pokemon and besides immersion probably nothing else.
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        #55    
      Old October 18th, 2016 (1:17 AM).
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      I'd only be for a D/N if it was based on playtime and adjusted to our own needs.
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        #56    
      Old October 18th, 2016 (2:22 AM).
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      Quote:
      Originally Posted by hashtag View Post
      I'd only be for a D/N if it was based on playtime and adjusted to our own needs.
      Cool. I need some confirmation before I start working on some stuff. Currently need confirmation on:

      1) Level adjustment system for trainer's and wild Pokemon. Am bias, this feature #1 :P
      2) D/N system based on playtime/adjustability
      3) Item and shiftmode ban vs Gym leader only
      4) Additional weather effects. What is being added? Pls discuss on this topic more.
      5) Wtf is going on with HMs. Pls discuss on this topic more.
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        #57    
      Old October 18th, 2016 (2:40 AM).
      mystletainn mystletainn is offline
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      1.) I definitely want the ability to adjust difficulty. That way we can do a three Pokemon team on the harder difficulty for the first gym like some people wanted!
      2.) Indifferent on DN system. Won't mind if it exists or not.
      3.) I like this. Even more challenges!
      4.) I would like a "weather" that benefits Fairy, Ghost and Dark types imo
      5.) I think Cut, Strength, Surf, Fly and Waterfall are the only HMs we realllllly need
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        #58    
      Old October 18th, 2016 (5:35 AM).
      tzujm33 tzujm33 is offline
         
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        1) sounds good.
        2) idc but i like D/N based on playtime more than based on realtime
        3) atleast for gym leaders pls, would like to see it also for all trainers.
        4) dunno, maybe if d/n system is included add some effects to night (boost to dark and ghost type moves, psychic and fairy moves weakened)?
        5)idc, just dotn implement too many hms of the same type and boost weak hm moves.
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          #59    
        Old October 18th, 2016 (8:08 AM).
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          Why does the D/N time have to be play time based? We could just use the RTC but have a multiplier so that an in-game day passes a lot faster than a real day. Something like 1 game hour = 6 real minutes?
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            #60    
          Old October 18th, 2016 (8:18 AM).
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          Quote:
          Originally Posted by Touched View Post
          Why does the D/N time have to be play time based? We could just use the RTC but have a multiplier so that an in-game day passes a lot faster than a real day. Something like 1 game hour = 6 real minutes?
          For the D/N question I think part of it being based on playtime instead of real time is to combat being able to simply change the time on your computer to whatever time the player wants. When it's playtime based, the player has to actually play the game to get through the current D/N.

          Also, I think idea here is to not have time-based events in the game, which RTC based D/N does not fit with.
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            #61    
          Old October 18th, 2016 (10:34 AM).
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            Quote:
            Originally Posted by Lost Heart View Post
            For the D/N question I think part of it being based on playtime instead of real time is to combat being able to simply change the time on your computer to whatever time the player wants. When it's playtime based, the player has to actually play the game to get through the current D/N.

            Also, I think idea here is to not have time-based events in the game, which RTC based D/N does not fit with.
            I could also edit the bytes in RAM so that it looks like I've played for longer - it's senseless to disregard a feature because someone could cheat. If we're not doing time based events then I don't suppose it matters but if we are doing stuff (e.g. daily flags/events) RTC is essential so that the player can shut down the game and still have time pass.
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              #62    
            Old October 18th, 2016 (10:48 AM).
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            Quote:
            Originally Posted by Touched View Post
            I could also edit the bytes in RAM so that it looks like I've played for longer - it's senseless to disregard a feature because someone could cheat. If we're not doing time based events then I don't suppose it matters but if we are doing stuff (e.g. daily flags/events) RTC is essential so that the player can shut down the game and still have time pass.
            It's so the player experiences all times of the game evenly, if it's based on play time. It can help the experience if you only have a couple of hours to play everyday, so you don't just play the game in a night time palette. Besides that, there's really nothing else.

            The playtime is really simple though, RTC just seems like extra work and considering we're not using it for events and such, it's extra work without merit.
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              #63    
            Old October 26th, 2016 (3:55 PM).
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            Speaking in the discord, we'd really like Berries!!!
            I'd like to design new berries, or any grow able plants if we had ideas in that way. FBI said he'd be able to code it. :0
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              #64    
            Old October 26th, 2016 (4:01 PM). Edited October 26th, 2016 by Wobb.
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            :)
            What Nina said.
            Berries.
            And I had some ideas for some berries.
            Berries that glow in the dark (Mushrooms?)
            Berries that glow underwater. Seaweed?
            And a coconut and cactus! :D


            For my Mushroom Idea:

            You can find brown mushrooms on the islands that aren't Articuno, Zapdos, or Moltres Island.
            You get a mushroom seed from picking a brown mushroom
            Plant it on an island
            It grows blue, yellow, or red because of the island its on
            then, you take a berry from that mushroom berry and plant it on a different island and the island color mixes with the first islands color
            Blue (Ice) + Yellow (Electric) = Green
            Blue (Ice) + Red (Fire) = Purple
            Yellow (Electric) + Red (Fire) = Orange
            If that's possible
            Br own mushrooms grow on the normal islands
            Green + Brown = Shroomish Mushroom = Attracts wild Shroomish
            Orange + Brown = Foongus Mushroom = Attracts wild Foongus
            Purple + Brown = Morelull Mushroom = Wild Morelull
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              #65    
            Old October 27th, 2016 (12:33 AM).
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            Sounds good to me!
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              #66    
            Old October 27th, 2016 (3:31 AM).
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              If we're doing berries, then we do need RTC.
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                #67    
              Old October 27th, 2016 (5:59 AM).
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              Quote:
              Originally Posted by Touched View Post
              If we're doing berries, then we do need RTC.
              I'd rather do it on steps or playtime, than by real time.
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                #68    
              Old October 28th, 2016 (7:15 AM).
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              Quote:
              Originally Posted by hashtag View Post
              I'd rather do it on steps or playtime, than by real time.
              FBI and I both thought that it takes too long to grow berries in the first place, so I'd be against it being done in real time. I think it would be better to think about grabbing your plants once you've been playing for awhile instead of just waiting irl and probably forgetting to come back to it.
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                #69    
              Old October 28th, 2016 (8:05 AM).
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                Quote:
                Originally Posted by Nina View Post
                FBI and I both thought that it takes too long to grow berries in the first place, so I'd be against it being done in real time. I think it would be better to think about grabbing your plants once you've been playing for awhile instead of just waiting irl and probably forgetting to come back to it.
                Strongly agree. Going on a berry run (Fly?) through the region each day was one of my favorite things in Gen 2 and 3 and one of the main things that kept me playing every day.
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                  #70    
                Old November 3rd, 2016 (6:38 AM).
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                Since it seems that our story is so character focused, but our sprites are of the smaller size, could we do portraits like I've seen in Pokemon Ragnarok?
                I feel like this is useful to convey the relationships between our characters more, plus I think it would just look very nice!



                We wouldn't have to make them as large as that, something that might fit in the text box more/I can work on a good design for them.
                I just don't know, how hard is it? What type of technical limitations are there for this kind of thing? Could I do multiple expressions without too much space trouble?
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                  #71    
                Old November 3rd, 2016 (8:32 AM).
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                  Quote:
                  Originally Posted by Nina View Post
                  Since it seems that our story is so character focused, but our sprites are of the smaller size, could we do portraits like I've seen in Pokemon Ragnarok?
                  I feel like this is useful to convey the relationships between our characters more, plus I think it would just look very nice!



                  We wouldn't have to make them as large as that, something that might fit in the text box more/I can work on a good design for them.
                  I just don't know, how hard is it? What type of technical limitations are there for this kind of thing? Could I do multiple expressions without too much space trouble?
                  I've always found that putting those characters above the text box looks awkward, and even having a frame doesn't seem to fix it. Putting it inside the text box limits the amount of detail you can have an wastes precious space for text, making dialogue even more of a button mashing fest. The technical limitations for those are 64x64 16 colour sprites, we could technically do animation, but it would be limited to blinking probably.

                  A less-awkward looking alternative we might want to consider is having Xtransceiver style cutscenes for key pieces of dialogue with major characters. This way we can have custom backgrounds, much larger (animated) art, and ~256 colours. This is much more congruent with the direction the Pokemon series is currently moving, where the dialogue scenes are more immersive.
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                    #72    
                  Old November 3rd, 2016 (8:45 AM).
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                  Yeah I agree that more cutscenes during important conversations would be super! Though I don't know if the artists are up for that kind of task :x

                  We could actually decompress all the frames into VRAM directly and change the gfx pointer in the object to frame switch fast and make it look animated, though I think this can lag a little for larger oams. For larger animations it could be worthwhile buffering odd frame numbers into a single OAM and even frames into a second OAM, then switch between the two. But yeah, that's kind of complicated, ad cutscenes are cooler :D
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                    #73    
                  Old November 3rd, 2016 (12:02 PM).
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                  Quote:
                  Originally Posted by Touched View Post
                  I've always found that putting those characters above the text box looks awkward, and even having a frame doesn't seem to fix it. Putting it inside the text box limits the amount of detail you can have an wastes precious space for text, making dialogue even more of a button mashing fest. The technical limitations for those are 64x64 16 colour sprites, we could technically do animation, but it would be limited to blinking probably.
                  I personally don't feel like it's really that awkward looking, even if it's on the top, I just wanted something a bit smaller than what was presented. I wouldn't put it in the dialogue if room is an issue. I wasn't asking for animations when I was talking about expressions, it would be with the next loaded dialog box they might have a different image based on the mood.

                  Quote:
                  Originally Posted by FBI View Post
                  Yeah I agree that more cutscenes during important conversations would be super! Though I don't know if the artists are up for that kind of task :x

                  We could actually decompress all the frames into VRAM directly and change the gfx pointer in the object to frame switch fast and make it look animated, though I think this can lag a little for larger oams. For larger animations it could be worthwhile buffering odd frame numbers into a single OAM and even frames into a second OAM, then switch between the two. But yeah, that's kind of complicated, ad cutscenes are cooler :D
                  Quote:
                  Originally Posted by Touched View Post
                  A less-awkward looking alternative we might want to consider is having Xtransceiver style cutscenes for key pieces of dialogue with major characters. This way we can have custom backgrounds, much larger (animated) art, and ~256 colours. This is much more congruent with the direction the Pokemon series is currently moving, where the dialogue scenes are more immersive.
                  I really wouldn't prefer that. The rule of RPGs is that people mash though cutscene, or even all of your dialogue. With small portraits they'd still get a sense of mood and who the character is with their faces on screen, but with bigger 'cutscenes' I actually feel like I'd be taken out of the game more than immersed while also quickly skipping through all the work taken for that scene. Those Xtransceiver conversations in BW were really weird to me, suddenly seeing full drawn art for these sprites.

                  The xtranscever were also not cutscenes, they were just conversations. In a cutscene with OW sprites, you can move the characters around, have more [!] bubbles etc while in a location and understanding who is around, as well as have multiple character in the scene, where as Xtransever just has you facing one character. You could have 1 or 2 more, but then you get the overcrowded visual novel screen, which to me isn't as interesting.

                  If it was just larger portraits xtransiver style,
                  a conversation would Just facing each other or the camera on the sides of the screen.
                  Sibling: I can't believe you dad! Why would you do this? (mad expression)
                  Dad: Now now... (calm expression)
                  Sibling: No! (mad expression)

                  While using portraits while seeing the overworlds:
                  Sibling: I can't believe you dad! Why would you do this? (mad expression)
                  Dad: Now now... (calm expression)
                  *steps forward to approach sibling*
                  Sibling: No! (mad expression)
                  *quickly jolts backwards*
                  Character movement + expressive portraits I feel are MUCH better than just larger portraits.

                  If you're expecting cutscenes to be like, actual full on character animations moving around or something...I'm not doing that lol. I'll work on this project and give you a lot, but I'm not going to do something that I would normally charge $100s for.
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                    #74    
                  Old November 3rd, 2016 (12:38 PM).
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                    Quote:
                    Originally Posted by Nina View Post
                    Character movement + expressive portraits I feel are MUCH better than just larger portraits.

                    If you're expecting cutscenes to be like, actual full on character animations moving around or something...I'm not doing that lol. I'll work on this project and give you a lot, but I'm not going to do something that I would normally charge $100s for.
                    I guess I forgot about overworld movement. I wasn't suggesting fully animated characters, that would be far too much work to expect you to do and I don't even think we could fit that in the ROM, it was more the visual novel style conversation thing that I was suggesting.

                    We can definitely do different expressions, and if they are the size of the Pikachu expressions in Pokemon Yellow it would be pretty easy. I just think that the giant mugshot style sprites with the cut off arm look at bit awkward. I think sprites like that should be limited the pre-battle mugshots if present at all.
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                      #75    
                    Old November 3rd, 2016 (12:53 PM).
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                    Quote:
                    Originally Posted by Nina View Post
                    I personally don't feel like it's really that awkward looking, even if it's on the top, I just wanted something a bit smaller than what was presented. I wouldn't put it in the dialogue if room is an issue. I wasn't asking for animations when I was talking about expressions, it would be with the next loaded dialog box they might have a different image based on the mood.





                    I really wouldn't prefer that. The rule of RPGs is that people mash though cutscene, or even all of your dialogue. With small portraits they'd still get a sense of mood and who the character is with their faces on screen, but with bigger 'cutscenes' I actually feel like I'd be taken out of the game more than immersed while also quickly skipping through all the work taken for that scene. Those Xtransceiver conversations in BW were really weird to me, suddenly seeing full drawn art for these sprites.

                    The xtranscever were also not cutscenes, they were just conversations. In a cutscene with OW sprites, you can move the characters around, have more [!] bubbles etc while in a location and understanding who is around, as well as have multiple character in the scene, where as Xtransever just has you facing one character. You could have 1 or 2 more, but then you get the overcrowded visual novel screen, which to me isn't as interesting.

                    If it was just larger portraits xtransiver style,
                    a conversation would Just facing each other or the camera on the sides of the screen.
                    Sibling: I can't believe you dad! Why would you do this? (mad expression)
                    Dad: Now now... (calm expression)
                    Sibling: No! (mad expression)

                    While using portraits while seeing the overworlds:
                    Sibling: I can't believe you dad! Why would you do this? (mad expression)
                    Dad: Now now... (calm expression)
                    *steps forward to approach sibling*
                    Sibling: No! (mad expression)
                    *quickly jolts backwards*
                    Character movement + expressive portraits I feel are MUCH better than just larger portraits.

                    If you're expecting cutscenes to be like, actual full on character animations moving around or something...I'm not doing that lol. I'll work on this project and give you a lot, but I'm not going to do something that I would normally charge $100s for.
                    What are your thoughts on expanding the emoticons in the game to portray emotion?
                    I'm referring to these stuff:


                    Mugshot portaits are OK by me, but I think we should downsize them more to just be the face or something. See https://www.spriters-resource.com/resources/sheets/64/67572.png
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