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[Released] Pokémon Photon v0.12.4a [Complete Main Story]

I like it. Any idea why the game runs very poorly when sped up? It just looks janky when moving and it especially bogs down when walking through grass.
 
I like it. Any idea why the game runs very poorly when sped up? It just looks janky when moving and it especially bogs down when walking through grass.

I'm not sure what causes it, really. I've done whatever I can to improve performance but there's only so much I can do with a 20 year old engine and an outdated Essentials version.
I think periodically saving/restarting the game cuts down on lag for me. Somebody in the Discord also suggested something a while back that may help:
[PokeCommunity.com] Pokémon Photon v0.12.4a [Complete Main Story]
 
I'm not sure what causes it, really.
Appreciate the response. Unfortunately, that fix doesn't apply since all CPU cores are used, which should be typical for most PC users. The only explanation I've found online is the game was potentially created with an older version of XP that creates this issue, but I am not knowledgeable on any of the game creation portion so who knows. Either way, I suppose I'll just have to get used to the lag. I do enjoy the game, though, you did a good job here.
 
Ho appena finito il gioco. In realtà non arrivo alla fine di molti giochi per fan (di solito è più colpa mia che loro), ma questo mi è piaciuto molto.
Io sono uno che ama i personaggi, quindi avere un bel cast vario ha contribuito a mantenere il gioco interessante. Ho giocato con la musica disattivata per via della velocità, ma ho visto tutta la musica di Xenoblade con le capre che hai usato nei titoli di coda.

Non ci sono troppe lamentele, per lo più questioni relative alla qualità della vita:
- È fastidioso dover mantenere Spaccaroccia, Forza e Volare su un mon per progredire nel gioco.
- Personalmente mi piace avere la moderna condivisione di Exp, ma con le caramelle acquistabili (ho appena notato anche il codice) non ho dovuto macinare molto, quindi andava bene.
- Softlocked (intrappolato io stesso) una volta nella sezione finale della porta del puzzle. Apprezzo i file di salvataggio illimitati.
- Mi sarebbe piaciuta più documentazione (ad esempio sulle posizioni delle mega pietre), ma non ho controllato su Discord, probabilmente è tutta lì.

Mi sono piaciute molto anche l'arte e le forme regionali, complimenti.
Please could you write me the chets of the rare candies
 
A few problems to report. First, contrary to what the docs said, foongus doesn't evolve at level 30. I have the mystery gift foongus at level 33 as I write this. Also, when I set the default movement to 'run' in the options and I exit the game, it switches back when I play again.

Great game, though. Exactly what i've been looking for recently.
 
A few problems to report. First, contrary to what the docs said, foongus doesn't evolve at level 30. I have the mystery gift foongus at level 33 as I write this. Also, when I set the default movement to 'run' in the options and I exit the game, it switches back when I play again.

Great game, though. Exactly what i've been looking for recently.

Ah, that's a mistake in the Pokémon Changes document. I had previously changed Foongus's evolution level to 30, but then I later adjusted it to 34 and didn't update it in the document.
Thank you for pointing that out!

I'm not sure how to fix the second issue. I think it defaults to the settings of Save File 1, if you're using a different slot. If I can find a way to make each save load its own options, I'll do that.
 
I've been having a pretty good time with the game so far, but I've run into a problem with Galarian Yamask. The documentation suggests it evolves after taking 49 damage, but I got mine to withstand more than that and it didn't evolve. Does the damage need to be exactly 49 or am I missing a step?
 
I've been having a pretty good time with the game so far, but I've run into a problem with Galarian Yamask. The documentation suggests it evolves after taking 49 damage, but I got mine to withstand more than that and it didn't evolve. Does the damage need to be exactly 49 or am I missing a step?

The evolution method is broken, I'm releasing a patch that changes it.
 
It was a very good adventure. Something, I can recommend for everyone, because your game is fair and nobody has to work for playing it. ;-)
I wanted the Moon and got the Sun - that was a little mean. >_<
Sometimes, at high places, the background goes black. o.O
I thought, I needed more diversity in my team and switched Roserade with Solgaleo - but the other way around would be enough too.^^
Thank you for your hard work and for all this music - I loved to hear these songs. :-)
[PokeCommunity.com] Pokémon Photon v0.12.4a [Complete Main Story]
 
Where can i get finneon? maybe you could tell where to find all of the regional forms cause im having trouble finding them
 
Im trying to do the uxie puzzle when it comes to the levels and i am stuck on it i looked into the changed for it and the numbers i came up with are coesmom at 53 larvesta at 45 zwelo at 55 and 50 for shelgon put it in at 53455550 and it says incorrect what am i doing wrong
nvm..... it said acsending order
 
How to evolve Riolu in this game?
and Galarian Farfetch'd?
Riolu evolves at level 30 while G. Farfetch'd evolves with the move Swords Dance.

Anyway, this game reminds me of a particularly infamous boss fight in Final Fantasy X. I won't spoil too much, but the fight's late in the game and it's preceded by a lengthy, unskippable cutscene. While the fight is pretty tough from the get-go, the boss has a particularly nasty move that's a total party kill if you don't know it's coming. If you do get wiped out, you have to watch that cutscene again before getting another try. All these factors come together to make one of the most aggravating boss battles in video games.

With that in mind, I'm seven badges into Photon, and so far it's had four such boss battles, with more expected. Granted, these haven't had the "instant game over" attacks that the FFX fight had, but they make up for it in sheer volume. Lately whenever I come up on a major plot event, the boss stops to tell me their life story before attacking me, then I get blindsided by attacks I didn't expect, lose the fight, and have to listen to their spiel before I can try again, and that's if I don't go back to train new Pokemon from scratch that hopefully don't get one-shot before they can move. Losing a tough battle repeatedly is frustrating enough without being forced to watch dialogue I've already seen between each attempt. While the speed-up function sort of helps with this, my resolve to continue is fading fast.

Now, I'm no script-writer or game designer, but if I wanted boss characters to have long speeches, I'd save them for after their fights. Less time gets wasted in lost attempts, and the story segments can bring down the tension after a high-octane battle. Then I could see the dialogue as a reward for success instead of a punishment for failure. With all that said, those are just my opinions; the developer owes me nothing and she should make the game she wants to make.
 
Riolu evolves at level 30 while G. Farfetch'd evolves with the move Swords Dance.

Anyway, this game reminds me of a particularly infamous boss fight in Final Fantasy X. I won't spoil too much, but the fight's late in the game and it's preceded by a lengthy, unskippable cutscene. While the fight is pretty tough from the get-go, the boss has a particularly nasty move that's a total party kill if you don't know it's coming. If you do get wiped out, you have to watch that cutscene again before getting another try. All these factors come together to make one of the most aggravating boss battles in video games.

With that in mind, I'm seven badges into Photon, and so far it's had four such boss battles, with more expected. Granted, these haven't had the "instant game over" attacks that the FFX fight had, but they make up for it in sheer volume. Lately whenever I come up on a major plot event, the boss stops to tell me their life story before attacking me, then I get blindsided by attacks I didn't expect, lose the fight, and have to listen to their spiel before I can try again, and that's if I don't go back to train new Pokemon from scratch that hopefully don't get one-shot before they can move. Losing a tough battle repeatedly is frustrating enough without being forced to watch dialogue I've already seen between each attempt. While the speed-up function sort of helps with this, my resolve to continue is fading fast.

Now, I'm no script-writer or game designer, but if I wanted boss characters to have long speeches, I'd save them for after their fights. Less time gets wasted in lost attempts, and the story segments can bring down the tension after a high-octane battle. Then I could see the dialogue as a reward for success instead of a punishment for failure. With all that said, those are just my opinions; the developer owes me nothing and she should make the game she wants to make.

I was thinking about this, actually. I didn't really wipe all that much while testing but I realized if someone does, they're probably going to have to sit through potentially several minutes of dialogue before they can retry the fight, and that's annoying. I was thinking of just skipping the bulk of the dialogue on subsequent attempts and getting right back into the fight if the player loses the first time around.
I actually have a second fangame that I've started working on that I've applied this idea to during a particularly lengthy plot cutscene near the beginning, and it seems to work out pretty well.

Your feedback is appreciated and I will take it into consideration. I hope this isn't completely ruining the experience for you.
 
Riolu evolves at level 30 while G. Farfetch'd evolves with the move Swords Dance.

Anyway, this game reminds me of a particularly infamous boss fight in Final Fantasy X. I won't spoil too much, but the fight's late in the game and it's preceded by a lengthy, unskippable cutscene. While the fight is pretty tough from the get-go, the boss has a particularly nasty move that's a total party kill if you don't know it's coming. If you do get wiped out, you have to watch that cutscene again before getting another try. All these factors come together to make one of the most aggravating boss battles in video games.

With that in mind, I'm seven badges into Photon, and so far it's had four such boss battles, with more expected. Granted, these haven't had the "instant game over" attacks that the FFX fight had, but they make up for it in sheer volume. Lately whenever I come up on a major plot event, the boss stops to tell me their life story before attacking me, then I get blindsided by attacks I didn't expect, lose the fight, and have to listen to their spiel before I can try again, and that's if I don't go back to train new Pokemon from scratch that hopefully don't get one-shot before they can move. Losing a tough battle repeatedly is frustrating enough without being forced to watch dialogue I've already seen between each attempt. While the speed-up function sort of helps with this, my resolve to continue is fading fast.

Now, I'm no script-writer or game designer, but if I wanted boss characters to have long speeches, I'd save them for after their fights. Less time gets wasted in lost attempts, and the story segments can bring down the tension after a high-octane battle. Then I could see the dialogue as a reward for success instead of a punishment for failure. With all that said, those are just my opinions; the developer owes me nothing and she should make the game she wants to make.
and Munchlax?
 
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