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Pokémon Spinoff: [Pokémon TCG Generations] 1.6.1

Hi! Downloaded and begun this game a couple of hours ago. I have some thought about what the cards do, but maybe it's a bit too early to express them. Something I can already say tho:
1) great idea! Representing a bit of all generations is awesome, and generally speaking the mons do more things than in the original game and this grants to have a deeper, more interesting and funnier gameplay. I wish the limit of number of cards of the original game could be overcome
2) Luxray is too strong. I have started with an Emboar deck, battled the minions in the Lightning Gym and obtained 2-2-1 of Luxray line. Then challenged the lighting leader and his status effects were totally useless because I had always Luxray ready in the bench to switch in. Even if we didn't consider status effs, its ability/pokémon power comboing with its attack is simply too much: if my opponent doesn't Gust it, Luxray can simply sweep all the enemy team without any damage and can hide behind a different pokémon every turn (so every turn there is a completely no damaged pokémon to absorb the attack of the opponent pokémon), and there isn't either the problem to give these meat shield pokémon energies to switch; moreover the attack of Luxray does too many damages, it would be very strong even in a pokémon without ability; icing on the cake: with its 100hp is very, very difficult to 1-shot it, so it's likely that the opponent will need at least 2 Gust of winds to KO it
 
Zebstrika is bugged. Its pokémon power should be once per turn, instead every copy of Zebstrika can activate its power how many time the player wants (until there are cards to draw)
 
Zebstrika is bugged. Its pokémon power should be once per turn, instead every copy of Zebstrika can activate its power how many time the player wants (until there are cards to draw)
I think That's something that I already fixed, but I don't remember if it was for a version prior to 1.6.1 or I just did it in the unreleased build 🤔
But either way is fixed for the next update
 
Played through the game and I have a few suggestions:

1. Change the packs dropped by some of the leaders to give 3 of the same pack. Colluseum and evolution packs seem harder to get.

2. Change the rarity of rates of item cards like bill. I would like to experiment with more decks but I can't because I only have 4 bill and would need go dismantle a deck to build a second.

3. Check rates of cards like dusknoir and seadra. Some cards and middle evos are weirdly hard to get.
 
Hi! So i started played gym leader version and i think i found couple of bugs (sorry if already known)

1. Energy boost is having no effect for npc, like they are choosing not to attach energy (i have to admit that i havent tried checking their bench, coz its possible to attach to bench too)
2. Tynamo's ability states it can be returned to hand, but npc is using it as free continuous to switch to bench
 
Hi! So i started played gym leader version and i think i found couple of bugs (sorry if already known)

1. Energy boost is having no effect for npc, like they are choosing not to attach energy (i have to admit that i havent tried checking their bench, coz its possible to attach to bench too)
2. Tynamo's ability states it can be returned to hand, but npc is using it as free continuous to switch to bench
1. Yeah they can attach to the bench if they want. but It seems that sometimes the AI just decides to don't search anything for some reason.
I have to check if that still happens in the current build.
2. I don't know what you mean exactly but i am aware that the AI can use it in the same turn because of a bug on the og game. and also Tynamo has 0 retreat cost so it doesn't change much
 
Chose Chikorita deck in glc but sadly not using as much (its still in the deck)
my w con is mostly relying on poison punk
it just keeps getting worse for Chiko coz i keep removing grass mons from deck resulting to less grass energy,

from Chikorita and friends to Chikorita's friends :/
will hit the grass gym next hope i can strengthen the grass part over there!

also was suprised to see jolteon resisting water attack!
 
collected 6 badges so far,
i am running chikorita, yanma , snover lines from grass and a celebi
blitzle, manectric, toxel lines from electric along w zeroara

porygon, eevee, audino, cyclizar, as tech options and braviary line for damage and ability

porygon was very useful in my last encounter vs psychic club, got to shuffle multiple times when i have basically no cards in hand and converting cres and hydreigon weakness proved to be key
i keep prizing chikorita as my last prize card tho! and zebstrika / elektrike (barely ever evolved) helping a lot

have to acknowledge that its a mid ranged deck, we lack damage output, wonder how it fares out vs top 4 who hold leggies
 
oh and it just occured to me, is it possible to convert the weakness of a pokemon (using porygon) the same as its resistance?
if yes will it cancel out or would it be 2x-30
 
oh and it just occured to me, is it possible to convert the weakness of a pokemon (using porygon) the same as its resistance?
if yes will it cancel out or would it be 2x-30
Yeah the game always applies Weakness before Resistance, so if you deal 20 damage + Weakness= 40, then, Resistance -30 = 10.

And also i already dealt with the Energy Boost thing, it would be fixed on the next update.
 
Obtained legendaries, was expecting the legendaries to be from across generations with main being Arceus haha.

I feel the battles couldve been more challenging, at least e4 and Ronald.. breezed through even with glc deck, (except for 2-3 npcs) they lack aggression, and deck out win is possible in most cases. I mightve gotten lucky and one playthrough might not be a good judgement of it. Also we do utilise search and fliter much better, I havent seen ai using it at all, that could be what made the difference so stark. Maybe proper setup gameplans in boss battles could make it better.

Spoiler:
(in case this is not known already, also not much of a problem but thought u might want to know it)

tho I am sounding quite negative here, I had quite good time playing it :D . Thank you for the hack!
 
My HoF

Chiko-Bay-Meganium (starter, gameplan was to get as many grass energy as possible attached with other pkmn b4 i can play Meganium)
Celebi (status immunity! and decent attacker)
Volbeat (if u get that poison going this bug can be nasty, there seemed to be no checks for poison)
Yanma-Yanmega | Fseed-Fthorn (grass support)
Blitzle-Zebstrika (draw power)
Inkay-Malamar (indirect heal other poke, plus very good attacker)
Spiritomb (looks real good on paper, never got to use)
Eevee-Espeon (eevee's 2nd attack helps u get your setup done, espeon is to support if eevee manages to stay longer)
Creselia (can do crazy healing if malamar is on bench)
Porygon (a great card, 1 energy weakness changer and hand shuffler)
Audino | Cyclizer (support options)
Rufflet | Braviary (handy ability but mainly in to get grass energy attached)
15x trainer cards which help w draw and retrieve discard
12 grs | 2 elec | 8 psychic | 1 double colorless energy

every card got equal chance to shine, thanks to it being glc.. never was dependent on Meganium to showup
 
Hello Guys! and wow i didn't realise that the last post about the update was that long ago 😓. So, 1.7 is taking some time but of course I'm still developing it, one of the many reasons why is taking so long is because of the updates that i decided to add to the proyect, two of those updates are this:[PokeCommunity.com] [Pokémon TCG Generations] 1.6.1
Burn🔥 Status! yeah now we have Burn status in Generations, is a new Gimmick for Fire deck so a lot of Fire Pokemon now inflict burn either with a cost or Luck (Discard 1 Fire Energy or Flip a Coin, etc.) also it opens the opportunity to inflict up to 3 status at the same time! and of course thanks to Oats for helping me implement it.


[PokeCommunity.com] [Pokémon TCG Generations] 1.6.1
Yeah that's right, Pokemon TCG 2 palette System has been added to Generations!
Recently the TCG 2 pallete system has been decoded and thanks to Electro we can use that system on the first game. Now what this means for 1.7? well it means that you guys now would be able to play with more colorfull cards, of course changing all the cards would take more time but it would be worth it in the end 🙂.

As you guys can see 1.7 is getting ridiculous, at this point it could be called Generations 2 for the ammount of changes made 😅. Either way, the update is still a while away, but progress is always being made, so please be patient.
That's all for now guys, goodbye and have a nice day! =D​
 
Hello Guys! and wow i didn't realise that the last post about the update was that long ago 😓. So, 1.7 is taking some time but of course I'm still developing it, one of the many reasons why is taking so long is because of the updates that i decided to add to the proyect, two of those updates are this:View attachment 176151
Burn🔥 Status! yeah now we have Burn status in Generations, is a new Gimmick for Fire deck so a lot of Fire Pokemon now inflict burn either with a cost or Luck (Discard 1 Fire Energy or Flip a Coin, etc.) also it opens the opportunity to inflict up to 3 status at the same time! and of course thanks to Oats for helping me implement it.


View attachment 176150
Yeah that's right, Pokemon TCG 2 palette System has been added to Generations!
Recently the TCG 2 pallete system has been decoded and thanks to Electro we can use that system on the first game. Now what this means for 1.7? well it means that you guys now would be able to play with more colorfull cards, of course changing all the cards would take more time but it would be worth it in the end 🙂.

As you guys can see 1.7 is getting ridiculous, at this point it could be called Generations 2 for the ammount of changes made 😅. Either way, the update is still a while away, but progress is always being made, so please be patient.
That's all for now guys, goodbye and have a nice day! =D​
With the amount of updates, I can save myself the trouble of replacing the old version and just have both.
 
Wow, that all sounds really cool -- and number it however you want!

I haven't played the released version of this one yet, so I'll ask: will Burn status take up the spot in the vanilla game where the "Toxic" attack effect of double Poison normally goes?
You made it sound like it wouldn't overwrite Asleep/Confused/Paralyzed, but however it works that's pretty awesome.

I'm more excited about the addition of Burn, but was adding in the TCG2 palette system way more complicated? All of this sounds so impressive to me
 
I haven't played the released version of this one yet, so I'll ask: will Burn status take up the spot in the vanilla game where the "Toxic" attack effect of double Poison normally goes?
You made it sound like it wouldn't overwrite Asleep/Confused/Paralyzed, but however it works that's pretty awesome.
Nope it doesn't replace anything, is a new addition to the game and it works like the og tcg.

I'm more excited about the addition of Burn, but was adding in the TCG2 palette system way more complicated? All of this sounds so impressive to me
Yeah a lot more, it basically took create a new decomp tool and scripts for the system, edit a lot of existing files, make space for it and finally reorganize all card grapichs.
 
I won't be able to dig into this one immediately, but I'm pretty excited!
Thanks for continuing to work at this, looks wonderful.

it'll happen even later, but man, i'll have to buckle down and learn more about all the stuff that goes into putting one of these together at some point
hopefully I'll have caught up enough by the time the sequel can be worked on, but if not it'll be interesting to see what others put together
 
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