Jukai
JET DINO, YEAH
- 159
- Posts
- 10
- Years
- IN THE FOREST
- Seen Sep 30, 2015
Yet another thread I haven't looked at. God, I'm missing out on good stuff. I love those battle screens.
Thanks!Yet another thread I haven't looked at. God, I'm missing out on good stuff.I love those battle screens.
I dont know if possible, but i think will be very cool if is possible to insert in pokemon hack, a Mario & Luigi RPG level system: i mean about the extra stats improvement, a wheel with numbers for selected stats... this will make a unique pokemon stats, and not all the same :)
I will be adding in new animations, but not anytime soon since they are time consuming. I see what you mean about the bonus. It's an interesting idea but I'm not sure if I want to implement it. Sorry! Keep on providing me suggestions though!Its also possible to hack the attack animation in pokemon red? (are a bit poor...)
Anyway this is what i mean, watch this video when Mario go level up, and take a "bonus" to increment stats:
https://www.youtube.com/watch?v=lOUXEhdP5QI
I say this if possible in hack rom will be very cool i think ^^
And maybe in your tool is included a easy option to swap player and cpu positon in battle and you will post the tool here :D
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Oh yes!
This is seriously the most dank muk I have seen in a while. Your UI is incredible, I love the new save system and game modes - the interface, interface, interface! You have your own framework, don't you?
I feel like this is in it's own class of games, really. This is something I should do with the GBA, it's what it needs. Too many copypaste hacks going on on our side of the field.
As wonderful as that stuff is, I do have some thoughts. That typing system? I don't know if that's the best of things you have set up. But make what you will, the rest is golden.
What was your strategy for handling the fact that that Bank is already nearly full to begin with? I seem to recall that I only added a few new animations because I didn't want to deal with another Bank migration for the attack routines/animations. Was there a relatively painless way to do it?I completely maxed out the number of attacks possible! Now I need to add in the new effects (roughly 30) and then the animations. The animations are low priority at the moment, so I might move onto other features before I get to that.
I think the type chart is very creative but there are too many types. I know you're against removing any of the new types but I think shortening it to 15 to 18 types would be best instead of having 25, it's just too much to handle in my opinion. That's all I have to say for now.Another update:
I've taken another brief break from working on GlitchMap to update some more battle features in TRE2.
I re-added in the type chart and updated the script to calculate attack damage based upon types (2x, 0.5x, 0.x, and 1.5 for STAB).
On another note, I've had some complaints about the type chart because it deviates so much from the original one. I won't be removing any of the new types, but I would really appreciate some critique of the type chart.
You can view it here:
https://poketre.com/typechart.htm
or on the fourth tab here:
https://poketre.com/?battle
I am not as knowledgeable about these types of pokemon mechanics as many of you are, so please give me any suggestions or comments!
Thanks!
I think the type chart is very creative but there are too many types. I know you're against removing any of the new types but I think shortening it to 15 to 18 types would be best instead of having 25, it's just too much to handle in my opinion. That's all I have to say for now.