FL
Pokémon Island Creator
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I like the scarcity concept, just not the way that it was implemented.Most of the players who tested TFJ are familiar with item scarcity as a concept since they had played the sequel first, but I can see how it might not have been taken into consideration from the perspective of a new player. That said, I had assumed one would take the scarcity as granted, given the setting.
At your place I gonna make the game until Lavander easier and/or with more skippable trainers and cheapers healings (specially before Viridian City).The problem with feedback on this issue is that I don't have a lot of player data – many players cheesed the game with graveler and just spawnhealing, others solo'd with Tauros, and until I get the bigger picture as far as the majority of the playerbase's playstyle is concerned, I'm not sure how to proceed.
Mt Moon was to people use Diglett's Cave (but the block isn't removed until saffron). The route 12 one was to player find the boat at south (again it wasn't removed until saffron).2) I can't remember why I used story roadblocks during those points exactly, I remember having progression reasons. I will revisit these and remove them assuming they aren't interfering with something.
Generally is to proper explore the area after I have a better party, so I didn't need to heal so ofter. Specially when I have a fixed free heal point (I didn't know when this gonna happens). Sometimes was to train a pokémon that I recently obtained. I also want to buy a pokémon. I guess also that I gave a apricorn to be made and want to get the apricorn ball.Could you elaborate on why you would want to backtrack, though?
I got it, but find a little strange. At your place, instead of autosave I will do prompt for every bosses or a warning message (several bosses in this game do this).Regarding the autosave, the game autosaves pre and post cutscene, but for event encounters, I was asked to enable save prompt (fainting the mon would autosave, for instance, leading the player to miss the event mon). Some people might also want to do that for shinyness/iv/nature, although those are set for most event mons.
Good point! I forgot about this.It wouldn't make sense for move tutors to exist before Sam establishes the related conventions (especially when Kantonias are presented as totally unaware of what mons are in the first place).
I can make a parser if you wish so.Tutoring requires the TM pbs to include all the learnable moves, but I simply erased that (because it took 5 secs more to compile and I just couldn't stand it :P ) but there is also the fact that the TM pbs references the Pokemon pbs, which in TFJ doesn't include the non-kanto and non-johto mons – and I can't really include only the kanto mons, because each move references all the mons that can learn it. The only way to limit it to the Kanto mons would mean writing each entry for each mon specific to TFJ from the start (or deleting all the gen3 plus mons from ALL the move entries)… which is a gruesome process I can't afford to do.
Pokémon series generally doesn't care about these small details, so you can Fly on a Pidgey and get your Bicycle in the bag. My main concern about the TM/Tutors is this Lapras. I didn't like when the games force me to have a certain pokémon at party for the game, specially on late game, when I have another party in mind. When I was writting this I realized that I have a portable PC in bag, so this isn't too necessary XDRegarding surf- obviously, Lapras is the only mon that can ferry a bunch of people (like sam's party) at the same time, so for Sam to use another mon wouldn't make sense.
Good point about nursing school. This was mentioned, but I guessed on the time for building two buildings, the Saffron and the Center, was the time for train some temporary nurses. But if this was like real word, this need to be properly regularized. Maybe more comments from Sam may fill this gap (I didn't remember exactly what he said). By the way, a temporary Unovan nurse/mentor can't do this?7) It has been established, but it's not yet functional. The nursing school hasn't been opened yet, anyway (considering nurses would have to have been trained).
Good points!8) You want to ride a motorcycle inside a cave ? (same for the checkpoints) XD just think of how much noise that would make! I think non-exterior maps have the bike off by default, I always use speedup and running during those segments so checking it never crossed my mind.
I wanted to catch only one XD. I solve the mission with the remaining ones.9) To be frank I had this ball-waste setting carried over from the sequel where there are 0 pokeballs, so I never gave it a look, lol. But I'm surprised that you thought about catching them in the first place, since Sam clearly said what he wanted to do with them!
Let's continue this on the thread. I posted the "memory leak fixes" change.1,2, and 3,
Send me this script and will fix this. If isn't a public script (to only point a link)You don't need to send me the images.4. Oh, I tried to align it properly but nothing worked
If you change your mind and wnat to solve this, you probably only need to remove 'return ret' for 'def pbBattleRestorePP'.5. I haven't touched the in-battle item scripts at all, so this is probably something vanilla v18 related. I probably won't have time to fix this
This is the cave before the Seafoam Isles. I thought that you can skip the cave, but you can't.Lapras swimming between the rock and the island (last image on the right) is normal since Lapras' collision is 1 tile anyway, and there is a gap (unless I've missed something? This is on the Articuno island, right?)
If this text fit on the boxes, send me and I will fix for you. Same as 4.Text alignment on computer mission menu, is something I cannot get to align properly, sadly.
I aren't sure if I understand correctly, but an event will be below if you don't mark the "Always on Top" checkbox.Finally, the cave entrance appearing above Sam if you are 1 tile below, happens because that's an event with a tile set to appear after a variable has been set to a certain number. In RMXP, there is no way to set events to always appear "below" (but you can set them to appear above) the character. As far as I know, you can't do that with Essentials script commands either.
Oh, so you didn't have the bug. This is more about the frequency (who results in more smooth). I'm almost certain about this won't impact memory considerably bugs, but I aren't 100% sure, so I understand your approach.Regarding your tone settings – are you talking about the smoothness of the transition, or the frequency of the update of the tint? If the latter, in order to not stress the engine (and due to the other weird memory bugs) I simply reduced the update to lower than what your script originally had.
The N64/GameCube remixes are rarer than main line games. I'm interested to give a try!The postgame - that isn't exactly a postgame because it is an entire new game starring Red - releases next week, if all goes well. You will definitely like it, (especially the Stadium 1 + Stadium 2 + Colosseum + HGSS remixes), so I hope you'll get to play that too!
I only know about the new map rendering and the "leak" commit. Maybe Maruno know something, but he doesn't support older Essentials versions.If you know someone who might be able to help me with the big issue, please drop me a dm. I was suspecting the portrait script itself at first, but it doesn't seem to be the problem.
I gonna reply one of your post about difficult that I read recently, giving more details about my reasons:
1) I probably didn't gain levels with Tauros because I was training another pokémon (and maybe frustration loses power because I walked too much).1) Route 6 is the first Route you should head to, serves as an easy way to gain EXP for Tauros, everything gets one-shotted with Frustration (and that goes for Route 11 too). Bsically Route 6, 11, and 12, and even R8 trainers can get one-shotted by Tauros, so I am not really sure why you found them so difficult to deal with.
2) The vendor in Vermillion is selling a cheap Geodude that can basically carry the entire game
3) Another vendor sells a Rhyhorn that can also do the same, particularly since it can evolve into Rhyperior later on
4) The text-file that comes with the game states that you can catch Oak's OG team when certain story-events happen. So you don't really need a lot of balls, you can simply keep your extra balls and even sell them to make money!
5) The first two vendors have high-leveled mons, Geodude in particular, is level 25.
6) You can easily get through the entire game even with Tauros alone...
7) The game provides a huge number of spawn points, so if you lose, especially when you enter a new route, witness a new cutscene, etc, you will almost always spawn next, or very close to where you lost. So assuming you do end up losing, you can simply spawnheal almost everywhere.
8) Speaking of spawnhealing, this is also the cheapest and easiest way to get healed. Simply take the loss and respawn (really close or even next to where you lost). Sure, you might lose some money too, but especially in the early-game, you may perhaps take 2 losses max until you reach Mt.Moon.
9) You get supplies twice, one very early on (right as you're entering Rock Tunnel) and one at Silph. The former gives you enough to get through both Rock Tunnel and even Mt. Moon. The latter basically solves any late-game problem you might have encountered.
2) I have no mean to know that Geodudes are overpower. Since I initially thought that this game has no stone/trade evolutions, I avoided this.
3) Same
4) You changed this in the current version
5) I don't know. Maybe is a good move to put the levels on the listings (I did this on my game).
6) Even versus the Rock/Steelix pokémon? This goes against the standard pokémon mindset to make a balanced team. I don't know if a Rock pokémon with a powerful fight move will show up.
7) Except for smalls exceptions maybe, losing over healing points goes against RPGs mindsets (and even other genres, like MOBAS), specially when you lose money. And, different with standard RPGs, where you paid for the Inn, here the money is finite (I can't rebattle trainers until very late), so, as I don't know what goes ahead and when I really need money, I avoid losing money. The finite money work better on shorter games (one/two hour games Sonic 1/2 like), since on longer games I need to face the result of my errors until I do a new save
If you put repeatable trainers in the game, or even the VS Seeker, I see no problem about the scarce items or even an expensive Inns, even if I need to do 5 battles versus weak trainer for every healing point. You can even remove the infinite free healings early on. Since this should be a big change in the game, I guess that making cheapers healing points on first cities is easier to implementt.
8) I didn't imagine how many time I gonna lose if I didn't grind on grass when Tauros learned Rest.
9) My issue with the supplies is: I don't know when I gonna receive it again, so I try to use only against bosses.