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DJ Mewdeon ft Dan Punk

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Everything posted by DJ Mewdeon ft Dan Punk

  1. mmm, you'd think that but actually... pls rin no haterino there was also this that I almost wasn't going to post but since I'm putting that ^ in here then I may as well add this to it too..
  2. I can revisit this quickly, it shouldn't take long to fix.
  3. I really don't have the patience to argue with you about Lucario, but I think you're severely underestimating it's strengths. First, Lucario's movepool has incredible depth and variety, as it's line learns both Nasty Plot and Swords Dance by level up (something that no other Pokemon can lay claim to). It even has access to a STAB priority move to use for each of these sets! Additionally, Lucario has 110/115 attacking stats, so it can even do mixed attacking sets well. Back when we had access to it, I had one save where I ran two Lucarios on my team - a physical and a special Lucario. I proceeded to clear just about all of the content available using this team, with this Lucario pair doing the most work. As for your original comment, I still don't see why it'd need Ice Punch; despite having access to many powerful Fighting-types none of the ones you list gain Swords Dance by level up (though Blaziken has access to Bulk Up, Scrafty to Dragon Dance [for now], and Infernape gets .. well he can get Nasty Plot but doesn't really have a learnset that can make good use of it) so it can completely out-muscle its competitors through setup, additionally Superpower causes Azumarill to become weaker as a sweeper, though it is a useful coverage move for it; it doesn't seem like you realize that Shadow Ball and Dark Pulse provide the same SE coverage and power so you don't need to wait til "the end of episode 11" for that sort of coverage move on special Lucario; a Dragon-type move is not useless -- Dragon-type coverage moves provide the fastest way to perfect neutral coverage in game, being resisted by only Steel prior to Gen VI and ineffective versus Fairy after it (these two types are some of the rarest via distribution, being the 5th and second rarest types of all Pokemon) and even then, Lucario's Fighting and Steel STAB moves respectively have SE coverage for both of these types! It's kind of sad that you're putting the poor "superior IV Riolu" in your PC as you're ignoring how much of a massive powerhouse it is in-game or otherwise. At the very least I would be using it within my rotation if I were you!
  4. It's more of a personal choice really, not one for the Pokemon. Eventually all of these Pokemon will be able to be found elsewhere, so unless you desperately want Ponyta/Chinchou right now then (as Houndour/Carvanha can be found almost immediately after resolving the first couple parts of the quest and Ponyta is on Route 1.. Chinchou can't be found anywhere else yet, but likely can be found soon) just pick whichever one you like or the one you don't want to fight.
  5. Granted Darmanitan is huge too, but Lucario is more versatile.
  6. Are you sure you're not getting Heather and Anna confused? If he hasn't met her yet, then it's more than likely that he hasn't seen Anna yet, so I think he's getting them confused here.
  7. Your intuition is spot on if we're both correct. It's the only theory I can come up with that makes sense. There's no way that a Heather would be able to train a Salamence considering what we've seen of her persona, and since it trusts her fully and she had to get it from somewhere and her dad is mostly a Poison type trainer (and wouldn't willingly give her a Salamence regardless, due to his stance on her "going out and fighting bad guys"), then the only answer is that she recieved it from her late mother.
  8. I'm not really sure if this is a spoiler, so I won't say it directly.. but! You're right in that seeing as Heather is an average 10 year old emotionally, it doesn't make sense for her to have a Salamence, a Pokemon that requires an extensive amount of training to obtain... unless ... unless the Salamence didn't belong to her originally...
  9. Nichiya post 3 Name: Mega Meganium Type: Grass New Ability: Thick Fat Old Stats: 80/82/100/83/100/80 New Stats: 80/70/140/115/140/80 Name: Mega Typhlosion X Type: Fire/Ground New Ability: Moxie Old Stats: 78/84/78/109/85/100 New Stats: 78/166/110/90/70/120 Name: Mega Typhlosion Y Type: Fire New Ability: Flash Fire Old Stats: 78/84/78/109/85/100 New Stats: 78/90/70/166/110/120 Name: Mega Feraligatr Type: Water New Ability: Tough Claws Old Stats: 85/105/100/79/83/78 New Stats: 85/170/125/50/105/95
  10. oops, copy pasted from a format thing I had. Lemme go fix.
  11. You're not wrong, I suppose I was using a term 'dialogue' freely without considering how limiting it was. Apologies. Allow me to explain a bit more in-depth: In creating events within the game, when Ame adds some custom displayed dialogue she wraps the dialogue in an INTL tag, here is an example: Kernel.pbMessage(_INTL("Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo.")) In doing so, she allows it to be a part of the content that is produced by extracting the text from the game. The text extracted is not limited to just this part of it, however. It also includes the name of every Pokemon, every item, every piece of text in any event or any part of battle (skipping to the end of the file you'll notice that all the stat increases and decreases are listed) and it even includes a whole host of debugging text that many of the players will never even see. All of that is inherent to the procedure that extracts the text, and I suppose I wasn't clear enough about that. Rest assured that any piece of text you see on screen will be included in that file, including the questions and answers from the bookcases and computers in Florinia's gym (these are nearest to the beginning, about 1/5th of the way down), storyline/encounters with pro- and antagonists (these are scattered throughout the file), and Pokemon status screen, moves, and abilities (much of this is nearest to the end of the file along with most of the battle-based text). Rest assured, all of the game's text is in that file. Trust me, I've read it.
  12. More of Nichiya's creations: Mega Seviper: Type: Poison/Dark Ability: Shed Skin Old Stats: 73/100/60/100/60/65 New Stats: 73/110/100/120/90/65 Mega Gallade Type: Psychic/Fighting Ability: Swordsman Old Stats: 68/125/65/65/125/80 New Stats: 68/160/115/40/155/80 Swordsman-new ability which gives +1 priority to all cutting moves His Moveset changes: He now gets Sacred Sword at level 1
  13. None of the variables would need to be affected. In short, the procedure for localization is as follows: 1 - Extract the game's dialogue for translation into a single textfile. 2 - Translate every second line of dialogue as instructed by said textfile. 3 - Recompile the newly translated dialogue file into the game. 4 - Give the new file a name respective to the language and place it in the Data folder. (ie the original extracted file is called intl.txt, and is compiled into intl.dat. So for french, we'd call it french.dat) 5 - Change some scripts to accommodate the new language(s). 6 - When you reload the game, there will be a fourth option for Languages, allowing you to select from any of the available language files. Few things worth mentioning: - Multiple downloads are unnecessary, as multiple languages are just multiple files in the same download. - Tempest and Ame are right when they say it's best saved until a finished game, as it will be easier to integrate many languages at once then, through some sort of community project perhaps. - You're translating every single piece of dialogue that will ever appear in the game when you do this. Localization is an immense undertaking, with translation of cultural phrases being the most complex. - As a followup to the above: these language files are huuuuge. If you check the current dialogue file you'll find it's 2.20MB in size. The size increase as we add more languages is noticeable, but probably manageable. - No knowledge of scripting is necessary on the parts of the translators: the scripting work is actually minimal and I can contribute that easily. So there you have it for translation. I'm glad to see that the community enjoys the game so much they want to share it across language barriers, but it's best if we wait until the game is complete before we undertake a project such as this. I hopefully have cleared up any misconceptions about downloads or coding changes as well, as that was my original intent.
  14. Another mega from Nichiya: Name: Mega Zangoose Type: Normal/Fighting Ability: Guts Old Stats: 73/115/60/60/60/90 New Stats: 73/167/105/10/90/113 Personally I think the typechange is a bit drastic, but what do you guys think? Edit1: type changed from Dark/Fighting to Normal/Fighting Ability changed from Toxic Boost to Guts Will probably need to lower Atk if gonna go with Guts, but I'm not sure how low to make it.
  15. Special like for Special Attack instead of Attack.
  16. Nichiya's having some trouble signing onto the forums so he wanted me to post this for him Name: Mega Roserade Type: Grass/Poison Ability: Bloom-new ability that is a special version of moxie Old Stats: 60/70/65/125/105/90 New Stats: 60/70/110/170/110/95
  17. Definitely almost fell out of my chair laughing when I read this.
  18. I do. I talked to her when I was writing the post and if you want to know, her exact words were: "Yeah, I don't think there's a point to that sadly." Neat suggestion, but I don't see this making it into the game.
  19. Now that I remember it, the fangames Zeta/Omicron and I think Melanite both have this functionality and can even trade between the different games via a GTS sort of creation. (though that GTS server is still down and has been down for quite some time..)
  20. Whoops, made the change and then completely forgot that I'd need to save the changes. D'oh. Here's the revised savefile. Sorry again. Also Vinny (or whoever), with these two namechanges complete I think you may be able to lock this thread safely. (sorry again for the waittime as I had to clear my attachments in order to re-upload your save, whoops again)
  21. Game coder here: it is definitely possible, though technically heavy. I think this sort of a feature would be more endgame if we were to implement it, due to removing much of the game's difficulty that is enforced via a lack of varied encounters.
  22. Alright, as someone who works on code for the game I feel like I should go through this idea. From what I can tell, the concept you're suggesting would work like a reverse-Dive -- from almost any outdoor location on the map you can go upward to the cloud level but you can only come back down in certain spots or something to that effect. This is a neat idea, and a reverse-Dive isn't actually difficult to implement.. ..However, The sheer amount of mapping that something like this would require is absurd. We would essentially need to (almost) double the amount of maps/map data in the game to create a "cloud layer" that can be accessible from almost any outdoor location. Much of the rest of this post, like wild encounters and event Pokemon is fine, with the exception of the "cloud gym" concept. Much of this game is pretty heavily rooted in reality (in more ways than one) and a "cloud gym" is more than a bit silly imo. The logistics of that are rather fantastical, though I suppose there is some merit to it as Pokemon are fantastical creatures. Not a question, because that's literally what it does as you wish to adjust the "modus operandi" of it. You do? Let's hear it. Skimmed through this before writing an answer and ... "If you use teleport inside battle with wild pokemons you could teleport to the pokemon center you last visited" ...what? I don't see the need for this change to teleport's mechanics despite the rest of your suggestion. Not only would this be technically heavy to implement, it just seems like an unnecessary addition to its mechanics. As for the rest of this suggestion.. I don't really understand it personally. Above you want to remove Fly's fast travel mechanic to make it more 'player interactive', and fill the fast travel void it left with a teleport HM solely because of a thematic feel it seems. This, while also a neat idea, is pretty tedious in implementation. Not sure if you (or many other people) remember, but Teleport was a TM once in the first generation games. Bringing it back to TM/HM status would require re-evaluation of the distribution of the move across a significantly greater roster of Pokemon in addition to needing to write the HM into the story somehow. This is .. a lot of work if that statement is unclear, with the latter bit being more work than the former. Something that I think many of these suggestion threads seem to take for granted is that Amethyst has already written the story more or less.. her plans for locations of gyms/gym battles and the like are pretty much set for the rest of the game, so changing that would be rather tricky to accomplish and might require heavy rewrites depending on the story-based suggestion. I'm not saying people should stop suggesting ideas, because this idea is neat but.. I don't think Ame will want to implement something like this. I liked this part of the discussion, mostly for the bit about pollution. I hadn't considered something like that so it's hard for me to say what effect it would have on the gameplay mechanics of this suggestion, though it would certainly have some effect. First, let's qualify that Adrienn's gender is not male, but he is a 'gender neutral' character, therefore the proper pronouns are Xe/Xem/Xyr iirc. Second, you're assuming quite a bit to make this statement in regard to the storyline, plus chronologically in Reborn's history it was Ame who started the project to 'clean up' the Reborn region first as when Adrienn was still a leader of a not-decayed gym, there was no pollution to be cleaned up! Third, I think we're aware that such possibilities are .. well, possible now and I can assure you that we have some more neat things in store for you guys Fourth, whether or not this would be "great for the game" is highly subjective and based on many different player interpretations of how "fun" the execution of such a suggestion would be. Fifth, I disagree with your opinion about the ever-present pollution though I don't know why you call it a "logical rift in the storyline" ... if anything it would affect the gameplay mechanics of your suggestion or at the very least it would affect the coloration of the "cloud layer" map(s). Additionally, the air pollution at higher altitudes should be significantly higher than that of the ground level, if I remember my high school science classes correctly. To sum up this increasingly long post, while your concept for a change to Fly's functionality is certainly sweet, I don't see it being implemented into Reborn for a variety of reasons I've explained here.
  23. Apologies for the wait, I was asleep :x Here's your new save file, M.
  24. At this point in the game, a heart scale -> Bulldoze for Diggersby should be sufficient. If you have a flying type or something with Levitate to pair with it, you should make quick work of Aya's team.
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