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Found 6 results

  1. COGA: It gets better later... Hello everyone and I'm sure you're surprised to see me still doing these after what feels like a six month hiatus. I actually have been thinking about four different topics I wanted to discuss such as a top 10 list of feedback/criticism that people need to stop doing. I'll probably still do that or break it down into a few articles as it reflects my experiences and what I've seen succeed and not. This was a possible runner-up on that list because it's a case by case situation, but I've been saying and complaining about this again and again in Pokemon Rejuvenation yet I haven't had too much time to elaborate on it more. I'm not actually going to be talking about fan-games as much since this actually is a huge issue people overlook. And with that out of the way, I want you all to watch this intro if you haven't already as it's actually the primary focus of the topic: I can already feel my nostalgia vibes going off just from listening to that song once again. I'd strongly recommend at least trying the game out as it's really surprising how much people overlook it purely because it's not Chrono Trigger. But we're not here to talk purely about what Chrono Cross is but what it did right. I can't think of a good example off the top of my head, but sometimes in a discussion between friends or communities you'll here someone talk about how they didn't enjoy the game so far. Often times you'll hear someone who had a similar experience say they agree/disagree and add the saying "it gets better". Often times this is a means to urge the player to continue on knowing that they'll enjoy the game more later when in reality it is a subjective term. It's also pretty much true for most storylines since a story is designed to build up to a climax. So what am I getting on about? I'm merely saying that the climax and ending might not be all that important in the long run. We have certain famed games such as Mother 3 and supposedly Tales of Vesperia (from what I've heard) that have pretty butchered endings and I probably could name quite a large number that felt rushed such as Fire Emblem Awakening's. These games I just listed are really highly regarded and are among some of the best video games in their respective series. I feel a lot of my favorite games don't always have all that good second halves or finales yet they still remain high on the list. I'm not saying all games do this, but you start to notice a pattern. These games I listed all have a few thing in common: a strong beginning, a likable main protagonist, and a hook. I'll cover these all individually but you do not necessarily have to have all three to be successful. If you actually have all three of these very early in a story, you are absolutely golden and probably better than I am and quite a number of people. These are not easy topics to nail but once you get them then it's rather easy to build off of them though that does grind down to your audience because people don't all think the same. [work on this] The element I see most people struggle on is actually the strong beginning. If I see an opening that starts out with a future event/dream sequence displayed before jumping back into the present, you better pray you know what you're doing because I'm probably going to be throwing something at you. People who do that generally don't know what makes a good intro a good intro. It's a simple idea that a future event will keep the player motivated to continue or find out, but generally, I feel it just dampens some really good moments as time is your greatest enemy. The longer something pans out without additional buildup, the worse the payout is. The other thing I see which is a general pet peeve is what's called the Opening Scroll. Not very many modern games do it but reading through 10-20 minutes of pure text is a good way to ruin any mood. It's rarely needed even unless you're doing a recap (which in that case it should be an optional read). I know it's for the purpose of setting up the scene but...shouldn't the graphics be able to do the same thing? I guess what I'm saying here is please don't do these unless you want to see me go on a very, very long rant. I've labeled things of what not to do, but I haven't exactly told you what makes an intro strong or not. Before you can make an intro strong, it has to be good first. The most successful method I learned is to use this ideology: assume people aren't idiots. You may laugh now, but you'll quickly realize that quite a few developers do insult your intelligence. I want to emphasize that as it's important when taking a baby step approach to introducing the world. Start by focusing on introducing the main protagonist using scenes that have him pretty involved to get a good feel for him. That should expand then to his hometown to get a feel for that and even a bit of an idea how the world functions. It should only be enough so that a player can move forward, but rewarding for those who move around an experiment. You don't need to tell a player everything and slow implementation lets them retain more and even learn by doing. Don't bog the game down with tutorials either and I'd argue people should read an in-game manual for 5 minutes rather than 20 minutes of explanation (I did relearn a kind of complex system in 5 minutes). While that does go more towards a gameplay perspective, it is very, very important in regards to story as well. So if that's good, how do you make it strong? Three words: presentation, presentation, and presentation. It's as simple as it sounds. A good pacing goes a very long ways but it's what you do with that pacing that makes it great. I gotta think for a minute of a good example for this. I suppose Fire Emblem Awakening.........if we remove the future event scene before it...is a good place to start. The scene opens up to Chrom looking at Robin teasing him that "There's better places to sleep then the ground" before pulling him up. It then dives into Frederic questioning how trustable this strange character is "having no memory" keenly because Chrom is royalty, but this info is not mentioned anywhere at the time. A bandit attack is happening and they all rush in to save the day. It's a pretty well executed scene that makes you want to beat some baddies up with your new allies. It's really the dialogue and actions that make it a strong scene. And if you see anyone say something otherwise like needing a unique concept or action, please tell them that all you need is good pacing and good presentation. It's that simple. And now we move onto everyone's favorite main idiot we call a protagonist. I want to clear one thing up before I start on this: it's okay for your main protagonist to do idiotic things, but it's not okay to make them an idiot. Basically, don't make them do something for convenience sake. Now how to make a likable protagonist is to put yourself into the game because everybody loves themselves...what? That's called a Mary Sue. Then why the heck do silent protags exist? The problem with silent protags is that while they aren't unlikable I can't really say they are likable. I'm referring to custom avatar ones and not someone like Mario who is defined by their silence and their actions speak for their words. These empty husks 9 times out of 10 hurt more than help a game and can even completely ruin a game plot. But for the sake of not turning this article about silent protags, I will be omitting all of them from being a factor of likable or not. So what does a character have to be to be likable. I'm also going to omit voice acting from this factor, but believe me a VA can help swing a character one way or another despite other factors in play. My own definition is simply "a character who the reader/player can get emotionally attached to." One of the first factors is a good design. If a character looks really good, it often makes them a pretty likable character even if the character is overall bland. Some writers would argue that it's about humanizing the character to make them relatable which I do feel is a useful tool. I personally feel it's more important to make them understandable. I often emphasize motives as it often is the driving force for them doing things. A fallacy I see with a lot of RPGs is that the main protagonist is generally a nice guy who may or may not be a ding-dong. The reason behind this is that the nice guy trope usually is a character most people like and is harder to dislike. Most really well liked protags fit this description. Them also being a ding-dong is a good back door method to lore dump information so that the player is able to get an understanding of it as well. It is a very overused cliche since it worked so well to the point people may roll their eyes when they see it. But there is one advantage to using that generic option over a silent protag. I'll let you figure that out since it's pretty self explanatory. Okay, okay I'll at least explain some of it. Having a character talk allows for narration and smoother transition of events in a conversation and it's easier to implement elements into the story such as backstory and explain motives. But I can't exactly tell you how to design a good protagonist since it revolves around a full cast of characters. If you hand me a plot outline, I'll actually end up asking a number of questions about the characters and even ask for "what would they do" situations even if they are not there. I said already that characters being understandable is important, but that is because they are what we are shown. A plot is only as good and engaging as the characters who act in it. Fire Emblem Awakening is once again a good example to use here. There's so many things wrong with the game and it becomes nonsense but the first half of the game is very enjoyable just due to how the characters act and clash such as the bear meat scene. It wouldn't work quite well if one of the characters weren't like they were since it has good chemistry with the main protagonist(s). The fact that Robin is so hungry they don't care what their eating just adds to the humor. However, there's actually one small situation where a silent protag can be done well and actually be likable. I listed Mother 3 on the list for one very good reason as the player controlled character is silent (even if they talk later). How do you make someone who isn't someone likable? You need to understand what makes a talking protagonist likable which I said is being understandable. So how do you do that with someone who doesn't speak. You need to have a mastery over show, don't tell. There's better ones in this game but this is a good near spoiler free one if you haven't seen it: The Wes Dance is a famed scene for being hilarious but just take a moment and study Duster. You get a lot of knowledge about his character and probably could piece together a lot of what happened before this moment and Duster and Wes's relationship and what he's feeling right now. You probably could tell me quite a number of things about Duster. Now how about Vero from Pokemon Reborn? That's the thing. You've spent roughly 60 hours with one character and you probably know less about them than a character you met for 30 seconds. Silent Protags aren't a bad thing and I will not turn away a game for having them. Silent Protags is a difficult style of writing to perform well as it requires knowledge of how immersion works to do them well. One day I will cover it fully, but for the sake of simplicity, a good protagonist is determined by how well it's done and not how. And now we get to what I feel is the most important of the three: the hook. I know in writing most English teachers teach you that a hook is one of the first two sentences in a paper. I'm going to change that definition a little bit. A hook in a video game to me is simply some element that pushes you to keep playing or even get you to play it. People don't pick up and play Call of Duty due to a good story, but some people play an RPG purely due to its story. We're going to stick with RPGs in general to keep this simple though. I'm going to start with the most simple and most successful methods I've noticed: the music and art style. Most openings to games give you this and often the covers have a very unique look to them. These usually aren't deal-breakers, but when done really well, they can win you over. Chrono Cross and Xenoblade are two games I actually tried just after listening to one song each. For Xenoblade it was Unfinished Battle, and for Chrono Cross it was Time's Scars. But since most game devs don't have budgets like SE and Monolith Soft, I should probably focus more on story. This is kind of a wide area, but the most important piece is that you need to catch the player's interest deeply by the 30% mark in the story. If anyone tells you the intro needs to be really good, they'd be lying. I've only seen a small handful of games with openings I really liked. FFVII was one of those. I'm going to call that the first hour because the first hour usually is a deep slog. Unless you are Pokemon Sun and Moon where that first hour is actually 5 hours and takes up a fourth of the game. That's a different problem though. It's the point from there to what we used to call the Disc 1 final boss that matters. Best way to put it is that I should be given a good reason to be sinking a lot of time into it. I could make a list, but I'm going to focus on the one thing that is not a good hook. If a game has a very good plot point in this segment, don't expect it to be a hook. Tales of Symphonia has a lot of good plot points in the game, but honestly the story really didn't hook me in all that much. It's a good game worth, but I could care less for the overall story. Persona 3 is another example of having a good plot point but it really isn't what people talk about (hell if you even remember the early parts of Persona 3). So please don't expect a single plot point moment to instantly hook players in. That plot point should be more designed for a "Wow!" factor which requires buildup which you can't really do effectively unless your buildup is good. Story is also the hardest part to hook players into since it's actually not always that important. The best way to hook players into a game is usually making a good combination of elements shine or be presented well. One good example would to have a scene in the story which is a critical driving force for a character have well executed dialogue, good movement/direction, and a song that really sets the mood. It usually would make a player go "Wow, this game just go serious" and wonder where the story will continue from there. This is one really long list of how to do this right and it varies from different genres within the RPG category. Solid gameplay could make a player want to continue even if the story is lackluster. Unique ideas and concepts go a long way such as Xenoblade's concept of traveling on a titan and the classic line "if you see it, you can go there." The best rule of thumb is to take what you accel at and go full blast with it as that often really helps make a game more enjoyable. Finally I get to talk about Chrono Cross which honestly is one of those games which people have split opinions about. Like you have people who say it's a great game as well as people who say it's terrible and both have very valid reasons for stating that. To me though, this game honestly makes me question what makes a game good or bad. The characters are all more or less forgettable bar a few due to character bloat, there's the silent protag, and the story is mostly jammed into 3 npcs right before the final boss. The combat system also isn't the best. These are things that would make me outright say a game is bad. But it's not and I definitely recommend picking this game up and at least trying it. Damn shame that people dislike it expecting Chrono Trigger. I'll start with the intro. There's only two things to really talk about in it, but those two things are very famous. The first would be Time's Scar, the theme of the opening. First time I heard that theme, I was just enthralled and left in wonder what this game was about, but man did it feel motivating when the tune changed halfway. I also love the tropical feel of it which is the general world design of the game. There's also the book with the poem at the start. It's actually symbolic to Radical Dreamers (damn shame we didn't get an official version of that) which had a book whenever you had a game over which reflected on your choices and actions. When you finish the game, the poem makes a lot more sense as many of your choices affect people bringing both pain and happiness. So what makes Chrono Cross quite the game to talk about is the concept of parallel worlds and the butterfly effect. You explore this and see two completely different worlds due to one event. It's a mess with lots of issues but there's also many diamonds in the rough moments due to this. Most of this happens when bringing characters related to or that character's other world version with you. Also there are dogs who eat and kill each other to regain HP. The game's soundtrack though is what makes this game good. There's a couple moments in particular where this is very apparent and made the moment. One of my favorite has to be "People Imprisoned by Destiny." The music just speaks entirely for the battle to the point you don't even needs words. There's also the normal boss theme which really motivates you when fighting bosses. The game also throws a good old sucker punch first boss which is memorable and makes you wonder what will be thrown at you next. I really haven't spent much time talking about Chrono Cross but I named a few things that kept my interests into the guy and why I kept playing it. That game is a beautiful mess which is a total hit or miss with people. It isn't the best, but I certainly wouldn't say it's boring and some pretty cool concepts. It's also kind of funny looking at how it's more important to have a very good first half or even quarter of a game over a great ending because it doesn't matter how good an ending is if players aren't feeling compelled to reach it. I do feel the term "it gets better" can be used when describing characters or specific plot elements, but rarely is it a good reason to convince someone to continue playing as if they aren't enjoying it now, that pessimistic feeling will continue later. I'll try making these a more frequent thing than they were before, but I can't promise you how frequent it'll be. I feel a good topic for me to make next is what I feel a perfect game is at least in my book.
  2. Mii's I created: So I decided to make a little thread about this crazy little game called Miitopia. While the game does keep the same storyline, the fact that all miis can be randomized a bit does make this storyline quite entertaining. I am accepting Miis to add into the game if you either have a QR code or give me a pic or request I can make them and put them somewhere in the game. Otherwise, just watch as the chaos unfolds. Our story so far... It was a quiet day for a strange gray haired man: Things did not last so peacefully as the evil Dark Lord Mr. Clean scrubbed all the faces off of the nearby locals, or filth as he called them. Commander got on his big boy pants and gave chase to Dark Lord on a quest to rescue the many faces he had taken. He even took poor little Squidward's face. He was not alone as on his quest he met the might warrior Segata clad in his silver armor and it was bromance at first sight. The two continue on their journey when they come across a strange "male" idol with a lot of swag known as Lucina who countless of fans wish for his hand in marriage. The three teamed up and journeyed on they came across a young energetic girl named Zelda. She claimed to be a commoner who had healing powers. Together, these four were able to recover all the townsfolk's faces and cease the storm of chaos. Dark Lord Clean did try to stop the four heroes, but the Great Sage Amethyst dabbed in to save the day. The four now head on seek an audience with Burger King and his daughter Princess Timmie, but not before having snacktime with Batman. (I'll get a picture of her eventually but here's her QR code) Other various highlights: -Zelda's cuteness overload (it's so adorable when she hops around on the screen) -Segata's and Lucina's hardcore workout session -The Joker being married to Magilou -The King's questionable choice in soldiers (Goomba, Cthulhu, Samwell Tarly, etc) -Commander being forced into saving the world (even though he doesn't want to) -Segata and Commander bromance moments (they are level 7 already in their relationship) Summary of the party members: Commander (Mage): Either hits really hard or does terrible damage before using Segata for cover (Just like the real me) Segata (Warrior): Unfazed Warrior he goes last before hitting like a truck...or Commander coax him into attacking earlier Lucina (Male Performer): She may as well be Michael Jackson because she dodges everything before knocking the enemy down with her lyrics (she can't get rid of her polka dot fever though) [Toon] Zelda (Priest): Either she heals or she trips while attack the enemy. It's hilarious and adorable at the same time. Here's a quick pic of the team (I'll get better ones in later updates now that I know how to get them off my 2ds): I really like this game just due to its wacky nature, but these posts won't be too long or fancy as I'll just point out things I found funny throughout it.
  3. Everyone is doing AMAs. Again. I don't know why. So anyway. Post answers and I'll reply with questions. Any answers. Literally, answer me anything. If you answer a question with a question (ie, if you ask me anything) you're banned from life.
  4. You know recently i had my Exams and some are still left after this i want to go university to try and become a doctor but i have seen so many people in in my life who know that they are gonna study but are not sure what they will do after it is done. Now i think about it even for myself i have my studies my career planned but what about the rest of my life it exists but sometimes i overshadow that fact for my personal life.At the same time i come here on reborn chat with friends and there is that but it me got curious for all the other people here and how they plan their life do you plan a career about family both or something else ahead in the future if at all so my question to all of you: What are you Guys doing with your lives and what do you intend to do about it in the future and are you happy or satisfied about it? I really would love to hear each persons opinion about this as everyone lives a different life by circumstances or by choice and have different mindsets.
  5. Welcome, welcome! Out of sheer boredom and nothing else to do in ORAS aside from battling and breeding, I decided to move out all my remaining Pokémon from my Y game and start up a Wonderlocke. "But Dashie, what's a Wonderlocke?!", I already hear you thinking- Basically, the concept around a Wonderlocke is the same as a Nuzlocke, but instead of catching and keeping the first Pokémon on each Route, you Wonder Trade them away as soon as you catch them. Does this include starter Pokémon? It does, but for the sole purpose of wanting to keep my starter throughout the entire run (which will probably not happen), I won't Wonder Trade mine away. For more information on Wonderlocke, click this link to the Wikia page; http://nuzlocke.wikia.com/wiki/Wonderlocke As for the rules, I'll be applying the following rules; - Once Poké Balls are received, the "locke" starts. - First Pokémon on each route can be caught and must immediately be Wonder Traded away. - If you Wonder Trade something and you receive something you've already obtained that is in the same species category, I'm allowed to Wonder Trade it away again. - If a Pokémon you've received is too high level and won't obey, I can re-trade it away for something else. - Any Pokémon that faints is considered "dead" and must be deposited in the death box, never to be used again. - Every caught Pokémon must be nicknamed. - If an NPC gives a Pokémon and it's the first Pokémon I obtain in said area, I'm allowed to keep it. If not, it must be Wonder Traded away. (The traded Pokémon may still be used.) Additional rules: - After every 2 Gyms, at least one Pokémon must be Wonder Traded away. - Yveltal/Xerneas may not be used. (They can be caught, but not used) - If I get stuck in an area where a certain HM move is needed, but none of my Pokémon can learn/use said HM, I'm allowed to obtain a Pokémon from wherever for the sole purpose of getting through the game. As soon as said HM move is no longer needed, the Pokémon must be re-boxed. Without further ado.. --- Chapter 1: The Beginning of a whole new journey --- Meet Tails the Fennekin!Level 5 / Male So I've made a start and accepted Fennekin as my partner in crime and I'm praying to RNGesus that Tails won't faint on me. (I've also picked the female tanned character for a change of looks) All's good in the hood- Up until I get to Route 2 and attempt to catch my very first Pokémon. Turns out Tails got the higher rolls on this 'ere wild miniature Bird Jesus (aka Pidgey) and 2-hit-KO'd it before I could even throw a Poké Ball at it. Sure, it's only the first route, right? I'll be fine- Right? Right! So I went on to Santalune Forest with lil' Shauna and the rest of the gang, grabbed all the various item balls and what do I run into as first wild Pokémon in this new area? A friggin' level 4 Metapod. Nothing a few Scratches from Tails couldn't handle, so I went ahead and threw a Poké Ball at it and caught it first try. Now this is where things got real. According to the Wonderlocke rules, I have to immediately trade this Metapod away. (What a shame..) After naming it "Wonderlocke1", I started up the Wonder Trade thingy and select it to be given to some random person in the world. What a nice guy, I was given a Japanese Kricketune- Wait, it's level 36. This thing won't listen to me in the slightest for the next 3 gyms- So I traded it away again and I got a- Whoa, I got a Roselia o-o; That's actually extremely useful, I like Roserade.. Unfortunately, it couldn't be named something else, so I'll have to take its standard name. (I'd have named it Blossom if I could Q__Q) So the team's looking pretty nice, Tails grew to level 8 and this fresh Roselia was level 1, so I leveled it to 7 through the Trainers in Santalune Forest and it learned Growth and Poison Sting whilst doing so. Pretty neat, if you ask me! After exiting Santalune Forest, the gang splits up on Route 3 and I stepped in the tall grass to find my next Pokémon to trade away over Wonder Trade- "Pika-Pika!" ..Oh joy, a Pikachu. Welp, you're gone too. Roselia made quick work of this capturing instance and I named the Pikachu "Locke" and traded it away. To my surprise, I got a male Ralts in return with a Jolly nature! And after a couple of minutes, I was told that there's a Dawn Stone on the same route I got the Ralts in through Wonder Trade. I was so happy to hear that until- It turns out I need Surf to get the Dawn Stone. Sad face. Not to worry, Gardevoir is also a very nice addition to this team. Let's just hope I keep getting good Pokémon over Wonder Trade for this run, right? Of course I won't keep getting good stuff. The squad up to Santalune City; - Tails (Level 10) / Blaze - Scratch/Tail Whip/Ember - Roselia (Level 8) / Poison Point - Absorb/Growth/Poison Sting - Ralts (Level 7) / Synchronize - Growl/Confusion So the squad's looking nice and powerful, amirite? Let's continue on from where we left off- In Santalune City. Disregard me being underleveled, I decided to not waste any time and jumped straight into the Santalune gym, battled all the Trainers while making my way across the spider web and got Ralts up to level 9, Roselia up to level 10 and Tails up to level 11 before reaching Viola. Considering I didn't bother with healing back at the Pokémon Center, I took her on and let Roselia take care of the Surskit- But not before it made a last-ditch effort and used Water Sport before it died on that same turn to a +3 Absorb. TM83 in hand and a Bug Badge in my badge case, I exit the gym, heal up the team and make my way towards the next Route. But wait- I get that oh-so-sweet Exp. Share to make grinding a lot more easy. Yesssss. Wait, wait.. I almost forgot Santalune has an eastern exit too- Oh sweet, a few Trainers and patches of grass- Let's catch a new Pokémon first to trade away. On Route 22, I run into.. A Bunnelby. (Diggers- Nvm.) I traded it away immediately and what do I get.. A friggin' level 1 Bulbasaur with Petal Dance and Giga Drain o-o; That's pretty sweet, but also my second Grass/Poison-type, so iunno how useful he'll be. Turns out this Bulbasaur can withstand quite a few hits by itself, so I got it up to level 10 alongside the rest of the team within a few minutes (with all these weak Trainers) and proceeded back to where I obtained that Exp. Share and went up north to the next area. Route 4! What can I catch here, I wonder? Oh. It's a Flabébé. Goodie. Off to the Wonder Trade heavens you go- What do I get back? A Ralts, which I already have.. So I traded it back again and obtained a friggin' Plusle. It was named P P P for some reason, but I like Plusle. Let's hope this little guy makes it through to the end, aye? Went and battled all the Trainers on Route 4 and grabbed the various items, then proceeded up north into Lumiose City and went to Professor Sycamore's lab, battled him and got the choice between Charmander, Bulbasaur and Squirtle. As much as I love Charizard, I already have a Fire-type.. Well, I just recently obtained a Bulbasaur, so Squirtle it is! Meet Leonardo the Squirtle! Level 10 / Tackle/Tail Whip/Bubble/Withdraw Original name, I know, I know. And with that, Professor Sycamore also gives me the Blastoisinite, sweet! But wait, there's more! After battling Professor Sycamore, Tails evolved into Braixen! Amazeballs, this team is looking amazing. So more storyline, followed Calem to some shady café and met with Lysandre and world-famous Diantha and left for Route 5 afterwards. On route 5, I found a Furfrou and Wonder Traded that away for a Machop! ..Too bad that thing won't ever become a Machamp unless I get outside help.. Q__Q Wait- It's Adamant and has Guts.. I might find a use for this thing, actually.. The squad as of now; - Tails (Level 16) / Blaze - Scratch/Flame Charge/Ember/Howl - Roselia (Level 15) @ Poison Barb / Poison Point - Mega Drain/Growth/Poison Sting/Stun Spore - Ralts (Level 14) / Synchronize - Growl/Confusion/Double Team/Teleport - P P P (Level 14) / Plus - Quick Attack/Helping Hand/Spark/Encore - Leonardo (Level 10) / Torrent - Tackle/Tail Whip/Bubble/Withdraw - Ivysaur (Level 16) / Overgrow - Sleep Powder/Giga Drain/Petal Dance/Leech Seed Boxed: - Machop (Level 16) / Guts - Power Trick/Foresight/Low Sweep/Seismic Toss Continuing from where I last left off, it's been a while, right? Right.. I didn't really make too much progress, but what I did do- I'll tell you right now! So I left off on Route.. 5, was it? I made my way through the skate park and trainers and whatnot, found me way to Camphrier Town and re-stocked on supplies and healed up my Pokémon. Everyone was looking nice and chipper like they should be, and I made my way to Shabbaneau Castle, then off to Route 7, only to get stopped by a stupid sleeping Snorlax. Wonderful. The person owning the Poké Flute apparently lived in Parfum Castle, so I dropped by with Shauna and found this posh guy's Furfrou wandering around in his own garden. Did I mention I hate this puzzle? Because I hate it. It's the simplest thing and yet I hate it. Stupid dog. Anyways, we cornered the doge and I made my way back to the entrance and picked up HM01 Cut on the way, followed the cutscenes and obtained the Poké Flute and a TM for Protect. Sweet. Back on Route 6 (from Route 6 to Parfum Palace, that is), I snagged a Honedge and Wonder Traded that away and received a Cyndaquil in return! So many starters.. I left it boxed but eh, I doubt I'll ever use the thing. Some stupid double battle almost killed Ralts. I was about to Q__Q when Ralts had 2 HP left, I switched it out so fast, I didn't even think of using a Super Potion instead. Hell no. Then came the actual capturing of Snorlax, which was my first Pokémon on Route 7. I'm glad I caught it and immediately traded it away to receive a Sneasel in return! I was so hyped- Until I found out it was level 39 and wouldn't listen for another 2 badges Q__Q. So I had to trade it away and I received a friggin' Gible instead! This thing is level 1 and had its Hidden Ability; Rough Skin! That's not all, it came with a pre-bred move; Outrage. You can imagine the look on my face when I checked my box and found out. Sad part is that it's Bold nature, but whatever. I can live with that. The hardest part was deciding who I was going to box, but I ended up boxing Roselia because Ivysaur has a bit more Defense that can be quite important. That leaves me at the Day-Care- Where I saved my game and where I'll be leveling this Gible to around 20-ish, like the rest of the team! Team update will come soon. :]
  6. Yay, first topic. Title pretty much says it all: which Pokémon do you think that deserves more love? This may be in the games or in competitive or in whatever you can think of. The Pokémon I think that deserves more love are, um, Bidoof and Bibarel. Seriously, why does everyone see them as HM slaves? In the games, he packed a pretty good punch, at least in my first Pearl run. And in competitive...well, Moody says it all. Bidoof will take his revenge on all of you!
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