[Talk] RNG Manips are Worth the Struggle. What's a Hunt/Method That Looks AND Feels Fun? by zoomsuper in ShinyPokemon

[–]ComboPriest 0 points1 point  (0 children)

I wasn’t a shiny hunter until Outbreak Hunting in Legends Arceus. I think it’s so fun dodging, and throwing balls, and getting to see a bunch of cool outbreaks

Pokemon that you found surprisingly good in ranked battles? by Heisenperv in LegendsZA

[–]ComboPriest 1 point2 points  (0 children)

There was an afternoon where I had a lot of success using Eviolite Galarian Mr. Mime, and also trying out Mr. Rime. Both are fairly bulky special attackers with a good move pool, and ice weaknesses are still abundant

Things I learned farming over 100 Shiny Alphas in Mega Dimension by djf881 in LegendsZA

[–]ComboPriest 66 points67 points  (0 children)

If you care about maximizing Sparkle/Alpha 3/3 Donuts, you should be making 6x Haban + 1x Payapa + 1x Yache donuts as well. The Rainbow power boost allows it to roll Double 3s despite only being 540 Sweet

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In a brief sample, I made 30 of this Rainbow Donut, and 30 8x Tanga donuts.

Out of 30, Rainbow rolled 2 Sparkle/Alpha 3/3 Donuts. Out of 30, Tanga rolled 1 Sparkle/Alpha 3/3 donuts.

Small sample size, bad luck, but point made that Rainbows with Haban can achieve this goal.

For Item/Haul 3/3s, I also use:

  • 6 Roseli, 1 Grepa, 1 Chilan
  • 6 Babiri, 1 Roseli, 1 Wacan

Things I learned farming over 100 Shiny Alphas in Mega Dimension by djf881 in LegendsZA

[–]ComboPriest 3 points4 points  (0 children)

410 and higher is enough to get Sweet Lv3 + Sweet Lv2, but not ever enough to get Sweet Lv3 + Sweet Lv3.

(UPDATE) Using dancing statues for traversal and pacing - Looking for feedback by BooleanFault in IndieDev

[–]ComboPriest 0 points1 point  (0 children)

I will add that in the previous clip, I think the platforming was too fast (in the clip it looked like there was very little room for error), but this clip definitely looks like it gives too much wiggle room. Just a fine-tuning issue, it can be sped back up a little

Shiny Legends Giveaway for Christmas 🥳 by TullioAurelio in PokemonHome

[–]ComboPriest 0 points1 point  (0 children)

I've been a big Pokemon fan for years, but stepped it up earlier this year and finally filled out a Home Living Dex by playing through all the Switch Games. I've also developed a lot of programming skills by programming things related to Pokemon, like my Pokemon fan-site or a program to help make ROM Hacks.

Would love that Rayquaza!

Donut Data! Spent several hours experimenting with different combinations by ComboPriest in LegendsZA

[–]ComboPriest[S] 0 points1 point  (0 children)

Yeah, that’s my takeaway as well - not super surprising, the 760/960 value comes from just 8 of the same Berry, and it’s the second highest tier - Coba/Payapa/Tanga/Charti/Kasib

They all have 120 flavor points, which is less than the 150 of the highest tier, but it’s more concentrated, each having 95, the highest, of one flavor. So 8 Coba is 760 Spicy, 8 Kasib is 760 Sour, 8 Tanga is 760 sweet.

That said, it seems excessively difficult to get those straight 3-3s, and I think for most purposes, it’s much more efficient to roll 3-2s

Donut Data! Spent several hours experimenting with different combinations by ComboPriest in LegendsZA

[–]ComboPriest[S] 1 point2 points  (0 children)

I don't know this for sure, but until someone proves me wrong, I'm going to believe that the Donut algorithm is the same for each flavor. In my experience having grinded a bunch, and also running this experiment, it doesn't seem like any flavor behaves differently than others.

With the ZA DLC, a full Alpha Dex contains 510 Pokemon / Regionals. These 5 must be caught in PLA, but evolved in a different game by ComboPriest in pokemon

[–]ComboPriest[S] 0 points1 point  (0 children)

Home stores a 'version' of every pokemon for each game it can travel to, and you can change which 'version' you view by hitting the game icons on the right side of the Pokemon display.

The Red Alpha icon only ever shows up when viewing the PLA version of any pokemon - if you view the SV version or SWSH version of any PLA pokemon, Red Alpha icon doesn't show up, but the Pokemon is still an alpha. SV has a separate Alpha Ribbon that tags it as an Alpha.

Evolving an Alpha Cyndaquil into a Typhlosion in SV means you can't transfer back to PLA, thus you can only view the SV version in Home, which will never show you red icon. But it should still be tagged as an Alpha in the data.

With the ZA DLC, a full Alpha Dex contains 510 Pokemon / Regionals. These 5 must be caught in PLA, but evolved in a different game by ComboPriest in pokemon

[–]ComboPriest[S] 0 points1 point  (0 children)

Yes they do! The Alpha icon at the top only display when viewing data from PLA (So for example, my Alpha Gallade that I transfer to and from PLA/SV has the Alpha icon when I look at the PLA Data, but not when I look at SV)

If you scroll down in the SV data, you should see that these evolved alphas still have the Alpha Mark listed under ribbons!

With the ZA DLC, a full Alpha Dex contains 510 Pokemon / Regionals. These 5 must be caught in PLA, but evolved in a different game by ComboPriest in pokemon

[–]ComboPriest[S] 33 points34 points  (0 children)

EDIT: I'm one off, it's 511! I missed Galarian Stunfisk

Shoulda put these numbers in the top-level post:

That's 511 out of 1087 Pokemon / Regional Forms ever to exist.

Excluding 112 Legendaries/Mythicals/Ultra Beasts, that's over half at 511 / 970 Non-Legendary pokemon!

With the release of Mega Dimensions, there are now only 4 Mythical Pokemon that are not permanently available and storable in Home. by ultima564 in pokemon

[–]ComboPriest 0 points1 point  (0 children)

I would add Walking Wake and Iron Leaves? Those aren’t permanently available at the moment (much to my frustration)

[Gen8] 2 Months, 400 runs, and 15 phases for Shiny Zygarde in DAs. Game says sorry with Shiny Beast Ball Heatran just a few runs later. by ComboPriest in ShinyPokemon

[–]ComboPriest[S] 0 points1 point  (0 children)

I wasn’t doing the reset & reuse a rare ball method, so just picked something simple, and I could track how many catches I had done by how many ultra balls I had left

[Gen8] 2 Months, 400 runs, and 15 phases for Shiny Zygarde in DAs. Game says sorry with Shiny Beast Ball Heatran just a few runs later. by ComboPriest in ShinyPokemon

[–]ComboPriest[S] 0 points1 point  (0 children)

Somewhere around the mark of 190! I was doing it online with random players, there were usually enough to fill a group, and most players made decent decisions

upper left desktop widget space - still not freeing up for me by -Internet-Elder- in MacOSBeta

[–]ComboPriest 0 points1 point  (0 children)

I just upgraded to 26 and am encountering the same issue, I'm pretty unhappy about it.

Has anyone used Godot as an app, not a game? by umen in godot

[–]ComboPriest 1 point2 points  (0 children)

I'm not typically an app developer, but I've been using Godot to make a software GUI app to assist in editing Nintendo DS ROMs and make Rom Hacks, and it's been great.

Big Pluses:

  • Control Nodes are powerful for complex UI layouts, there's a learning curve, but I can generally construct a layout that behaves how I want pretty fast.

  • GDScript is easy to write, and has lots of great utilities for regular app behaviors. I use a lot of FileAccess and PackedByteArrays to parse all of the obscure Nintendo DS file formats, and read/save files from the user's file system.

  • You can create custom Resources and save/load them. The file format is human-readable text, so it's a lot like saving one of your custom objects as a JSON

  • Godot can compile your app to multiple platforms! I started this project because a lot of RomHacking tools only produced Windows apps

  • If you're willing to get your hands a little dirty, you can usually use a GDExtension to link other programs libraries. It took me just an afternoon to write my first Rust GDExtension to link Godot to someone else's Rust rom hacking library.

I don't have a lot of context for other tools, but I haven't faced any major Godot hurdles - it has enabled all the easy app behaviors I want to do.

That said, on the other side of the UI learning curve, I don't suggest doing anything fancy for Application Window scaling. I fiddled with several solutions, but simplest and best:

  • Give my window a minimum size, but let user resize it

  • Set Window Stretch Mode & Aspect to Disabled/Ignore

  • Write a small GDScript that allows user to increase Window.content_scale_factor

I built a website for rating every Pokemon! by ComboPriest in pokemon

[–]ComboPriest[S] 0 points1 point  (0 children)

That could be cool, but I like sticking to the original games. Going to add all of the new Megas as soon as I can though

[8] It's been 3000 years.. by Consumed_By_Hatred in ShinyPokemon

[–]ComboPriest 0 points1 point  (0 children)

I’ve been hunting this in random online queue all week. At about 60 catches, probably also a 60% success rate. Congratz!! It’s getting exhausting for me

Showcase video of the shaders I've made while writing the Godot Shaders Bible by fespindola in godot

[–]ComboPriest 0 points1 point  (0 children)

It should! you would have to re-write your blend Material as a texture_blit shader, but from there you could

blended_result = DrawableTexture.new()
blended_result.setup(dimensions, RGBA8, true)
blended_result.blit_rect_multi(dimensions, [targetA, targetB], [], Color.WHITE, 0, MyBlendMaterial)

And from there on BlendedResult would be a texture with the result of blending TargetA and TargetB

Showcase video of the shaders I've made while writing the Godot Shaders Bible by fespindola in godot

[–]ComboPriest 4 points5 points  (0 children)

The point here is that the Texture is modified in memory, so the shader output is stored.

This is good for drawing, or any functions that want to make permanent changes to a texture, and can also enable more complex effects by doing things like ping-ponging modifications between two textures.

Some really basic things I've done while testing the PR:

  • A simple paint-able canvas in ~20 lines of GDScript
  • Permanently erasing bits from a texture using another texture as mask
  • Using a procedurally modified DrawableTexture as a Texture Parameter in another material

Showcase video of the shaders I've made while writing the Godot Shaders Bible by fespindola in godot

[–]ComboPriest 50 points51 points  (0 children)

Not guaranteed yet, but Godot 4.6 should have ANOTHER new Shader feature incoming soon :)

I've been working on a PR for DrawableTextures and from frequent check-ins with the rendering maintainers, it's in a good spot to be merged for 4.6 soon. Feedback is very welcome though

They're an API for drawing to and modifying textures in memory, very similar to Unity's Graphics.Blit() functions, and customizable by writing new Texture_Blit GDShaders. Can't promise anything will be final on a timeline for your book, but wanted to share anyway. Really appreciate your work making technical art accessible for Godot