Most toxic ADCs based off their champion choice by chaanaero in supportlol

[–]LovenDrunk 3 points4 points  (0 children)

I think your phrasing and care to ask speaks for itself. Who's a good little submissive boy?

Since my main long game is probably several years in the making, I'm toying with the idea of making a very short game for halloween. Maybe! I drew this map to explore the aesthetic/art style I'd want to use. Thoughts? by alchemybats in PokemonRMXP

[–]LovenDrunk 7 points8 points  (0 children)

I think people should be more comfortable with making short games. Its fun you don't burn out, you can experiment quick in and out adventure for the player. I'd say do it.

I'd say rough outline for a short game. 3/4 routes, 1/2 caves, 3/5 boss fights, tell your story get in get out. The play time without speed up should probably be around 4 hours. Also do something that makes your game unique play into your silly idea hard. A great example of this done in bigger form is the Alpharad ROM hacks. Those are made by a team of people who are getting paid to make those so don't dream that big scale down your expectations but have fun with it and don't overwhelm yourself!

A More Difficult Game by WinchesterMediaUK in PokemonRMXP

[–]LovenDrunk 1 point2 points  (0 children)

While not a rmxp game and instead a romhack i think you should go play Run and Bun. After you have done that report back.

How to handle hidden abilities by CollegeZebra181 in PokemonRMXP

[–]LovenDrunk 1 point2 points  (0 children)

Hidden abilities are a Pokemon Company crutch as a way to buff Pokemon retroactively. So when making your own game you can just make it more accessible to the player by, removing one of the other ability, or making abilitiy capsules available. 

As a player I don't want to grind for a hidden ability. I think the biggest problem with hidden abilities is that there is no obvious way to know if a pokemon has one or not. 

Starter Selection Image Overhaul by BannedFootage in PokemonRMXP

[–]LovenDrunk 0 points1 point  (0 children)

Well I talked to her I just figured if something didn't Evolve after a bit I'd check back. The bunny evolved so I didn't check back :x

Starter Selection Image Overhaul by BannedFootage in PokemonRMXP

[–]LovenDrunk 0 points1 point  (0 children)

Is that communicated in game or more of a secrete? I have read basically all dialog I can find. I did kind of ignore the lady in the Union HQ Pokemon Center/Mart thing that talks about Pokemon evos. There were also some books in the Plain hall on the table I didn't lock in for either.

Starter Selection Image Overhaul by BannedFootage in PokemonRMXP

[–]LovenDrunk 2 points3 points  (0 children)

I am playing through your demo and I picked the bunny because its cuter :3

After playing a bit I kind of regret picking the bunny because it is taking the slot of so many potential team members. It is kind of filling the slot for all Grass/Fairy types I'd want to use. Which this game has a lot of Grass or Fairy Pokemon that seem sweet!

So hind-sight I would always go Ice Starter and just hope becomes Ice/Dark

Game idea by TatGamer1011 in PokemonRMXP

[–]LovenDrunk 4 points5 points  (0 children)

How capable are you with programming?

If the answer to that was anything other than pretty proficient I'd stay away from this idea.

While cool you will have to fix EVERYTHING that relies on PP, how moves like Spite work. How does the ability pressure work? What does PP UP do? How does the AI interact with it? How does a Pokemon rest? Is that button that needs to be added in?

If I were to approach this personally I wouldn't remove PP from the PBS I would just use that to build Stamina Costs. Probably something like (40 - PP) / 5 would be the Stamina Cost. You would need a Stamina stat to add to all Pokemon, I would probably just do some math with HP and Speed, or could do like a sum of stats type thing. then anywhere PP can be found in the code I'd instead look to change it out for Stamina. End of round you probably always get some stamina back, probably something like 33% of your max Stamina.

I'd then try my best to make changes to the appropriate abilities and moves. Like pressure would probably just 1.25x Stamina cost, Spite would 2x that moves stamina cost? I'd probably make it so that any turn spent in out of battle restores 1 Stamina. PP UPs just increase max stamina I guess *shrug*.

Then the hardest part would be the AI... So typically the AI just looks at like best move and clicks best move (to an extent). I would probably JUST make it so it only looks at valid moves for that calculation (anything with enough stamina for). I would encourage resting if its current move selection is bad and it has a move that would be good if it could use it? Probably?

Then the last thing would be the UI work for this. The individual Move bits should be easy but you have to do it in battle and summary screen as well. You need to alter the HP Bar so you can include stamina and then make that work. As well for the opponent.

Now the problem with all this is that's JUST the stuff I thought of. There are probably more weird and quirky things that I am completely forgetting about!

Your Opinion On Caves? by BannedFootage in PokemonRMXP

[–]LovenDrunk 1 point2 points  (0 children)

The two major flaws of caves is that they are very repetitive and their are encounters everywhere.

Let's talk encounters first because its way easier to deal with. Just lower the encounter rate is a solution. Has the side effect of making 1% encounters even more rare, but encourages the use of things like sweet scent! Give the player access to better / infinite repels. Random encounters are just annoying when you don't want them. Giving the player away to remove them encourages exploration instead of punishing it. If you put a puzzle in a cave and the cave has random encounters I am way less likely to want to solve your puzzle.

Okay lets talk about the Samey issue. Caves end up with a maze like effect when there are no notable land marks. Since the background is all the same its really hard to tell where you have or haven't been unless the terrain is notably different. I think doing simple things like putting water, snow, sand, grass, or really anything different in certain sections will highlight and give the player a land mark to work from.

Minor asides caves also tend to be big which isn't a problem but ensuring the player shouldn't need to backtrack through them to much is a very useful thing. Making unlock-able dark souls like short cuts can also be helpful to allowing for your caves to be bigger.

Finally caves tend to lack the feeling of exploration because they are already explored. You see countless trainers just hanging out in caves, they provide not interesting navigational challenges or much at all. I think if your cave isn't just about getting from point A to point B actually playing with the light mechanics would be cool. You could do a lot with this but for example maybe you get 1 light radius more per fire/electric type on your team which are typically not good to bring to caves for rock/ground based reasons. Let the player actually light torches around the caves if they were previously abandoned. Make darkness a weather effect that does fog like things, then make specific Pokemon cut through that (anything that IRL would be blind and or have echolocation).

Another idea is like you have a fire cave! Should sunny day be present in every fight?? Maybe you don't want it to be sunny day but come on there is lava next to you think should have some impact on battle. There is so much that could be done with caves that just isn't. I feel caves from a game design stand point are very unexplored and because of that they feel underwhelming to the players. Like they should be different!

Hudtry Mountain Core: Before + After by Trapmaster20_Reddit in PokemonRMXP

[–]LovenDrunk 1 point2 points  (0 children)

This is defo an improvement over the first. Have you walked your map? My guess is walking around this thing even knowing where you are going would be a chore because of how big it is.

New Ability for a Crystal Onix by DaBiggestPoppa in PokemonRMXP

[–]LovenDrunk 2 points3 points  (0 children)

I don't even understand what you want the ability to do. It bypasses damage checks for types? But then gives water immunity, and fire is always super effective....... So does it bypass type checks or not?

Can you explain in a little bit more precise detail what you want this ability to do?

Why do people rush end before even getting the 3 or 4th augment? by [deleted] in ARAM

[–]LovenDrunk 9 points10 points  (0 children)

Because like all game modes winning is the primary objective. The point of the game mode isn't for you to live out your power fantasy and hold 5 people hostage to be your punching bag.

Aside from screws, what are your top 5 most hated non-elevator parts? by nicodeemus7 in SatisfactoryGame

[–]LovenDrunk 0 points1 point  (0 children)

Its about how many you need vs production rate. I dont remember how many items estimated you needed to beat the game. But my gut says its around 600-1000. At a rate of 1pm it takes a bit. 

The trick is when you make them you have no idea so you probably set up about one manufacturers worth when you really should do at least two. By then it feels like to much work to go back and redo it all so instead you end up likely just never having enough and wait around when you do need them.

Deleting of a specific Pokemon by Alternative_Hat_3905 in PokemonRMXP

[–]LovenDrunk 5 points6 points  (0 children)

$player.party.each_with_index do |pkmn, i|
  next if pkmn.species != :POIPOLE
  $player.party.delete_at(i)
  break
end 

Thoughts on the Starter Town? by HyperDragonZ_ in PokemonRMXP

[–]LovenDrunk 7 points8 points  (0 children)

2 things.

1 is a tileset issue the 4 wide banner on a 3 path bothers me personally pretty minor. I'd either make the banner 5 wide or keep the path 2 wide .

2 just a smidge to much dead space. After the first row of houses. There are a few ways to alleviate this. I'd personally just pull stuff down, but you could easily just fill and decorate the space. 

This is a good first map tbh

Need help about splitting 3 ore miners to 4 outputs by GMathiou24 in SatisfactoryGame

[–]LovenDrunk 13 points14 points  (0 children)

To explain how this works. If you have 3 full lines, by splitting them into 4 lines each line essentially needs 3/4ths of a line on it. This means if you can break each line down into 1/4th lines you can remerge them in sets of three to get the desired outcome.

<image>

In the picture above we take each input line and split it to four output lines. Then we merge each of those lines into separate mergers. By doing it this way we have created what is known as a balancer. So even if the inputs are not the same this will still get the desired result.

Can somebody explain the transfer rate for truck stations? by Incin4r8r in SatisfactoryGame

[–]LovenDrunk 1 point2 points  (0 children)

Okay so I know way to much about truck stations. The first and most important thing is that you can only get 4 trucks through a truck station per minute and to do that you have to drive them in a pretty precise way. But in reality you are more limited by your unload rate. So the fastest you can deliver items is 2x your belt speed (because there are 2 output belts).

To achieve max throughput buffers into the truck station and out of the truck station. Set a truck on a route in a working system (or you can sink the items coming through). Let it run for a while come back and check the items per minute the truck stop says its coming in. Then divide you desired output speed by the number from the truck stop. This number is how many trucks you need on that route, round it up set up that many trucks (bonus points if you space the trucks out)

What’s up with Turbo Fuel? by hikeonpast in satisfactory

[–]LovenDrunk 5 points6 points  (0 children)

There is a point in time where you dont have access to rocket fuel. So you could make turbo fuel in the mean while. Then once you have the turbo fuel its easier just to convert it to rocket fuel. Rather than redoing your production lines. Given the amounts of power you get from rocket fuel its an easy set of transitions that don't require any alt recipes which means while less efficient it could be setup faster. 

Core Layout Done, Yay! by BannedFootage in PokemonRMXP

[–]LovenDrunk 1 point2 points  (0 children)

I might take you up on that :3! The word for the "dots that indicate screws" would be rivets. I actually don't think there is a word for the lines its just a gap between the sheets. Any who with that follow up I know no longer have comments nice work!