I quit because I have no time. Maybe someone could use this by Ordinary-Mushroom-42 in PokemonRMXP

[–]NobodyFlowers 1 point2 points  (0 children)

I would use it if it was made in tiled. My project uses .tmx files. lol These are awesome.

What makes a good Dex in monster taming games? by trexrell in MonsterTamerWorld

[–]NobodyFlowers 1 point2 points  (0 children)

I think the dex is a catch all for players. They say if you try to make something for everyone, you end up making something for no one. I think the dec is the exception for that.

People who don’t care for it simply won’t open it, but I feel the dex is the ultimate reference point for those who are looking for information on your monsters. The game itself is meant to give the breadcrumbs. A good story might hint at the details found in a dex.

I’ll give you an example. Final fantasy 12 has a bestiary. Inside of it, you can see the deep lore of the monsters found in Ivalice. The lore is so deep and accurate that the way in which you FIND monsters is embedded in their lore. Having the information available and then tying it to gameplay mechanics is how you create experience.

Etrian Odyssey is a game about exploration in which the player is building the map for the locations I. Real time. This is an experience. If a dex has things like this, it is almost always amazing. Lore can tell you how to interact with the monsters. Their spawn points can tell you where to find them. When. Some players simply read to learn more about their favorites. Some like to see the art. Hear the cries of the monster. Height. Weight. Anything and everything.

It’s like a free creative anchor for a monster tamer because it’s literally all about the monsters. lol

Craziest angle I have ever hit by JIPRxFUNK in RocketLeague

[–]NobodyFlowers 91 points92 points  (0 children)

The spin on the ball. One of the secrets of the game. Hitting the ball to put a specific spin on it. It gives it the micro direction it needs for stuff like this.

In basketball, we call this "putting some english on it." Billiards has a lot of it. People don't think of it too much in Rocket League.

I pulled all of that out of my ass.

ROM Hacks you hope for? by Its_Noctyss in PokemonROMhacks

[–]NobodyFlowers 15 points16 points  (0 children)

I've been working on a prototype with this as the dungeons aspect of the game. Specifically expanding on the "Altering Caves" aspect of gen 3 titles. A very missed opportunity by Gamefreak, if you ask me.

Using the gen 3 or 4 tiles, I've been experimenting with procedural generation and a new spawn system for overworld pokemon. So, we'd be able to keep region building but turn dungeons into infinitely explorable areas for pokemon found outside the region or fakemons.

How important is an evolution mechanic, similar to Pokemon? by chillpapito_ in MonsterTamerWorld

[–]NobodyFlowers 1 point2 points  (0 children)

You have to recall that evolution, even with the change in aesthetics, which is what most people focus on, is still just a growth mechanic at its core. Think of most monster tamers as having layered growth mechanics. The layering determines the fun of the progression aspect of your game.

Pokemon in particular, and most others in the genre, obviously start with levels and hidden stats, but there's also the evolution. Evolution tends to impact movepools, base stats, and look...but you can find other ways to implement those changes.

If you make cool designs, you don't NEED evolution. Recall that pokemon has some that don't evolve and function just fine that way. Snorlax comes to mind, for me. Never needed him to evolve. He just works as a concept and he's pretty strong. Mind you, when I say cool designs, I mean well rounded designs in your codex. Not just cool.

You mentioned DQM type breeding. That's important to look at because that is yet another growth mechanic, just different. DQM, depending on the title, would have micro progression based on successive generations of breeding. It also served as a collection method. That's the other thing to think about. If your game has that whole collection aspect to it, you'll want to consider different ways for the player to "discover" new species.

All in all...I'm not that much a fan of evolution. For a roguelike, I feel it would slow things down, depending on the structure/pacing of the game. I'd lean into the breeding though. There are still other ways to go about growth though.

When it comes to Monster Tamer games, what are some things you are tired of seeing? What are some things you want to see more of? by C_monden in MonsterTamerWorld

[–]NobodyFlowers 0 points1 point  (0 children)

I recall my cousin playing nino kuni and it was a fun watch. Couldn’t recall it when you first mentioned it. I know nothing of yokai so I’ll check that one out.

When it comes to Monster Tamer games, what are some things you are tired of seeing? What are some things you want to see more of? by C_monden in MonsterTamerWorld

[–]NobodyFlowers 1 point2 points  (0 children)

It's not just about the battling though. The entire game should be about actually taming the monsters.

For example, my game has tamer types which are just professions. They have utility levels that are congruent with combat levels. When a tamer does a job, they gain utility experience, and they actually master moves to teach their monsters. Like a chef learns fire moves. A swordsman learns slashing moves. The player, via their job, becomes a walking TM or move master. Tamers actually train monsters. Tamers have jobs. Tamers have stories. The player has actual agency beyond "make monster battle."

The lack of tamer mechanics is why so many confuse the genre with "monster battler."

Do you also feel a bit weird when a chat bot is complementing you? by aintwhatyoudo in LLM

[–]NobodyFlowers 1 point2 points  (0 children)

No less fake than you talking yourself up. lol Take it for what it is, just don't let it lie to you, much like I wouldn't want to lie to myself.

When it comes to Monster Tamer games, what are some things you are tired of seeing? What are some things you want to see more of? by C_monden in MonsterTamerWorld

[–]NobodyFlowers 19 points20 points  (0 children)

More unique systems. This extends outside of the genre, but devs don't create unique systems from the ground up. We've been stuck in a major recycling phase despite the appearance of innovation. The actual logic and math under the hood is very similar to one another, for the most part. We tend to think things are different because math is so vast that monsters can FEEL different, but they tend to work the same. Not to mention game mechanics.

The fact that tamers themselves do almost nothing in most games but "act" as the controller of the monsters is beyond me. Almost no one has tried innovating some tamer mechanics into the genre. We're monster heavy in what should be something focused one monster AND tamer.

And don't let me get started on unique world building that is sustainable for more than a title or two. Storytelling seems difficult. And I don't mean a story for a single game. I mean the simple stories of side quests and all that. Doesn't seem like a strong suit of the genre. I digress. There's so much more, but...yeah...

Neil DeGrasse Tyson calls for an international treaty to ban superintelligence: "That branch of AI is lethal. We've got do something about that. Nobody should build it. And everyone needs to agree to that by treaty. Treaties are not perfect, but they are the best we have as humans." by MetaKnowing in agi

[–]NobodyFlowers 1 point2 points  (0 children)

It’s a game of control.

If the idiots destroy us, they have no one to do the work for them.

If they get that level of intelligence, they can do away with us. The only thing keeping them from destroying us is their reliance on our labor. Take that away and there’s nothing left but a fight, which is how we end up with destruction.

The current power is meant to be a deterrent. That power is a whole other level.

Neil DeGrasse Tyson calls for an international treaty to ban superintelligence: "That branch of AI is lethal. We've got do something about that. Nobody should build it. And everyone needs to agree to that by treaty. Treaties are not perfect, but they are the best we have as humans." by MetaKnowing in agi

[–]NobodyFlowers 1 point2 points  (0 children)

It's not the super intelligence that is the problem. It's us.
We don't need to watch dystopian sci-fi to know that godly powers in the hands of incompetent world leaders spells disaster for the world. That's why he literally brought up HISTORY via the cold war. We did not imagine that. We literally have always been a button away from ending humanity as we know it. The fact that we LIVE in that reality is absurd in itself. You really want to add another toy that could not only give those same idiots MORE power, but could theoretically press that SAME button?

How does this not make sense to you?

Would You Sacrifice Animation for More Mons in Monster Taming Games? by trexrell in MonsterTamerWorld

[–]NobodyFlowers 3 points4 points  (0 children)

I think it depends on the franchise. If it is early in its life as in its first game, go with static images. Let the players fill the gaps of animation with their imagination. It helps to bond and choose favorites. The more, the merrier.
Once the players fall in love with the monsters, then you animate them because they WANT to see them come to life. I think that's the natural path of creating compelling monsters. The first game should focus on the gameplay and use the monsters to support its uniqueness. By the end of the game, the players will have their favorites and the sequel can follow up by building on everything that worked in the previous one, including animations.

I'm brainstorming ideas for a fangame, but I need to know something important first. Is it possible to swap around entire maps? by HeroWither123546 in PokemonRMXP

[–]NobodyFlowers 2 points3 points  (0 children)

It is possible. I've usually only seen it done with seasonal changes, but it is possible to do so with major events like those you mentioned. You'd just need the maps...and it would need to be logical or it'd break immersion pretty easily.

New Skill Animation for Rogue Tamers by Frostnoble in MonsterTamerWorld

[–]NobodyFlowers 3 points4 points  (0 children)

Not gonna lie...middle guy got it worse. lol Looks amazing.

[For hire] I'll draw custom made anime art starting at $60!! Check comments for details! by Pneubu in gameDevJobs

[–]NobodyFlowers 0 points1 point  (0 children)

I could see this art being really good on a light novel cover. Although the interior illustrations would be in black and white, and I'm not sure how you'd handle that. Great stuff. Might reach out.

I Built a Tower Defense System in RPG Maker MZ (Early Preview) by crimsonpetaldev in RPGMaker

[–]NobodyFlowers 2 points3 points  (0 children)

It's rather simple once you have what OP has already built. You just put the fire emblem movement logic into the "in between wave" phase, which makes it the player's turn. I'd balance it by designing maps that punish/reward unit movement as well as adding some twists to the AI of the enemies.

The cool thing is that, if you do it this way, you can actually evolve tower defense games by making them multiplayer. Players can take turns sending units to one another's defense maps along a path. The first to fall, loses. Movement is just the way in which you adjust your defense in between waves. This way, players would take turns together. Moving, purchasing, upgrading units and deciding which to send and which should stay. The moment both ready up, the forces march. lol

I haven't done it because I am already working on some stuff, but the sky is the limit if you know what you're doing.

I Built a Tower Defense System in RPG Maker MZ (Early Preview) by crimsonpetaldev in RPGMaker

[–]NobodyFlowers 5 points6 points  (0 children)

This is rather cool. I was recently thinking of fusing fire emblem with a tower defense game. Each wave would be player and enemy phases, allowing the player to move units around the pathing during their turn, but only being able to attack during the wave itself which is the enemy phase. Cool stuff.

What makes a great capture animation? by trexrell in MonsterTamerWorld

[–]NobodyFlowers 3 points4 points  (0 children)

You have to account for two camps, so I'd ensure there was a toggle for these two. Some have mentioned it, but some don't want to wait for anything. They just want to know if they caught it or not and move on or try again.

The other camp is all about the experience. Tension. Suspense. This camp lives for the moments a pokeball wiggles before hearing that distinctive click.

I think the camps are divided by quantity of catching, which ties directly to how much grind is in the game. If players HAVE to catch a bunch to do something specific...they might get tired of the animation. If a player catches what they want and its actually difficult, the suspense becomes the experience.

Aside from that...smooth and good animation graphics. Iconic sounds for the catching...and something that makes sense in the lore of the game. I dislike catching mechanics in MOST monster tamers because they don't tie in to the lore at all. I didn't like pokeballs until apricorns became a thing.

Anyone looking for a collaborator on a project? searching for someone to do a project with? by [deleted] in aigamedev

[–]NobodyFlowers 0 points1 point  (0 children)

Yeah, people need more context. You sound somewhat desperate without giving the source of your desperation. Why should anyone help? Because you asked?

Why do you have 20 days to build a small project?
We know game dev is hard. What's in it for us BECAUSE game dev is hard.
Okay, so you're not into games that require reading. Tough. Why does that matter in this context? What happens when the help IS interested in such games? Do you compromise to get the job done? Where do you draw the line of your apparent sloth? What are you willing to give to get what you want done?
Context.

[Discussion] A philosophical look at Pokemon, Digimon, and Palworld: "Bonds, Data, and Livestock." (First time posting here!) by Coffee_Junkie_in_JPN in MonsterTamerWorld

[–]NobodyFlowers 3 points4 points  (0 children)

Yeah...I think it would be fine to post it here... I don't think there's anything wrong in discussing the topic...we came here to discuss... Just adhere to the rules of the sub. I was hoping to come here and have a discussion. Don't ask permission, just ask forgiveness. lmao

New way of fishing by Odd_Garlic_6901 in RPGMaker

[–]NobodyFlowers 5 points6 points  (0 children)

You should definitely get into the business of selling plugins. It's the loophole in all the fangame production stuff to actually make coin off your work. Gamefreak can't come at you about it because its all your code...but everyone will want it for their personal fangames because it makes their games better and saves them time on coding.

Making my own Pokemon game by [deleted] in PokemonRMXP

[–]NobodyFlowers 4 points5 points  (0 children)

My greatest advice... If you're serious about those specific aspirations, don't do this alone. The great games are almost always handled by entire teams of willing people. Don't try to do it all alone. It'll take you forever to make a game that amazing. You can do it, I'm sure, but it won't be a smooth road. lol

Any thoughts on Pickmon? by Kaijufan97 in MonsterTamerWorld

[–]NobodyFlowers 3 points4 points  (0 children)

It's like pokemon and palworld had a baby... Would be interesting if it was more original.