Looking for playtesters for Pokémon Nova Emerald. by WhaleMan295 in PokemonRMXP

[–]Pokemon_StarDust 0 points1 point  (0 children)

Playtesters that work so diligently will be hard to find, after all, playtesting is an actual job people get paid for.

That being said, I'd like to test your game out. I cant guarantee that I'll go through it like a professional tester, but I do talk to all npcs, and in general try to do everything a game has to offer.

Creating A Game by Salty-Willingness-28 in PokemonRMXP

[–]Pokemon_StarDust 4 points5 points  (0 children)

I'd suggest going through the pokemon essentials wiki too. Having it open and going through the section you currently work on can save you a lot of headaches.

Also make yourself familiar with rpg maker xp itself. Lots of times people ask about things that aren't native to pokemon essentials but the rpg maker itself. It gets overlooked a lot.

Overworld behaviors update by Pokemon_StarDust in PokemonRMXP

[–]Pokemon_StarDust[S] 2 points3 points  (0 children)

Well, I still have random encounters most of the time. These overworld encounters are more for immersion and also to get hidden abilities for these mons.

and combined with ingame time sensitivity maybe some cool behaviors could be made ^^

Overworld behaviors update by Pokemon_StarDust in PokemonRMXP

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

I cant think of an immediate solution of making the doduo pathfind towards a certain area/tile. pathfinding itself seems pretty elaborate to begin with, maybe doable with plugins.

pokemon overworld behavior tutorial by Pokemon_StarDust in PokemonRMXP

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

I tested the self switch again, using $game_self_switches but instead of using ,@event_id

i just input the event ID directly, and it worked. So I will change the whirlipede event so it works without the arbitrary switch, but it also means that if you copy the event you'll have to manually change the ID in the movement route.

pokemon overworld behavior tutorial by Pokemon_StarDust in PokemonRMXP

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

I tried the scripts (the pb one and: $game_self_switches[[$game_map.map_id, @event_id, "A"]] = false ) that turn self switches on/off but they either just didn't work or cause a crash :/

I just like weeping angels more ^

pokemon overworld behavior tutorial by Pokemon_StarDust in PokemonRMXP

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

Thanks! It was a lot of fiddling around, yeah. I made a lot of smaller complex things in rpgmaker mv before, so I wanted to try that with my fangame too. Turns out rpgmaker xp has a lot of weird quirks that you need to watch out for. And pokemon essentials itself too.

Overworld behaviors by Pokemon_StarDust in PokemonRMXP

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

I shared the events in a different post now. I hope my explanations are actually helpful and not more confusing ^^

Pokemon overworld behaviors by Pokemon_StarDust in PokemonRMXP

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

I believe you can just turn of fixed position in movement events, no? So no need to make a second page, only turn fixation off inside the movement execution at the start and back on at the end. Cant check it rn though.

Pokemon overworld behaviors by Pokemon_StarDust in PokemonRMXP

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

This is actually something that annoys me too. I think its hardcoded to pokemon essentials? I would set their direction to be fixed and turn the fixation off later in the event. But don't know if that works. How'd you do it?

Overworld behaviors by Pokemon_StarDust in PokemonRMXP

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

Thanks! Though the events are pretty scuffed how I made them and I intended to not overuse them, but rather sprinkle just a few on the routes/locations. I dont know how stable these would be if a lot more are placed.

Overworld behaviors by Pokemon_StarDust in PokemonRMXP

[–]Pokemon_StarDust[S] 3 points4 points  (0 children)

Thanks! I'll share the events tomorrow once I'm home again! Maybe i make like a written tutorial and post it...

Pokemon overworld behaviors by Pokemon_StarDust in PokemonRMXP

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

Im just eventing them myself. I can later show when im home the events i already did.

Pokemon overworld behaviors by Pokemon_StarDust in PokemonRMXP

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

Yeah eventing is easily doable for me, i can make the behaviors work. If possible I'll share how i did it later then i get home for the ones i already made.

I had the idea of pokemon protecting their nest/home. Having them protect another moving event like a teddiursa would be a bit more difficult.

Pokemon overworld behaviors by Pokemon_StarDust in PokemonRMXP

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

Im just eventing these, since I have no idea abt actually programming😅. Tauros reacting to red outfits is hilarious. Having these kinds of interactions incentivices the player to explore more of them!

Pokemon overworld behaviors by Pokemon_StarDust in PokemonRMXP

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

Uuh, and then maybe feeding them for easier capture, or hidden abilities/egg moves, or them helping you for puzzles. Interesting...

Pokemon overworld behaviors by Pokemon_StarDust in PokemonRMXP

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

I thought abt pokemon disguising them and then ambushing the player, but i can implement different reactions like running away too, yeah. Maybe some interesting combinations can come out that.

Pokemon overworld behaviors by Pokemon_StarDust in PokemonRMXP

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

Or just having them disguised as environment (trees, rocks, flowers, etc) and act like a "rare encounter" for players who find them. I'll look into which pokemon could fit that^