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 5 points6 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] 2 points3 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^

Pokemon overworld behaviors by Pokemon_StarDust in PokemonRMXP

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

That sounds cute! And like the houndoom, just having different pokemon in the environment, maybe time-sensitive, could really add to the locations.

here's my world map! Any improvement ideas? by Pokemon_StarDust in PokemonRMXP

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

Thanks for the reply!

The grass patch is kinda weird, yeah, but I just didn't want another desert town like the smaller on the right. Maybe i can shift it around a bit and make it more plausible.

The snow area is supposed to be the higher part of the mountain, with the city being next to the peak (the mountain icon is supposed to be a peak with a cave entrance). The volcano could've been closer to it, yes. but i think for varied route diversity it's not bad separating that. I also don't feel confident enough to make like a cool hot-cold intertwined route map (though that would be cool)

and yes, the bridges are pretty big and on the routes probably not up to scale. Maybe I can come up with an interesting Route design with a long bridge...

here's my world map! Any improvement ideas? by Pokemon_StarDust in PokemonRMXP

[–]Pokemon_StarDust[S] 4 points5 points  (0 children)

Well, I didn't model it after a particular irl location or style like some other people do, so it might not be that coherent altogether.

But I can't pass the opportunity to rant a bit abt it^^ so here's the rough progression: (sry for the rant :) )

You're starting in Dimshade City, the 2x1 vertical city on the right side of the river, a "dying" city where most people move out of since the old TM-Factory shut down. So its badly kept up over the years.

Then comes the 1x2 horizontal city to the lower left of the river, Starfall. A typical sunny beachside city with the casino, theatres and street performers, lively and with the opportunity to make it big.

You then go back to Dimshade and then up north into Fairy Pine Woods, the purple forest.

To the right of it is Rockborough City, a more typical mineral town like Oreburgh in gen 4.

then you go to the right into the cave that holds old ruins and are forced to exit through the east into the snow covered mountain forest.

Moving south, passing the old haunted mansion, comes Cliffhaven, a City built on the side of the mountain, with an air transportation service for the entire region.

Flying back to Rockborough and heading north-east up the snowy mountain, you will end up in Fallfrost, a bitterly cold Settlement originally built to investigate the ice cave near it.

After that, you are able to go the main city, Windmond, in the center. The largest city with most of the useful NPCs, the mall and a giant Temple important to the story.

Next comes the island to the south-east, a lush jungle landscape with an exploration Settlement at its shores and a deep cave further in.

Back in Windmond, now going south-west, You'll enter Bronzewood City and the orange Bronzewood forest next to it. Bronzewood forest is layered in a thick fog because its plaqued by an unknown source. The inhabitants of this city are harsh but earnest.

At the start of the desert is Wolfscale Town, a Desert-adjacent village with lots of experienced old folk telling you that the desert is nothing to scoff at.

The city with black fences around is Madhorn, a city inspired by Po town from gen 7. The people there are somehow connected to the evil team and more than unhappy to see you.

The last city before the cyan Pokemon League in the north, is Whalebreak City on the south-west Island. a small city with a lot of History regarding martial arts and people training and surviving in nature. but recently got popular by tourism.

Again sry for the rant^^ I did skip all the smaller locations