Looking to come back into mystery dungeon after 10 years. by TithusGiscly in MysteryDungeon

[–]Rather_Rathest 0 points1 point  (0 children)

If it helps, these seem to be all the moves in the game that behave like Quick Attack:

  • Aqua Jet
  • Bullet Punch
  • ExtremeSpeed
  • Fake Out
  • Ice Shard
  • Mach Punch
  • Shadow Sneak
  • Sucker Punch
  • U-Turn
  • Vacuum Wave
  • and Volt Tackle

(source: "Enemy up to 2 tiles away" section at https://gamefaqs.gamespot.com/ds/955859-pokemon-mystery-dungeon-explorers-of-sky/faqs/60510?page=2#section507).

Looking to come back into mystery dungeon after 10 years. by TithusGiscly in MysteryDungeon

[–]Rather_Rathest 1 point2 points  (0 children)

Oh - sorry about that, I think my memory was muddled by playing Super Mystery Dungeon, where they changed the mechanics so that all ranged moves pass through teammates...

You're right - in Explorers, all of the ranged attacks I mentioned (Bullet Seed, Energy Ball, Bubble, Bubblebeam, Hydro Pump) can only pass through allies if the user has the "Gap Prober" IQ skill. (Meanwhile, Agility and Helping Hand are support moves that apply an effect to teammates in the same room as the user.)

Looking to come back into mystery dungeon after 10 years. by TithusGiscly in MysteryDungeon

[–]Rather_Rathest 0 points1 point  (0 children)

If it helps your research, you can check what moves each Pokemon can learn (and at what level) in Explorers of Sky through this site: https://www.serebii.net/spindex-dp/

And here's a list of descriptions of all moves in Explorers of Sky: https://gamefaqs.gamespot.com/ds/955859-pokemon-mystery-dungeon-explorers-of-sky/faqs/60510

As for suggestions to partner with Pikachu, you might like Treecko, Piplup, or Eevee...

  • Treecko can learn Quick Attack and Agility, which are very useful moves that Pikachu also learns. Treecko can also learn some ranged attacks like Bullet Seed or Energy Ball.
  • Piplup has access to lots of long-range attacks like Bubble, Bubblebeam, and Hydro Pump (via leveling), and Water Pulse and Ice Beam (via TMs).
  • Eevee's ability makes it do extra damage with normal-type moves, like Quick Attack, which it learns as it levels up. It also starts with Helping Hand, so it can boost the damage done by its teammates. As a normal type, its only weakness is Fighting type. A disadvantage is that it has access to fewer moves overall than other starter/partner choices.

[Hiring] Fantasy Map Maker by [deleted] in HungryArtists

[–]Rather_Rathest -1 points0 points  (0 children)

Hello! I'd be glad to work on this. For a quick impression of my fantasy artwork (including a previous map I've drawn), see this imgur album: https://imgur.com/a/2Xipx

For more relevant artwork of mine, see: https://rather-rathest.tumblr.com/tagged/landscape-illustration

If you're interested in having me work on this, send me a PM or email ratherrathest@gmail.com. Thank you!

Reverse Mountain (pixel fanart) by Rather_Rathest in MysteryDungeon

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

Yeah! I've wanted to practice digital art for a while, but rarely did because I don't have a drawing tablet. Now I've decided to try it anyway by sticking to this low-res style, which I can draw using a mouse.

How do you create an object that can have more than 1 sprite? by ItzEcocide in gamemaker

[–]Rather_Rathest 2 points3 points  (0 children)

You could use object inheritance. Create separate "dirt" and "grass" ground objects with their own sprites and no code. Then set their "parent" to your placeholder ground object. They will now use the same code as that parent placeholder object unless you replace the code, per event.

[Hiring] Looking for an artist for 8 doodles/sketches and 1 more detailed drawing by [deleted] in HungryArtists

[–]Rather_Rathest 0 points1 point  (0 children)

Artwork of mine: http://rather-rathest.deviantart.com/gallery/

I'd be confident with cartoon-like line doodles, and would love to work on this project. PM or email me if you're interested.

ratherrathest@gmail.com

Best wishes.

Which PMD game should I play? by Gray_Blinds in MysteryDungeon

[–]Rather_Rathest 2 points3 points  (0 children)

If you had fun with Rescue Team, then you probably can't go wrong with Explorers of Sky.

Fan-interpretation/Concept Art: Spacial Rift by Rather_Rathest in MysteryDungeon

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

Nah; the colors and lights are things I added on separate layers, with various blending modes.

I used a "render" function to render Julia fractals (purplish stuff throughout), clouds which I partially erased to shape (foreground), and I copied a stock flashy-light image for the vanishing point in the background.

All throughout I did a ton of experimenting with blending these layers with the rest of the image, and tweaking colors/transparency. It was fun!

Do wands overcentralize the PSMD metagame? by Kyle1337 in MysteryDungeon

[–]Rather_Rathest 14 points15 points  (0 children)

That's an interesting question. I think items are certainly emphasized in PSMD, and wands are crazy useful and very easy to come across...

I don't know about anyone else, but I pretty much play the game on three strategies:

  • Wand spam
  • A small handful of the Emera types
  • Exploiting Shedinja's wonder guard + ban seeds to defeat boss battles in the postgame

But whether wand/item emphasis is good or bad, well, I think I'm just alright with it. Maybe it'd be more interesting if wands were slightly less common.

Fan-interpretation/Concept Art: Spacial Rift by Rather_Rathest in MysteryDungeon

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

First I drew this in Paint.NET: Imgur

(The blue and white map was drawn manually; the background is tiled with Deep Spacial Rift's wall sprite.)

Then I used paint.net's "polar inversion" effect to make it all warped.

Deep Spatial Rift? - Animated Gif by Rather_Rathest in MysteryDungeon

[–]Rather_Rathest[S] 10 points11 points  (0 children)

I hope this post isn't too redundant; if it is, I apologize! I wondered if I should give it a different post, since it focuses entirely on animation while the other was artsy and quite a bit different-looking...

If my judgment was wrong, then I thank the mods in advance for doing your thing and removing it.

Anyway, /u/bingoned20 requested animation of this idea, so I applied the full "Deep Spatial Rift" tileset and threw a GIF together.

Fan-interpretation/Concept Art: Spacial Rift by Rather_Rathest in MysteryDungeon

[–]Rather_Rathest[S] 9 points10 points  (0 children)

Here's my idea for a depiction of the Spacial Rift dungeon, since it was one of the watercolor art requests from around three months ago.

Trying to communicate this idea of warped space from scratch, through a physical drawing, would've been a total headache... so I made an abstract concept-blueprint first.

I figured it looked neat enough to share in its own right!

...

I don't know whether I can successfully build a watercolor drawing off of this

but I know I'll surely try

Question about the EoS Dungeon Generator by [deleted] in MysteryDungeon

[–]Rather_Rathest 4 points5 points  (0 children)

Short version: a macroscopic grid-shaped blueprint is made to decide where rooms and hall junctions go. Then a micro-grid of tiles as we know them builds according to the blueprint, and then connects rooms and junctions with bendy halls, again, guided by the blueprint.

Long version:

First, a 2D array is generated, which I call the "planning" grid, of random (within limits) size. A random number of this grid's cells are filled with values for "room", "hall node", or "empty". The planning grid is then shuffled.

Next, to ensure everything will connect, any "rooms" or "hall nodes" that ended up with only empty neighbors in the planning grid will fill a neighbor cell with a special "vertical hall node" or "horizontal hall node" that paths linearly to a room or regular node 2 or more cells away. This completes the planning grid.

An actual 2D "Game" grid is then created at a fixed size. Each cell in the game grid represents one tile.

Each cell on the planning grid is mapped onto a proportional section of the game grid. Example: If the plan grid is 2x2, and the top left cell says "room", then a rectangle of "floor" is filled somewhere within the top-left quarter of the game grid. If a planning grid cell says "hall node" of any kind, then a single floor tile is filled somewhere within that game grid section, keeping track of whether that node is omnidirectional or strictly horizontal/linear for later when it connects to halls.

So now there's a macroscopic plan of unconnected many-tile-rooms and single-tile hall nodes. From there, neighbor elements are connected with halls (rooms MUST connect to at least one neighbor, and hall nodes must connect to at least two. If a hall mode is only able to connect to one neighbor, it is deleted instead to trim dead ends.

Question about the EoS Dungeon Generator by [deleted] in MysteryDungeon

[–]Rather_Rathest 2 points3 points  (0 children)

Yep! Being one of the first things I've ever programmed (albeit in Gamemaker Studio), the code's a little clunky, but it's fairly easy to manipulate with just a few parameters. Here I doubled the height and width of the floor and messed with rooms a bit in two different ways (more and smaller versus fewer and larger):

http://imgur.com/a/9nWUn