READ THIS IF YOU ARE NEW:
Current Demo of the Game:
Right now we need:
>Region details & mapping (tile updates needed!)
>Sprites (QC, Pokémon overworlds, trainers)
>All the rest of the Dex info
If you have constructive ideas for revisions, post them. If you're going to complain, don't. Ideas are only as good as the person willing to execute them.
If you're working on maps, music, programs or art, please continue!
>The region is based on South and Central America, but not everything needs to be Latin American in nature.
>Yes, we are making this a game, and we're using RPG Maker to do it.
>Check the wiki!!! It has the answer to 90% of all questions.
>We have art for the entire Dex; this image just shows what's been Sugi'd (check the wiki!).
>Spriters make original sprites! No copying GF or sizing down art!
>We are not adding the Fairy type or Mega Evolutions.
>We are really trying to capture the spirit of Pokémon games. We want to make this a fun and enjoyable experience for any Pokémon player.
Clash's Art Folder (http://z13.invisionfree.com/Pokemon_Gen_VP/index.php?showtopic=336):
SUPER IMPORTANT PLOT SURVEY:
Demo Feedback Survey:
Name Suffix Survey 2
Dreamdery/Macabra QC Survey:
Minor Redesign Batch 4:
Map Dropbox (mapping files, concepts, and environmental fanart):
Dialogue archive (if you write dialogue, post it here please):
Gen /vp/ SoundCloud:
Plot survey info:
Random idea thread:
Sidequest idea thread:
Really? It actually got a survey.
What about High Jump Kick on everything that has legs? Wait, that actually makes more sense than MH Basilect.
How about HJK on something that doesn't have legs?
Reminder that the answer is Cahokisect, that other Cahokisect answer or "Illinois a shit, fuck you Dunky and your Shitcago leanings, I come from the [insert name of shitty location in the United States not named the MIDBEST, or some foreign location that is probably alright]"
Also it "got a survey" because Dunky decided to make one with his personal account. That's it. This is pretty much a strawpoll with privileges.
Yeah, it is Dunky bias. He could say that the survey will show what people want, but that really is muh bro tier move distribution. Just because someone something doesn't make it right.
We talked about doing this a week ago fuckers. It's still being shitposted, still being argued, so we're going to end it now. If you want to spend the next year dealing with megahorn shit, be my guest, but the survey is going to end the discussion.
Quit being salty and just vote. If it wins, it wins. If it loses, it loses. Stop talking about it
Also fuck you >>20557685 dude. What kind of cunt goes and ruins the filter.
Note: this is only about Quibble and Fowattle.
Only Turkistador gets the magic shaman moves, only Fowattle gets the Rock and Ground moves aside from Mud Slap which is given even to Normal/Flying types.
I'm saying forcing a survey because you want a move that doesn't fit is wrong and hurts integrity. A survey doesn't make mandibles into horns and it will have a bad taste in game.
Besides, we have plenty physical bugs that have to make due without MH, yet it is being forced upon the strongest of them. Not saying I want them to get it either because that doesn't fit and isn't right either, but with that in mind we could make them good other ways.
Gold is perfectly visible over green, red makes too much contrast.
Pretty shit, the smaller towns look like they are inaccessible or something, like a turned off light.
Blue looks bad to me, any lighter or greener and its the same color as the water.
The only good looking options are gold and maybe purple/pink.
>What kind of cunt goes and ruins the filter.
You did. Sorry but that question is just incompetent. Not even the fact that you asked what name can be connected to Illinois, but the way you did it including having at least two correct answers.
Something like this could work, but I still much prefer gold.
If you guys have something specific in mind feel free to recolor it yourself, there's only a few shades.
Try coloring the routes?
If that's you trying to make me notice your post, I see you m8. Testing smaller sprites isn't as fast as sliding colors around.
The big ones are only 1 pixel bigger in each direction, so to make it smaller all the towns would be the same size. I personally like them that size because it's closer to the actual size of the towns, it would be weird for dronia to be a tiny dot while the forest is huge.
If you reduced size wouldn't all towns be the same size on the map? They're just locations on a map, and I don't think they should give away just what they are. I wouldn't mind if it was just one huge city, or one captial like city, but the majority of the cities are big on that map and they pop out like crazy compared to the smaller ones, which just confuses you considering you will just be following the routes anyway.
And having different sized means having different target sizes for flying.
>And having different sized means having different target sizes for flying.
The grid makes them all work the same, your cursor locks to 4x4 pixel squares in a grid.
And yeah they could be all the same size, but I just think that would look shit.
and you would be correct.
there needs to be size differences to make the map points less monotonous. different sizes implies variety in the settlements (without being too busy). It's good as is.
>Plus that'll make it even more busy
Not really. If anything I am willing to agree they would be equally "busy". With transparent you get many more different colors because of the dark overlay, and you get two dark lines. Without transparent you get a solid one colour with outlines. I think that the solid is easier to read and displays the interactive parts of the map better.
>there needs to be size differences to make the map points less monotonous. different sizes implies variety in the settlements (without being too busy). It's good as is.
>There needs to be
No. That's an opinion. And when almost every city is "a big city" as it looks like on the map, it's kind of redundant, and instead of big cities for the big cities it's more like small cities for small cities.
To have variety, you need variety. Or you can have one-two big cities that stand out and don't clutter the map.
of course that was an opinion - we're discussing subjective map layouts/colouring ... do I really have to preface everything with "IMO there needs to be"?
Sorry I assumed that would be obvious from context.
>big cities for the big cities
I think the idea is not so much about size but importance, i.e. the larger dots are gym towns.
i understand what you mean by the dark overlay, in terms of more shades, but i don't think the human eye registers the shaded areas as different colours.
What I mean is that an opaque route will add an additional prominent colour, and will draw the eye ... which will make it seem like more is going on.
How about just making it solid like gen 4?
And doesn't cities in the official game just wary in color between blue and red? I see there being shape differences, but the shapes follows the squares on the map that the city covers.
If you guys want to make the map better, here is the layout...
...and here is the background.
For your editing convenience.
and make sure everything lines up with the grid like the guide says.
I would assume we will give a button to switch to the postgameislands map since were not gonna make a third of the map space something you can't access, especially when we have no clue what they are going to look like. Either way you are dumb.
It's not significant enough to warrant it looking like this. In canon maps, the actual exit direction doesn't matter as much as you might think. It just gives you an idea of the paths.
They're more visible, but all that does for me is make the appalling perfectly straight routes through the jungle stand out. (Of all places, the jungle has the beelines.)
How about making the white semi-transparent and see what that does?
That time we talked about this, there was a faggot preferring looks to geographical accuracy.
Can you provide any examples where the Town Map shows a route leaving a town in a completely different cardinal direction to how the maps go? Gens 5 and 6 with their diagonals don't count because we have a grid-based Town Map and they don't.
You said no gen 5, but
is clearly is going upwards on the map, but it goes to the side in-game.
There might be more this is just the first thing I thought of, but either way the actual route goes right so I don't think it should go down first.
Eh alright gimme a bit I'll try something.
Oh forgot to 2x it.
Alternatively the white could be the outline.
Worked on shrinking down Capulilly along with fixing one or two small things. Thoughts?
>far superior spriter making me do stuff
Great idea though, this is my favorite version.
Old is the new New I guess.
The shorter one looks like a midget, you need to make her thinner to be fucking majestic like the tall one. Also the face is a bit squished but I guess that can't be helped.
But the whole gist of traveling through Route 2 is to travel vertically. There is no western extension of the route and you can see it immediately doubles back on itself to go north to Striaton.
This is pretty damn straight too.
I understand that it does go down a bit, it's just not significant enough to go an extra 4+ pixels down on the map.
Haha I can't post anything without goofing at least one thing up, can I?
Yay, that looks great! I'll also try making her a little thinner.
Hmmm, the only changed color was the face shade being slightly darker because the face details weren't showing up, unless you're referring to something else?
So like, what's the deal with Upward Cave anyway?
If the league entrance is in dacapo, wouldnt you just fly there instead of going through Route 22 and Upwards cave?
Seems like yet another thing we didn't think through.
Upwards Cave is to get back to Dacapo. That's about it. Get to Victory Road from Dacapo. This has always been the plan since the inception of Upwards Cave that it allows us to make the region truly circular
>it's just not significant enough
That would be your opinion.
The exit at the east end of Route 1 is about 20 tiles further south than the absolute very bottom of Dacapo. That's the height of half a Town Map square, which makes the exit (which is vertically centred in the Route) half a Town Map square below Dacapo.
The numbers match up perfectly to support the southern connection.
>Upwards Cave is to get back to Dacapo. That's about it.
Except you can just fly right away to dacapo after getting the 8th badge. I guess it's similar how you could just fly to viridian right after beating blaine, but it seems like wasted potential and doesn't have the same surprise factor as finding out who the "secret" 8th gym leader was.
This sounds like it'd be the only other option. I don't think everyone would be down for that though.
I feel like I've seen these threads constantly for like two years now. How much progress have you guys actually made in the last month for example? I'm wonder how slow/quickly the process is going.
We're working on plot and have finished our Dark gym leader design. We're chugging along
Then we do some shit to make the player go through Upwards Cave. No big deal. We can get creative
plot's getting done, dark leader concept and steel leader sugi, various battle sprites, various overworld sprites, movesets etc, probably a few maps too
'slow but thorough and broad' is how I'd describe our progress, but not slow enough to be close to paralysis
Those threads are always up no matter how fast or slow the progress is.
Also check out the demo if you want to see how far we are (except things go faster now with basics like pokemon out of the way).
Ohhh okay, got it. How's this now?
I think this is a fair point. Would it be worthwhile to force players to take Upwards Cave at least once before they can get into Victory Road?
>Then we do some shit to make the player go through Upwards Cave. No big deal. We can get creative
There are a shit ton of optional routes in pokemon, you're a moron if you don't explore them. We don't need to force players to play the game, people know to follow paths and will do so. Especially when it means missing out on possible new pokemon.
>Wait! you can't enter this jungle! I dropped my glasses inside and am still looking for them.
None of them do. It would have been excellent to introduce a pathway to the Golden City here but those who wrote plots dropped the ball there.
Not as bad as that guy who made it so there is a huge tower in Ossia that is tallest in the region to find something and completely forgot about the huge tower we have on the map
I was thinking more along the lines of something not plot, but like Ricardo was seen running into Upwards Cave or the keystone that you place your badges in that opens Victory Road is in here, or maybe something like an HM is hidden in there.
Soakoth blocking Train Path and everyone is yelling at Soakoth
"God damn you Soakoth you fat lard"
"I hate you fat fat fatty"
"I PULLED A MUSCLE IN MY BACK TRYING TO MOVE YOU, I HATE YOU SOAKOTH"
I don't get what your problem is then man. You're complaining about Upwards Cave yet you're saying optional routes are fine. What are you trying to get at here
Upward Cave is not Victory Road. Upward Cave is more like Route 45 in Johto - completely unnecessary but has a few exclusive Pokémon and other places to explore.
There is no need at all to force the player up it.
Obviously it's my opinion, but alright fair enough.
Ok here is the map as of now.
Listen tripfag, not every anon is the same fucking person. I'm just telling you we don't need to force people to play the game, if they don't want to explore a route then they are dumb.
tfw berratel used to be our snorlax
>It turns out my glasses were on my head the whole time!
The character blocking this road looks like the default x/y protagonist of your character's gender.
No, but here's a comparison. Keep in mind Gardevoir is taller than Capullily.
If you're being a cunt, then yeah. And I fully expect it in return, just saying, I thought we were being civil and didn't see the need to escalate.
Maybe Soakoth on the tracks, but Berratel in the woods somewhere? Maybe do something like the Farfetch'd from Gen II in Ilex Forest only work a Musburry and Berratel into it
>I don't get what your problem is then man. You're complaining about Upwards Cave yet you're saying optional routes are fine. What are you trying to get at here
I just think it's weird that you don't actually have to complete the "circle" to finish the game. Considering our hard on for circles and cycles and shit, it's funny how you can just cut off at the end and make it a C.
Gen 2 still had 2 great routes before victory road. You couldn't just fly straight there. This isn't like making another route 45. This is like cutting out Route 26 and 27. Could you imagine how GSC would have been without you stepping into Kanto soil for the first time, having https://www.youtube.com/watch?v=YP6-sqMQJ9s play and tackling 2 huge routes before the climax of the game?
I know we've talked about Victory Road itself being this massive and epic endeavor where it involves traveling through a glacier, possibly underwater navigating through glacial water tunnels to get to different levels, coming out on top of the glacier and traveling towards mountain paths and then traversing sheer cliffs, rickety bridges, and icy pathways. I get where you're going though.
Frankly, we have plenty of room to make something as memorable if not more so than Johto pre-Victory Road routes. While the route may not be as long in straightshot distance, we can always involve changes in altitude and height and make the entire victory road a MASSIVE endeavor with multiple checkpoints, perfect music, and excellent environments
just came by to say that i love you all.
i played the demo and it was fun.
looking forward to the game.
I have no worries that victory road won't be something crazy. I'll make sure of that myself.
I'm just saddened that we don't have a rising action to the climax like route 26/27, Unova 10 and 23 or Sinnoh's 223.
It's a similar reason why I thought the build up to Hoenn's VR to be a little weak. Because it was just a short surf from Sootopolis to get there and nothing else.
>No, but here's a comparison. Keep in mind Gardevoir is taller than Capullily.
Why does that matter? Sprite sizes aren't entirely dependant on size. Nidoking is a tiny little rabbit but its sprite is gigantic. Gallade's sprite appears to be slightly bigger considering Garde is levitating, even though theyre the same size. What happened to that image that said Sprite size does not reflect actual size?
Hey guys, don't mind me, I'd just like to let you know the dex looks fuggin fantastic. I haven't seen a fakedex with so many things I want. Despite what everyone said, this thing is turning out smashingly and I can't wait to play it. Keep it up you beautiful shitcops you.
The only logical place I would put a horn is as an extension of its face plate at the top. It's already got a ridge to work with. Maybe go for a crown effect because bazilisk = little king.
The ability would be fairy aura for bugs.
What a derp.
I don't want a redesign.
There were suggestions about making it about megahorn and asking which mons got it or something similar, and Dunky said he had "something even better" planned. And then he just said fuck it when drunk and put it up like it is now.
Can Viipii pass Egg moves down? So that if a Pokemon learns a move by breeding and Viipii is the only possible 'mon that can learn it naturally, it could be passed from Viipii to non-Viipii offspring
How about these changes?
Hyper Beam only on Cosmossus, made it so Growlem learns moves faster than Cosmossus, switched Cosmic Power for Leaf Shield, switched Energy Ball for Grass Knot, changed Rock Polish to Rock Slide, and changed what levels some moves are learnt at so that these changes would make sense.
The current movepool is of course on the wiki if you want to see it.
Start Rock Throw
26 Grass Knot
32 Leaf Shield
38 Rock Slide
44 Zen Headbutt
Start Rock Throw
26 Grass Knot
32 Leaf Shield
38 Rock Slide
48 Earth Power
56 Stone Edge
80 Hyper Beam
Looking at the wiki
>you on Skype
no, because I'm not a faggot. Solarbeam is a great idea since Superpower is a tutor move anyway.
also, pokemon are supposed to learn moves slower their evolved forms, so how about keeping it 8 levels apart before evolution and then 10 levels apart after evolution. That way Comossus learns its last move at level 100 like Volcarona.
Larvesta learns moves the same levels Volcarona does; every ten. The only difference is Volc learns a move at 59 and learns Special moves instead of physical (Fiery Dance and Heat Wave, rather than Flare Blitz and Flame Wheel respectively)
please note that I started work on this before the other pisstakes
h8, h8, h8
Not too bad, could use some more visual differences besides the additional horn and color swap. Maybe larger claws or wings, or just go all-out typical Mega fashion and whack spikes everywhere.
How about this then?
Start Rock Throw
40 Grass Knot
50 Rock Slide
70 Stone Edge
80 Earth Power
Start Rock Throw
40 Grass Knot
50 Rock Slide
59 Leaf Shield
70 Stone Edge
80 Earth Power
100 Hyper Beam
Or rather leaf shield at 42 because quiver dance at level 59 was learnt at evolution.
Start Rock Throw
40 Grass Knot
50 Rock Slide
70 Stone Edge
80 Earth Power
Start Rock Throw
40 Grass Knot
42 Leaf Shield
50 Rock Slide
70 Stone Edge
80 Earth Power
100 Hyper Beam
Well, they're both me actually, but it seems you have the right idea. Megas usually look drastically different from their standards, to the point where some look completely different, so in that regard you're in the right track. The artwork leaves much to be desired, but this is a perfect starting point for future conceptual design.
yeah don't worry about the artwork, was just a doodle. I'd never be able to sugify any additions and it'd need a complete redraw probably anyway
I think the more draconic appearance would go well in a british/european setting
it's not like there's a digimon with a gray skull or- shit you're right
I know that XY are based on France but they made it too renaissance/classical/cosmopolitan
>gen2 bros won't be usable in the meta since every gen1 mon gets mega
>gen2 bros won't ever make it past a few sketches
Reposting this from yesterday. People seemed to be in support of it, except for the acrobatics guy, but that didn't have any actual basis.
Hours late, but just make a strength puzzle or something that you can only solve on the Upwards Cave side that allows you to access Victory Road. Pretty easy fix.
Yes it can.
>3Tops changing my concept ruining it so it no longer looks like its type or ability
It's decided, it has been connected to dacapo since the region map was voted in last spring.
Which brings me to this: I think it's a waste of time to be working on anything but a barebones region map right now: It's going to be changed every demo as more maps are confirmed and we know their exact shape.
>We make the maps to match up to the Town Map. Problem solved. We should be doing that anyway.
The town map is a simplified version of the region map that's set up to work based on grids. Even in the GF games, the town map does not match up 1:1 with the maps in game or the region map, it has always been a simplified version of it. We voted on a region map ages ago, and that is what we will use. We are not invalidating 2 years of map surveys.
People have consistently bitched at me about map limitations and how they don't want to have to follow the region map. Following a town map would be even stricter.
The Comossus line didn't need nearly as much fixing as Monkeyfuckr implied.
Switched Gyro Ball out for Gravity and Rock Polish out for Rock Slide for Grolem
Start Rock Throw
24 Ancient Power
32 Energy Ball
40 Rock Slide
48 Zen Headbutt
72 Hyper Beam
Switched Rock Polish for Rock Slide, cosmic power for either growth or leaf shield (whichever you guys want) and moved around what levels things are learnt at for Cosmossus.
Start Rock Throw
24 Ancient Power
32 Energy Ball
40 Rock Slide
42 Growth or Leaf Guard
56 Stone Edge
72 Earth Power
80 Hyper Beam
... but he has no tutor/breeding moves.
Well, now he has no breeding moves.
I cant do transparencies so I just made a list of the remaining Tutor moves. There MAY be duplicates, but if a move is on both lists, it was intended to be learned.
You may not have noticed, but the region map uses a grid as well. It's made of squares. Another of your statements that I reject is your claim that the Town Map is "simplified". It isn't. It's just compacted to fit into the space provided. Everything is still in there and in the same places. Nothing about the Town Map makes mapping more strict than the region sketch does.
Maps may not match up perfectly to either representation of the region. That's fine.
However, the region sketch will need to be shortened vertically in order to fit into the space provided and become the Town Map. This means vertical routes may have significant height differences, which just makes maps based on the region sketch that much more "off model" when compared to the Town Map.
The only thing affected are the sizes of some maps that have not yet been made or even imagined. This is no impact at all.
Since maps don't match up perfectly to a region representation anyway, I see no harm in using the Town Map (which is in-game) as a base for the maps (which are in-game).
Your stance appears to be based entirely around "it came first", which is no argument at all.
Cosmossus is genderless so no breeding moves. Besides viipii stuff if any fit.
As for those tutor moves, gunkshot is way out their, hyper voice is kinda iffy, painsplit is iffy too and ominous wind doesn't fit unless their is something from laputa that justifies it(I haven't made the time to watch it yet). Other than those moves I think they all fit well.
I can see Comossus getting Signal Beam since it's a beam move.
Also the line is more Rock types covered in plants, so it might be fitting to give it Fire or Ice Punch as well.
Also, you put Seed Bomb under the tutor move it doesn't get.
>You may not have noticed, but the region map uses a grid as well. It's made of squares.
No, it's not.I've explained this before: The grids on the region map are simply there because it makes it easier to view.
>However, the region sketch will need to be shortened vertically in order to fit into the space provided and become the Town Map.
That's false: The town map's aspect ratio does not need to occupy the maxium allowed resolution for it: It can have black bars with contextual information on them, furthermore, I am capable of editing the region map to be wider, thinner, taller, or shorter in order to make it fit: As is, the region map needs to be extended vertically to make room for the E4 location.
>The only thing affected are the sizes of some maps that have not yet been made or even imagined. This is no impact at all.
That has a HUGE impact: That means every single map will have to match 1:1 with the town map, which means every prior map will have to be changed as well.
>Since maps don't match up perfectly to a region representation anyway
That's false: The region map matches 1:1 with in game maps because that's what the region map is: It's the in game maps. The grids on the region map are simply there to make visualizing how the routes easier, and those grid spots are modified to best show how the in game routes look on the map.
If we aren't going to make the in game maps fit 1:1 with the town map anywise, then what changes by using switching to the town map as our base? Fucking nothing, except for the fact the region map becomes invalidated. It's a waste of logistical time. We are doing it as GF does it, there is no reason to change.
>Your stance appears to be based entirely around "it came first", which is no argument at all.
My argument is that we voted in a region map and we voted in following that, not a town map. And that's a fact and that's not changing, unless you also want to allow us to use gen 6 moves, etc
Gunk Shot I guess I can take off. Hyper Voice has extremely wide distribution. Pain Split is learned by Chesnaught by level up, and Tangela and Lileep's lines by tutor. Also, Comossus gets a variety of Psychic moves by level up, so it seems fitting.
I can take off Ominous Wind, but i kept it because it fits with Overshadow, at least by name. But im taking it off anyway.
... Obviously I forgot the image itself.
Think of it this way. If it was just a Rock type with not plants in the design then would you find Ice and Fire Punch more fitting?
If you do then I don't see how just adding plants to the design would really change that especially when there are no plants anywhere near the hands.
>No, it's not.I've explained this before: The grids on the region map are simply there because it makes it easier to view.
How are you saying that with a straight face? The towns and routes of the region sketch are composed entirely of squares. That's a grid.
>furthermore, I am capable of editing the region map to be wider, thinner, taller, or shorter in order to make it fit
I'm not comfortable with this statement. Why are you allowed to change things, but my suggesting that it be tweaked to fit the Town Map is forbidden?
I won't debate specific tweaks necessary to make a Town Map, but there will almost certainly be some.
>That has a HUGE impact: That means every single map will have to match 1:1 with the town map, which means every prior map will have to be changed as well.
This is NO different than requiring that "every single map will have to match 1:1 with the" region sketch, which is what we currently do. If the specific tweaks necessary to turn the region sketch into the Town Map don't alter the relative sizes of the routes/towns that are already mapped (which is what I assume will happen), then no map changes are required.
>what changes by using switching to the town map as our base? Fucking nothing
If "fucking nothing" changes, then there's no harm in doing so. As I explained, doing so has the ADVANTAGE of having an in-game Town Map better represent in-game maps.
>We are doing it as GF does it
How is that, exactly?
>Think of it this way. If it was just a Rock type with not plants in the design then would you find Ice and Fire Punch more fitting?
Ice Punch goes on a few rock types.
Fire Punch goes on almost none
So no, Id still not give it those punches if it was mono-rock
not every map has to be 1:1 or whatever. it is very loose, like maps themselves. towns don't look like that. it's a lose representation. our regions are flexible to the quality of maps, and fit of our routes
I would agree, but the process is that we make maps based on the size they're depicted as being in a particular representation of the region, so they'll end up being practically that size anyway. This results in every map being practically the size depicted in that region representation. Theoretically it's flexible, but in practice it doesn't happen.
If we're doing that (and we are), then I would say that it's better for the region representation to be the in-game Town Map, because both it and the maps are in-game.
No I didn't think you were be rude.
In fact I was worried that I was coming off as being defensive.
I was just trying to say that I wasn't dead set on getting the punching moves so I don't mind that much about not getting them.
Just popping in to say that all those route maps at the beginning of the thread with transparent routes are completely wrong. The only three cities we have for sure are Dronia, Vivace and Ossia. All other settlements are towns except for Coda which may be considered a city as well. The town map has to reflect this.
I've argued with you multiple times before on this and I still think your view is completely wrong by the way. Don't think that Majora's shitty arguing is a represrntation of anything but how he sees it.
Just shut the living fuck up about towns no one cares.
If it means this much to you, at least argue when nothing is going on, not while people are trying to work on things that ACTUALLY MATTER.
TM List courtesy of the stone-faced Fish. There are some changes from the wiki (namely removing Fire Blast)
Made a smaller version (the left one in the image) of the Snome overworld as requested (if I remember correctly). The head should also be at the correct angle/placement now for the front and side views. Based around the size of Poliwag/Voltorb which are 2' and 1'8" respectively (Snome is 1'8").
See attached. You should know the drill.
Also, that's way fucking too many.
I can make it if you want, but it might take a little while.
Also, I think pokemon should be given TMs that are fitting and not be limited by the amount.
All of these >>20565643 seem fitting to me
>How are you saying that with a straight face? The towns and routes of the region sketch are composed entirely of squares. That's a grid.
Now, they aren't.
Again: I just added that to make it easier to view. Here's what it actually looks like.
>I'm not comfortable with this statement. Why are you allowed to change things, but my suggesting that it be tweaked to fit the Town Map is forbidden?
Because the town map is a simplification of the region map. I don't understand why this is so hard to comprehend. Due to the fact that the town map is fixed to have grids set up horizontally and vertically, and not diagnolly, and because of the fact that our maps are not designed with that in mind, it is inherently less accurate to how the region actually looks.
Changing the region map to fit the town map does nothing except makes it less accurate to the in game routes.
Also, as I explained to you over skype, just so everybody else knows: I am not inherently oppossed to other people making edits to the region map, I am just opposed to it being done without consulting me and others in a way that making sure there are no conflicts or logistical issues occur. it's just easier to have one person handle the region map because it insures that everything fits and there are no conflicts or issues from multiple people making changes.
I plan on making a guide that will help make it so other people can make edits, soon.
>If "fucking nothing" changes, then there's no harm in doing so. As I explained, doing so has the ADVANTAGE of having an in-game Town Map better represent in-game maps.
Except not. Nothing would change EXCEPT for the fact that the region map, THAT WE VOTED IN, is invalidated. The town map is going to be less accurate to how the maps actually look then the region map no matter what.
You're killing me with that no Ice Beam, but Water Pulse and Safeguard were stretches I'll agree on. (I mean they're all things I'm fine with losing but it'd be super cool to have ice beam)
I want to easily know which TMs have been excluded, and I want to ignore the TMs that every single Pokémon learns. This >>20565724 does both of these things perfectly, and we recommend that people use it to make/propose changes to TM lists.
What's with all the hostility?
Completely might have been a bad word to use but when people are going and retroactively changing the concepts because of their headcanon being more accessible than just going to the wiki then there is a problem that needs to be worked out. Also, you can't truthfully say going over commosus' moveset for the fifth time is important at all, let alone capable of being derailed by a single comment directed at something else entirely. You both seem to care a lot about this seeing as how angry you can get. Or maybe you're just angry people.
Good shit. The arms on the side view are little odd looking in their motion but that's super nitpicky.
You are not going to change his or anybody else's opinion arguing in this manner. Just leave it.
It's supposed to be a guardian, so I think Safeguard fits.
It's also supposed to be able fend off attackers, so I think it should have a wide array of attacks.
Especially Beam attacks considering what it's based on and possibly the bomb/pulse moves to some extent.
Water Pulse seemed weird to me, too. Ice Beam... I kind of want to keep that since other Beam oriented Pokemon learn weird moves. Bullet Seed Remoraid for instance
It does have its advantages, but its by no means the only way to do it.
Its not hard to see which TMs have been left out, either.
The town map is not a completely accurate depiction of the routes or their direction, its just thrown together to show relative positions.
It has literally never shown the accurate sizes or proportions of routes and locations. According to the Town Map, Ilex forest is 3 tiles wide. You cant paste routes together so that Route34 and Azalea connect to Ilex without being way off the town map, for instance.
Unova and Kalos also draw lines in totally random directions (Kalos Route 12 looks nothing like the map implies, Unova Route 3 is in the opposite direction, etc.)
And bitching about maps wont change anything, as it has zero relevance other than if we make a Town map whenever someone wants to, or if we wait for 5 years until we're done making routes, so just drop it. Its pointless
On second thought, water pulse is just a pulsating wave shot from underwater, like if you shot a hose underwater.
Gen 3 refers to it as Ultrasonic Waves, but I still dont see Comossus as being underwater.
I actually agree with you mostly. However, town maps are really simple things people that don't know a lot about the region still participate. Furthermore, because of the furvent pro-Town Map sector people will look to them as things of value and information. However when they're wrong people form opinions on false pretences.
>It's not hard to see which TMs have been excluded
Look at the list, see a number has been skipped, go to ghe TMs page, find the number to see which TM it is, go back to the list, see another one, repeat.
It's not that hard, but it's more work for everyone wanting to give feedback on the list.
As I've said here >>20565793 I can make one for you if you want.
I've tried many times to get some tripfag to survey this, can I just fucking do it? I want to work on UI more but we cant continue until we get some surveys going.
Let me help you, friend. Just copy over stuff from this to a fully-lit one. No transparency required!
I like Water Pulse, but I think too many people are against it.
Grolem and Comossus are round if you count the moss, but that might not be enough.
I think Thunderbolt should saty because all of the other robot/golem get it. The Regi's and even Golurk gets it.
>And its a robot so TBolt makes sense.
Looks like an animated stone statue to me. Yeah, it's based on the laputa, but it's not electronic or a machine.
It's still made of stone. If that's the reason for it getting thunderbolt then it should be able to get thunder and all the other electrical moves too. It should get charge beam because laser's are it's thing, but thunderbolt is just a weaker form of thunder.
Good catch on Thunder Wave. Adding that.
Drain punch I was told not to add, but Ludicolo gets it and interestingly, Regirock is the only regi to get it.
I'd be fine with drain punch but i'm against thunder wave, and am seconding >>20566808
It's getting way too many TM's just because we think it'd be cool and because we want it to be our pseudo psuedo.
Look at solrock/lunatone, claydol, etc as a example.
That is all that are left from the last survey.
And we can still figure out which ones people like, no matter what we need a winner to be the default (which 80% of people will use).
No, there are a bunch of variants for the ones on that image that passed.
We shouldn't be getting rid of entire categories of versions just based on one example from each, and we need to know how many winners we can have that can be implemented in game.
I think ideally these should have opponent versions and double battle versions before they're voted on, so that we don't end up voting for one which ends up being really bulky in doubles or something. You know, foresight.
They should also be shown in use, not just sitting on their own with little to no indicator of how large they'll actually look in-game.
It's a golem and also based of a robot.
All of the golems can get Thunderbolt: Regirock, Regice, Registeel, Regigigas, Golett, Golurk
Only the Golurk line doesn't get TWave
Also, we shouldn't limit what TMs something learns if the TMs are fitting.
Its getting shit loads of moves because beams come in about eighty varieties. Its a Pokemon with a concept that lets it abuse the moves GameFreak made for us. Bipeds have naturally bloated movepools, too, versus non-bipeds. which are rarely if ever allowed punching moves due to using their limbs to walk. Like how Lotad learns almost none of the moves its evos do.
Shouldn't someone test all the UIs in battles regardless. Just seeing them doesn't help without context.
>Its getting shit loads of moves because beams come in about eighty varieties
That's true, but 3 people, myself included, have said now that all the electric moves are excessive.
Leave it at T-bolt.
That's fine. If we really need to decrease the movepool then Thunder and TWave could go I guess, but all the other golems learn TBolt (except for Golett it turns out)
Maybe have it do Grolem doesn't learn all the beam moves until it evolves (except Solarbeam of course).
I know what you are talking about, but all those other versions are slight edits and recolors, both of which can be done to any of them.
Having them in gray-scale styles like that shows the differences that matter clearly.
That will cause the opposite, the sloppily made opponent/double hp bars will cause people not to like certain UIs because they are sloppy. We can't go through the entire ui design process 7 times so they aren't all going to be good. If you think it's too bulky to be made into a double battle don't vote for it.
Im agreeing with you because Remoraid does not get either, meaning GameFreak does not consider Thunder to be a 'beam' move. Though most robots that get thunderbolt get thunder. In fact, I cant find one that doesn't. They almost all get Thunder/bolt, Charge Beam, and T Wave, and often Magnet Rise
Then don't be sloppy when you make them. I think the appearance of the battle screen is important enough to take seriously.
>If you think it's too bulky to be made into a double battle don't vote for it.
The problem is that the majority of people will not think about this when they vote. They need to be shown everything, otherwise they will not make an informed choice. No, just telling them that double battles exist doesn't count; it hasn't ever worked in the past, and it won't now.
I'm not a perfect spriter, I will make some better than others.
I honestly think they will all look fine though, which do you think won't work in doubles? I'll try to make a double out of it to prove they all work.
F, H and I will probably be too tall. E will need more than a superficial edit. K is likely to be too tall, as by itself it's a bit tall and I can't see any way to flatten it without major edits.
Height is the main issue when it comes to double battle versions. I'm not saying you couldn't make a double battle version of any of these; I'm just saying that some would end up taller than the default double boxes, which is what I would classify as bulky.
Can we go ahead and disqualify style 4 for having way too much shit going on to even look remotely similar to what it is when it might be converted to doubles/opponent style? Also, can we go ahead and retroactively shorten to fuck out of the last one's HP bar? It is like two and a half times longer than GF HP bars. We don't need to make this a bureaucracy.
Taunt? Is that a move all mons get? I guess making fun of shrimps is a tall thing to do which would only make sense on Comossus though.
Shadow Ball added maybe?
Not too keen on Water Pulse as it's not a beam, but it's not awful on it I guess.
So no on Taunt? It has an incredibly wide distribution so I can't think of what does and does not get it.
Delphox doesn't get it, Chesnaught does. Distribution gets wider and wider further down the dex. At first its mean or noisy pokemon (Zubat, Rattata, Meowth), and no legendaries, but then it becomes damn near EVERYTHING
Which brings up a similar point about Torment - The move typically requires the user to foully insult the opponent, but Voltorb and other pokemon without mouths can get it.
we can work on legendaries later. When it comes time to planning the Erace admin's moveset, we'll playtest it and if it seems Erace is too weak for a "boss" encounter at that point (highly unlikely, unless its a very late-game boss or a double battle) then we can consider refining it.
Really Im not sure why its not just a special attacker... Again, we'll work on this later
Why did you remove Ice Beam? Only one guy was against it and three people (although two of them were you and me) said that they were alright with it.
Also one guy was saying that Grolem should learn less TMs than Comossus.
I suggested that maybe it only gets the beam and similar moves after it evolves: Ice Beam, Charge Beam, Flash Cannon, Dark Pulse, etc.
I don't mind either way, but we can discuss it if you think it's a good idea.
I did attempt to make a doubles/enemy version of style 6 along with some small tweaks. However, this ultimately illustrates how it is more difficult than it seems to cut down on the size of the UIs. Got called a shit or whatever when I posted it but maybe we can discuss now.