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Pokémon RMN Version is a collaborative Pokémon fan game developed with the Pokémon Essentials script engine for RPG Maker XP. It is the result of a creative event where members of the RMN community and abroad would create, design, and refine their very own Pokémon to feature in the game. Up to twenty-five members had their submissions accepted, and they've all contributed to a roster of 151* Pokémon for players to catch and train!
*There could be more...

The game features a brand new region to explore, exclusive to the RMN-made Pokémon contributed by our members, and with the power of the Pokémon Essentials engine, you'll experience this game in a way that's reminiscent of the handheld games!


Far away from familiar lands in the Pokémon world, lying South of the Inday Region and West of the Moddin Region, there exists the isolated island of Ahremin. The Ahremin region is known for it's rich history, including tales of a monstrous beast who once threatened to devour the world; it contains bizarre landscapes, including the mysterious ruins of a lost civilization and the outright befuddling Ultimate Warp Zone. The most fascinating aspect of Ahremin, however, is its Pokémon species, all of which are found nowhere else in the world.

After recently moving into the region, a curious, ambitious teenager wishes to explore Ahremin to its fullest; discovering, befriending, and training its Pokémon with the hopes of becoming champion of the Ahremin Pokémon League. This teen is the child of the world-famous Pokemon Trainer Andreas, who runs the gym at Misao City. With a reputation to keep up with and a dream to fulfill, the teen accepts the Trainer's License and embarks on a journey that will test his/her endurance.

Will he/she make a mark on this strange new world? Does he/she have what it takes to become the Ahremin region’s champion? This teen is you, in case you haven't figured that out, so what will you decide?

For Pokemon and Game information, visit the Pokémon RMN Version Wiki!

Latest Blog

Progress Report - 12/30/21 - Story, Sprites, and RPG News

Hey everyone, I hope you all had a great holiday week!

To start off this well-overdue update, several more overworld sprites have been completed. At the moment, there are only a small handful of remaining overworld sprites yet to be finished. Let me know how you think they’ve turned out!



The next point I wanted to address has to do with the story. I’ve gone back and forth about how exactly I wanted to handle things, whether to stick with the more traditional Pokemon style, or to go for something far different, or even to meet halfway. Ultimately though, I think I’ve settled on which I wanted to go for, all of them! More specifically, I’m thinking of allowing you to choose one of several campaigns at the start of the game, each one following one of three important characters who cross paths multiple times throughout their journeys.

The first campaign is the most traditional of the three, and will be what the currently existing portion of the game will be reworked into, retaining the usual butting heads with the bad guys, and taking on the gym challenge.

Second is Rosalyn. (As a note, these names here are the names given to these characters when not playing their campaign. When playing as them, you have the option to set their name) Her campaign will follow more of a “Pokemon Ranger” approach, focusing more on events happening in the region, rather than aspiring to take on the league.

And lastly, there’s Zade. His campaign will be from the perspective of the enemy team, at least initially, and will delve into his reasons for joining their cause, and the emotional weight that it has on him.

With all that said, I plan on finishing up the original campaign prior to starting work on the remaining two, so as not to further delay the game.

Lastly, I have some news about the other main project I’ve been working on. I’ve mentioned it a few times before, but in case you hadn’t seen it, it’s a more traditional JRPG that takes place in the same world as Pokemon RMN. It’s been pretty fun actually to think about how many of the ‘mons would function as more traditional RPG enemies as opposed to Pokemon, it opens up a whole new realm of possibilities with specific battle strategies and gimmicks that aren’t feasible in a Pokemon battle. The game takes a lot of inspiration from the Golden Sun series, with a lot of focus on exploration and using magic outside of just battle to solve environmental puzzles. Anyway though, if anyone’s interested in knowing more about it, just let me know. I’ll likely set up a gamepage for the project before too long. It’s still got a while to go before a demo would be ready, but I thought perhaps some of you would be interested in seeing how the Ahremin region and its diverse range of creatures would translate into a more traditional JRPG setting.

As for the next update, it’ll likely revolve around changes to mapping. One of the bigger tasks brought on by moving away from the Pokemon brand has been changing out the project’s tileset with non-Pokemon tiles, and remapping to fit the new tiles. Not the most difficult task, but one that’s taken a long while.

Have a Happy New Year everyone! :)

Posts

Seiromem
I would have more makerscore If I did things.
6375
I'm going to come up with a bunch of competitive move-sets for all the pokemon here, as I've nothing better to do.

For example, here's what I came up with for JOUBUSH!
WARNING, WALLS OF TEXT IN THE HIDE BOXes!
I like these sets I came up with:
Joubush Is a very solid (get it?) pokemon. It's Grass/Steel Typing gives it plenty of resistances, removal of grass' many weaknesses and a weakness only to Fire and Fighting. With powerful physical moves to use that base 120 Attack stat such as Power Whip and Iron lance including an essential coverage move in Close Combat, it's a very powerful force!
Unfortunately, it's average defenses let it's typing down sometimes, as it won't take those super effective hits well, ESPECIALLY not x4 fire attacks!

CHOICE BAND/SCARF
Joubush @ Choice Band/Scarf
Ability: Overgrow
EVs:4 HP / 252 Atk / 252 Spe
Adamant/Jolly Nature
- Power Whip
- Pursuit/ Drill Peck
- Close Combat
- Iron Lance

These sets are here to take advantage of Joubush's Nice Offensive stats. The choice of Band ro Scarf is based on what you need, but they're slashed due to the moveset's similarities.
Pursuit and Drill Peck are slashed for either choice band or Choice Scarf. I presonally like banded pursuits so as to trap psychic types that can't do anything to Joubush and OHKO them w/Band, However drill peck is an option to hit fighting types super effectively and always outspeed them with Scarf. It's a matter of preference, as the other three moves are a must have. Power Whip and Iron lance are Joubush's strongest STAB attacks, and with either a band or scarf, you wanna do a lot of damage. If you don't like Recoil or the chance to miss, you could go with Iron head and Leaf Blade respectivly, but the drop in power would be far too noticable.
Closecombat is essential for smacking any steel type who thinks they can take all of your other attacks.

The Choice between Adamant or Jolly is yours, more damage or faster damage? Whichever.
The evs are pretty common for choice pokemon, I'd think. Maxing out the stats you wanna use to the fullest, and dumping the leftover EVs to whatever you like.

SWORDS DANCE

Joubush @ Life Orb/Leftovers
Ability: Overgrow
EVs:252 HP / 4 Atk / 252 Spe
Jolly Nature
- Power Whip
- Swords Dance
- Synthesis
- Iron Lance/Close Combat

This set uses Joubushes's average bulk, great typing, and nice speed to set up swords dances. Life orb is if you want a boost in damage while still being able to switch attacks. While the chip damage is annoying you can remedy this with synthesis. Leftovers are for if you want to have passive recovery, which can be handy.

Power Whip and Iron Lance are the STAB moves, however you could substitute Iron Lance's Poor coverage with Close Combat to smack steel types. However with enough SDs under your belt, you might not need a Super Effective hit to 2HKO the steel types.

The EVs are simple, be very fast and have the ability to take hits. You won't need to bolster your attack as Swords dance is doing that for you. Jolly nature to get as much speed as you can and avoid being revenge killed.

DEFENSIVE

Joubush @ Leftovers
Ability: Overgrow
EVs:252 HP / 252 SpD / 4 Atk OR 252 HP / 252 Def / 4 Atk
Careful OR Impish Nature
- Power Whip/Iron Lance/CloseCombat
- Toxic
- Synthesis
- Protect/Pursuit

This set is my attempt at making a defensive set. Leftovers is mandatory for the passive recovery, however you'll notice two different sets of EVs. The difference is actually simply. Defensive or Specially defensive. I don't actually know which would be more useful, it'd probably be dependant on your team. Careful or Impish nature for SpD and Def respectivly.

Your one attacking move, I can't decide on. Powerwhip is a good stab move, however you'll find this Joubush useless against poison types as they're immuine to Toxic. IronLance is good, however the recoil can wear you down quickly. Close Combat is an option only because it rids of steel types, as they are also immune to Toxic and both Iron lance AND Powerwhip won't harm them. However the drop in defenses will cripple your ability to take hits.

As for the other moves, they're quite common for defensive pokemon. Toxic for chip damage, protect to rack up toxic damage and regain your own health with leftovers and synthesis for immediate recovery. You could also use pursuit in the last slot, however protect is needed for stalling. Pursuit would be for catching those who'd want to switch out due to you being too bulky.

UNSURE OF THIS SET:

MIXED Sweeper/Attacker

Joubush @ Life Orb
Ability: Pvergrow
EVs: 4 HP / 78 Atk / 178 SpA / 252 Spe
Nuetral or Naive Nature
- Energy Ball
- Flash Canon/Iron Head
- Close Combat
- Work Up/Synthesis

I'm unsure of this set as it suffers greatly from Four Move-Slot Syndrome. I'd love to fit all it's coverage moves that are both special and physical as well as Work Up for the boosts, and Synthesis to act as a buffer against Life orb.
But you can only have four moves.

The only reason I'm putting this out there is for variety and Joubush's Decent Special Attack Stat. Any lower and I'd of been like "Not worth it."

Anyways, the set. You'll want at least one special stab, otherwise you're better off running the other sets. I slashed flash canon with iron head as an alternative physical stab, not Iron Lance as the wear down from Life Orb would be too much in conjunction with this. Close combat is to remove the pesky steel types that would otherwise wall you, and Work up is for making your special moves more potent. (I'd prefer Growth in the sun, but Joubush doesn't learn growth and I've no idea of the viability of weather yet, what with the only auto-inducer being Tricalp w/sandstorm.)
You could slash Work up with synthesis if the Life orb Damage really bothers you, but remember that Joubush's special attacks aren't very good without a boost.

All in all, I enjoy Joubush! It's diversity surprised me and I believe it will hold lots of power!


DRAGABLO:
Dragablo is a bit of an oddball. A massive base 130 Special attack limited by a poor special movepool. Why, it doesn't even get a special dark stab! However, it has a useable attack stat, and a large physical movepool to use and abuse it! This pokemon is perfectly for wall breaking! However it's average speed stat may let it outspeed walls, it's not outspeeding much else.
With a Fire/dark typing, it leaves it weak to common attacking types such as Fighting, ground, rock and water. The Aforementioned rock weakness also means it takes a quarter from stealth rocks every time it switches in!
In fact, any entry hazard will put Dragablo's Longevity into the gutter, as most sets require it to switch in a lot.
With an Odd HP number, Dragablo would gain the ability to switch in not a maximum of four, but five times into stealth rocks assuming it takes no other damage. So it can be helped. Pairing this up with a defogger and/or rapid spinner would seem essential!

Set's I Like:

MIXED SCARF

Dragablo @ Scarf
Ability: Blaze
EVs: 4 HP if it would give Dragablo an ODD HP number, if it originally has an ODD HP Number, add these 4 into Atk, 78 SpA / 178 Atk / 252 Spe
Naive/Hasty Nature
- Fireblast/FlameThrower
- Crunch
- Stone Edge/Flamethrower
- Earthquake

This set is to bring Dragablo's Poor Speed stat off the ground and into the sky! With full speed investement it'll outspeed plenty of things, which it'll probably need to do. The evs are for boosting Dragablo's base 92 Attack stat to respectable levels. You may choose to not put any EVs into SPA as you only have one, Powerful Stab special attack that might not need the boost and instead max out the attack, which is completely fine.
Fireblast is slashed with flamethrower only for their major difference in accuracy. You may not need to do a lot of damage if you're revenge killing, so not missing is a great thing for flamethrower. However there is a very noticable drop in power from fireblast, which has a chance to 2HKO stuff, I'm sure, making flamethrower a less appealing alternative. If you want the ability to choose between power or accuracy all the time, you make slash out Stone Edge with flamethrower as stone edge's coverage is a bit redundant with EQ. Crunch is it's physical stab and Earthquake is an essential coverage move for removing rock and opposing fire types from play, giving you more breathing room for fire blast.

Flare Blitz is an option over fire blast, as it'll take full advantage of your maxed attack. However the recoil is very off-putting, as Dragablo already has problems staying alive, so I wouldn't recommend it.

SUNNYBEAM

Dragablo @ Heatrock/Life Orb
Ability: Blaze
EVs: MAYBE 4 HP / 252 SpA / 252 Spe
Timid/Hasty/Naive Nature
- Sunny Day
- Solar Beam
- Fireblast/Flamethrower
- Earthquake

A classic set, this one takes advantage of Dragablo's ability to set up sun via Sunny Day, have a fire move in either Fire Blast or Flamethrower, the choice between them depending on your preference of ACC VS Power, and attack instantly with solarbeam to hit water types who'd normally resist you. Earthquake is to smack fire types that would otherwise resist your other moves, as well as to hit Fuzard, who's dragon typing gives it a resistance to Fire and Grassm but it's poison typing leaves it weak to ground.

Heatrock is to make the sun last longer, which is very handy considering you're relying on the sun. However life orb is an option to hit very hard at the cost of 10& recoil every attack.

EVs are simple, be fast, hit hard with Fire Move + Solarbeam and be able to switch into stealth rocks (or Take hits) more often. Choice of nature is up to you. Do you not mind weaker earthquakes? Timid is for you! Think you can lower you average physical defense and still take hits? Hasty is you! Don't think Dragablo's low Special Defense would allow it to take special attacks anyways? Then Naive is perfect!

UTILITY

Dragablo @ Leftovers
Ability: Blaze
EVs: MAYBE 248 HP / 252 Def / 8 Spe
Bold Nature
- Wil-O-Wisp
- FlameThrower
- Taunt
- Earthquake

This set is to make use of Dragablo's good support movepool. Leftovers for Passive recovery as you won't be attacking much. Wil-O-Wsip is to burn physical attackers and be able to take their hits with ease. Flamethrower is a reliable stab attack with High PP, so you won't have to worry too much about running out.
Taunt is to prevent pokemon from setting up entry hazards and to stop a pokemon from setting up or crippling you with thunderwave or toxic. It's overall utility is what, I'd say, makes this set.
Earthquake is there for good coverage, as fire types won't be burned by wil-o-wisp.

That's all I got for this guy! I don't think any set-up moves will work well, though a set with Dragon-tail, wil-o-wisp/toxic, Bulk Up and earthquake might work as a phazer-set-up-sweeper. However even after a few bulk-ups dragon tail's NON-stab power would be pretty underwhelming.


What do ya think?
Ratty524
The 524 is for 524 Stone Crabs
12986
Yeah, I don't think you should. Removing that back wall tile would make this feel a bit more "indoors" instead of of a single room floating in space. It's not a bad start, though.
Hey I'm just here practicing a bit and I wanted to show you what I was doing. This is just me messing around, let me know what I should change when I do start making the real map.


how to capture screen

Should I not put that back wall tile?
Ratty524
The 524 is for 524 Stone Crabs
12986
author=jin69
Ratty thank you so much!!! This helps a lot. I forgot to mention the yellow building part.

No problem. With the building, you could make it tall enough so that the player doesn't see the top of it. Let me know if you have any other questions.
Ratty thank you so much!!! This helps a lot. I forgot to mention the yellow building part.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Trass
@Ratty: Well aside from that the other way is to render the song as a midi, that way I can put a loopmark on the midi file so that it knows where to loop instead of looping back to the intro. But doing that, of course, makes the song a midi. It will sound very different from what you hear above because all the instruments need to be midi-fied and I'm not sure if it'll sound as good (most likely not).

Eh, I'd rather have looping issues then use midi music at all. It just sounds so terrible, and it kind of creates problems with how it's heard through other computers, so I'd stick with whatever you originally had in mind.


@jin:


To give you an example of how they could be used:


Finally, I realized you'd probably need a passability chart more than anyone else for this map, so here it is:


Upon making the example map, I also kind of realized there are some stupid limitations, and graphical errors with the bright yellow building, so here is the expanded tilset:
http://rpgmaker.net/media/content/users/4622/locker/UltimateWarpZone.png
Ratty would you mind walking me through on what some of these tiles are and how I can use them? I've be practicing the style of pokemon mapping.

screen shots

Also are these walls or floors? I'm very confused, lol.


image hosting above 5 mb

@Ratty: Well aside from that the other way is to render the song as a midi, that way I can put a loopmark on the midi file so that it knows where to loop instead of looping back to the intro. But doing that, of course, makes the song a midi. It will sound very different from what you hear above because all the instruments need to be midi-fied and I'm not sure if it'll sound as good (most likely not).
Seiromem
I would have more makerscore If I did things.
6375
We need an RMN headquarters, just like gamefreak put in their headquarters.

Then everyone who contributed (like Trass) can have their own trainer if they want!
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Trass
Thanks for all the comments! Glad you all liked it!

@Ratty: For the song to be used in the game, I'll give you an ogg version later that loops perfectly, but I'll have to separate the intro into another file. Is it possible for you to play the intro file before the Battle theme starts, so that the battle theme loops perfectly? (if I made them as one file, the song will loop back to the intro, which will sound very weird)

And yes, I did say in the beginning that I'm interested in working on an OST for this game, heheh

RMXP doesn't recognize ogg loops, unfortunately. It can probably be faked by extending it, however, not to mention the track by itself is long enough so that more often than not, the player wouldn't constantly hear the bgm starting straight back at the beginning.

Awesome to hear you're on board for this. The next tracks I'd like to request are the trainer battle theme and the gym leader battle theme. The trainer battle theme should probably be a bit more upbeat and driving, especially since those are moments where the player is being challenged. The gym leader's theme should be similar in that kind of tone, though considering they're the game's bosses, it should have some dynamic elements to it? I have a hard time describing music, so sorry if any of what I'm saying doesn't sound clear.
Thanks for all the comments! Glad you all liked it!

@Ratty: For the song to be used in the game, I'll give you an ogg version later that loops perfectly, but I'll have to separate the intro into another file. Is it possible for you to play the intro file before the Battle theme starts, so that the battle theme loops perfectly? (if I made them as one file, the song will loop back to the intro, which will sound very weird)

And yes, I did say in the beginning that I'm interested in working on an OST for this game, heheh
author=Ratty524
author=jin69
Ratty, on Dirangers can you check and see if I put Hue as the species, and not Hub.
You put "hub" on both your dex entry and its species name, so thanks for clearing that up. Hue makes way more sense. :P


I was reading about the pokemons and I noticed that, lol. I don't know what I was thinking when I messed that up.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=jin69
Ratty, on Dirangers can you check and see if I put Hue as the species, and not Hub.

You put "hub" on both your dex entry and its species name, so thanks for clearing that up. Hue makes way more sense. :P
Ratty, on Dirangers can you check and see if I put Hue as the species, and not Hub.
good job trass, I can hear a pokemon like melody within your tune.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Trass
Okay, so after taking all the inputs above this is what I did. I tried to create the same emotion as the RGB battle theme (you can clearly see how the whole song is inspired by it). To give a SNES-feel I used 8bit for the main melody. Please tell me what you think of it!

I like this for similar reasons as to what Matthewac stated! It definitely feels like it belongs with the setting of the game. I think this is good to go, you did an excellent job!

Are you interested in composing other tracks?
author=Trass
Wild Battle Theme
As I listen to it, I start liking it more and more, which is good since this is a theme the player is going to hear a lot throughout the game. It's not loud and intrusive like some RPG battle themes can be, it's not repetitive and annoying to where I think I'm just listening to the same tune over and over, and it flows very well. It's also reminiscent of the old Pokemon themes to still feel like a Pokemon game, but it's different enough to have its own unique taste.

In other words, I like it. Good job! :)
Really cool work. It's not as boring by itself as these themes tend to be, either.
That .. doesn't really sound too positve, does it?
Very Pokemony, I like it! :D
It feels like a mix of first and third gen which is also cool.