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The title should be bigger and more central. Simplistic titles are good but generally the idea of making them so simple is thatit makes the title stand out.

Managing RPG Touch Encounters

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Kind of an aside, but I'm surprised I haven't played any games using a Pokemon-style encounter system: "tall grass" plus a lot of mostly-unavoidable one-time trainer battles.

You can tell the designers really knew how annoying random encounters are - they only happen in grass, and they're easy to run from. But Pokemon really only works with random encounters because of the catching aspect.

Hey guys!

Oh, Shuckle all the way.

Hey guys!

I've been registered for... probably weeks now but I've only started posting today so I'm as good as new.

I'm Pokemaniac. I'm 13, I'm from Australia. I'm making a game. I use RMXP.(Which surprisingly doen't seem to be as popular as 2k3 here =O) I'm a huge Pokemon nerd. (I've actually been to America for the Pokemon TCG World Championships XD)

This site seems cool enough and it finally got me to stop being lazy and finally download Firefox since it wouldn't display right in IE. =P

Your favorite type of thing to raid in RPGs

Organic Belly and you know it. Just make sure the enemies are as ridiculous as the setting. (4 heroees of the light vs a giant dinosaur's liver. What isn't there to love about that idea?)

Managing RPG Touch Encounters

In my game the plan is to only have the enemies that are standing still respawn(except ones blocking the way, obviously), so that if you want to grind, you can, but if you don't, you can go from map to map no problem.

As for running- Touch encounters are generally easy to avoid(I know mine probably won't stalk you) so once you're in a battle, you're staying there. I plan to heal the player after each battle so the only reason to run is because you suck. ;D

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Oh come on surely you can flip the monsters the right way round...