VIS_MAGE'S PROFILE

Howdy!

I'm a university student that's been hard at work on my passion project for just over 4 years now!

I like to think that I'm pretty good with the RPG maker engines, so if you ever have any questions regarding the engine, feel free to ask.
Pokémon RMN Version
Poketto Monsutâ: RMN

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A wild developer (finally) appears!

Alrighty, here's the document so far: https://docs.google.com/document/d/1IPO9vzUWwO2aYXiBB-0f5w1v6t2skmtZ0WJ-3xy-aaI/edit?usp=sharing

Just to note, I've only put things brought up by multiple people so far. I might add a few more when I get the chance, if there's interest, but these make up the main points brought up. Looking back, I probably made it sound like there was more things brought up than there really are.

Let me know your thoughts. :)

A wild developer (finally) appears!

Glad to hear the shift from the Pokemon brand seems well received. With so many fangames being shut down these days, I think it's the safest bet for the project. Currently working on getting some new tilesets ready. I'll be sure to post from screenshots once I get everything squared away.

As for the changes, I kinda agree with the sentiment of keeping the original design intact. For the most part, the three suggestions that came up were either:

-A few name changes, for some that weren't easy to figure out by reading it.
-Stat/move changes, probably the thing I'm least worried about making changes with.
-Design changes. The main thing I'm hesitant to make changes to.

I have them as handwritten notes at the moment. I'll get them typed up into a document, and release it here later.

Pokémon RMN Version

Hey, just popping in to update.

Well, looks like I didn't reach my goal of releasing the next demo before the end of the year. Progress is still chugging along, even if it's a bit slower than ideal. Rest assured though, I still fully plan to see the project through to the end! I'm open to any questions/ideas anyone may have, so feel free to speak up.

author=jpetersjr
The problem I'm having with the game is in the second gym after I try that mission with the little blue mat I can no longer pull up the cancel menu. Such as with pressing esc, or X, it doesn't work.

Any idea if this will be fixed later?


Hmm, odd. That's a new one to me. Although, I've had plenty of people tell me that the gym 2 minigame gives them a lot more trouble than it really should. I'm thinking of re-designing it in the next update.

As for your design, I'm afraid the roster is all filled up at the moment. This project has actually been around for a really long time now (several years before I took over the project).

With that said, I've been working on getting everyone's sprites done, and there are a handful of Pokemon that I don't seem to have any design for, other than a name. I'll have to do a sweep through all my files to make sure I'm not missing anything, but if I can't find anything, what do you all suggest we do?

LockeZ designs boss battles for you

Hey, this looks really interesting! I love this sort of discussion. If you're avalible, I'm interested in having you fleshing out a few of my battles that I've been stumped on.

The Boss

The boss I'm planning is Lucidrake (big guy). He's a magical creature that can send people into deep sleep, and feeds on their dreams. The little guy is Dreamon, and is pretty much the "pre-evolution" of Lucidrake, and would likely act as minions in the battle. One other note, the battle itself is actually taking place in another character's nightmare.

Game Info
At this point in the game, you’ll have access to 4 characters.

Characters:
Merric: The main character. He’s a well-rounded mage that utilizes Destruction and Illusion magic. This means that he’ll be able to reliable exploit elemental weaknesses, and reliably affect the emotions of the enemy (explained under mechanics). Additionally, he has a couple self buffs.
Maria: She’s your main healer, and has several support options. She can cast direct healing spells, or grant regeneration over time (more effective, but takes a while), and can cure basic status effects. Her buffs are almost exclusively single-target, but have a good duration, and are pretty potent (they can also be stacked for greater effect, see mechanics for stacking states). She also can Stance Change from a Cleric to a War Cleric mid battle. As a War Cleric, she gives up most of her naturally high magic defense, and some of her magic attack, in exchange for a major strength buff. In this state, her basic attacks with a staff have a chance to stun the enemy (skip 1 action).
True: She’s a rogue/assassin. She’s easily the fastest of the main party, but also pretty frail. She has plenty of ways to increase her critical hit chance, and most of her attacks add additional effects if they crit. Most of her attacking skills have chances to inflict a negative state, and she also has ways to lower her agro rate.
Matthew: He’s the team’s archer, and can act as a secondary support option. He has a range of skills to add elements/effects to his basic attack, and can combo these with a double/triple shot. He also has access to rally skills, which are smaller, short-lived boosts to the whole party *(as opposed to Maria’s single target, longer lasting, and more powerful buffs). He has a few other support options as well, such as increasing his agro rating. Not exclusive to him, but anyone with a bow can use special, but consumable arrows to utilize powerful attacks.

Mechanics:
ATB: We use an ATB battle system, allowing actions to happen immediately as they are chosen. It’s a “wait” mode though, so you won't lose time selecting your actions.
Emotions: One of the main battle mechanics is Emotions. Enemies have 4 emotions, Anger, Fear, Joy, and Sorrow. These emotions don’t do anything on their own, but instead change how the enemy acts in battle. (In the background, it’s really just an invisible stacking state. At 3 stacks, they get Rage 1, and at 6 stacks, Rage 2. I chose these numbers, as this way, a player can affect the emotions of one enemy on the first turn, if they specifically focus on them).
Stacking States: Most states (both positive and negative) can stack, refreshing their timer, and making the effect more potent.
Elemental States: Most elemental attacks have a chance to inflict their respective elemental state. For example, firebolt has a 25% chance to inflict a stack of Sear. These states can stack up to 5. With each stack, the opponent becomes weaker to the respective element. At stack LV.3 and higher, a secondary effect is also applied (in the case of sear, the enemy will start to take burn damage with each action). These states do have a timer, and will wear off eventually if not continually applied.
Elements: Just in case you're wondering, the elements are Fire,Water,Ice,Thunder,Wind,Earth,Light,Dark. At this point in the game, the only one the player's won't have any experience with is dark.
Agro: Pretty straightforward, but attacking causes you to draw in a little bit of added agro. Basic attacks draw the most, followed by most offensive skills. The exception being bows, which draw no agro. You can lower agro by just getting beat up a bunch, or guarding.

In general, I'm pretty comfortable with complex eventing, so go all out! :)

A Long Overdue Status Update, and a Request

author=Seiromem
Uh, looks like someone deleted the list of TM relearned and movepool revisions from the shared files.


Huh, odd. They're still showing up for me. They are Google Doc files, so you'd probably have to signed into a google account, if you aren't already. If nothing else, I'll just upload them as a zip file for download.

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author=matthewac95
It's good to see there's some new life to this project. I'm no artist, but if there's anything else that I can do to help PkmnRMN get finished, feel free to let me know. I was pretty involved before, so I'm definitely eager to see it finally release.


Thank you, I'm happy to have all the help people are willing to offer!

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Also just a heads up to everyone, university started back up this week. It shouldn't affect all too much, but it might take a couple days to get back to people.

A Long Overdue Status Update, and a Request

They look great! Their animations look really smooth too, I'm impressed! They'll work perfectly for the ruins.

Having a walking sprite too would be pretty nifty, just to match with the other Pokemon (hint-hint, nudge-nudge). They don't really have legs, so I'd imagine they'd either bounce their pot, or drag themselves around with their hands.

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I like the idea of bringing Nightmare back, really underrated move. Steel wing sounds good too (didn't even realize it wasn't on the list).

Of the other options, I'd say Zap Cannon looks the best to me. In that case, I could make Counter/Mirror Coat tutor moves.

I can imagine having two rivaling siblings, one convinced close-up physical attacks are better, and teaches Counter, while to other things long-distance special attacks to be the better strategy, and teaches Mirror Coat.

A Long Overdue Status Update, and a Request

A bit later than I would have liked, but I have all the moveset files uploaded. I decided to make a public folder on Google Drive for anyone to view/edit. I'm sure I'll put more files on their in the future.

Here's the link. I might put it in a future status update, but for now feel free to forward it to anyone interested.

https://drive.google.com/open?id=0B44QnykRQMv0M2ZqdVl3YndBY1E

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As for the TM's, I'm not really sure why we have 97 instead of an even 100. I can't remember off hand, but I think gen5 was like that too, maybe that's why.

Although I haven't really looked into it yet, adding a few extra TM's shouldn't be an issue at all. Any suggestions to what moves you'd like to see?

A Long Overdue Status Update, and a Request

Thank you Miracle for offering to help out! Sorry I didn't make this all public earlier, but even if you're too busy to help out too often, every little bit helps out immensely! :)

Judging from your examples, I take it you did most of the original sprite work? By the way, is the Tomamer sprite recent? I don't have it in any of the files Ratty sent me.

As for priority, I suppose I'd start with some of the early-game Pokemon, and their evolutions. The starters' evolved forms might be a good place to start. One special request I would like to make though, is for Ascape and Irritormen, both because I'd like to incorporate them into the ruins, and because they're personal favorites of mine.

It looks like you already did this with Swantweet, but just in case, feel free to make the sprites as large as you feel is needed. I mainly bring this up as I'd assume the final stages of the starters to be fairly tall.

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Also, as a reference, these are the Pokemon that I do currently have sprites for:

Toribush, Flaregon ,Fairimp, Gustling, Swantweet ,Sesprit (male and female), Miceburg, Chibiwawa, Atmana, Afropup, Biseed, Phim, and Elink.

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By the way Seiromem, I should have those moveset documents should be posted tomorrow. They've got a pretty long list of natural moveset tweaks, and TM comparability up through TM 60.

Pokemon RMN - Seeking Pixel Artists

Hello! How are you doing?

I am hoping to recruit a pixel artist or two to help me bring Pokemon RMN, a community-based Pokemon fan project, to life.

You can check out the project here! We already have a demo released, that plays up to the third gym!
https://rpgmaker.net/games/6734/

Engine: RPG Maker XP

Synopsis:
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?


Positions/Roles Needed: As of the moment, I'm mainly in need of pixel artists. In particular, I'm hoping that you'll be willing to help out with creating overworld sprites for the Pokemon (for those familiar with Pokemon, imagine the fallowing Pokemon feature from Heart Gold and Soul Silver). My hope is to be able to create a lively world for the player to explore throughout their journey, and I feel that actually having Pokemon seen not only in battle, but all throughout the world would go a long way in making the world feel alive.

The sprites would be the standard for the engine, being 32x32 sprites, with 4 directional walking. XP has 4 frames per direction, but I'd be perfectly fine with 3, as I could finish formatting them on my own. As of the moment, every Pokemon has at least a front in-battle sprite (with over half also having a back sprite) in which you can base its overworld sprite on. Of course, you could also ask for any additional information that you may find useful.

I understand that this would be a large task to ask of you. The project is certainly something that'll take a fair bit of time to complete, but I'm hoping it'll be worth it in the end to deliver the best project that we can to the community that made it possible in the first place. Pokemon RMN is a passion project crafted by the combined effort of the RMN community. It has technically been in the work since 2013, however, the original developer had to abandon the project due to personal reasons about a year ago. Earlier this year, I adopted the project as my own, determined to see the project through it's completion.


My Role(s)/Position(s): As far as my own personal roles, I take care of pretty much everything else as of the moment. Mapping, evening, collecting music, setting up stats and scripts, the whole nine yards. Art, however, isn't really my strong suit. I'm really hoping to find an individual willing to help me bring this project to life.

If you have any questions, please don't hesitate to ask!
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