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Messages - genbor

Pages: 1 ... 3 4 [5] 6 7 ... 59
61
News & Announcements / Re: Paperdoll Competition: Round 2
« on: June 20, 2012, 10:42:07 PM »
 Guess my blond afro just wasn't that appealing to people. Anyways there was a secret in the bag: a radar! Just thought I'd share it since it's over anyways. Good luck Amphi, Lubbies and Monzta! I'll be curious of what you guys create from those descriptions.

62
News & Announcements / Happy Birthday Jerry!
« on: June 19, 2012, 05:21:22 PM »
It's our beloved Moderator Jerry's birthday. I present you, the cake:

 

63
Development / Re: To Do List
« on: June 19, 2012, 03:02:15 PM »
 And there you have it, the "PU God" is back from his "contacting Nintendo by being in Japan" trip.

64
Development / Re: To Do List
« on: June 19, 2012, 09:10:14 AM »
 Tiles have been changed to size 32*32 if I remember correctly. Come online on IRC sometime if your free-time allows it and if we're on, we can provide you with some of the information you need (maybe all).

65
Ideas & Suggestions / Re: Secret Bases
« on: June 17, 2012, 06:27:02 PM »
 I don't know about Secret bases, but players will be able to purchase and customize their own homes. As far as I know, these homes will be Instances for the player and his "guests". So you walk to the district where you bought your house, and enter. This way players will be able to buy their own houses without having to worry about the space on the map. It will be something like in Lord of the Rings Online.

66
 Well seems like I'm out. It was fun anyways, and I didn't really think I'd even get this far. That alone is an achievement. It is more convenient to be honest, since my exams are still underway. Good luck to you guys Amphi, Lubbies, Monzta. Your paperdolls are great!

67
He meant abilities, but yeah Jerry said pretty much everything that needs to be said.

68
Other Chat / Re: Oh yeah!
« on: June 08, 2012, 08:12:22 PM »
 Very cute :D. Tell him to grow big and strong! If you named him Jarlnagger, he will. Names reflect on you, you know.

69
Same picture, just the previous thumbnail i posted looks so small, people might not be able to see it clearly, so here:


 If somebody would move and replace the one in the first post with this, I'd be grateful.

70
Game Features / Re: Move System Alteration
« on: June 06, 2012, 08:57:36 PM »
 Ah yeah, that's under, but we are just throwing around ideas. Mr_Dark already said that the battle system pretty much stays the same, so no need to worry. :D

71
Game Features / Re: Move System Alteration
« on: June 06, 2012, 08:35:18 PM »
 Please explain a bit more on what you mean Bing, I didn't really understand what you meant.

72
In-Forum Games / Re: Count to 1 000 000E-2
« on: June 06, 2012, 06:51:40 PM »
5665

 Magical number.

73
Game Features / Re: Move System Alteration
« on: June 06, 2012, 06:35:38 PM »
Well, that was based off your post and you identified it correctly XD. The hours and such already hint at it.

But yea, I left the resetting part quite vague by mentioning different possibilities as I had mix feelings about them. I didn't think about the testing part since I tend to just go with that I have in-game after acknowledging the power, accuracy and description of each move they learn, but I guess we could make a special sort of room somewhere (somewhere in the pokecenter?) where one could test out moves against some dummy and is able to freely switch around the moves without altering the counters as long as he's in there. Because if you really want to make it as sensible as possible, one doesn't quickly forget something easily. If you dropped driving your car today to pilot a plane, you would still be able to drive your car properly and applying this to the system here would be to decrease the counters as the move being learned gets more counters. But then, that doesn't solve our problem of quickly switching moves.

I didn't mention accuracy, but I don't think that this should be messed up with. If anything, I would be using the counters to determine the power of the move. 100% filled would mean the Pokemon can always use the full potential of the move. 50% would mean that the pokemon has a 50% chance to bring out the full power. So in the end, the pokemon learned a new move, just cannot fully make use of it and bring out its full power.

After all, we also have 100% accurate moves like Aerial Ace which wouldn't work at all with the system of accuracy, but also the 1HKO moves.

Speaking of which, I think the 1HKO moves wouldn't need the counters. They already have a low accuracy...

 Yeah that would work better, I didn't even think of the Counters working on how well you can use the power of a move. I like this idea. Critical Hits were removed due to too much unpredictability, but there's no problem here, it would work almost like a Critical Hit, except it would enable you to hit with the full potential of the move. Also I thought 1HKO moves were removed, so if that's true, we don't even have to worry about them.

74
Ideas & Suggestions / Re: Faction vs Faction quests
« on: June 06, 2012, 06:30:02 PM »
 I agree with Jerry that Faction vs Faction (FvF) should be events, but they can easily be turned into quests as well. Simple quest: Sign up for volunteer guard duty/skirmish etc., which is a timed event (meaning it occurs every so often, say 1 hour) and you suddenly have an event which turned into a quest. Could be a repeatable quest...

75
 Well.. here's my submission. Had to rush it a bit, because I ran out of time, but oh well, that's what you don't have during exams: time. Here it is:

@CortexJ, I didn't make the Dark type trainer because I was already doing the bug type, but i'd love to try and make a Dark type one. Also, is he not allowed to have an "eyepatch"? Is that accessory banned for Bug Catchers?

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