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Messages - Alais

Pages: [1] 2 3 ... 11
1
So some people read fanfiction as a way to continue a series, book, or movie that they love. Those who don't may have many and varied reasons! I am interested in these reasons.

ALSO

For those of you who read [fanfiction], I am writing a small script/program to sort fanfiction.net stories by the number of reviews they have, thus making it easy to find stories that are actually good ^_^.

If you would like to request a database/list of stories from a particular fandom, please post here! Also please specify the file type you want (text file, word document, excel document etc.).

2
Most of us don't play, lol. But I don't see why not. Your best chance is to join IRC and ask there.

3
Ideas & Suggestions / Re: Pokemon Universe Town?
« on: June 29, 2010, 11:43:01 AM »
The reason "main towns" exist:

  • One to one trade (afk or not)
  • Auction house
  • Showing off gear/pokemon
  • Gathering a party of players
  • Shopping
  • Being near the most transport (so when you log on, or when you get a party invite, you can go to where you need to be as fast as possible)
  • Being near the best places to get xp

It is very annoying if you have to travel constantly to do routine tasks. Anything that is not fun, especially if it annoys the players, should be avoided in the game. This includes forcing constant monotonous travel. People have limited time, and they don't want to spend an hour trying to gather people together to get to the fun part (the actual quest or xp party) let alone the time it takes to find people in the first place. Therefore there should be several major towns/cities (ie it doesn't have to be just one) with most if not all of the above mentioned items. That's not to say easy transport (or even access to such cities!) should be easy to earn, that's what quests are for. But by the time you get to "end-game", you are going to be pretty tired of walking everywhere.

4
Art Work / Submit your building ideas! No pixel art skill required!
« on: June 29, 2010, 11:31:03 AM »
Building design!

Surprisingly, you don't need any pixel art skill to contribute to PU's building designs! Submit your concept for a type of building here, by sticking to a few simple rules. Designs can be as simple as you like, and can have colour or be outline drawings.

The tile size is 48x48 pixels. The grid you can see above is from Photoshop, but other free programs also have grids.

You have probably noticed that pokemon cities have one style of building per city, and this is what gives the city its feel so you remember it. The way you get many different buildings in the same style without much work, is to make sure the tiles for each one are reusable. Here are some simple examples:

         

         

As you can see, every feature (wall and roof edges and corners, doors, windows etc.) occupies as few tiles as possible. The door is on one, the window is on two but makes good use of the extra space. The roof on the first house has corners that only take up one tile. You get the idea.

Another good idea is to keep all the parts simple. This doesn't mean you can't add lots of parts (flower pots, door signs, chimneys, aerials etc), it just means that each thing you add should be clean and simple looking.

Here is what it might look like if I was to take the first house and finish it for PU, although this is just a quick example using old stuff:

         

You can take inspiration from pictures of real buildings on Google images, or from the official Pokemon games for some starting help.

Good luck!

5
Other Games / Re: Starfy vs. Kirby
« on: May 16, 2010, 03:25:41 AM »
Kirby has always been Japanese, guys. I am surprised no one else pointed this out yet.

6
Art Work / Re: Draft's pixel art case ^^
« on: April 28, 2010, 11:54:14 PM »
Except the game is 48^2 tile base.

7
Art Work / Re: Draft's pixel art case ^^
« on: April 27, 2010, 11:09:47 PM »
Here's a (really, really) rough outline edit I did for your Lugia, although some of it is just stylistic, and probably doesn't need changing xD Overall, I really like your sprite.


8
Ideas & Suggestions / Re: Pokeballs + Apricots
« on: April 25, 2010, 12:06:38 AM »
I don't blame you for not finding it before, but it has been mentioned here:

http://pokemon-universe.com/index.php/topic,237.0.html

We will almost certainly implement professions including pokeball crafting from Apricorns :)

9
Ideas & Suggestions / Re: An idea that just came to me
« on: April 21, 2010, 06:48:34 PM »
actully.... How about letting the pokemons have 2different move-sets? That´s kinda the same thing, but it still limits you to having 6 pokes?

This is a good idea.

10
Trainers Lounge / Re: Evolution stones.
« on: April 21, 2010, 06:44:33 PM »
The point was that you only need one person you can trust when trading for evolution. If a trainer doesn't have any friends then it's probably his own fault that he can't safely evolve his pokemon, and not an issue with game design.

11
Trainers Lounge / Re: Evolution stones.
« on: April 20, 2010, 09:52:17 PM »
If you don't have any friends in PU that you can trust with your pokemon, then maybe you are doing something wrong ;)

12
General Chat / Re: LUGIA OR HO-OH: Important question!
« on: April 18, 2010, 09:28:58 PM »
The lugia, since a pokemon trained from lower level is stronger than a wild one?

13
Ideas & Suggestions / Re: Advanced Battle Options
« on: April 12, 2010, 02:25:15 PM »
I think with the ability trees there might be icons showing what the opponent has spent his points on. Then again maybe not.

Added the ability to counter waiting with increased priority (fast) moves like Quick Attack. I have the feeling that without some kind of risk, slow pokemon would exploit the wait system by waiting every single time. This may still be a problem, as not all pokemon will have such a move. Perhaps there should be a penalty for asking a pokemon to wait too often. Something like directly barring the use of Wait twice in a row, or adding the chance that the pokemon will be "loafing around" (like if it was too high a level) if you wait too often, or some other countering mechanic like the one I already suggested... e.g. certain moves do more damage to a pokemon that is waiting.

14
Ideas & Suggestions / Advanced Battle Options
« on: April 12, 2010, 04:09:09 AM »
    New Rules for Battles

    None of this is official, it's just a fun idea. Enjoy!

    Pokemon battles in the games are quite different from those in the anime. The most notable difference is the lack of a "Dodge" command; a "Wait" command, telling a pokemon to wait and see what the opponent will do; and "Counterattack", the ability for attacks to be used against other attacks. You often hear a trainer telling his pokemon to "Dodge and use Thundershock", and you often see one beam type attack being fired at another and meeting each other, or a razor wind blowing away smog or razor leaves, with one of the attacks beating the other, and damaging one or both of the pokemon accordingly.

    This idea would add different rulesets for battles, including:

    Classic Rules
    • Rules are the same as the official games.
    • Default "Shift" battle type. i.e. Pokemon may be switched at any time.
    • "Classic Rules: No Shifting" subtype for the "Set" battle option in the original games. i.e. Pokemon only switch after fainting.

    Best of # (e.g. Best of 3.)
    • Each trainer sends out a Pokemon, but when one faints, both are recalled and two new Pokemon fight for "Round 2".
    • Trainer Battles only.

    Advanced Rules
    • This includes the four new Actions below: Dodge, Dodge and Attack, Counterattack, and Wait.
    • Designed to allow the player to have a battle much more similar to the anime battles.
    • "Advanced Rules: No Waiting" for disallowing Waiting and Counterattacks.
    Advanced Rules

    tl;dr: Skip to the Example Battle below.

    Dodge:
    • 50-75% success depending on difference in speed: success = (0.6+0.5(a.speed-f.speed)/a.speed), capped 50-75%

    Dodge and attack:
    • Dodge has 30-55% success, offensive attacks only - status effects 30% less accurate, damage at 50%
    • Using a move with "Dodge" as its Form during a "Dodge and attack" means the Dodge doesn't have a success penalty (stays 50-75%)

    Counterattack:
    • Nondamaging Counterattack drops effects and randomly lowers opponent's damage to 0-75%, status effects 50% less accurate
    • Damaging Counterattack causes both attacks to do 0-100% damage (total adding to 100%), status effects 50% less accurate
    • Type advantage adds 25% to attacker's damage and removes 25% from foe's damage
    • Level difference adds per level 5% to higher Pokemon's damage and removes 5% from lower Pokemon's damage (max 25%)
    • Each attack may have one or two "Forms" which are the sort of attack it is (Punch, Beam, Wind etc.)
    • A move can Counterattack a foe's attack with favourable Form or Type matchup (for moves allowed to Type Counterattack)

    Here is an Excel table of the various Forms used:
    http://www.megaupload.com/?d=BRBCSMHP

    Wait:
    • You attempt to wait for your opponent to move first "[Pokemon] waits for its moment..."
    • If both Pokemon wait on one turn, the next turn neither are allowed to choose Wait. "[Pokemon] and [Foe] are staring it out!"
    • Dodge and Counterattack are only available after the opponent chooses to to use a regular attack.
    • When the opponent chooses a regular attack, chat reads as "[Foe] readies [Attack]!" / "What will [Pokemon] do?"
    • The Pokemon readying its attack will always move first, but the damage from an attack + counterattack is applied to both pokemon at once.
    • Low level wild Pokemon don't know how to Counterattack and don't Wait because they don't know why waiting can be an advantage.
    • Edit: Increased priority moves like Quick Attack will hit the foe and end the turn if it tries waiting, as they are fast.
    Ranges could be continuous or discrete.
    Discrete examples:   
    • Non-damaging counterattack reduces damage to 0%, 25%, 50% or 75%.
    • Damaging counterattack reduces damage and status accuracy by (foe, attacker) 0%,100% ; 25%,75% ; 50%,50% ; 75%,25% ; 100%,0%.


    Example Battle: Advanced Rules

    Pikachu Vs. Charmander, Pikachu is faster. Note that this battle has a lot of dodging, to show different cases.
    [Turn 1]
     
    [What will Pikachu do?] >Wait
     
    Pikachu waits for its moment...
    Charmander readies Ember...
     
    [What will Pikachu do?] >Dodge and use Thundershock.
     
    Charmander uses Ember!
    Pikachu fails to dodge and takes 20 points of damage.Pikachu takes normal damage from Ember.
    Pikachu uses Thundershock!
    Charmander takes 10 points of damage.
     
    Charmander takes 50% damage from Thundershock, chance of paralyze was halved (5%).
    [Turn 2]
     
    [What will Pikachu do?] >Wait
     
    Pikachu waits for its moment...
    Charmander readies Flamethrower...
     
    [What will Pikachu do?] >Counterattack with Thunderbolt.
     
    Pikachu is able to Counterattack without a type advantage because both attacks have Beam Form and a Beam can counter another Beam.
    Charmander uses Flamethrower!
    Pikachu Counterattacks with Thunderbolt!
    Pikachu takes 10 points of damage.Counterattack worked out at Pikachu receiving 25% damage from Flamethrower and Charmander receiving 75% damage from Thunderbolt. Paralyze and burn acc. was halved.
    Charmander takes 30 points of damage.
     
    [Turn 3]
     
    [What will Pikachu do?] >Wait
     
    Pikachu and Foe's Charmander are staring it out!
     
    Both Pokemon chose to Wait. Next turn, Wait is disabled.
    [Turn 4]
     
    [What will Pikachu do?] >Thunderbolt
     
    Pikachu readies Thunderbolt...
    Pikachu uses Thunderbolt but Charmander dodges with Dig!The slower Pokemon can not Counterattack without using Wait to see what the opponent is going to do. But it can Dodge or Dodge and Attack.
    [Turn 5]
     
    [What will Pikachu do?] >Wait
     
    Pikachu Waits for Charmander to appear and use Dig.
    Charmander readies Dig!
     
    [What will Pikachu do?] >Dodge with Quick Attack.
     
    Quick Attack has "Dodge" as its Form, so Dodge has the same success as without an attack (50-75% instead of 30-55%). Earlier, Dig also has Dodge as its form. Dodge Form attacks appear as "Dodges with [Attack]", not "Dodges and uses [Attack].
    Charmander uses Dig!
    Pikachu dodges with Quick Attack!
    Charmander takes 4 points of damage.
     
    Quick Attack's damage is still cut in half when used with Dodge.
    [Turn 6]
     
    [What will Pikachu do?] >Dodge
     
    Pikachu will try to dodge whatever move Charmander uses.
    Charmander uses Flamethrower!
    Pikachu fails to dodge and takes 40 points of damage.
     
    [Turn 7]
     
    [What will Pikachu do?] >Wait
     
    Charmander gets ready to dodge, but Pikachu isn't moving!
     
    Charmander used Dodge but Pikachu used Wait. Wait and Dodge are disabled next turn.
    [Turn 8]
     
    [What will Pikachu do?] >Quick Attack
     
    Charmander waits for a moment but Pikachu strikes fast with Quick Attack!Charmander tried to wait but was attacked with an increased priority (fast) move. The turn ends. This is a means of countering people who always wait to counter your moves.
    Charmander takes 8 points of damage.
     
    [Turn 9]
     
    [What will Pikachu do?] >Thunderbolt
     
    Pikachu uses Thunderbolt!Charmander was not able to Dodge or Wait to Counterattack.
    It's a critical hit! Charmander takes 80 points of damage.
    Charmander is unable to battle!A trainer's Pokemon "is unable to battle" at 0hp, a wild pokemon "faints".
    Pikachu gains 451 XP.
    [/list][/list]

    15
    General Chat / For Romulus!
    « on: April 03, 2010, 05:04:13 AM »


    Which of these two is pretending to be a Romulan?

    .
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    Answer: Both!

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