• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Professor Fable

Prof. Fable
34
Posts
344
Days
    • He/Him
    • Seen yesterday
    I know this is usually frowned upon, but would it be okay to use cheat engine to speed up the game since theres no speed up? it makes training and going thru long routes more digestable. im just worried if itd corrupt the game or save
     
    33
    Posts
    24
    Days
    • Seen yesterday
    I know this is usually frowned upon, but would it be okay to use cheat engine to speed up the game since theres no speed up? it makes training and going thru long routes more digestable. im just worried if itd corrupt the game or save
    Do as you please. Make the experience you desire. I'm not sure if it will effected the game.

    Thanks for mentioning the title needing changing too.
     
    11
    Posts
    1
    Years
    • Seen yesterday
    so theres a bit of a visual bug in the cave where you fight the team chaos boss
    everytime i go back through mew and the team chaos boss are still there but do nothing, Ive already fought themPokemon - Aether and Chaos V1.0
     

    Professor Fable

    Prof. Fable
    34
    Posts
    344
    Days
    • He/Him
    • Seen yesterday
    if you ever add post game if not already there, i would recommend what someone else said: nature changing mints, ev items (decreasing berries and increasing vitamins), bottle caps, etc. - it really helps and have people not worry about hunting specific nature pokemon or for high ivs
     
    33
    Posts
    24
    Days
    • Seen yesterday
    if you ever add post game if not already there, i would recommend what someone else said: nature changing mints, ev items (decreasing berries and increasing vitamins), bottle caps, etc. - it really helps and have people not worry about hunting specific nature pokemon or for high ivs
    To me, those things are basically cheats. They're probably 'normal' in most fan games or what you've played, but the whole random chance of stats and natures is a fundamental of RPG.
    So, personally I probably would not add them. However, I do understand why people like those things.
    I focus more so on the journey and feeling the game.
    If I make additional content for this game, I will highly consider adding them for people like yourself.
     
    33
    Posts
    24
    Days
    • Seen yesterday
    also, is there a place to buy multiple exp shares?
    I'll re upload when there's a few more fixes as they come. The visual bug won't impact the game other than just having to see it.

    There are two exp.shares. 1st at the beginning and 2nd about halfway through. Additionally, you get an exp.charm about 3/4s through. The exp.charm gives higher exp recieved amount overall.
     
    33
    Posts
    24
    Days
    • Seen yesterday
    In response to this answer, have you added any lately? I only ask because I caught one yesterday.
    Well, the setting is turned off. So unless it just pushes the chances to near impossible, I'm not sure how that happened. Haha!
    I changed a lot of the sprites, so perhaps it's just the normal colouring?
     
    19
    Posts
    1
    Years
    • Seen yesterday
    This is a good start! I got to the midway-ish point.

    Pros:
    - Music
    - 3 stage mons
    - re-alignment of stats to strengthen/balance the mons
    - regional forms
    - Aether and Chaos types feel like a natural part of the game (although an explanation in game of the types and their resistance/strength would be welcome)
    - Level Caps

    Cons:
    - No speed up
    - HMs
    - Grindy due to low level wild mons
    - QoL of modern games/fangames (DexNav, nature mints, etc.)
    - Rival/Story elements feel relegated to the background

    Overall you have an excellent foundation.
     
    33
    Posts
    24
    Days
    • Seen yesterday
    This is a good start! I got to the midway-ish point.

    Pros:
    - Music
    - 3 stage mons
    - re-alignment of stats to strengthen/balance the mons
    - regional forms
    - Aether and Chaos types feel like a natural part of the game (although an explanation in game of the types and their resistance/strength would be welcome)
    - Level Caps

    Cons:
    - No speed up
    - HMs
    - Grindy due to low level wild mons
    - QoL of modern games/fangames (DexNav, nature mints, etc.)
    - Rival/Story elements feel relegated to the background

    Overall you have an excellent foundation.
    Thanks for the review.

    It's all pretty spot on.
    Although, it shouldn't be that grindy. I made it so a team of 6 Pokemon should be at or just under the level cap of each gym if you battle 80-90% of the trainers. All my test runs worked out this way.
    As for the rival/story. It does get more involved in the later part of the game, however it was not my main focus. As I mentioned, the music, 3 stages and ability to use any Pokemon line was my main concern.

    I'll keep listening to everyone's perspective and potentially create a new version which may suit a wider audience.
     

    J. D. Guy

    Pokemon Fan Forever!
    70
    Posts
    10
    Years
    • Seen May 13, 2024
    - Aether and Chaos types feel like a natural part of the game (although an explanation in game of the types and their resistance/strength would be welcome)
    I second the recommendation/suggestion to include NPC(s) and/or Trainer Tips signs, etc. through the early portions of your game that explain in-game what the Aether and Chaos Types do. Not only will this work nicely to enhance the feel of the world they game takes place in, it will of course be vital for newcomers to help become familiar with these Types.
     
    4
    Posts
    2
    Years
    • Seen May 8, 2024
    Again, so far, I have been enjoying the game. Great work! Anyways, I am not sure if I am going crazy, but the type effectiveness seems strange. The text says things such as "not very effective" when a move is supposed to be neutral. For example, if my Blastoise uses surf on a rhyhorn (new typing = rock/dragon), the move reads "not very effective". It seems to be prioritizing a specific type when relaying the effectiveness message, similar to Gen 1. This has happened with other type interactions as well; that was just an example. I am not sure if the types were reworked outside of adding Chaos and Aether.
     
    33
    Posts
    24
    Days
    • Seen yesterday
    Again, so far, I have been enjoying the game. Great work! Anyways, I am not sure if I am going crazy, but the type effectiveness seems strange. The text says things such as "not very effective" when a move is supposed to be neutral. For example, if my Blastoise uses surf on a rhyhorn (new typing = rock/dragon), the move reads "not very effective". It seems to be prioritizing a specific type when relaying the effectiveness message, similar to Gen 1. This has happened with other type interactions as well; that was just an example. I am not sure if the types were reworked outside of adding Chaos and Aether.
    There's two potentials for this.
    1) I changed the ratio damage of super effective and not very effective moves. As a result, there are certain times when damage is minor it is stated as not very effective. (I'm not sure why, it just does)
    2) if a pokemon has dual typing, it generally prioritizes the resistance. I.e. Rock/Dragon would be resistant against water because of the Dragon typing.

    In the end, this would come down to the individuals opinion on whether it should be or not, but that's just how I see it potentially being the case.
     
    Back
    Top