r/PokemonRMXP

Showcasing the Grass Gym for Pokemon Rewritten!

I want the gyms to feel alive in my game, so you'll see other trainers challenge the gym leader and gym trainers as you make your way through the gym.

u/Kanto_141 — 16 hours ago
▲ 364 r/PokemonRMXP+1 crossposts

The map for the Fennoh region!

The region is set East of the Sinnoh region. Both regions have close ties with each other, meaning you'll also be able to explore parts of Sinnoh!

u/Kanto_141 — 22 hours ago

Tactics Battle System Updates - Essentials V21

After my recent post showcasing my Tactics Battle System, work on it has improved massively.

I intend to drop a demo of my game, Pokemon Luxor, that uses this battle system soon (in about 2-3 weeks!)

I’ve spent a lot of my time making the story and maps alongside various new special mechanics exclusive to Gym battles to make them more interesting. I’m also currently working on Mega Evolution and am making custom Mega’s for the various Fakemon in the game.

u/NerdyMortisMain — 1 day ago

Region map for my upcoming game 'Digimon Story: Genesis'.

What do we think? Good fill, too busy? It's important to see that nature's doing it's own thing, I suppose. Let me know!

Demo's release coming closer and I'm finishing up on the last few things!

u/Girret555 — 3 days ago

How could we make a Pokemon fangame's progression not feel like walking in a straight line from A to B?

Something that strikes me with many Pokemon fangames is how linear progression is. I noticed this when playing Pokemon Z (still haven't finished the game so maybe it opens up later, but...) where very often the format is: reach a new city --> all paths outside of the city are blocked off until you beat the gym leader --> you have one route to explore --> get to new city --> repeat. Even if there are more areas sprinkled about on the path, the game (so far) very much feels like we're walking in a line from A to B without much deviation. I find while designing my game currently I'm falling into much the same trap as well.

On the other hand, making a game too open can lead to Scarlet and Violet where the open world is really daunting and you don't know what to do, end up walking into areas you're underleveled for constantly, or entering areas you're way overleveled for. So there's a balance here that has to be struck

Pokemon Rejuvenation is an example of a fangame that doesn't feel that way, despite the story being completely linear, the game doesn't feel linear. This is down to the wealth of optional areas they have, and also just down to the dungeons they do have being really really big. But most fangames don't have the luxury of being that big, and having that many areas. Another thing is that most optional areas in this game is a loop--you enter from Route 2, you exit back out onto Route 2 in the exact same place. For example, Mirage Woods, Phasial Cave, Evergreen Island, Voidal Chasm, Forlorned Cave, Jirukala Cavern, and so on are all like this, and for many of them, you even enter and exit through the same transition point too. In Rejuvenation, this isn't really noticeable because all these locations have lots of content and their own gimmicks to them. These areas are also really big and sprawling. When you can't make areas that big and full-fledged, it ends up feeling like, say, the Route 6 cave in Pokemon Z (for the record, I think Pokemon Z is a very good game, just it has a lot of good examples for me to point to regarding this issue) where it's two rooms, one trainer battle sidequest, and then you leave through the same door you came in from.

So how can we, on a game that can't reach Rejuvenation's scale, but hovers more around the scale of a standard Pokemon game or even slightly smaller, try to make it so that the game doesn't feel so linear?

One thing I've experimented with is ensuring optional areas connect to at least two other areas, and making it so there's always more than one path forward--for example you can go through a mountain to get to the next town, or you can take the scenic route via a cave system into a swamp. The mountain has harder puzzles and stronger trainers but it's shorter, meanwhile the cave + swamp route is more leisurely but takes you longer and you can explore more.

So, few questions I want to ask:

  1. Is it fine to you guys if a game feels very noticeably linear with lots of blockades that stop you from leaving the intended path?
  2. How far out do you guys think we should let players leave the intended path before giving them a blockade?
  3. How "developed" do you guys think side areas should be? Is a little two room cave with a few trainer battles and an item in it that you enter and exit through the same door fine? Or does it make the side areas feel underbaked?
  4. How do you guys feel about giving the player multiple ways to progress to the next objective? Should we always "tell" the player there are multiple paths of progression, or is it better to just let them exist and the player will discover it on their own?

EDIT:
Some new thoughts came to mind so I'm adding it here:

If exploration is too open, a la my SV example, it will feel really daunting to explore. My current method is having "subregions" within the region, which have their own Pokedex, and you can typically explore relatively freely (certain sections are blocked off until later, typically connections to other subregions), and after finishing up the story, you'll be ushered into the next "subregion" and for a little bit not given access to previous areas until later.

This idea came to me cause Super Metroid did a similar progression of "enter new area, not allowed to leave until you find the thing you need to find in new area, you can explore old areas with your new tool now"

Adding onto this, I wanna ask one extra question:
5. How quickly do you guys think exploration should open up? How heavily should we hold the player's hand early on, and when do you guys think we should let go?

reddit.com
u/Froodoopy — 4 days ago

What do you think about making changes to existing Pokemon?

Are you in favor of changing something about Pokemon to buff them or give them a new place to shine?

Turn Arbok into a Poison / Dark type.

Change Psyduck into a Water / Psychic type.

Give Tropius a couple of extra stat points so he can actually do something.

Expand the movepool of a couple of lacking Pokemon.

Are you in favor of smallish changes like this to some Pokemon in a Fangame or do you prefer if everything stays consistent with the originals?

reddit.com
u/Guardianangel93 — 5 days ago

So I added Hidden Grottos.

So, let me start by saying. I’m extremely proud of this no matter how easy it may sound. I scrapped this idea years ago because I couldn’t figure a way to implement it properly. And yes I put this event in a test map that I was messing with Lighting in. Of course it’s not centered…

In my recreation of Emerald I recreated Hidden Grottos from Black and White! Everything is coded to a plugin so I don’t have to create multiple events or multiple grottos each time I want a random index! It actually takes two events. One to teleport you into the map. And one to actually randomly spawn the grotto reward.

The grottos will have indicators so you can tell where one is currently at or will spawn. I also plan to add a notification system that’ll inform you when one has spawned near you either per day or something of the sorts. Atm it’s based on steps. I plan to implement the data into the Quaza Phone you’ll get access to later in the game.

I won’t go into details about what you can obtain in the Grottos but of course, Pokemon with HAs can spawn and Rare Items only seen once in-game have a small chance to spawn too. Not finished with the list but the video shows examples of the actual plugin working 🙏

u/deprxssin — 5 days ago

First Ice Map - Is this a good start or is it lacking something?

This map is a dead end, which it's supposed to be. Trainers and items will be added for content.

The puzzle is relatively easy to solve. It shouldn't take anybody more than a minute of skating around to get to all three areas behind the ice.

I plan on making more intricate puzzles in a snowy region. This is supposed to be a little discovery when people explore, nothing major or time consuming.

Thoughts? Suggestions?

u/Guardianangel93 — 5 days ago

Added Rapidash riding to my game!

I want to make it move faster when you're riding, but changing speed/freq isn't doing much.

u/Intrepid-Ad-5715 — 6 days ago
▲ 513 r/PokemonRMXP+1 crossposts

Digimon Story: Genesis - working towards a playable demo

The goal is to have a demo ready playable up to the second 'Gym', District Tournament by the end of the summer. In this game, you play as a new someone in the Digital World, introduced here by your classmate and rival, Nova. You travel through Routes and little settlements, to create your own team of Digimon.

It's very Pokémon-coded, but I replaced the Pokémon with Digimon. 680+ in total.
I'm working now on the intro sequence when you choose 'New Game' and I want to do a bit of an in-battle UI overhaul.

- Features in Digimon Story: Genesis are basic, to still embrace the feeling of a classic Pokémon game. It has a new, original story around the nature of the Digital World and the balance people can bring to it, there's 8 District Leaders to beat to earn your District Medals and eventually become the Champion of the Digital World. Get to know new characters who travel with you on your journey and their own goals and paths they'll choose.
- There are not yet many QoL innovations, but there's 8 different player sprites to choose from, a whole array of TMs to teach to your Digimon, with broad learnsets.
- Six different Digimon (Eggs) to start your journey with.
- All Digimon have their own level up movesets, types, stats etc., not one Digimon is the same as the other (not even recolors of eachother).
- Because of branching evolution lines, there's a Digivolve option in the Party menu, where you can see which options your Digimon has to reach its next form.
- De-digivolving is possible at this moment, as long as you have obtained the previous form (can't de-digivolve Floramon back into Tanemon, if you have not yet had Tanemon before).

The Region you play through is, of course, the Digital World, a brand new region to explore. Learn about Digimon and the people that reside in the Digital World. Final picture has a new part of the map you'll travel through.

What would you like to see in a game like this?

Credits: Voltseon's Pause Menu; Jon D Arthur's Evolution Screen; Spriting from Digimon's Vital Bracelet BE, Digimon Pendulum, Otro_Jorch, OC trainer sprite by Banned-Footage and OC by me.

u/Girret555 — 8 days ago

My version of Pokemon Emerald

Ladies and Gentlemen, this gonna be long but stick around i promise it’s worth the read and watch.

We’ve been here before. About a year ago I started making Pokemon Emerald into a different style than the casual Gen 3. I had multiple plans for the game and what not. As a solo creator the task was something I felt should be experimental per-say. I walked in already knowing what I visioned for some things and how hard it could get doing a lot by myself. So I posted here small things from features to gameplay. Then I disappeared from the lands.

TLDR: I started a project, health issues got bad. I’m back enjoy the gameplay and expect an attempt at something even with Gamma Emerald coming out LMAO.

In the video I just show off at least part of the story we all know and have seen before. I know what issues are showcased and it’s not a final product. It’s WIP I rushed a few hours ago truthfully. A lot of the features are edits from other users / updates that were needed and I was able to fix. UI isn’t my forte hence why the only one that was ever done was a fully custom pause menu. There’s more UI stuff I didn’t show that I made but I’ll just wait till I perfect it to show off. The other UIs are just temp unless I say otherwise. Anyways, Gary the Mudkip has returned and I appreciate you joining my long ted talk. 🙏

side: Tiles aren’t final. I used placeholders for interiors aka RSE Tilesets. I know you hate me. Sorry. and Music was low because my ears.

u/deprxssin — 7 days ago
▲ 26 r/PokemonRMXP+1 crossposts

Inspirations for the Pokémon Pacific Buizel concept

I was looking at images of the inspirations behind certain characters and wanted to do the same for some of the game's Pokemon Pacific species, while I finish up other, less visual content to share. I like for there to be more than one concept behind a design.

u/Aggravating_Web_4167 — 5 days ago

Route 1 + obligatory new type Eeveelution

tried to make it look like california foothills :] might make an og tileset later on but for the demo it’s cool

u/Mahoganystudios — 6 days ago

New pokemon game, new Pokémon to find

Working on a new fan game with fakemon and decided to give poliwag a new evolution based on a poison dart frog, of course water/poison i wanted opinions on how well my sprinting was done. It is still being worked in, im very new so im not sure when it will be done, but its gonna be called Pokémon Horizon Depths. Shiny odds will be increased because I intend to have custom shines. There will be regional forms, and hopefully new megas. I will keep posting updates.

u/SoulScythe62 — 8 days ago

Dating in my Pokémon Fan Game

In my game you can actually date people and also get relationships.

u/JostGivesMoney — 8 days ago