PokéMorph (Discontinued)

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Re: PokéMorph (Update: v1.63 7/1/17)

Postby Seraphic » Sun Oct 29, 2017 1:20 am

I was curious and had a look in the GameEditor and found a Mount Code? Does this work anywhere?
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby Dapper Gent » Sun Oct 29, 2017 2:12 am

It wasn't fully implemented. So I don't think it's 100% functional in the current version.
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby ValturNaa » Mon Oct 30, 2017 4:23 pm

No, it isn't. I tried and failed to work out the mechanics before requisitioning the sprites to match. While I was able to figure out the movement speed adjustments (ish), I was unable even with Humbird's assistance to add an item or ui addition to make it work from. I would have needed direct flash editing, I think, and it would have taken me a long time to develop that kind of familiarity with the system even if I did have an editor to work with. So I postponed that feature in favor of the new engine where I'll be able to incorporate all of the intended elements directly instead of as workarounds. The prospect of duplicating identical objects into every single outdoor room of the game didn't appeal to me. Bad enough having to do that with the fishing and wild fight scripts on the routes, at least they have different lists of pokemon.
I'm not mad. I'm only forty and eighty percent crazy, and that's split between two personalities, which makes me almost half sane.
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby www.porncritique.lol » Tue Oct 31, 2017 5:41 am

Hey, I made it back to where I was before and in the lighthouse something kinda weird happened. In the middle of the cutscene Bay walked up into the wall, and he stayed there after the cutscene ended leaving me stuck outside the building. Fortunately it didn't freeze or anything so I could just load back to before I went in, but still. Is this a known glitch?

Out of Bounds Glitch.png


On another topic, something I noticed when battling Val (who I was able to beat despite being way under leveled by cheesing it with paralyse, poison, and other status effects) was that Pokemon HP among other stats seems to scale ridiculously, between level 6 and 9 health increases by more than triple over only 3 levels. Is this something to do with the engine? I'm hoping it can be changed so stats increase less exponentially. It would also be cool if Pokemon all had unique stats, but I don't know how much work you guys plan on putting into the combat.
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby Dapper Gent » Tue Oct 31, 2017 2:10 pm

If it were up to Val he'd completely overhaul the whole system and completely remove everything that makes it a Pokemon combat system. :lol: So you cam bet he'll be putting a lot of effort into smoothing out all of the wrinkles, and not just in combat.

As for the glitch, did you try to speed through the text? We've gotten a lot of glitches based on people trying to skip through the text there and the game not liking that.
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby www.porncritique.lol » Tue Oct 31, 2017 2:41 pm

Dapper Gent Wrote:If it were up to Val he'd completely overhaul the whole system and completely remove everything that makes it a Pokemon combat system. :lol: So you cam bet he'll be putting a lot of effort into smoothing out all of the wrinkles, and not just in combat.

As for the glitch, did you try to speed through the text? We've gotten a lot of glitches based on people trying to skip through the text there and the game not liking that.

That's good to hear, why doesn't he like the pokemon combat though? In whatever case I'm looking forward to seeing how it turns out.
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby Dapper Gent » Tue Oct 31, 2017 5:01 pm

I'll warn you first but ultimately let him answer that. :lol:
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby www.porncritique.lol » Wed Nov 01, 2017 3:41 am

So is the area with the "force field" or whatever and the blocked tunnel the end of the current story? I'm not sure because I'm not sure how to complete the event with Team Rocket in that area. After Eevee drags you out of the brush onto the path I can't find what you're supposed to do next.
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby Dapper Gent » Wed Nov 01, 2017 1:13 pm

There's a little bit more to that event but that is the end of the current line. I don't remember what you're supposed to do except follow the path around.

Though when we get the game rolling again we'll be overhauling the town maps and adding some content that we dodn't have before, as well as the stucf we cut from the last chapter and even going on to finish the next one. That way it'll be worth the wait to see the new engine and next release.
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby 7thUmbra » Wed Nov 01, 2017 9:16 pm

I have a question, does choice really matter at all as far as the plot goes? Will that be implemented later down the road?
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby Dead2112man » Thu Nov 02, 2017 1:56 am

Yes, your choices activate a hidden scale that will effect the end.

Yea, no more content un-till the new engine porncritic.
I might not create games, but I will test them, Then I will give advice on what I think needs to be added, removed, or improved.
Official bug tester of Dark Impulses, creators of pokemorph:Pink
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby ValturNaa » Mon Nov 06, 2017 9:16 am

Dapper Gent Wrote:If it were up to Val he'd completely overhaul the whole system and completely remove everything that makes it a Pokemon combat system. :lol: So you cam bet he'll be putting a lot of effort into smoothing out all of the wrinkles, and not just in combat. ...

www.porncritique.lol Wrote:That's good to hear, why doesn't he like the pokemon combat though? In whatever case I'm looking forward to seeing how it turns out.


I've spent my life studying historical combat, designing magic systems, and analyzing game mechanics to find their weak points, all of which gives me a somewhat unique perspective. I also have some experience with live combat simulations such as HEMA (though not as much training as I'd like) and I want to implement a game mechanic based on a fencing principle referred to as "tempo". Long story short, it would make each round a contest of two pokemon performing their moves at the same time. The resulting interaction would determine a "winner" who would take the initiative on the following round, dictating the flow of combat. I'm also not fond of the pokemon tradition of rock-paper-scissoring every match with typing, and want to make the interactions between types more subtle, though without removing types altogether. I'd also like to add certain training techniques like the pokemon anime where different pokemon can be trained against their natural weaknesses (for instance, AJ's sandshrew, on which Bondage Sandshrew was based), and unusual uses for common techniques, such as Ash's bulbasaur using Vine Whip to leap at the fighting dojo. In short, I want a combat engine that follows the anime more than the games and adds more realism and strategic thinking to the fighting. Something more interesting than "Oh, another rock type? Just karate chop it until it cracks."

Playing through FireRed, I could literally one-shot every enemy en route to Cinnabar using only my Scyther. I only had to swap him out when he ran out of PP on his main attacks, and then switched to another pokemon with the same simple attack mechanics. That's very dull gameplay, and I would've quit then if I hadn't been determined to see the ending as research for this project. Even worse was the victory road exp farming to at least match the elite four in levels, because at 2-3 levels below, there wasn't a damn thing I could do to win. With more strategic thinking, and the possibility to lose a relatively easy fight if you get too sloppy, or win an exceptionally difficult fight with a clever strategy, I think pokemon battles would become much more intense, engaging, and rewarding to play. This is a direction I feel pokemon is already headed, as in my Black playthrough I successfully swept the ice gym with a Haxorus. I just want to skip the long, slow transition and get to the good parts. But, I can't. Not here, not now. For this game, I'll have to content myself with a few minor tweaks on the basic FireRed combat engine. But in the future? Who knows.
I'm not mad. I'm only forty and eighty percent crazy, and that's split between two personalities, which makes me almost half sane.
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby jordanwolfe » Mon Nov 06, 2017 5:29 pm

ValturNaa Wrote:
I've spent my life studying historical combat, designing magic systems, and analyzing game mechanics to find their weak points, all of which gives me a somewhat unique perspective. I also have some experience with live combat simulations such as HEMA (though not as much training as I'd like) and I want to implement a game mechanic based on a fencing principle referred to as "tempo". Long story short, it would make each round a contest of two pokemon performing their moves at the same time. The resulting interaction would determine a "winner" who would take the initiative on the following round, dictating the flow of combat. I'm also not fond of the pokemon tradition of rock-paper-scissoring every match with typing, and want to make the interactions between types more subtle, though without removing types altogether. I'd also like to add certain training techniques like the pokemon anime where different pokemon can be trained against their natural weaknesses (for instance, AJ's sandshrew, on which Bondage Sandshrew was based), and unusual uses for common techniques, such as Ash's bulbasaur using Vine Whip to leap at the fighting dojo. In short, I want a combat engine that follows the anime more than the games and adds more realism and strategic thinking to the fighting. Something more interesting than "Oh, another rock type? Just karate chop it until it cracks."

Playing through FireRed, I could literally one-shot every enemy en route to Cinnabar using only my Scyther. I only had to swap him out when he ran out of PP on his main attacks, and then switched to another pokemon with the same simple attack mechanics. That's very dull gameplay, and I would've quit then if I hadn't been determined to see the ending as research for this project. Even worse was the victory road exp farming to at least match the elite four in levels, because at 2-3 levels below, there wasn't a damn thing I could do to win. With more strategic thinking, and the possibility to lose a relatively easy fight if you get too sloppy, or win an exceptionally difficult fight with a clever strategy, I think pokemon battles would become much more intense, engaging, and rewarding to play. This is a direction I feel pokemon is already headed, as in my Black playthrough I successfully swept the ice gym with a Haxorus. I just want to skip the long, slow transition and get to the good parts. But, I can't. Not here, not now. For this game, I'll have to content myself with a few minor tweaks on the basic FireRed combat engine. But in the future? Who knows.


See, I would love to see that kind of strategic combat, as traditional pokemon combat gets boring after playing since Red version first came out.

Though I'm still waiting for this game to have it's next update, so I wouldn't want to wait too much longer on a combat rework.
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Re: [Announcement] PokéMorph (Update: v1.63 7/1/17)

Postby Dapper Gent » Thu Nov 09, 2017 7:44 am

Good news and bad news. Bad news first.

I was going to fill in the blanks all the way up to Seadra but my dumbass self botched the upload and lost 3/4ths of my pictures. So now I have to dissect the completed set pictures in order to get the individual battle arts back. It's taken me 5 hours to clean up just as many pictures.

Now the good news.

We're going to be hosting a live stream Q&A on Saturday November 11th at 6:30pm US-est. We'll be hanging around for 2-3 hours to answer any questions that the fanbase may have about the game, upcoming engines, pokemorph lore, whatever you want to ask about! We'll be conducting it through youtube. Just look for Dark Impulses, it should have our trademark purple face icon.
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Re: [Announcement] PokéMorph (Update: v1.63 7/1/17)

Postby Dapper Gent » Sat Nov 11, 2017 11:50 pm

We're live streaming now at https://gaming.youtube.com/channel/UC1L ... WLVyg/live. However, we won't be officially starting for another 40 minutes.
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby Seraphic » Sun Nov 12, 2017 6:50 pm

I'm quite curious when we may see a next release of the game? I missed the Stream so i'd rather ask here, aha.
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby Dapper Gent » Sun Nov 12, 2017 7:30 pm

Unless we have a breakthrough in the engine, we're not expecting to have the engine done until around February. Though if you have time, the stream is available for viewing, just gotta skip ahead 42 minutes. We do share a lot of the plans for the engine and what we plan to include during the next update.
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby ElvisPreasleythe3rd » Tue Nov 14, 2017 1:34 am

Hey, keep having this issue, maybe so if someone already answered this, sorry, but my game keeps going black after the title scene (MacOS, tried on Safari and Chrome, Flash is up to date)
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby Dapper Gent » Tue Nov 14, 2017 1:08 pm

Are you trying to play through a browser or through exe file?
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Re: PokéMorph (Update: v1.63 7/1/17)

Postby ElvisPreasleythe3rd » Tue Nov 14, 2017 9:51 pm

Dapper Gent Wrote:Are you trying to play through a browser or through exe file?

Browser, exe does not run on mac (as far as I know)
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