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Completed Pokémon Bushido

This project is complete. Any future revisions will be bug fixes or small updates.
Project Status
Completed
Project Version
1.1.12
NLihHbc.gif

Pokémon Bushido
Join the Pokémon Bushido Discord!
Read more on the Pokémon Bushido Wiki
Pokemon Bushido Resource Pack

The Bushido Team:
LuxDiablo, Thundaga, Tristantine the Great, HauntedArtStudio

ClM1bca.png

Welcome to the Aisho Region!
e1rPHpJ.png

Features
A Complete Story
10-15 Hours of Gameplay
Mid-Battle Dialogue
Shadow Pokémon
Katanas that replace HMs
MKXP for Increased Performance
Pokémon up to Gen 8
New Battle Animations (Reborn)
Speed-Up Toggle (Alt Key)

Pokémon Bushido is a Pokémon fangame developed in RPG Maker XP using the Pokémon Essentials v18.1 starter kit and MKXP.
Pokémon Bushido utilizes Gen 4-styled graphics, and includes Pokémon from up to Gen 8!
Features from later generations, such as the Exp. All and HM Items are also seen in this game, but with a unique twist!
vqBmLyx.png

In Pokémon Bushido, you will be able to explore the vast and beautiful Aisho Region!
Home to vibrant trees, clear skies, luscious waters, and interesting people, there's much to explore throughout your journey!

Choose Your Starter!
8PUzWpZ.png

Will you choose Treecko, the Wood Gecko Pokémon? Or will it be Fennekin, the Fox Pokémon? Or maybe Oshawott, the Sea Otter Pokémon?
The choice is yours to make! Build a strong team of reliable Pokémon and the Aisho Region will be yours to explore and conquer!

The Clans of the Aisho Region
Qcskb0T.png

In the Aisho Region, various Kenshi Clans work to protect their villages. Each clan represents a different typing!
They won't hesitate to use their katanas in a battle to change the weather or inflict status conditions on your Pokémon, so prepare for some difficult fights!

The Katanas of Bushido
zwpsDPN.png

The Katanas of Bushido: Virizion, Terrakion, and Cobalion.
These three are hailed as the protectors of the Aisho Region, due to their innate representation of the codes of honor.
Throughout your journey, you will be able to encounter these three legends, learn more about their story, and see what they have to offer!

The Akui Clan
XnADmMI.png

Due to their heinous crimes in the past, the Akui Clan have been isolated to their own island.
The Akui Clan are notorious for their trickery and experimentation with Shadow Pokemon.

The Story
Tsf759c.png

The story of Pokémon Bushido revolves around you, the child of the Royal Samurai.
After training under Sensei Sukiro for years, the time has come for you to get a Pokemon and become an official Kenshi.
However, upon attending the Kenshi Initiation Tournament, you experience an unexpected turn of events, causing your journey to take you throughout the major villages of the Aisho Region! You will challenge all the various clans and earn merit for yourself while stopping the Akui Clan in their tracks. As you travel the region, you will meet new friends, and enemies, who will shape your adventure.

Required Graphics Used:
Graphic 1: Jams
The 'jam' graphic was used to replace Potions in the game.
Instead of Potions, players use Healing Jams to heal their Pokemon.
Graphic 2: Letter
The 'letter' graphic was used at the beginning of the game when Sensei Sukiro gives you a letter to take to the Shogun.
Graphic 3: Leaves
The 'leaves' graphic was used in Tsuchi Village, Hanatsu Village, and Izumi Village.
In order to gain access to a dojo, players must first find the 5 leaves of each city.
Bushido Socials
Credits
"Pokémon Essentials" was created by:
Flameguru
Poccil (Peter O.)
Maruno

With contributions from:
AvatarMonkeyKirby
Marin
Boushy
MiDas Mike
Brother1440
Near Fantastica
FL.
PinkMan
Genzai Kawakami
Popper
Help-14
Rataime
IceGod64
SoundSpawn
Jacob O. Wobbrock
the__end
KitsuneKouta
Venom12
Lisa Anthony
Wachunga
Luka S.J. and everyone else who helped out

MKXP by Roza

"RPG Maker XP" by:
Enterbrain

Pokémon is owned by:
The Pokémon Company
Nintendo
Affiliated with Game Freak

This is a non-profit fan-made game.
No copyright infringements intended.
Please support the official games!
“Gen 8-Style Item Find Description” (Boonzeet)
https://eeveeexpo.com/resources/371/

“CUSTOM Gen 4 Day & Night Tones“ (VanillaSunshine)
https://eeveeexpo.com/resources/408/

Marin’s Map Exporter (Marin)
https://eeveeexpo.com/resources/184/

Marin's Better Fast-Forward Mode
https://eeveeexpo.com/resources/151/

Marin's Quicksave
https://eeveeexpo.com/resources/136/

Phenomenon: BW Style Grass Rustle, Cave Dust + More (Boonzeet, DaSpirit, Maruno, Marin)
https://eeveeexpo.com/resources/356/

Marin’s Scripting Utilities (Marin)
https://eeveeexpo.com/resources/165/

Luka’s Scripting Utilities (Luka S.J.)
https://luka-sj.com/res/LUTS

Following Pokemon EX (Golisopod User, Help-14, zingzags, Rayd12smitty, mej71, Help-14, PurpleZaffre, Akizakura16)
https://eeveeexpo.com/resources/516/

Mid Battle Dialogue (Golisopod User, Luka S.J.)
https://eeveeexpo.com/resources/483/

Voltseon’s Handy Tools (Voltseon)
https://eeveeexpo.com/resources/400/

Modular Menu (Luka S.J.)
https://luka-sj.com/res/MODMN

Modular Title Screen (Luka S.J., GameFreak)
https://luka-sj.com/res/MODTS

Advanced Map Transfers (Luka S.J.)
https://eeveeexpo.com/resources/154/

Enhanced Staircases (Marin)
https://eeveeexpo.com/resources/396/

BW Get Key Item update to v18 (DeepBlue Pacific Waves, KleinStudio)
https://eeveeexpo.com/resources/532/

Pokemon Splice
https://eeveeexpo.com/splice/

Platinum Style Battle UI (Zygoat, HaruRaindo5e)
https://eeveeexpo.com/resources/555/

Free Summary Screens (Akizakura16)
https://eeveeexpo.com/resources/16/

Name Windows (theo, mej71)
https://eeveeexpo.com/resources/197/

Location Windows (PurpleZaffre, LostSoulsDev, carmaniac)
https://eeveeexpo.com/resources/385/

MKXP Port:
Roza
Ancurio
Andracass
Aeodyn
Marin
Maruno
Savordez
Zoro
Golisopod User
Thundaga
LuxDiablo
TristantineTheGreat
HauntedArtStudio
Relic Castle Staff (for the required assets)
AveonTrainer
Wraitex
Lava-Plume
Hek-el-grande
Kaliser
PrincessPhoenix
YuukiMokuya
Phyromatical
KingTapir
WilsonScarloxy
Carchagui
Magiscarf
CNickC
Alucus
Minorthreat0987
EVoLiNa
Kyle-Dove
BoOmxBiG
UltimoSpriter
Tyranitar Dark
WesleyFG
LukaSJ
MANUXD789
chimcharsfireworkd
Crazyninjaguy
Kymotonian
Dewitty
AdalKroofs
Kaliser
Speed
PurpleZaffre
Wolfgang62
SageDeoxys
Prodigal96
Pokemon Black 2/White 2
Absorption
Virbank City

The Legend of Zelda: Breath of the Wild
Kakariko Village
Lurelin Village
Ganon Phase 2 Battle

Pokemon Black/White
Battle! Swords of Justice
Game Sync
Lostlorn Forest
Encounter! Parasol Lady

Naruto: Clash of Ninja 4 and Naruto: Clash of Ninja Revolution 3 (they share a lot)
Akatsuki Battle
Chunin Exam Prelims
Chunin Exam Finals
Enclosed Battle
Orochimaru’s Theme
Forest Hideout
Forest of Death
Tanzaku
3-Way Deadlock
Sand Plains
Gamabunta Bath
The Final Valley
The Final Valley version 2
Hidden Leaf Village Gate
Konoha Gate (they’re different songs I swear)
Leaf Village (Day)
Hokage’s Monument

Pokemon Conquest
Dark Battle
Electric Battle
Fighting Batle
Fire Battle
Normal Battle
Poison Battle
Dungeon 01
Dungeon 03
Dungeon 04
Episode Opening
Episode Ending
Event Theme 1-6
Main Theme
Map Theme

Pokemon Diamond/Pearl
Mt. Coronet

Pokemon HeartGold/SoulSilver
Yoshino City
Friendly Shop
Union Cave
Ruins of Alph
Azalea Town
Gym
National Park
Surf
Ecruteak City
Ho-oh Battle

Hunter x Hunter
Hunters Are Evil

Super Mario Odyssey
Bowser’s Kingdom

Pokemon Mystery Dungeon: Explorers of Time
Don’t Ever Forget

Pokemon Movie 15
True Power

Pokemon Masters
Pasio Mountains

Pokemon Sun/Moon
Ending Credits Prelude
Malie City (Day and Night)
Paniola Ranch

Demon Slayer
Rengoku’s Departure
The Siblings Who Finished The Battle

Pokemon XD: Gale of Darkness
Shadow Lugia

Yakuza Zero
Judgement
Kuze’s Theme

Okami
Crimson Helm Begone

Darude Sandstorm
Bushido Playthroughs
aDrive


HeroVoltsy


SacredAlmighty


Brysoon


GalacticGaming


Dedbed


Reintendo

Pokémon Bushidon't
A very special mod made for April Fools 2021!
Download Pokemon Bushidon't (v1.0)
Pokémon Bushidon't is based off of Pokémon Bushido v1.1.3, so there may be some old bugs!
 
Last edited:

luxdiablo

Berserk Inferno
Moderator
Joined
Jun 21, 2019
Posts
309
I'll play it but I'm just saying, there is no reason not to put in mega evolution.
Yes, there is. Not only does the game take place in the literal past, but Mega Evolution requires exposure to Infinity Energy, and Infinity Energy isn't a core concept (or even a mentioned concept) in the game. We're not going to add mechanics because they're cool. We'll add mechanics if they make sense in the scope of the story we're trying to tell.
 

Swordkun

Trainer
Member
Joined
Feb 14, 2021
Posts
62
Yes, there is. Not only does the game take place in the literal past, but Mega Evolution requires exposure to Infinity Energy, and Infinity Energy isn't a core concept (or even a mentioned concept) in the game. We're not going to add mechanics because they're cool. We'll add mechanics if they make sense in the scope of the story we're trying to tell.
When you put it that way no megas makes sense. But please tell me there are all 898 pokemon in the game.
 

Swordkun

Trainer
Member
Joined
Feb 14, 2021
Posts
62
I do hope you understand that this game was made in 37 days for a competition, and the game isn't that long.
I'm guessing that's a no? Guess I'll keep looking since to me, the standard for a completed pokemon game is 898 mons + the 48 megas). Idc if thats almost 1000 pokemon, you have to dedicate yourself to cramming every one of them in.
 

Golisopod User

Elite Trainer
Member
Joined
May 11, 2020
Posts
319

Ott

My crown is made from the Yellow Pages
Moderator
I'm guessing that's a no? Guess I'll keep looking since to me, the standard for a completed pokemon game is 898 mons + the 48 megas). Idc if thats almost 1000 pokemon, you have to dedicate yourself to cramming every one of them in.
Worthy of note, this is a fangame. Not all features in a fangame need to be added, as it is up to the developers decision to say what should/shouldn't be added to best achieve their view. Just because Nintendo has added several mons and features, doesn't mean fangames should too.

You do not have to dedicate yourself to cramming every one of them in, and if you truly believe in this, than I am sorry to say but that is a very entitled point of view.
 

ranko

The Wind and Snow Continue to Stare
Expo Team
I'm guessing that's a no? Guess I'll keep looking since to me, the standard for a completed pokemon game is 898 mons + the 48 megas). Idc if thats almost 1000 pokemon, you have to dedicate yourself to cramming every one of them in.
The game was made in 40 days. I'm sorry if this is rude, but hobby developers are not entitled to overwhelm their game just to appeal to the standards of people annoyed with Gamefreak.
 

Swordkun

Trainer
Member
Joined
Feb 14, 2021
Posts
62
Are you shitting me right now? Quite frankly, I could give less of a fuck if you play Bushido or not, but PLEASE rethink your logic. Not only do fangame developers do this stuff for fun, but the mentality that you 'need to dedicate yourself to cramming each Pokemon in' is shitty. This actually takes away from the gameplay element of the game, and if you're gonna sit here and bitch about how we didn't include every single Pokemon, then I'm going to have to ask you to present me a list of a game that includes every single Pokemon. Go for it.
Well the only one i can really think of right now is Radical Red, but i don't like that game.
 
Finished off Bushido, here are my notes!

Aesthetic
The aesthetic for the game was very good. I loved the indoor tileset, the trainer sprite designs, and the battle backs. The other little changes (like the UI and items) were also great for adding to the game's style.

Every single music track was well-chosen. I think my favourite of the bunch has to be Tsuku's battle theme. I can't put my finger on what it is I love about the song, but it is excellent.

All that being said, I'm not a fan of the outdoor tileset. I feel like it doesn't match up with the (very clean) style you have going for the indoors. The pallet choices are very bright. I also don't care for the look of the cliff and water tiles. The intermediate ground tile between stone and grass also looks jarring.

My second point is a mixture of tiles and mapping. I wish more was done to distinguish the towns between each other. I thought the grass town was good, because it had flowers and berries everywhere. However, there wasn't much to set apart the fire and water towns. Perhaps the fire town could be more mountainous and rugged? Or there could be scorch marks around? For the water town, you could have decorations such as boats and water plants, etc.

The overall aesthetic of the game was still very well-done, though!

The Gameplay
I liked the game's use of shadow Pokémon and mid-battle dialogue. It was a fun way to mix up battles that I haven't really seen before in a fangame. (Unlike, say for example, Mega Evolution.) The way you blocked the player from taking the shadow Pokémon of the admins was also cool. It can be a bit frustrating to deal with the OPness of shadow mons, but I get that that's sort of the point with them.

The way mid-battle dialogue was used in the game was really interesting to see. It made the battles feel more involved, and gave a new twist to preparing for fights. (Even if that was usually me throwing a lum berry on the mon I was leading with.)

I have two criticisms of the system. First, I wish that the game would visually log stat changes. Obviously, there's the jam crunch and all that, so it might be an idea to look into for a later date. However, I think it would be very helpful to the player, because it can get tricky to remember what stat buffs are going on after they're announced. My second complaint is that I felt the talking sometimes went on for too long. I generally don't mind if things get wordy, but there were a handful of story-important battles (like partnering with the rival), where things just kept going.

There was a good selection of Pokémon available. They all felt right for the settings you had in the game. There were none that really felt out of place. One of my Pokémon (as you'll see in the squad photo) was ridiculously OP. So, I wound up cutting through much of the mid-game before benching it.

I think my only other criticism is that it got a little tedious at times running through trainer gauntlets. I wish there were a few more places where the battling was broken up. (Perhaps you have to chase around some of the clan members, or do a few stealth segments.) That battles were very fun, though. I felt that they really meshed well with the lore of the world.

The Writing
The writing was pretty solid. The world is interesting, and it stays true to its main theme. The different clans were a fun idea to explore. IT really connected back to the environment and the battles throughout the game.

However, I think there's a lot of underdevelopment with the characters. We don't get to know much about their lives, beyond some very quick points of development for them. Harumi becomes a more adept leader, Nori learns to not be so self-reliant, etc. It's the same with the other two rival characters. I think Kayoko, especially missed a chance for more development, given the clan she was assigned to.

It also feels a little weird to have everyone in the world praise the MC for being so adept. Beyond the villains poking fun at them, they don't get criticized, or make any real missteps. They're constantly praised for being just like their father. To the NPCs of the world, the MC has nothing of value outside of their strength as a trainer, and blood relation to their father. Maybe I'm analyzing the typical silent protag/avatar for the player too much, but it was a point that felt weird to me.

On the subject of world-building and character development, I wish there was more build-up to the final boss and her shadow Pokémon. You would think that she would get mentioned (either as a boss, or in her other capacity) by people. There was very little emotional impact when her identity was revealed, as a result.

As for her Pokémon, I think the selection of Lugia works fine. It is the iconic Shadow Pokémon after all. But, it suffers from the same underdevelopment problem. I didn't really see its existence brought up much, barring a book in the library and some statues. (That I originally thought were Ho-Oh.) It's not discussed in the mainline plot what role Lugia is supposed to play, which also factors into things.

The characters are only part of the game's writing, though. I still enjoyed the game's main story. I certainly felt motivated to stop the baddies, and there was a great sense of accomplishment as I grew stronger. It was also great to finally retrieve and purify Darumaka, too.

Bugs
1. Collision.
2. Yakeru decides to vanish after the fight.

1.
PkmE0cO.png

2.
xNUQPGd.png

The Squad
7G8toso.png

Overall
I have my criticisms, but I still really enjoyed Bushido. Great work with it! It is absolutely a game I would consider playing again!
 

luxdiablo

Berserk Inferno
Moderator
Joined
Jun 21, 2019
Posts
309
Finished off Bushido, here are my notes!

Aesthetic
The aesthetic for the game was very good. I loved the indoor tileset, the trainer sprite designs, and the battle backs. The other little changes (like the UI and items) were also great for adding to the game's style.

Every single music track was well-chosen. I think my favourite of the bunch has to be Tsuku's battle theme. I can't put my finger on what it is I love about the song, but it is excellent.

All that being said, I'm not a fan of the outdoor tileset. I feel like it doesn't match up with the (very clean) style you have going for the indoors. The pallet choices are very bright. I also don't care for the look of the cliff and water tiles. The intermediate ground tile between stone and grass also looks jarring.

My second point is a mixture of tiles and mapping. I wish more was done to distinguish the towns between each other. I thought the grass town was good, because it had flowers and berries everywhere. However, there wasn't much to set apart the fire and water towns. Perhaps the fire town could be more mountainous and rugged? Or there could be scorch marks around? For the water town, you could have decorations such as boats and water plants, etc.

The overall aesthetic of the game was still very well-done, though!

The Gameplay
I liked the game's use of shadow Pokémon and mid-battle dialogue. It was a fun way to mix up battles that I haven't really seen before in a fangame. (Unlike, say for example, Mega Evolution.) The way you blocked the player from taking the shadow Pokémon of the admins was also cool. It can be a bit frustrating to deal with the OPness of shadow mons, but I get that that's sort of the point with them.

The way mid-battle dialogue was used in the game was really interesting to see. It made the battles feel more involved, and gave a new twist to preparing for fights. (Even if that was usually me throwing a lum berry on the mon I was leading with.)

I have two criticisms of the system. First, I wish that the game would visually log stat changes. Obviously, there's the jam crunch and all that, so it might be an idea to look into for a later date. However, I think it would be very helpful to the player, because it can get tricky to remember what stat buffs are going on after they're announced. My second complaint is that I felt the talking sometimes went on for too long. I generally don't mind if things get wordy, but there were a handful of story-important battles (like partnering with the rival), where things just kept going.

There was a good selection of Pokémon available. They all felt right for the settings you had in the game. There were none that really felt out of place. One of my Pokémon (as you'll see in the squad photo) was ridiculously OP. So, I wound up cutting through much of the mid-game before benching it.

I think my only other criticism is that it got a little tedious at times running through trainer gauntlets. I wish there were a few more places where the battling was broken up. (Perhaps you have to chase around some of the clan members, or do a few stealth segments.) That battles were very fun, though. I felt that they really meshed well with the lore of the world.

The Writing
The writing was pretty solid. The world is interesting, and it stays true to its main theme. The different clans were a fun idea to explore. IT really connected back to the environment and the battles throughout the game.

However, I think there's a lot of underdevelopment with the characters. We don't get to know much about their lives, beyond some very quick points of development for them. Harumi becomes a more adept leader, Nori learns to not be so self-reliant, etc. It's the same with the other two rival characters. I think Kayoko, especially missed a chance for more development, given the clan she was assigned to.

It also feels a little weird to have everyone in the world praise the MC for being so adept. Beyond the villains poking fun at them, they don't get criticized, or make any real missteps. They're constantly praised for being just like their father. To the NPCs of the world, the MC has nothing of value outside of their strength as a trainer, and blood relation to their father. Maybe I'm analyzing the typical silent protag/avatar for the player too much, but it was a point that felt weird to me.

On the subject of world-building and character development, I wish there was more build-up to the final boss and her shadow Pokémon. You would think that she would get mentioned (either as a boss, or in her other capacity) by people. There was very little emotional impact when her identity was revealed, as a result.

As for her Pokémon, I think the selection of Lugia works fine. It is the iconic Shadow Pokémon after all. But, it suffers from the same underdevelopment problem. I didn't really see its existence brought up much, barring a book in the library and some statues. (That I originally thought were Ho-Oh.) It's not discussed in the mainline plot what role Lugia is supposed to play, which also factors into things.

The characters are only part of the game's writing, though. I still enjoyed the game's main story. I certainly felt motivated to stop the baddies, and there was a great sense of accomplishment as I grew stronger. It was also great to finally retrieve and purify Darumaka, too.

Bugs
1. Collision.
2. Yakeru decides to vanish after the fight.

1.
PkmE0cO.png

2.
xNUQPGd.png

The Squad
7G8toso.png

Overall
I have my criticisms, but I still really enjoyed Bushido. Great work with it! It is absolutely a game I would consider playing again!
Hi Ekat! Thank you so much for playing the game.

I definitely see where you're coming from with a lot of the things that you mention. I agree heavily on the point of the different villages not being different enough, that's probably something I'd want to change in the future. I think the outdoor tileset wasn't that bad personally, but that could just be my preference. I also agree with the points with the story, the point was to make it a very easy and simple-to-follow story rather than having complex character developments, but I definitely did want to do more, especially with Kayoko. And yeah, a lot of the trainer gauntlets, especially in Yami Pass and Yami Island, were also due to time crunch.

But yeah! Thank you for playing, and thank you so much for your feedback, it's really nice to get such detailed insight into the game.
 

Jelo

Some No Name
Member
Joined
Jul 26, 2018
Posts
41
I'm guessing that's a no? Guess I'll keep looking since to me, the standard for a completed pokemon game is 898 mons + the 48 megas). Idc if thats almost 1000 pokemon, you have to dedicate yourself to cramming every one of them in.
Hey there! I would like to attempt to possibly persuade you to view this from the point of view of a developer. Change your mind if you will. Also if anything in this reply comes off as rude, I sincerely apologize ahead of time.

We are hobbyists. Bottom line. We do this because we like to do what we do. It is not our responsibility to please everyone out there. If the devs of Bushido don't want to add megas, gigantamax, Z-moves, all 898 pokemon, that is up to them. They do what makes them happy with the project, not what makes person X happy with the project.

These developers had 40 total days to make this game. Not only is it completed, but it is also a very well-thought-out and overall an entertaining game to play. If I am being quite frank, if your expectations for a competition game made for fun is to have every pokemon or be required to have every pokemon crammed in there, then I don't know what to tell you. If I am being completely honest, I don't believe I've seen a single pokemon game, mainline or spinoff, fit and cram every pokemon into its main storyline. They have all been added in through trading from past games but news flash, most fangames don't have access to trading.

You can have your expectations, even I have my own, but sometimes it's a good idea to step back and evaluate "is this expectation reasonable for the given circumstances?" If you really believe that your expectation for this game still holds, I encourage you to grab a group of 3 other people (making it a total team of 4 people) or less and make a fangame with every mega, every pokemon, all the stuff that you see fit into a game within 40 days and prove me wrong.

For what it's worth, I believe that the Bushido team did a very good job making an entertaining game to play. At its heart, isn't that the goal? Having a fun game for people to enjoy. Not a game that is by the book. That's what makes the fangame scene so interesting and fun. Everyone gets to make their idea a reality. Some might have all the pokemon, some might not, but at its core, everyone gets to do what makes them happy and hopefully makes others happy as well.

I highly recommend reading this post about Dexit and having every pokemon in a single game. I think it explains the issue with having all 898 pokemon in one game very well: https://eeveeexpo.com/threads/2710/

Thanks for listening to my ramble and I hope that you maybe took something away from this interaction(?)
 
Last edited:

Swordkun

Trainer
Member
Joined
Feb 14, 2021
Posts
62
Hey there! I would like to attempt to possibly persuade you to view this from the point of view of a developer. Change your mind if you will. Also if anything in this reply comes off as rude, I sincerely apologize ahead of time.

We are hobbyists. Bottom line. We do this because we like to do what we do. It is not our responsibility to please everyone out there. If the devs of Bushido don't want to add megas, gigantamax, Z-moves, all 898 pokemon, that is up to them. They do what makes them happy with the project, not what makes person X happy with the project.

These developers had 40 total days to make this game. Not only is it completed, but it is also a very well-thought-out and overall an entertaining game to play. If I am being quite frank, if your expectations for a competition game made for fun is to have every pokemon or be required to have every pokemon crammed in there, then I don't know what to tell you. If I am being completely honest, I don't believe I've seen a single pokemon game, mainline or spinoff, fit and cram every pokemon into its main storyline. They have all been added in through trading from past games but news flash, most fangames don't have access to trading.

You can have your expectations, even I have my own, but sometimes it's a good idea to step back and evaluate "is this expectation reasonable for the given circumstances?" If you really believe that your expectation for this game still holds, I encourage you to grab a group of 3 other people (making it a total team of 4 people) or less and make a fangame with every mega, every pokemon, all the stuff that you see fit into a game within 40 days and prove me wrong.

For what it's worth, I believe that the Bushido team did a very good job making an entertaining game to play. At its heart, isn't that the goal? Having a fun game for people to enjoy. Not a game that is by the book. That's what makes the fangame scene so interesting and fun. Everyone gets to make their idea a reality. Some might have all the pokemon, some might not, but at its core, everyone gets to do what makes them happy and hopefully makes others happy as well.

I highly recommend reading this post about Dexit and having every pokemon in a single game. I think it explains the issue with having all 898 pokemon in one game very well: https://eeveeexpo.com/threads/2710/

Thanks for listening to my ramble and I hope that you maybe took something away from this interaction(?)
I mean, i see your point about all that effort but like, is it that hard to implement every pokemon and every mega? I don't know much about designing fangames but like, idk why it would take so long to implement them all. I hope there is at least one game with gen 8 mons and megas in one game even if not all mons are in. I just was so infuriated with gamefreak's decision, and they of course get away with it and the community is again divided because some people will always agree with their point of view.

I understand that having all 898 in isn't a priority but, it shouldn't take that long to put them all in should it?

Help, i try to start the game but it gives me the error stating "could not create GL context".
 

King_Waluigi

The King of Waaahh!
Member
Joined
Jan 2, 2021
Posts
353
I mean, i see your point about all that effort but like, is it that hard to implement every pokemon and every mega? I don't know much about designing fangames but like, idk why it would take so long to implement them all. I hope there is at least one game with gen 8 mons and megas in one game even if not all mons are in. I just was so infuriated with gamefreak's decision, and they of course get away with it and the community is again divided because some people will always agree with their point of view.

I understand that having all 898 in isn't a priority but, it shouldn't take that long to put them all in should it?
It is a LOT of work to implement all Pokemon, yes. It takes a lot of time and effort to get the Pokemon encounters set up and trying to figure out what purpose they will serve, as in Pokemon games, the trainers themselves usually will have all of the Pokedex excluding legendaries. Megas on the other hand are not needed in games. Sometimes it has nothing to do with story! There is honestly no good way to implement every single pokemon + megas. Like you said yourself, with all of the Pokemon + Megas + Regional Variants + Gigantamax... That reaches at least 1000 different Pokemon! It isn't plausible! It isn't gonna happen in a fangame unless you make it or the game is strictly competitive. My fan game that I'm finished with (but am still updating) has all Pokemon from Gen 1-6 and Megas. I soon will be adding all of the Alola and Galar Region Pokemon, but it is a Competitive game that has no Pokedex reasons. It is literally the ultimate trainer gauntlet. If you wanna check that out, go ahead, but it isn't a traditional game, and there isn't going to be a traditional pokemon fangame that includes the national dex + megas and everything else. It is completely up to the maker of a fangame what they want to do with the Pokedex. Hopefully this answers your question and it explains everything to you.
 

ThatWelshOne_

Champion
Member
Hey there! I just finished the main story of Bushido. What a fantastic experience! How you guys managed to put together a game of this quality in 40 days is mind-boggling (in a good way). I don't have anything to add onto the feedback already in this thread. I did spot a few small things that might have already been pointed out:
1. In Jonetsu Caverns, this trainer can spot you from the other side of the ledge. I guess that's an Essentials bug.
2. In the tower on Yami Island, when you go upstairs from the ground floor, the player is set to face left.
3. I did have a screenshot of this, but I didn't want to spoil anything, so I'll describe it in text instead. During the takeover, the Cherubi that's fighting the Mightena to the right of healing spot has Mightyena's cry when you interact with it.
4. The roaming Sawk at the end of Jonetsu Pass has the wrong cry when you interact with it.
5. A few instances of Pokémon without the accent. I caught a few during the introduction and during the cutscene with Juro at Izumi Shrine. I think there were others I didn't note down.
6. The BGM doesn't restore after the fight outside Shogan's Tower during the takeover.

1.
ss1.png

2.
ss2.png

Here was my team at the end of the main story. Once I got to the move relearner, Medicham carried me through the rest of the game.

ss4.png

Overall, a bloody brilliant game. I'm already looking forward to diving into the post-game content when I get the chance.
Bye for now~
 

Charizardthree

Elite Trainer
Member
Joined
Apr 25, 2017
Posts
268
Just finished Bushido and really enjoyed it!
(Actually one of my fav fan games)

  • Setting was good and a nice deviation away from the standard eight gyms set up in the main series games
  • Story was simple but immersive to keep the players attention and didn't over do things which usually loses me in fan game playthroughs
  • Pacing was great (10 hours flew by)
  • Great selection of Pokemon
  • Mid battle dialogue was a nice touch (i'll keep a look out for those thundaga tutorial videos on youtube)

I wanted to make a few small notes on the game, I understand there are now a few versions which may have fixed some of the things I listed,
But I wanted to make sure I gave some game build feedback.
Balancing:
  • Levels at the start could be lowered slightly just to help balance early game
  • Freeze Kunai was OP, maybe consider switching this out for low level trainers, could we have maybe an "icy wind" speed drop instead?

Small Visuals:
  • HP bar in battle could be shifted slightly over (1 or 2 pixels)
  • During battle the battle BG, opponent sprite and player pokemon back sprite are all different pixel sizes (also some backsprites are slightly high and could be dropped).
  • Pokemon names in the party screen could maybe be a different colour just to see it better (White text on a white panel not always easiest thing to see)
  • Shadow Nickit has a white eye?
  • Trainers in the water are half sub-merged, could they stand on some kind of floating platform or have a stationary stance with maybe a water ripple
  • Shizen Trail bottom edge of the map was visible

Other:
  • Tsuchi Village "Mart" female NPC will block door at times
  • Katana of light makes you pick the option twice if you use it from the bag
  • Akane sprite disappears after the fight in Hanatsu Mine after beating evil team
  • Buildings near water edges sometimes allow the player to step onto the water's edge tiles i.e the dojo in Hanatsu Village

Moves animations:
  • Substitute didn't appear in battle
  • Dragon Dance isn't set
  • Opponents using dive make the Players character vanish instead
  • Muddy water seems to go in the wrong direction to start with
  • Ingrain animation is out of position
  • Surf seems to flash after move used
These animations looked amazing and really added to the battles.
 

luxdiablo

Berserk Inferno
Moderator
Joined
Jun 21, 2019
Posts
309
Hey there! I just finished the main story of Bushido. What a fantastic experience! How you guys managed to put together a game of this quality in 40 days is mind-boggling (in a good way). I don't have anything to add onto the feedback already in this thread. I did spot a few small things that might have already been pointed out:
1. In Jonetsu Caverns, this trainer can spot you from the other side of the ledge. I guess that's an Essentials bug.
2. In the tower on Yami Island, when you go upstairs from the ground floor, the player is set to face left.
3. I did have a screenshot of this, but I didn't want to spoil anything, so I'll describe it in text instead. During the takeover, the Cherubi that's fighting the Mightena to the right of healing spot has Mightyena's cry when you interact with it.
4. The roaming Sawk at the end of Jonetsu Pass has the wrong cry when you interact with it.
5. A few instances of Pokémon without the accent. I caught a few during the introduction and during the cutscene with Juro at Izumi Shrine. I think there were others I didn't note down.
6. The BGM doesn't restore after the fight outside Shogan's Tower during the takeover.

1.View attachment 3444
2.View attachment 3445

Here was my team at the end of the main story. Once I got to the move relearner, Medicham carried me through the rest of the game.

View attachment 3447

Overall, a bloody brilliant game. I'm already looking forward to diving into the post-game content when I get the chance.
Bye for now~
Thank you so much for playing Welsh! Thank you for pointing out the bugs, we'll address this whenever the next content update is released :) I'm glad you enjoyed.

Just finished Bushido and really enjoyed it!
(Actually one of my fav fan games)

  • Setting was good and a nice deviation away from the standard eight gyms set up in the main series games
  • Story was simple but immersive to keep the players attention and didn't over do things which usually loses me in fan game playthroughs
  • Pacing was great (10 hours flew by)
  • Great selection of Pokemon
  • Mid battle dialogue was a nice touch (i'll keep a look out for those thundaga tutorial videos on youtube)

I wanted to make a few small notes on the game, I understand there are now a few versions which may have fixed some of the things I listed,
But I wanted to make sure I gave some game build feedback.
Balancing:
  • Levels at the start could be lowered slightly just to help balance early game
  • Freeze Kunai was OP, maybe consider switching this out for low level trainers, could we have maybe an "icy wind" speed drop instead?

Small Visuals:
  • HP bar in battle could be shifted slightly over (1 or 2 pixels)
  • During battle the battle BG, opponent sprite and player pokemon back sprite are all different pixel sizes (also some backsprites are slightly high and could be dropped).
  • Pokemon names in the party screen could maybe be a different colour just to see it better (White text on a white panel not always easiest thing to see)
  • Shadow Nickit has a white eye?
  • Trainers in the water are half sub-merged, could they stand on some kind of floating platform or have a stationary stance with maybe a water ripple
  • Shizen Trail bottom edge of the map was visible

Other:
  • Tsuchi Village "Mart" female NPC will block door at times
  • Katana of light makes you pick the option twice if you use it from the bag
  • Akane sprite disappears after the fight in Hanatsu Mine after beating evil team
  • Buildings near water edges sometimes allow the player to step onto the water's edge tiles i.e the dojo in Hanatsu Village

Moves animations:
  • Substitute didn't appear in battle
  • Dragon Dance isn't set
  • Opponents using dive make the Players character vanish instead
  • Muddy water seems to go in the wrong direction to start with
  • Ingrain animation is out of position
  • Surf seems to flash after move used
These animations looked amazing and really added to the battles.
Thanks for pointing all of this out! We'll definitely look into this in the future.
 
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