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Amazing work! I remember the first and second games fondly, except for the first game not having respawning minerals...
I remember my favorite being the purple sword whale. Obtained very early on and poured all the minerals I could into that one.
I thought this would be simple to set up. First, I looked for the part of the scripts that handles whether a type is immune to a status effect: [[ Battle ]] > [[ Battler ]] > Battler_Statuses > starting at line 86:
hasImmuneType = false
case newStatus
when :SLEEP...
Update with more bugfixes, some balance changes, and a very small amount of added playable content.
Download link:
https://drive.proton.me/urls/A7ANDW1QQG#GAcxWijVJoog
I recommend going with your first option of having the characters in-game say the boat isn't ready yet, and then having your post on this site sharing the download overtly state where the end of the demo is.
In my experience most partial demos are about 2 gyms and ~2 hours long. If you're not...
I recommend using 30x30 as a guideline for a small map and not a strict rule on how every map in your game should be. I'd only make a map that small if it's a building or cave interior where you wouldn't need the large buffering area around the walkable area since the tiles outside the walkable...
I think move pools are the weakest part of gen2. Here's some options that should be easy:
Useful TM's for the area you obtain them in, move tutors that can send players on side quests to earn TMs or move tutors, useful STAB in the level-up moveset.
I also recommend creating custom moves to fill...
Finally, v0.3.0 v0.3.1 v0.3.2 is ready!
There are a few small problems in v0.3.0, so use v0.3.1 instead of 0.3.0!
I'm currently working on v0.3.2 which has a few more bugfixes.
There's more bugfixes, some balance changes, and some small additions in v0.3.2.
Download link here:
v0.3.2...
There are variations of normally existing species but no custom art because I'm not a pixel artist. Custom art for fangames usually comes from the developer(s) of the fangame already being great sprite artists.
I'd like to have custom sprite art for the three starters at least but that'd...
I reverted the later changes I made and tried that. I tested it and I think it works. The text finally pops up correctly.
I set up a test 2v2 battle where I have one Pokémon with this ability, one that's slower than everything else on the field, and two opponents that are both faster than my...
A little update: I've negated the lines for passively modifying the ally's speed. I'm giving up on that for now. I'm adding more to this thread in case I can get more help or if I possibly succeed with any of this.
I've been adjusting the code for the ability that deploys Tailwind, but every...
Where do I put that code? Do I insert it where the many other things have been placed, or simply at the bottom of the abilities page? Also, what do you think of the many different lines I wrote trying to define "SpeedCalcFromAlly"?
For Tailwind I'll try again, looking at the code for the move...
Here's the code for an ability that deploys Tailwind when the ability user enters battle:
Battle::AbilityEffects::OnSwitchIn.add(:COMPANION,
proc { |ability, battler, battle, switch_in|
battle.pbShowAbilitySplash(battler)
battler.pbOwnSide.effects[PBEffects::Tailwind] = 3...
I don't have a channel for this fangame on a site. I wasn't planning on making one since it'd be work to set up and there's not much of a following for this fangame to need to manage people.
If you want to give feedback on my fangame, you can post here or send a direct message to me.
No gyms...
Thanks for playing my game.
Which town, the one you start in that has grass and trees or the one in the desert?
Are you going out of bounds, or are you saying that there's not much decoration?
My mistake, I didn't realize this whole time that it's a completely separate fangame. This one has "RBG" in the name and the one I've been looking at has "RGB" but I didn't notice the different order and the rest of the names being different.