Just tried out the demo
and I can't wait for the final product.
I think only 2 main bugs stick out
1) Spawners can be easily seen
2) Bunk Beds Suffocate The Player
I feel so bad not posting in so long. I was unable to connect to my internet for a while and had to refuge in some pokemon mystery dungeon explorers of sky. (Darn Bidoof's Wish is so hard. He is so weak!) I just want to say You guys are doing great and I can't wait to see the full release!
Ugh. I forgot about my little problem. My minecraft says that it can't find openGL and crashes. EVERY TIME. It didn't before, until i installed the Void's Wrath mod pack. I uninstalled it but it didn't stop. Now even reinstalling it crashes while installing. Anyone has any ideas on how to fix it?
At first I thought this map had potential. Now I KNOW it does. The "keep inventory on death" gamerule was a brilliant choice, and a pokemon being locked off after someone chooses that pokemon for multiplayer was awesome to see done. Right now, I only have four suggestions, due to the tidbit that's been shown. However, I enjoyed the heck outta that little tidbit, and can't wait until more is released. But enough gushing, now for the stuff that might want to be worked on.
1) The spawners do not have to be exposed to the surface to work, and actually makes it a bit easier to predict the evil pokemon's spawn points because of it. I would suggest moving them 1 block down under the sand layer.
2) The Rescue Team Beds. This is a brilliant idea. In fact, I think you've already done this, but if not, I would suggest setting the time to night whenever the player leaves a dungeon so they can rest there just like the game does. However, there's just one thing I have to say. DON'T make them bunk-beds. There is a glitch causing the player to suffocate should they sleep in one. (how I figured out there was "keep inventory on death" and the pokemon choice lock-off. XD) Now, I could have just gotten unlucky, but I'm 80% sure it's a bunk-bed glitch. Just something to note.
3) The Town River. You do a brilliant job making sure the player can never get stuck. This is the one exception. Now, it didn't happen during my playthrough, only after when I started testing. However, the river is inescapable should someone accidentally fall into it. I suggest either putting an invisible wall around it, (like the game does) or just making it a bit easier to get out of should someone fall in.
4) Custom Heads. Now, I wish I could be a bit more helpful in the info for this. However, unfortunately, I have not looked into this enough to give adequate info, just a few generalizations. Sorry. However, from what I understand, there are ways to take a player's head and place it on another player/mob. (only Skele/Zombie I think) Now, I'm not sure if the heads are persistent with the player's model or static from when the head was created, but if it is static, all you would need to do is texture your own head then rip it and put it somewhere for it to be in the game. Again, I am not too well-versed in this. However, if you can figure it out, in theory, you could not only place a custom head on the player for easier identification of the player's pokemon in multiplayer, inventory screen, F5 snapshots, etc, but it would also allow you to place them on zombies and skeletons to allow for a LOT more pokemon textures than initially possible relying on only texture editing. However, I'm 95% sure you'll need to work with MCEdit filters to get any of this stuff to work, so it is up to you if you want to delve into this and try to get it to work. I'll still be playing this map nonetheless, I just thought you might want a little info on how you can do more to get more into the map.
So yeah, highly recommend fixing the beds in the rescue team base and the river between there and Post Town. Other than that, up to you whether you want to hide the spawners for more difficulty and research player head possibilities.
1. I tried putting the spawners below, but they spawned... Below
2. Yeah, I hadn't realized that. I may fix soon.
3. It is possible to get out, by jumping AND the waterfall start you can flow upward and out.
4. We can' incorporate heads without making a million accounts
Ugh. I forgot about my little problem. My minecraft says that it can't find openGL and crashes. EVERY TIME. It didn't before, until i installed the Void's Wrath mod pack. I uninstalled it but it didn't stop. Now even reinstalling it crashes while installing. Anyone has any ideas on how to fix it?
Even though it was only demo it was really good , I really like how you can choose to be different pokemon and they have different move . It was really fun
Wow. Even though this was just a demo, I thought this map was great. It took me a while to figure out how to use the teleport system, but when I did it made the map 10x better.
I recorded some videos on this. I'm rendering them out now. They'll be up probably tomorrow.
~Trashy
Wow. Even though this was just a demo, I thought this map was great. It took me a while to figure out how to use the teleport system, but when I did it made the map 10x better.
I recorded some videos on this. I'm rendering them out now. They'll be up probably tomorrow.
~Trashy
Just played the demo. I'm pretty impressed so far. Here's a quick list of possible oversights, concerns, and wishes for the future.
1. At the end of a dungeon, you should fully heal the player and try to restore their hunger, as well as set the time to night after the first dungeon so that the player can sleep. As I was running around the town, I quickly got hungry, and had to buy from the Kecleons. Although, that may be a good way to introduce to new players the Kecleon shop.
2. A small glitch, not sure if intended, and I'm not sure if you can fix it. During the first dungeon, I ran into a spider jockey and about died. It wasn't that bad, just seemed weird.
3. I was under the impression that there would be a personality selection where you have to answer simple questions and it determines the Pokemon that you would be. I can't find it in future plans, and I would like to say that that's one of the cool parts of Pokemon Mystery Dungeon and that it should definitely be added. Not to mention it's incredibly easy to implement.
4. You need to move the spawners in the dungeon underneath the ground. It was easy for me to just sprint past when I saw them. If you need help figuring it out, there are plenty of videos on YouTube.
5. I think you should follow firekirbies advice on the player heads. You're going to quickly run out of monsters, and therefore variation. I realize you probably don't want to sink a few hundred dollars into this project, but you're going to have to find a solution.
6. In the future, I want you, the creators, to keep in mind that each class is a decision. In Pokemon, you'll pick a Chansey because it has more hit points and therefore is bulkier, and you'd pick an Infernape because it is an attacker. I want your Pokemon to really mean something to you.
7. I also realized that the Pokemon's armour can break. This isn't good at all. I recommend adding Unbreaking 100, using an mcedit filter.
That's about it. Surprisingly short. Thanks for my shoutout at the beginning! All very cool, and very good job so far.
Just played the demo. I'm pretty impressed so far. Here's a quick list of possible oversights, concerns, and wishes for the future.
1. At the end of a dungeon, you should fully heal the player and try to restore their hunger, as well as set the time to night after the first dungeon so that the player can sleep. As I was running around the town, I quickly got hungry, and had to buy from the Kecleons. Although, that may be a good way to introduce to new players the Kecleon shop.
2. A small glitch, not sure if intended, and I'm not sure if you can fix it. During the first dungeon, I ran into a spider jockey and about died. It wasn't that bad, just seemed weird.
3. I was under the impression that there would be a personality selection where you have to answer simple questions and it determines the Pokemon that you would be. I can't find it in future plans, and I would like to say that that's one of the cool parts of Pokemon Mystery Dungeon and that it should definitely be added. Not to mention it's incredibly easy to implement.
4. You need to move the spawners in the dungeon underneath the ground. It was easy for me to just sprint past when I saw them. If you need help figuring it out, there are plenty of videos on YouTube.
5. I think you should follow firekirbies advice on the player heads. You're going to quickly run out of monsters, and therefore variation. I realize you probably don't want to sink a few hundred dollars into this project, but you're going to have to find a solution.
6. In the future, I want you, the creators, to keep in mind that each class is a decision. In Pokemon, you'll pick a Chansey because it has more hit points and therefore is bulkier, and you'd pick an Infernape because it is an attacker. I want your Pokemon to really mean something to you.
7. I also realized that the Pokemon's armour can break. This isn't good at all. I recommend adding Unbreaking 100, using an mcedit filter.
That's about it. Surprisingly short. Thanks for my shoutout at the beginning! All very cool, and very good job so far.
Only have really 3 comments on this.
3) In the game, it is easy to implement because each answer was assigned a value in the code that increased a number related to the nature, which it then uses to easily determine the highest nature and picks your pokemon based on that nature as well as your gender. However, in Minecraft, it is definitely not as simple. Yes, it could be done, especially with scoreboards, but it would take a lot more time and effort to implement, unless it was a simple branching-path quiz. Sure, this could work, but then it becomes less random, which was half of the purpose of the personality quiz. Plus, I don't even want to think about how badly that would be mixed up should you be playing this Multiplayer. In the long run, I think simply selecting the Pokemon you want is the best option. Besides, don't lie to me and tell me you wouldn't simply reset until you got the Pokemon you wanted anyways.
5) There just HAS to be a way to get a player head to keep it's texture in vanilla using a MCEdit filter. I'm to lazy to look it up, but it just seems like it should be possible to do singleplayer without throwing bags of money into getting 600 different accounts.
7) Have to get hit for it to actually break. But yes, I agree that is should be made infinite. (and scaled based on the pokemon's actual stats in-game) However, -1 works just as well as 100.
3) In the game, it is easy to implement because each answer was assigned a value in the code that increased a number related to the nature, which it then uses to easily determine the highest nature and picks your pokemon based on that nature as well as your gender. However, in Minecraft, it is definitely not as simple. Yes, it could be done, especially with scoreboards, but it would take a lot more time and effort to implement, unless it was a simple branching-path quiz. Sure, this could work, but then it becomes less random, which was half of the purpose of the personality quiz. Plus, I don't even want to think about how badly that would be mixed up should you be playing this Multiplayer. In the long run, I think simply selecting the Pokemon you want is the best option. Besides, don't lie to me and tell me you wouldn't simply reset until you got the Pokemon you wanted anyways.
5) There just HAS to be a way to get a player head to keep it's texture in vanilla using a MCEdit filter. I'm to lazy to look it up, but it just seems like it should be possible to do singleplayer without throwing bags of money into getting 600 different accounts.
7) Have to get hit for it to actually break. But yes, I agree that is should be made infinite. (and scaled based on the pokemon's actual stats in-game) However, -1 works just as well as 100.
I bet you I could make in an hour. I can explain it very easily. And sure, maybe I would reset. The thing is trying to get the player that feeling of nostalgia, to get them to say, "Oh yeah, I remember this! This was awesome!" instead of "That wasn't at all like the games.". And yes, -1 works just as well as 100. Haven't used that filter in a long while.
and I can't wait for the final product.
I think only 2 main bugs stick out
1) Spawners can be easily seen
2) Bunk Beds Suffocate The Player
Probably a villager zombie XD
1. I tried putting the spawners below, but they spawned... Below
2. Yeah, I hadn't realized that. I may fix soon.
3. It is possible to get out, by jumping AND the waterfall start you can flow upward and out.
4. We can' incorporate heads without making a million accounts
Force update
Ever tried include position data in MCedit when making the spawners
It helps
I tried using MCedit for thatm didn't work at all. Spawners in those positions are temporary, will be different in full version
Thanks!Hope you guys are enjoying the final bugfixed demo!
I recorded some videos on this. I'm rendering them out now. They'll be up probably tomorrow.
~Trashy
Teleport system?
I think he was talking about the stairs
Lol yeah
Ah, gotcha.
1. At the end of a dungeon, you should fully heal the player and try to restore their hunger, as well as set the time to night after the first dungeon so that the player can sleep. As I was running around the town, I quickly got hungry, and had to buy from the Kecleons. Although, that may be a good way to introduce to new players the Kecleon shop.
2. A small glitch, not sure if intended, and I'm not sure if you can fix it. During the first dungeon, I ran into a spider jockey and about died. It wasn't that bad, just seemed weird.
3. I was under the impression that there would be a personality selection where you have to answer simple questions and it determines the Pokemon that you would be. I can't find it in future plans, and I would like to say that that's one of the cool parts of Pokemon Mystery Dungeon and that it should definitely be added. Not to mention it's incredibly easy to implement.
4. You need to move the spawners in the dungeon underneath the ground. It was easy for me to just sprint past when I saw them. If you need help figuring it out, there are plenty of videos on YouTube.
5. I think you should follow firekirbies advice on the player heads. You're going to quickly run out of monsters, and therefore variation. I realize you probably don't want to sink a few hundred dollars into this project, but you're going to have to find a solution.
6. In the future, I want you, the creators, to keep in mind that each class is a decision. In Pokemon, you'll pick a Chansey because it has more hit points and therefore is bulkier, and you'd pick an Infernape because it is an attacker. I want your Pokemon to really mean something to you.
7. I also realized that the Pokemon's armour can break. This isn't good at all. I recommend adding Unbreaking 100, using an mcedit filter.
That's about it. Surprisingly short. Thanks for my shoutout at the beginning! All very cool, and very good job so far.
Only have really 3 comments on this.
3) In the game, it is easy to implement because each answer was assigned a value in the code that increased a number related to the nature, which it then uses to easily determine the highest nature and picks your pokemon based on that nature as well as your gender. However, in Minecraft, it is definitely not as simple. Yes, it could be done, especially with scoreboards, but it would take a lot more time and effort to implement, unless it was a simple branching-path quiz. Sure, this could work, but then it becomes less random, which was half of the purpose of the personality quiz. Plus, I don't even want to think about how badly that would be mixed up should you be playing this Multiplayer. In the long run, I think simply selecting the Pokemon you want is the best option. Besides, don't lie to me and tell me you wouldn't simply reset until you got the Pokemon you wanted anyways.
5) There just HAS to be a way to get a player head to keep it's texture in vanilla using a MCEdit filter. I'm to lazy to look it up, but it just seems like it should be possible to do singleplayer without throwing bags of money into getting 600 different accounts.
7) Have to get hit for it to actually break. But yes, I agree that is should be made infinite. (and scaled based on the pokemon's actual stats in-game) However, -1 works just as well as 100.
I bet you I could make in an hour. I can explain it very easily. And sure, maybe I would reset. The thing is trying to get the player that feeling of nostalgia, to get them to say, "Oh yeah, I remember this! This was awesome!" instead of "That wasn't at all like the games.". And yes, -1 works just as well as 100. Haven't used that filter in a long while.