I've just Beta tested this map, and based on the first dungeon and town, I have some suggestions and opinions. The texture pack really fits the map making it seem for like the actual game. Having a player sensor for the stairs were a good idea, but maybe you should have player sensors for the spawners too, because I didn't see a lot of monsters. Also, maybe you shouldn't give OP items at the early stage. Other than that, this is a good idea and keep up the good work.
I agree that they should add different moves in. The first dungeon was incredibly easy. Though, it was more of a tutorial anyways. It's very possible to implement getting new moves every time you level up.
I would like to direct everyone here, where I will be posting my YouTube let's plays from now on. This is off topic from PMD, but I talk about the map and progress in my videos. Subscribe if you like!
I checked it out. It's pretty funny, but you have a lot of unfinished or delayed series. And the actual video quality could use some... improvement. But I would definitely watch a dev comm on your Pokemon Mystery Dungeon map. It's pretty simple but I'd like to see what sort of thought went into it and what gave you inspiration, etc.
*fixed
Just because it's different and you have your own opinion does not entitle you to pass your opinions off as facts. I can think of many reasons I liked GtI much more than it's precursors. (much easier move access as opposed to the other games, move experience, exp points being shared by every member of the team, items that allow you to recruit a pokemon without having to KO it, etc.) However, just because I feel that I enjoyed GtI more than any of the others does not mean everyone will. (obviously you don't) However, it's a lot better for everyone involved if you let it be known that you are expressing your opinion rather than stating a fact. Because at the end of the day, GtI is just different in many ways. It's up to the individual to decide whether they like these changes or not, and by extension, the game as a whole.
From what I remember, they said they weren't going to mess with the resource packs too much for the time being. While I agree with this suggestion, I doubt it will be implemented anytime soon. Not to mention, it might be a bit more difficult to add more 'Pokemon' into the game if all mobs being used will all have a single Pokemon cry. (Not quite sure how resource pack sounds work exactly, so there may be a way to assign a certain sound to a specific mob spawned by a single mob spawner, but I doubt it.)
1. Burn. 2. Yes, you can edit all sounds in Minecraft with resource packs, including mob sounds. If they don't make it, I will.
Yes, you can edit all sounds in Minecraft with resource packs, including mob sounds. If they don't make it, I will.
No no, you misunderstood me. I know resource packs can be used to change mob sounds to whatever you want. HOWEVER, I'm not entirely sure that it's possible to assign 2+ different sounds to 2+ differently equipped versions of the same mob. For example, if one zombie was dressed up like a Cacturn, while another is dressed up like a Gallade, I'm not sure if it's possible to get each zombie to only use a single zombie sound correlating to the pokemon they've been dressed up as. It might be possible through the use of an MCEdit filter to edit the properties of mobs spawned from a spawner, but other than that, I'm not quite sure how that would be done.
No no, you misunderstood me. I know resource packs can be used to change mob sounds to whatever you want. HOWEVER, I'm not entirely sure that it's possible to assign 2+ different sounds to 2+ differently equipped versions of the same mob. For example, if one zombie was dressed up like a Cacturn, while another is dressed up like a Gallade, I'm not sure if it's possible to get each zombie to only use a single zombie sound correlating to the pokemon they've been dressed up as. It might be possible through the use of an MCEdit filter to edit the properties of mobs spawned from a spawner, but other than that, I'm not quite sure how that would be done.
I have no idea how it will be done, but we are planning on putting in sounds, it will just be difficult as of right now.Sorry about the minimal progress updates guys... Recently I went through a very difficult breakup with my girlfriend of 16 months. Right now it is very hard to focus on anything and I'm looking to friends for moral support. Me and Nate should be back to work soon, but the map most likely will not be 100% complete until mid-school year, unless we work 24/7 on it
Mystery Dungeon has got to be the best Pokemon spin-off games evar. TOTAL SUPPORT DUDES LETS CATCH'EM ALL (Although we are the ones that are Pokemon) so more like, recruit them all? XD
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Before you judge a man, walk a mile in his shoes. That way, when you do, you're a mile away and you have their shoes.
I have no idea how it will be done, but we are planning on putting in sounds, it will just be difficult as of right now.
Sorry about the minimal progress updates guys... Recently I went through a very difficult breakup with my girlfriend of 16 months. Right now it is very hard to focus on anything and I'm looking to friends for moral support. Me and Nate should be back to work soon, but the map most likely will not be 100% complete until mid-school year, unless we work 24/7 on it
Hope you feel better, and take as long as you need to make this as awesome as you guys can. A brilliant idea like this should never be rushed. (although, I hope we can get some other early hands-on previews as to how you work's going. )
No no, you misunderstood me. I know resource packs can be used to change mob sounds to whatever you want. HOWEVER, I'm not entirely sure that it's possible to assign 2+ different sounds to 2+ differently equipped versions of the same mob. For example, if one zombie was dressed up like a Cacturn, while another is dressed up like a Gallade, I'm not sure if it's possible to get each zombie to only use a single zombie sound correlating to the pokemon they've been dressed up as. It might be possible through the use of an MCEdit filter to edit the properties of mobs spawned from a spawner, but other than that, I'm not quite sure how that would be done.
I believe you can do it. Just have, say, zombie_Cry_1 and zombie_Cry_2. I don't know the exact name of the file, but you get my point.
I have no idea how it will be done, but we are planning on putting in sounds, it will just be difficult as of right now.
Sorry about the minimal progress updates guys... Recently I went through a very difficult breakup with my girlfriend of 16 months. Right now it is very hard to focus on anything and I'm looking to friends for moral support. Me and Nate should be back to work soon, but the map most likely will not be 100% complete until mid-school year, unless we work 24/7 on it
Sorry to hear that. I can't say I know the feeling, but I feel bad. Like firekirby and pretty much everyone has been saying, take your time.
Man I love pokemon I have the game pokemon mystery dungeons gates to infinity So I would love this map! And if you ever make another pokemon map just send me a message and I will be happy to be a beta tester. I will try the map
Man I love pokemon I have the game pokemon mystery dungeons gates to infinity So I would love this map! And if you ever make another pokemon map just send me a message and I will be happy to be a beta tester. I will try the map
Just be aware that this is being based off of the Rescue Team series, which is the first of the three. If you're going into this with hopes that it's going to be exactly like GtI, you're going to be slightly disappointed. Regardless, it shouldn't be too different than you would expect it to be. Just understand that the mechanics from GtI will most likely not make it into this map.
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So it's 1 in the morning and I can't sleep. What do I do? Give a Minecraft PMD update obviously, on a 3DS no less. Do you have any idea how hard it is to type on these things?
Anyway, PMD work has slowed. The new 1.6 builds of bukkit don't play nice with worldedit. Previously we were able to copy and paste chests filled with items, command blocks and signs with text and droppers that faced the correct direction. That stuff doesn't work anymore. While it's possible to do things like this manually it is monotonous and time consuming. We have nearly completed the second dungeon, however, the behind the scenes redstone and command blocks are going to have to wait until bukkit will cooperate with worldedit. If anyone out there knows how to fix this or can even send me a better copy of one of the two, please tell me.
Since Landon shamelessly promoted his channel here, I suppose I'll do the same under the pretense that you can expect some footage of the creation of the map at some point. Only time will tell if I can make good of that promise. www.youtube.com/user/thenekkbreaker
So it's 1 in the morning and I can't sleep. What do I do? Give a Minecraft PMD update obviously, on a 3DS no less. Do you have any idea how hard it is to type on these things?
Anyway, PMD work has slowed. The new 1.6 builds of bukkit don't play nice with worldedit. Previously we were able to copy and paste chests filled with items, command blocks and signs with text and droppers that faced the correct direction. That stuff doesn't work anymore. While it's possible to do things like this manually it is monotonous and time consuming. We have nearly completed the second dungeon, however, the behind the scenes redstone and command blocks are going to have to wait until bukkit will cooperate with worldedit. If anyone out there knows how to fix this or can even send me a better copy of one of the two, please tell me.
Since Landon shamelessly promoted his channel here, I suppose I'll do the same under the pretense that you can expect some footage of the creation of the map at some point. Only time will tell if I can make good of that promise. www.youtube.com/user/thenekkbreaker
Thanks for sticking with us people!
I won't go on about how it's OK for you to take your time, but realize that people, including me, are getting antsy. You're probably going to lose fans at this point. Not many people have even stuck around for more than 30 seconds. Just letting you know.
I won't go on about how it's OK for you to take your time, but realize that people, including me, are getting antsy. You're probably going to lose fans at this point. Not many people have even stuck around for more than 30 seconds. Just letting you know.
Hey I'm not trying to advertise, and I am not hating on them and not saying mine is better, but I have a PMD Explorers of Sky that will be soon more active. I AM NOT SAYING THAT MINE IS BETTER. Theirs is actually probably better. I am just letting you know!
Hey I'm not trying to advertise, and I am not hating on them and not saying mine is better, but I have a PMD Explorers of Sky that will be soon more active. I AM NOT SAYING THAT MINE IS BETTER. Theirs is actually probably better. I am just letting you know!
I agree that they should add different moves in. The first dungeon was incredibly easy. Though, it was more of a tutorial anyways. It's very possible to implement getting new moves every time you level up.
I checked it out. It's pretty funny, but you have a lot of unfinished or delayed series. And the actual video quality could use some... improvement. But I would definitely watch a dev comm on your Pokemon Mystery Dungeon map. It's pretty simple but I'd like to see what sort of thought went into it and what gave you inspiration, etc.
1. Burn. 2. Yes, you can edit all sounds in Minecraft with resource packs, including mob sounds. If they don't make it, I will.
I'm in charge of confetti.
No no, you misunderstood me. I know resource packs can be used to change mob sounds to whatever you want. HOWEVER, I'm not entirely sure that it's possible to assign 2+ different sounds to 2+ differently equipped versions of the same mob. For example, if one zombie was dressed up like a Cacturn, while another is dressed up like a Gallade, I'm not sure if it's possible to get each zombie to only use a single zombie sound correlating to the pokemon they've been dressed up as. It might be possible through the use of an MCEdit filter to edit the properties of mobs spawned from a spawner, but other than that, I'm not quite sure how that would be done.
I have no idea how it will be done, but we are planning on putting in sounds, it will just be difficult as of right now.Sorry about the minimal progress updates guys... Recently I went through a very difficult breakup with my girlfriend of 16 months. Right now it is very hard to focus on anything and I'm looking to friends for moral support. Me and Nate should be back to work soon, but the map most likely will not be 100% complete until mid-school year, unless we work 24/7 on it
Hope you feel better, and take as long as you need to make this as awesome as you guys can. A brilliant idea like this should never be rushed. (although, I hope we can get some other early hands-on previews as to how you work's going. )
I believe you can do it. Just have, say, zombie_Cry_1 and zombie_Cry_2. I don't know the exact name of the file, but you get my point.
Sorry to hear that. I can't say I know the feeling, but I feel bad. Like firekirby and pretty much everyone has been saying, take your time.
Probably be easier for everyone if you linked it here. ;P
And if you ever make another pokemon map just send me a message and I will be happy to be a beta tester. I will try the map
Just be aware that this is being based off of the Rescue Team series, which is the first of the three. If you're going into this with hopes that it's going to be exactly like GtI, you're going to be slightly disappointed. Regardless, it shouldn't be too different than you would expect it to be. Just understand that the mechanics from GtI will most likely not make it into this map.
Hah.
Sorry for lag. Sony Vegas is messed up with rendering.
Anyway, PMD work has slowed. The new 1.6 builds of bukkit don't play nice with worldedit. Previously we were able to copy and paste chests filled with items, command blocks and signs with text and droppers that faced the correct direction. That stuff doesn't work anymore. While it's possible to do things like this manually it is monotonous and time consuming. We have nearly completed the second dungeon, however, the behind the scenes redstone and command blocks are going to have to wait until bukkit will cooperate with worldedit. If anyone out there knows how to fix this or can even send me a better copy of one of the two, please tell me.
Since Landon shamelessly promoted his channel here, I suppose I'll do the same under the pretense that you can expect some footage of the creation of the map at some point. Only time will tell if I can make good of that promise.
www.youtube.com/user/thenekkbreaker
Thanks for sticking with us people!
I won't go on about how it's OK for you to take your time, but realize that people, including me, are getting antsy. You're probably going to lose fans at this point. Not many people have even stuck around for more than 30 seconds. Just letting you know.
Hey I'm not trying to advertise, and I am not hating on them and not saying mine is better, but I have a PMD Explorers of Sky that will be soon more active. I AM NOT SAYING THAT MINE IS BETTER. Theirs is actually probably better. I am just letting you know!
Sounds like advertising to me.
Haha yeah but how am I gonna get him to know about it? lol
Via a magical feature called a PM. XD
Why do I have to be so dumb :3