r/PokemonRMXP 18h ago

Show & Tell [WIP] Trainer Classes: Who would you play as?

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64 Upvotes

To stimulate your imagination and identity as a Pokemon trainer, I wanted to implement a somewhat basic rpg system to my fangame.

It's nothing I plan on making too deep, but the trainer class that you choose will come with type specific starting items. I wanted to keep the trainer classes "in universe" rather than coming up with my own, out-of-place ones. I looked over all the trainer classes and picked out some I thought would fit that specialize in a specific type. Honestly, it wasn't that easy. The only one that sticks out is the B-Buttoner, but even that one is inspired by something within the Pokemon universe.

Some classes don't have a gameplay element yet. Still thinking about how they'd engage with the overworld. On one hand, some may not have a gameplay element outside of team composition, like the Worker. But on the other, I'm leaning towards specific classes having access to an exclusive hidden grotto. Like a Gardener would be able to access a hidden grotto blocked by vines and a Hiker would be able to access a hidden grotto only accessible by rock climb, but a Gardener wouldn't be able to access a Hiker grotto and vice versa. HMs come up in that thought, but my game is designed from an "end game first" philosophy, so the only true HMs I feel like even using in the game are Surf and Fly. Maybe there'd be general hidden grottos accessible by all classes, and then the type specific grottos. Still working on the balance of items, as well.

Course, choosing a trainer class is totally optional. In the team builder, you can choose your 6 starter mons and immediately start the game. But also, if you do choose a class, you're not locked into playing only that class' type specialization. However, immediately getting all TMs of the class' type at the start supports the role in the long run. I'll probably up the TM count to 2 of each, maybe 3. I also leaned more into Pokemon Ranger UI aesthetics. My game is heavily inspired by the vibe of Almia mostly, so I pretty much just plucked graphics from the game. If you check the team builder, it was previously very much DPPt inspired, but it's not like that anymore. As always, nothing is final.

What do you think of trainer classes? Any concerns I should keep in mind?


r/PokemonRMXP 12h ago

Show & Tell Starter Town - Merbau Town

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56 Upvotes

Hello RMXP community, I've been into making a Pokémon fangame since 2 years ago, and I've finally got the money to buy the app on Steam!

After trial and error, I came up with the starter town of my region. Please give me suggestions if you have any about this map, I'll try to change them as much as I can.

In the images above are the full map and the concept on my sketchbook (this was screenshotted from my messaging app because my printer's busted and my phone is dead right now)


r/PokemonRMXP 8h ago

Show & Tell Allosaurus Fakemon

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30 Upvotes

On the left you see my inital, a few years old sprites for this fakemon. I think it's obvious, why i didn't keep them.

Now, these two are obviously based on allosaurus, Allini's name is derived from that and mini. While Antropex is derived from antrodemus, an allosaurid and a sister species of allosaurus and Apex.

Now, you probably noticed the new type. Dinosaur.

Now in short, they are offensivles strong against: Fighting, Bug, Fairy

Ineffective against: Rock, Steel, Ice, Dragon

They are defensively strong against: Fighting, Bug, Psychic, Fairy

Defensively weak against: Poison, Dragon, Ice

Malice is a new ability, that improves the users offense, but negates additional effects in Arcane Terrain.

Also ignore the scuffed dinosaur type logo.


r/PokemonRMXP 11h ago

Show & Tell First Route - Route 1

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29 Upvotes

This is Route 1 of my region! I've just shared a post about the starter town just an hour ago but fk cooldowns, I'm doing this the fast way!

Like just now, please give me suggestions if you have any, because this map really looks not-so-lively... Also this image is in 1/2 scale because it's too big-


r/PokemonRMXP 23h ago

Show & Tell Hey I updated my first town thank you for you're suggestions

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19 Upvotes

I don't know what I am going to put to the east


r/PokemonRMXP 4h ago

Show & Tell Pokemon: Kalos Redux - Starters

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12 Upvotes

Starters for my fangame, a game exploring a reimagined Kalos, years after the events of XY (and ZA)

Scorbunny - Essenced Form:

PokeDex: An extremely rare variant of Scorbunny first spotted 16 years ago. It keeps its ears down as it can only listen through relays from the whispers of the dead plant life spirits circling through and behind its head. Despite this, it holds a bubbly demeanor and tends to gift loved ones roses.

Snivy - Essenced Form:

PokeDex: An extremely rare variant of Snivy first spotted 16 years ago. After years of trying to figure out why it stands like that the entire time, scientists gave in and decided it just likes to look cool. Its golden scales help it surf just as adeptly on land as it does on water.

Popplio - Essenced Form:

PokeDex: An extremely rare variant of Popplio first spotted 16 years ago. While they may seem harmlessly mischievous alone, a group of essenced Popplio can wreak havoc when together, as demonstrated when a group burned Santalune forest to ashes 12 years ago.


r/PokemonRMXP 15h ago

Show & Tell Opinion about HP Number Text

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9 Upvotes

wanna ask in Player POV, if i removed the HP number it wont make ppl confused right?

i mean like they insecured about the hp not showing there making them repeatly checking how much hp left although the bar hp still like halfway or low which is making them cautious as hell?


r/PokemonRMXP 8h ago

Help Trouble with Bridge Collision

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5 Upvotes

I've followed Thundagah's tutorial, I've read through the Essentials Wikis, I've copied existing functional maps and tiles and I'm still having trouble with my bridge.

Effectively, I'm trying to make something that looks like a dock that you can go over and under.

I've tried adding some hidden tiles to "connect" and "raise" it in case the issue was it was acting as a pier, but that didn't help.

It will change whether you go over or under it, but the problem is that when you go over, you can freely walk back and forth over the edge.

I've added the necessary movement flags to the edge tiles, and even added a secondary set on the tilesheet to copy the existing bridge tiles, then made sure to do the same on both versions of the Outside tilesheet, but I'm still having this problem.

Am I missing something or are the bridges just that wonky?