SPRINT! Getting the Monster Sprites Done
Jemuar's face sprites, from tamashihoshi's sprite:
https://wiki.tuxemon.org/images/3/36/Jemuar_face_1.png
https://wiki.tuxemon.org/images/5/5c/Jemuar_face_2.png
(...)
Jemuar still needs a back sprite, which I'm hoping tamashihoshi will provide
I think a new facesprite would be cool instead of "recycling" the front sprite.
I hope I will find time to fix the time and create a backsprite.. but feel free to do it yourself, currently Im pretty slow again.

By Sanglorian 20 Oct 2016 00:21
Champion · 550 commentsI think a new facesprite would be cool instead of "recycling" the front sprite.
I hope I will find time to fix the time and create a backsprite.. but feel free to do it yourself, currently Im pretty slow again.
No worries, let's use these ones as a placeholder until someone makes new face sprites for Jemuar from scratch.

By Sanglorian 20 Oct 2016 10:52
Champion · 550 commentsOkay, I've done back and face sprites for Heronquak and Eaglace, and a back sprite for Tweesher. That finishes off that set and brings us to 55 complete!
Drawing heavily from the front sprites by Levaine, based on art by DevilDman, based on designs by Leo!

By Sanglorian 22 Oct 2016 08:22
Champion · 550 commentsI finished off the face sprites for a few Catch Challenger creatures, adding another 6 to our total!
Edit:
And Nudimind:
Which finishes off another line, bringing it to 63!
EDIT 2:
And Trapsnap and Sapsnap faces, bringing it to 65!
EDIT 3:
EDIT 4:
Budaye, which I've made a prevolution of Bamboon (as well as Frondly, which I have a front sprite coming for soon).
EDIT 5:
Agnidon
Last edited by Sanglorian (23 Oct 2016 09:08)

By Sanglorian 30 Oct 2016 10:51
Champion · 550 commentsDone some faces and sprites, which finish off some other tuxemon for the project:
The Cardiling family:
The Chloragon family:
The Shybulb family:
Tuxemon originals:
Catch Challenger monsters:
Progress, but needs more:
Conifrost needs back:
Embra and Ruption need back sprites:
Pipis needs face sprites
Gectile needs face and back sprites:
Monkeybot needs back sprites:
Merlicun back needed; Firomenis faces and back needed
Nudiflot M and Nudikill need back sprites

By Sanglorian 30 Oct 2016 11:10
Champion · 550 commentsWas gonna hold these back, but thought what the heck:
Gets us up to 100, by my count!
Last edited by Sanglorian (30 Oct 2016 12:14)

By tamashihoshi 30 Oct 2016 21:35
Champion · 261 commentsWow, good job on all those sprites
... and ... erm ... propellercat already had face sprites already but thank you anyways for your effort!
https://forum.tuxemon.org/thread.php?pid=474#p474

By Sanglorian 31 Oct 2016 01:23
Champion · 550 commentsThanks tamashi - and my bad on Propellercat, I've fixed that now.

By tamashihoshi 31 Oct 2016 18:28
Champion · 261 commentsThanks tamashi - and my bad on Propellercat, I've fixed that now.
no problem - thanks for fixing ^_^

By josepharaoh99 2 Nov 2016 17:58
Champion · 295 commentsAmazing!! You must be working your tail off, but that's how games get finished!
Wow, 100! now we need to get them into the game! Thanks so much for your help Sanglorian - it means a lot to me.
Multiple Media Producer
Jesus is God! http://www.upci.org/search

By ShadowApex 3 Nov 2016 01:35
Lead Developer · 374 commentsAmazing!! You must be working your tail off, but that's how games get finished!
Wow, 100! now we need to get them into the game! Thanks so much for your help Sanglorian - it means a lot to me.
Awesome work to everyone who helped in this sprint! To get these in the game we just need the following now:
- A file entry like this one in
resources/db/monster
for each monster. - The monster sprite images put in
resources/gfx/sprites/battle
. - An entry in
resources/db/locale/en_US.json
with each monster's name, description, etc. located here. - Optionally the monsters put in an encounter file in
resources/db/encounter
like this one, so they can be encountered in the game.
Once this is done, we'll be able to encounter all of these creatures in Tuxemon.

By Sanglorian 3 Nov 2016 06:05
Champion · 550 commentsAmazing!! You must be working your tail off, but that's how games get finished!
Wow, 100! now we need to get them into the game! Thanks so much for your help Sanglorian - it means a lot to me.
Thank you for the kind words - I really appreciate it!
Thanks to everyone who participated.
Awesome work to everyone who helped in this sprint! To get these in the game we just need the following now:
- A file entry like this one in
resources/db/monster
for each monster.- The monster sprite images put in
resources/gfx/sprites/battle
.- An entry in
resources/db/locale/en_US.json
with each monster's name, description, etc. located here.- Optionally the monsters put in an encounter file in
resources/db/encounter
like this one, so they can be encountered in the game.Once this is done, we'll be able to encounter all of these creatures in Tuxemon.
Thanks ShadowApex. Is their a guide on what range of stats and stat mods represents what? For example, it would be useful to have a guide like:
Speed of 10 represents extremely slow, Speed of 40 represents average, Speed of 70 represents extremely fast. 1/10 should have Speed 10-20, 2/10 Speed 20-30, 4/10 Speed 30-50, 2/10 Speed 50-60 and 1/10 Speed 60-70.
Speed mod should be 1, unless Speed is below 30, in which case it should be 0.9, or above 50, in which case it should be 1.1.
Overall, a monster's average stat should be 40 and their average stat mod should be 1.
(Or whatever suits the rules of the game).
Last edited by Sanglorian (3 Nov 2016 06:06)

By xirsoi 4 Nov 2016 21:32
Champion · 91 commentsI think, for a lot of those things, it is relative. If the fastest Tuxemon in the game has a Speed of 100, then 10 would be incredibly slow and 70 would be above average.
These are actually the kinds of things that monster creators would be deciding as they make the monsters
As a note, the values can be so large as to be unwieldy (talking in the trillions), so don't feel like you have to keep the numbers in the tens. Making the scale too large will make UI stuff hard though. It's just good to leave room for Tuxemon to gain stats as they level and to have some granularity. Perhaps have a design (not code) limitation of 999 ?
Last edited by xirsoi (4 Nov 2016 21:33)

By Sanglorian 4 Nov 2016 22:36
Champion · 550 commentsI think, for a lot of those things, it is relative. If the fastest Tuxemon in the game has a Speed of 100, then 10 would be incredibly slow and 70 would be above average.
These are actually the kinds of things that monster creators would be deciding as they make the monsters
As a note, the values can be so large as to be unwieldy (talking in the trillions), so don't feel like you have to keep the numbers in the tens. Making the scale too large will make UI stuff hard though. It's just good to leave room for Tuxemon to gain stats as they level and to have some granularity. Perhaps have a design (not code) limitation of 999 ?
I think the monster creators need to know what the values represent before they can decide which values to give the monsters. Once we know whether the fastest monster in the game has a Speed of 100, then we can decide if a particular monster is the fastest in the game and - if it is - give it a Speed of 100.
Last edited by Sanglorian (4 Nov 2016 22:37)

By ShadowApex 5 Nov 2016 00:21
Lead Developer · 374 commentsI think the monster creators need to know what the values represent before they can decide which values to give the monsters. Once we know whether the fastest monster in the game has a Speed of 100, then we can decide if a particular monster is the fastest in the game and - if it is - give it a Speed of 100.
The monster attributes are definitely going to take some time to tweak and balance. Coming up with appropriate stats is going to be an ongoing issue that we'll need to refine with time. At this early stage with monster stats, we can be pretty relaxed on the initial stats of each monster and tweak things as we go. For starting stats, I would suggest trying to keep the numbers low (below 100).
In order to help people put together monsters sprites, stats, etc. I created a new Tuxemon web project that will help people more easily put in all these monster details (stats, name, description, etc.). This project makes it a little easier for people who don't want to write monster stats directly in JSON format, and it will also let us put sensible defaults and restrictions on stats to help people make new monsters. The project can be found on GitHub here: https://github.com/Tuxemon/Tuxemon-MonsterMaker
Right now it isn't ready to be put on the website yet, but when it is people can use it to create and submit new monsters. Here's a quick screenshot of what it looks like right now in its basic form:

By xirsoi 5 Nov 2016 18:12
Champion · 91 commentsI think, for a lot of those things, it is relative. If the fastest Tuxemon in the game has a Speed of 100, then 10 would be incredibly slow and 70 would be above average.
These are actually the kinds of things that monster creators would be deciding as they make the monsters
As a note, the values can be so large as to be unwieldy (talking in the trillions), so don't feel like you have to keep the numbers in the tens. Making the scale too large will make UI stuff hard though. It's just good to leave room for Tuxemon to gain stats as they level and to have some granularity. Perhaps have a design (not code) limitation of 999 ?
I think the monster creators need to know what the values represent before they can decide which values to give the monsters. Once we know whether the fastest monster in the game has a Speed of 100, then we can decide if a particular monster is the fastest in the game and - if it is - give it a Speed of 100.
The fastest monster in the game will, by definition, be the monster with the highest Speed attribute. It's all relative. If you decide that Cardinale is going to be the fastest Tuxemon in the game and give it a base Speed of 99, then I come by and make a two-headed falcon Tuxemon called Pairagrin with a base Speed of 106, Pairagrin is the fastest now.
The developers do need to document what each attribute actually does (Speed determines which Tuxemon goes first in combat, higher goes first), but after that it's all up to content creators. Since ShadowApex thinks 100 is the highest base value we'll use, assume that 100 is really high and just pick values in line with the Tuxemon's concept. I imagine Nudiflot would be pretty slow, but maybe have higher than average hp.

By Sanglorian 5 Nov 2016 22:05
Champion · 550 commentsThe fastest monster in the game will, by definition, be the monster with the highest Speed attribute. It's all relative. If you decide that Cardinale is going to be the fastest Tuxemon in the game and give it a base Speed of 99, then I come by and make a two-headed falcon Tuxemon called Pairagrin with a base Speed of 106, Pairagrin is the fastest now.
The developers do need to document what each attribute actually does (Speed determines which Tuxemon goes first in combat, higher goes first), but after that it's all up to content creators. Since ShadowApex thinks 100 is the highest base value we'll use, assume that 100 is really high and just pick values in line with the Tuxemon's concept. I imagine Nudiflot would be pretty slow, but maybe have higher than average hp.
But what is average HP, so I can make Nudiflot's HP higher than that? What Speed value should Nudiflot have, in order to make it pretty slow? Is 100 the highest base value we'll use? What's the lowest base value we'll use? If Pairagrin has a Speed of 106, will a level 1 Pairagrin still be faster than a level 2 Cardinale? A level 10 Cardinale? A level 100 Nudiflot?
It may all be relative, but at the moment we have nothing to relate it to.
And before we allocate stats, we also need to know things like:
Should all tuxemon be equally powerful? lf so, does that mean all tuxemon should have the same average stats, or are there diminishing returns for some stats beyond a certain point?
Is damage based on Attack divided by Defence, or Attack minus Defence? Attack 60, Defence 10 means very different things depending on what the answer to that is.
Pairagrin is a great tuxemon name, by the way.

By Sanglorian 7 Nov 2016 04:39
Champion · 550 commentsI think the monster creators need to know what the values represent before they can decide which values to give the monsters. Once we know whether the fastest monster in the game has a Speed of 100, then we can decide if a particular monster is the fastest in the game and - if it is - give it a Speed of 100.
The monster attributes are definitely going to take some time to tweak and balance. Coming up with appropriate stats is going to be an ongoing issue that we'll need to refine with time. At this early stage with monster stats, we can be pretty relaxed on the initial stats of each monster and tweak things as we go. For starting stats, I would suggest trying to keep the numbers low (below 100).
In order to help people put together monsters sprites, stats, etc. I created a new Tuxemon web project that will help people more easily put in all these monster details (stats, name, description, etc.). This project makes it a little easier for people who don't want to write monster stats directly in JSON format, and it will also let us put sensible defaults and restrictions on stats to help people make new monsters. The project can be found on GitHub here: https://github.com/Tuxemon/Tuxemon-MonsterMaker
Right now it isn't ready to be put on the website yet, but when it is people can use it to create and submit new monsters. Here's a quick screenshot of what it looks like right now in its basic form:
Sorry ShadowApex, I somehow missed this post the first time around.
MonsterMaker looks good! Funnily enough I've been toying with my own tool to make monster making easier - a spreadsheet with formulas that would make calculations automatically, and that could then be converted automatically to a JSON file.
If the stats are going to change, possibly dramatically, can I suggest an alternative to picking actual values?
If we just got people to describe stats in qualitative terms, we could generate preliminary values from that, and then tweak the whole set at once, instead of tweaking monster by monster. Once we know where we want the numbers to be, we could go in and manually adjust the values.
For example,
I create Lambert, and assign it Attack: Good, Defence: Great, HP: Good, Special Attack: Terrible, Special Defence: Good and Speed: Bad.
The formula (which aims for an average of 40, and a minimum of ~10 and a max of ~72) assigns it Attack: 48, Defence: 60, HP: 48, Special Attack: 12, Special Defence: 48 and Speed: 24.
This averages to 40, with steps of 12 points: Terrible: 12, Bad: 24, Average: 36, Good: 48, Great: 60.
On the other hand, I create Rockitten (for example) with Attack: Great, Defence: Great, and all other values Terrible.
This results in an Attack of 72, a Defence of 72, and all others 24. (Again, for an average of 40).
If in the future we decided that the gap between stats was too great, and we wanted stats between 25 and 55, we could trivially change the formula without needing to redo every monster.
You can see an implementation of this idea (and you can fiddle around with it), here: https://docs.google.com/spreadsheets/d/ … sp=sharing

By xirsoi 8 Nov 2016 02:26
Champion · 91 commentsI just don't see why you need a developer to tell you what those numbers will be, is what I'm getting at.
I totally get that you need to know what effect each attribute has on the game. That makes total sense. But, you just created a system, right there, for determining good/great/bad scores. You didn't need any direction from a dev.
I think most monsters should be relatively balanced. As an example, look at the d20 Point Buy system. That link might be hard to read on the dark theme.
I think it would be cool for there to be clearly better Tuxemon here and there that are tough to get but worth the effort. Like the fossils or legendaries from the Pokemon games.
I'm glad you liked Pairagrin, it just came to me

By Sanglorian 9 Nov 2016 00:40
Champion · 550 commentsWell, it doesn't need to be a developer - but there should be a general agreement in the community. I'm happy for everyone to use my system, or I'm happy to use someone else's system, as long as there's a system.
For example, the D&D point buy system that you link to assumes that higher scores are disproportionately better than lower scores - that +3 Strength and +1 Intelligence is better than +2 Strength and +2 Intelligence (increasing returns).
This is quite possibly the case for Attack and Special Attack, because you can focus on one and just always techniques associated with your better stat.
But the other possibility is that higher scores are disproportionately worse than lower scores - that +2 Strength and +2 Intelligence is better than +3 Strength and +1 Intelligence.
This is quite possibly the case for Speed, because once you're faster than your opponent, it doesn't matter (usually) how much faster you are.
Yeah, there's an interesting discussion to be had around whether some tuxemon should be better than others. For example, should tuxemon get stronger as they evolve, or should that just open up new options? As you say, legendaries and fossils are other ones that might warrant higher stats.

By josepharaoh99 9 Nov 2016 17:08
Champion · 295 commentsOne thing I've noticed is that in the db files, the base hp is rather high. When I tested battles in the game, the battle was kind of slow because the tuxemon had lots of hp but a little attack. On the other hand, in some of the old Pokemon games, the battles went faster, partly because the lower level Pokemon only had a little hp.
What if we set 10 as a base hp for the average or weakest level 1 tuxemon?
Multiple Media Producer
Jesus is God! http://www.upci.org/search

By tamashihoshi 9 Nov 2016 19:46
Champion · 261 commentsthis discussion about the stats could be moved into a new threat maybe?

By Sanglorian 10 Nov 2016 02:45
Champion · 550 commentsGood point - I've created a new thread.

By Sanglorian 19 Nov 2016 16:55
Champion · 550 commentsBotbot is now complete.
Sharpfin needs back and face sprites.
Monkeybot is now complete.
Fishbot is now complete.
Birdbot complete.
Bigfin complete (based on tamashihoshi's Dollfin face sprites).
From josepharaoh99's initial sprite. Still needs back and face sprites.
Last edited by Sanglorian (20 Nov 2016 01:03)

By Sanglorian 20 Nov 2016 09:54
Champion · 550 commentsGunnerturtle is complete,
Jemuar is complete, finishing off the Rockitten line.
That also finalises all our starters!
Last edited by Sanglorian (20 Nov 2016 10:25)
By tamashihoshi 19 Oct 2016 14:49
Champion · 261 comments