not entirely sure what you mean :/ The trainers face the direction they're throwing the pokeball, so it flies straight. If you mean the ghost/nova model not throwing it properly, she's just a placeholder anyway.
Not much has happened this week, but I got another video. Just a simple battle, without FPS issues. Some moves may be buggy and we're fixing em.
The static cam is the one used for the screenshots I made of moves (The new camera system was added after I made most the screenshots), its very similar to the original games, except that the UI is flipped (your stats are on the left instead of the right, vice versa for enemies. Trainers are flipped as well - Right for you, left for enemy)
I dislike the kind of harsh cuts into battle mode, maybe smooth the zooming in part a little. Same for the camera circling around the battlefield.
The "static" camera is the traditional setting, unless I'm misunderstanding you. Obviously the games were 2D and don't use cameras, but the picture above is pretty similar to what they would likely look like in 2D. That said, the camera is a bit choopy and I'm going to try and improve it. I just need to find a way to make it "feel better". Anyways, the static camera option is in the game already, we just don't have the options dialog done yet (but it's usable via a debug command).
@TheAlmaity: Go
Ok after watching it again it seems to go straight.
On a side note, the nova model is just a placeholder and does not have a throw animation, but the regular trainers we're using will actually "throw" the ball out with their hand.
I should probably also point out that the dialog on the left side, as well as all that red text, is only shown for us. So you won't have any of it cluttering your screen. It's just for debugging purposes.
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Feel free to Send me a PM if you have any questions/concerns!
I'm not entirely sure what you guys are planning to do as far as music but I did find a site that has tones of music licensed under the Creative Commons, might be worth checking out.
Haven't personally added too much to the map in the past few days, and what I did add is part of a certain thing we're gonna keep quiet until we're ready for alpha testing (Sort of story related :p A certain "mechanic" unique to certain Cipher trainers). I'm going to try and pick up the pace, add a lot more stuff, finally get SoulFilchers new doodads implemented, slap Mozared around with them until he makes something amazing with them, then slap him some more because he spent too much time ogling the new doodads when he should've been making new zones, then give him a cookie.
Talking about the Alpha Test, Zolden is currently working on the 3D model of the dark doll-girl creature and it looks pretty good :) I should have some screenshots to show soon(TM) :) Can't wait to see it finished! What does this have to do with the alpha-test? Well, I think we haven't discussed it yet, but I'm sure Zelda will agree that the guys we're gonna invite to the alpha test (Hint: not you. Hint: that was a lie) deserve to get this starmon ;)
How close are we to an Alpha test? There are some bugs we need killing and other things that need to be smoothened out, Mozared will ideally add in another 2-3 zones before then if he gets the time (If he doesn't get the time, I'll just set up a debug zone where various starmon can be caught), and then there's the matter of quests and player models, which is pretty much the biggest thing we need to do. But if we put our minds to it, we can grind through that pretty quickly I think. So... Sometime next month probably.
@TheAlmaity: Go Thats great news! I can't wait to see what Mozared will create with the new doodads! Ohhh and I think I should rush that sponge starmon if I want to playtest it!!!
If I get to be one of the Alpha Testers I look forward to testing it first, if not I take it the Public Release will be sometime soonish after that Test? Or will it be further down the road for Public Release do you think? Thanks.
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My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
Public release / public beta will probably take quite a while after that. Alpha won't include much, just a few early zones and low level stuff for testing purposes. And about who can join, we'll see - It'll mostly depend on whether all of you in this thread manage to show up ;)
I'm not entirely sure what you guys are planning to do as far as music but I did find a site that has tones of music licensed under the Creative Commons, might be worth checking out.
If I get to be one of the Alpha Testers I look forward to testing it first, if not I take it the Public Release will be sometime soonish after that Test? Or will it be further down the road for Public Release do you think? Thanks.
The Alpha is pretty functional right now, and most of the "big" features and systems we need for release are present and working. But there's not too much content to play through. The purpose of the alpha is to make sure nothing explodes when we start testing games with multiple people. We've done a few multiplayer tests ourselves, and things seemed to be working, but it's hard to tell how well things will preform with a full lobby. We've added so much stuff since those tests that we need to verify things still work. Quests, for example, "phase" many NPC's and zones so that only the right people can see them- that's something we'd have a hard time testing for every quest just ourselves.
So the public beta won't be showing up until we feel there's enough content to actually play the game, which may be a while.
About the alpha test, will it be on map night or some other specific time?
We definitely plan on doing tests during map night, but we may do some closed testing prior to that. It's probably a bad idea to do the very first test with a ton of random people :P
@zeldarules28: Go Whatever the alpha version is I'm sure you guys added a Soul Filcher trainer who has some amaaaazing Starmons in his team... he doesn't have that sponge starmon yet... but he will! XD oohhh maybe he could be hanging around the beach, near one of those awesome umbrella doodads... that would make sense if he trains aquatic starmons... XD
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
I'm excited. Btw, I'm sooo used to lag that I didn't even notice the low frame rate in the earlier version with a million extra actors until I saw the latest one that was corrected and looked so smooth it almost moved too fast. I really need a new computer. :(
As you said the idea of 3v3 has already been discussed much as I'd like it too, they already said even 2v2 is unlikely right away (Maybe after Version 1.0) as I recall and 3v3 is considered version 10.0+ if even ever implemented.
The whole 4th paragraph from "Of course this would mean" to "surf that lose half power in 2v2 and seems useless", I think would do TERRIBLE TERRIBLE DAMAGE to the map and it's fun factor. If 2v2 or more is added it should work like in Official Games and not add gimmicky "mass healing" moves or battle formations.
I see you played Digimon World 1 for PSX (PSOne) with the Gym Training. That doesn't work for Pokemon tough why lose a Stat at all when you can just EV and IV Train to Gain where you want without losing some other stat. I think that was a poor decision in that game too, in real life training in Cardio (Speed) doesn't make something like your Strength (Attack) or Endurance (Defense) weaker. If you train something just that area should improve, the cost should be how much more training you can do that day cycle.
I think your idea for Speed giving an Extra turn makes sense, but it should only be PVE (Wild Battles & NPC Battles) and not PVP in my opinion, if they implement it. I also think for Move's like Quick Attack and Swift your speed should boost the Damage just like the Attack does for Quick Attack and Special Attack does for Swift.
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
3v3s: As Dafunk said, 2v2s are already unlikely to be added at the start (But definitely will be added later on) since a lot of work would have to be put into getting it all to work right. I'm not sure whether I like 3v3s myself, they do add more option, but chances are it'll just end up chaotic, and strategies like mass heal and support may end up useless since with 3 starmon you can probably just instantly take out one enemy. If adding 2v2s won't be too much of a problem, we'll start thinking about 3v3s and whether we really want them.
Stat stuff: I think EVs and IVs do a good job of adding stat customizability (And you can change IVs without mass-breeding starmon, it'll just cost you a bit to re-roll em). We can add more ways to get bonus EVs so that "customizing" them doesn't rely completely on battles, and since they already have a limit we don't have to worry about people maxing out all stats or that people who don't like one way of gaining them will end up overall weaker. (If one person likes simple battles but not digimon style training, why punish him for it?)
The apprenticeship thingy sounds interesting, but implementing it in a way that makes sense might be awkward. The original games had items that when held doubled the EV gain for one stat (And I think they reduced speed), could probably implement those and have certain trainers give em to you.
As for the speed thing, adding something would definitely be interesting and good, but I don't think multi-turn is a good idea, it just flat out makes speed the best stat (Have enough speed over your enemy and you essentially gain double attack and special attack). I'll rather make it moves, abilities and items - For example, Electro Ball already has inreased power based on how much faster your starmon is compared to the enemy (Caps at 150 base power, same as Hyper Beam), could add more moves like that, maybe an item or ability that increases your base power or crit chance based on speed difference, etc.
As for trainer passives, I wouldnt mind adding them (as long as they dont affect multiplayer), would probably tie some into the karma system once we make it.
Hope I answered everything :)
EDIT: Trieve posted while I was writing and I didnt notice my post didnt go through for an entire hour xD
Also, starmon don't get stats on level up. Their stats are merely recalculated on each level up, and since level is one of the factors it means they increase. We don't save actual stats or have a table on how many stats it gets each level, just IVs and EVs and run everything everything through stat calculation whenever necessary.
Also, starmon don't get stats on level up. Their stats are merely recalculated on each level up, and since level is one of the factors it means they increase. We don't save actual stats or have a table on how many stats it gets each level, just IVs and EVs and run everything everything through stat calculation whenever necessary.
Does that mean there gained after that battle (Say you battled a Speed EV Starmon), but the update on the starmon info page on the new Speed EV is shown after level up even though it's added to your Speed EV already before leveling up. Or does it work a different way? Thanks.
Rollback Post to RevisionRollBack
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
Basically what I was trying to say was that stats-per-levelup weren't predefined, as they in a technical sense aren't "stats per levelup". You've got base stats and your level, + IV and EVs which get added on top, and then the nature multiplier, it practically is stats per levelup, but that could be considered an intentional "coincidence".
Right now the game doesn't add the EVs to your actual EVs until you level up, they are stored seperately (Unless you have a level 100 starmon that didn't max out EVs yet, in which case stats get recalculated after each battle (If they dont yet, they will be as soon as Zelda gets around to it)). These aren't stored after leaving the game though, so if you leave the game while there are still "loose" EVs around, they will be added onto your EVs and if there were enough of em you might notice having a stat or two a bit higher the next time you log in
TL;DR: No predefined stat bonuses per level, stats get recalculated at the start of each battle. New EV changes however are not taken into consideration before leveling, unless you restart the map or play around in the genetics lab. (IV or nature rerolling/EV cutting)
Zelda and Maity have more information than me about the Karma system at hand, but it'll have a 'decent' impact on play experience. You will miss out on some quests and gain some other quests, possibly similar to how WoL handled it in its campaign with the Tosh/Nova and Protoss/Hanson choices. A bunch of quests are also 'neutral' and can be picked up by anybody.
I was wondering with the karma system, is it similar to mass effect how we choose at the beginning how quickly we gain it or the starting bonus? Will it be more than just changing the prices of shop items? Excuse me if this has already been discussed but I don't want to skim through 30 pages ;) . It might be interesting if it changes rewards we get from NPCs through side quests. So maybe the renegade gets more money and items while the paragon gets exp and info. It's a bit complicated for me thinking about it but I guess it would be neat if the play through of one karma type is a very different experience to the other.
We're still working out the exact details on the karma system, to be honest :P You will likely be able to many quests in different ways depending on the choices you make, and we may restrict certain choices based on your karma (Mass-Effect Style). We actually a quest in-game right now which does have different rewards depending on how you finish it- one reward gets you a decent chunk of cash, while the other gets you some nice items you likely wouldn't be able to afford that early in the game.
There's also some karma-related stuff we don't want to spoil yet, but if everything works out, it's going to have an impact (Like a really big impact). But it probably be ready for alpha. :P
If you guys don't mind, can you remind me what other non-pokemon things are being added? Do you guys want more? Although I can't think of any RPG thing (like karma) on the top of my head that would be nice to have :P.
Right now, there's not too many things I can think of off the top of my head. Obviously there's karma, as you mentioned. We've got the DNA lab which was not a part of any pokemon game. Our quest system isn't "pokemon-style", either, it's more like a regular RPG. You have the main storyline that you can complete piece by piece as you level up, but then the majority of content is found in optional side quests. So you can go to town, pick up a few quests, complete them, and turn them in for your reward.
We also plan on giving your trainer himself a level, which will increase as you complete quests or level up starmon.
Can we have more transforming starmon? And no not castform where the types of the user and attacks are simply changed and no not ditto where it's a useless 'copy everything and waste a turn'. How about something that turns that starmon into bad-ass mode? It'll be so epic you'll want to nickname that starmon 'Super Saiyan' :P. How about these transforms increase all or certain stats by 2 stages (maybe buff HP too) while transformed BUT these buffs cannot be debuffed (only while transformed) and the transform only lasts for about 1-3 turns (so after reverting to normal those transform buffs disappear).
Honestly, I haven't thought about how challenging this would be to implement. There's a lot of neat features which would be cool, but would require so much time that they're not worth it for now. I'll put transforming starmon in the idea list :)
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@JacktheArcher: Go
not entirely sure what you mean :/ The trainers face the direction they're throwing the pokeball, so it flies straight. If you mean the ghost/nova model not throwing it properly, she's just a placeholder anyway.
Not much has happened this week, but I got another video. Just a simple battle, without FPS issues. Some moves may be buggy and we're fixing em.
@TheAlmaity: Go
Ok after watching it again it seems to go straight.
I know you plan to include static camera options but what about a traditional setting? Something similar to the original games camera.
@JacktheArcher: Go
The static cam is the one used for the screenshots I made of moves (The new camera system was added after I made most the screenshots), its very similar to the original games, except that the UI is flipped (your stats are on the left instead of the right, vice versa for enemies. Trainers are flipped as well - Right for you, left for enemy)
Here's an old one:
The "static" camera is the traditional setting, unless I'm misunderstanding you. Obviously the games were 2D and don't use cameras, but the picture above is pretty similar to what they would likely look like in 2D. That said, the camera is a bit choopy and I'm going to try and improve it. I just need to find a way to make it "feel better". Anyways, the static camera option is in the game already, we just don't have the options dialog done yet (but it's usable via a debug command).
On a side note, the nova model is just a placeholder and does not have a throw animation, but the regular trainers we're using will actually "throw" the ball out with their hand.
I should probably also point out that the dialog on the left side, as well as all that red text, is only shown for us. So you won't have any of it cluttering your screen. It's just for debugging purposes.
I'm not entirely sure what you guys are planning to do as far as music but I did find a site that has tones of music licensed under the Creative Commons, might be worth checking out.
//opengameart.org/art-search-advanced?keys=&field_art_type_tid" rel="noopener nofollow" target="_blank">http://opengameart.org/art-search-advanced?keys=&field_art_type_tid[0]=12&&field_art_tags_tid_op=and&field_art_tags_tid=&name=&sort_by=created&sort_order=DESC&items_per_page=24&collection=&page=2">http://opengameart.org/art-search-advanced?keys=&field_art_type_tid[0]=12&&field_art_tags_tid_op=and&field_art_tags_tid=&name=&sort_by=created&sort_order=DESC&items_per_page=24&collection=&page=2
THIS... IS... STARMON!
Haven't personally added too much to the map in the past few days, and what I did add is part of a certain thing we're gonna keep quiet until we're ready for alpha testing (Sort of story related :p A certain "mechanic" unique to certain Cipher trainers). I'm going to try and pick up the pace, add a lot more stuff, finally get SoulFilchers new doodads implemented, slap Mozared around with them until he makes something amazing with them, then slap him some more because he spent too much time ogling the new doodads when he should've been making new zones, then give him a cookie.
Talking about the Alpha Test, Zolden is currently working on the 3D model of the dark doll-girl creature and it looks pretty good :) I should have some screenshots to show soon(TM) :) Can't wait to see it finished! What does this have to do with the alpha-test? Well, I think we haven't discussed it yet, but I'm sure Zelda will agree that the guys we're gonna invite to the alpha test (Hint: not you. Hint: that was a lie) deserve to get this starmon ;)
How close are we to an Alpha test? There are some bugs we need killing and other things that need to be smoothened out, Mozared will ideally add in another 2-3 zones before then if he gets the time (If he doesn't get the time, I'll just set up a debug zone where various starmon can be caught), and then there's the matter of quests and player models, which is pretty much the biggest thing we need to do. But if we put our minds to it, we can grind through that pretty quickly I think. So... Sometime next month probably.
@LitePollution9: Go
Thanks for the link, I'll take a look at that and see what we can use :)
@TheAlmaity: Go Thats great news! I can't wait to see what Mozared will create with the new doodads! Ohhh and I think I should rush that sponge starmon if I want to playtest it!!!
@TheAlmaity: Go
I can't wait. This map better meet my expectations or else...
@TheAlmaity: Go
If I get to be one of the Alpha Testers I look forward to testing it first, if not I take it the Public Release will be sometime soonish after that Test? Or will it be further down the road for Public Release do you think? Thanks.
@DaFunk86: Go
Public release / public beta will probably take quite a while after that. Alpha won't include much, just a few early zones and low level stuff for testing purposes. And about who can join, we'll see - It'll mostly depend on whether all of you in this thread manage to show up ;)
That's a pretty awesome resource, I'll have to take a look :D Thanks for pointing that out!
Oh no, people are getting too high of expectations. Quick Maity, we need to mess something up! ;)
The Alpha is pretty functional right now, and most of the "big" features and systems we need for release are present and working. But there's not too much content to play through. The purpose of the alpha is to make sure nothing explodes when we start testing games with multiple people. We've done a few multiplayer tests ourselves, and things seemed to be working, but it's hard to tell how well things will preform with a full lobby. We've added so much stuff since those tests that we need to verify things still work. Quests, for example, "phase" many NPC's and zones so that only the right people can see them- that's something we'd have a hard time testing for every quest just ourselves.
So the public beta won't be showing up until we feel there's enough content to actually play the game, which may be a while.
We definitely plan on doing tests during map night, but we may do some closed testing prior to that. It's probably a bad idea to do the very first test with a ton of random people :P
@zeldarules28: Go Whatever the alpha version is I'm sure you guys added a Soul Filcher trainer who has some amaaaazing Starmons in his team... he doesn't have that sponge starmon yet... but he will! XD oohhh maybe he could be hanging around the beach, near one of those awesome umbrella doodads... that would make sense if he trains aquatic starmons... XD
Nice Nova T&A FTW in that latest video.
I'm excited. Btw, I'm sooo used to lag that I didn't even notice the low frame rate in the earlier version with a million extra actors until I saw the latest one that was corrected and looked so smooth it almost moved too fast. I really need a new computer. :(
Also, yaaay! progress!
@Trieva: Go
As you said the idea of 3v3 has already been discussed much as I'd like it too, they already said even 2v2 is unlikely right away (Maybe after Version 1.0) as I recall and 3v3 is considered version 10.0+ if even ever implemented.
The whole 4th paragraph from "Of course this would mean" to "surf that lose half power in 2v2 and seems useless", I think would do TERRIBLE TERRIBLE DAMAGE to the map and it's fun factor. If 2v2 or more is added it should work like in Official Games and not add gimmicky "mass healing" moves or battle formations.
I see you played Digimon World 1 for PSX (PSOne) with the Gym Training. That doesn't work for Pokemon tough why lose a Stat at all when you can just EV and IV Train to Gain where you want without losing some other stat. I think that was a poor decision in that game too, in real life training in Cardio (Speed) doesn't make something like your Strength (Attack) or Endurance (Defense) weaker. If you train something just that area should improve, the cost should be how much more training you can do that day cycle.
I think your idea for Speed giving an Extra turn makes sense, but it should only be PVE (Wild Battles & NPC Battles) and not PVP in my opinion, if they implement it. I also think for Move's like Quick Attack and Swift your speed should boost the Damage just like the Attack does for Quick Attack and Special Attack does for Swift.
3v3s: As Dafunk said, 2v2s are already unlikely to be added at the start (But definitely will be added later on) since a lot of work would have to be put into getting it all to work right. I'm not sure whether I like 3v3s myself, they do add more option, but chances are it'll just end up chaotic, and strategies like mass heal and support may end up useless since with 3 starmon you can probably just instantly take out one enemy. If adding 2v2s won't be too much of a problem, we'll start thinking about 3v3s and whether we really want them.
Stat stuff: I think EVs and IVs do a good job of adding stat customizability (And you can change IVs without mass-breeding starmon, it'll just cost you a bit to re-roll em). We can add more ways to get bonus EVs so that "customizing" them doesn't rely completely on battles, and since they already have a limit we don't have to worry about people maxing out all stats or that people who don't like one way of gaining them will end up overall weaker. (If one person likes simple battles but not digimon style training, why punish him for it?)
The apprenticeship thingy sounds interesting, but implementing it in a way that makes sense might be awkward. The original games had items that when held doubled the EV gain for one stat (And I think they reduced speed), could probably implement those and have certain trainers give em to you.
As for the speed thing, adding something would definitely be interesting and good, but I don't think multi-turn is a good idea, it just flat out makes speed the best stat (Have enough speed over your enemy and you essentially gain double attack and special attack). I'll rather make it moves, abilities and items - For example, Electro Ball already has inreased power based on how much faster your starmon is compared to the enemy (Caps at 150 base power, same as Hyper Beam), could add more moves like that, maybe an item or ability that increases your base power or crit chance based on speed difference, etc.
As for trainer passives, I wouldnt mind adding them (as long as they dont affect multiplayer), would probably tie some into the karma system once we make it.
Hope I answered everything :)
EDIT: Trieve posted while I was writing and I didnt notice my post didnt go through for an entire hour xD
Also, starmon don't get stats on level up. Their stats are merely recalculated on each level up, and since level is one of the factors it means they increase. We don't save actual stats or have a table on how many stats it gets each level, just IVs and EVs and run everything everything through stat calculation whenever necessary.
@TheAlmaity: Go What do you Mean by:
Does that mean there gained after that battle (Say you battled a Speed EV Starmon), but the update on the starmon info page on the new Speed EV is shown after level up even though it's added to your Speed EV already before leveling up. Or does it work a different way? Thanks.
@DaFunk86: Go
Basically what I was trying to say was that stats-per-levelup weren't predefined, as they in a technical sense aren't "stats per levelup". You've got base stats and your level, + IV and EVs which get added on top, and then the nature multiplier, it practically is stats per levelup, but that could be considered an intentional "coincidence".
Right now the game doesn't add the EVs to your actual EVs until you level up, they are stored seperately (Unless you have a level 100 starmon that didn't max out EVs yet, in which case stats get recalculated after each battle (If they dont yet, they will be as soon as Zelda gets around to it)). These aren't stored after leaving the game though, so if you leave the game while there are still "loose" EVs around, they will be added onto your EVs and if there were enough of em you might notice having a stat or two a bit higher the next time you log in
TL;DR: No predefined stat bonuses per level, stats get recalculated at the start of each battle. New EV changes however are not taken into consideration before leveling, unless you restart the map or play around in the genetics lab. (IV or nature rerolling/EV cutting)
@Trieva: Go
Zelda and Maity have more information than me about the Karma system at hand, but it'll have a 'decent' impact on play experience. You will miss out on some quests and gain some other quests, possibly similar to how WoL handled it in its campaign with the Tosh/Nova and Protoss/Hanson choices. A bunch of quests are also 'neutral' and can be picked up by anybody.
We're still working out the exact details on the karma system, to be honest :P You will likely be able to many quests in different ways depending on the choices you make, and we may restrict certain choices based on your karma (Mass-Effect Style). We actually a quest in-game right now which does have different rewards depending on how you finish it- one reward gets you a decent chunk of cash, while the other gets you some nice items you likely wouldn't be able to afford that early in the game.
There's also some karma-related stuff we don't want to spoil yet, but if everything works out, it's going to have an impact (Like a really big impact). But it probably be ready for alpha. :P
Right now, there's not too many things I can think of off the top of my head. Obviously there's karma, as you mentioned. We've got the DNA lab which was not a part of any pokemon game. Our quest system isn't "pokemon-style", either, it's more like a regular RPG. You have the main storyline that you can complete piece by piece as you level up, but then the majority of content is found in optional side quests. So you can go to town, pick up a few quests, complete them, and turn them in for your reward.
We also plan on giving your trainer himself a level, which will increase as you complete quests or level up starmon.
Honestly, I haven't thought about how challenging this would be to implement. There's a lot of neat features which would be cool, but would require so much time that they're not worth it for now. I'll put transforming starmon in the idea list :)