It looks okay. Since you're not limited to 256 colors, I think it would look a lot better anti-aliased. Maybe it's just the angle of the Garchomp head, but it looks off.
It was something I came up with off the top of my head and untested, but it should work in State -2. As a coder, it's your job to use trial and error to get it working. I've used that "fvar(0)" technique many times and also have played random sounds before, so I know what I'm talking about here. :P
Try removing time=1. Maybe that part is overkill.
If you do go down the state -2 route, you have to make sure that you put the ENTIRE state -2 there, in your options file. You can't leave it in your character and expect this extra state to be known by your character's CNS. Another way you could do it is by spawning a helper and having the helper state in the options file. Then you just do what you need to in that file and call the helper in state -2, like:
type = Helper
trigger1 = !NumHelper(helperID)
ID = helperID
The first word of all the last paragraphs... meaning that said guy must have seen him/her typing this? That's what doesn't add up. Either that or Sakuya is gone now and the guy took over. O_o.
It's because it takes one tick to get to the negative states.
First, it goes through all of the states before it, but since the negative states are running at all times, they are processed after the first tick, which processes the normal states. This isn't an official reason, but it's an explanation if anything.
That's quite the story, but that doesn't make any sense. There can only be one last paragraph, which in your case, is just "Game." Am I missing something here. Provided this actually happened in real life, where you telling him a story too? There wouldn't be any paragraphs.
1.) It's possible. You need to switch your Death Cry from Group 11,0 to something else. Then just trigger it manually:
[State -2]
type = PlaySnd
trigger1 = time=1 && !alive && !fvar(0) ; fvar(0) makes sure this only plays once. Change it if you're already using fvar(0)
trigger1 = fvar(0):=9999
value = X, random%num_deathcrys ; X is your new Death Cry group.
Lol, love? Not really. I've been playing the Pokemon games since I was really young, so it's kind of a part of me know. I test out almost every new game that comes out. I will be getting the new Ruby and Sapphire remakes.... well, one of them. Probably Ruby, because Groudon. :)
No problem. However, making a second state shouldn't be necessary. You'd just be overriding the original one, which would be fine unless you have changed something in the CNS. In any case, I'm glad that you fixed it. :)
It depends. If you're in a custom state, then use SelfState. If you're not, simply use ChangeState. And yes, make sure your animation never ends or it will loop and look weird. Create either a loop near the end of the animation or (if for example, your character is on the floor) you can end the last frame with a time of -1.