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Amethyst

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Amethyst last won the day on June 7

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About Amethyst

  • Rank
    The Eye of the Storm
  • Birthday 07/31/1992

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    AmethystBlack
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    Female
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    A hell of her own making
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    <3

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    sup.

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  1. There's nothing wrong with talking about debug or mentioning it in a case like that. It just shouldn't be proposed as one of the first solutions to an otherwise manageable problem.
  2. Apologies for the downtime earlier... Unfortunately, we suffered an unexpected security breach. ...Tbh I'm not really entirely sure how that happened, but whatever the case we're back online and I've taken the opportunity to upgrade the server environment and make some adjustments for performance and security... So hopefully none of that will happen again. I can only imagine the recent slowness and downtime we've had in the last couple days has also been a result of the same group trying to hack into the site, but... With any luck, today's changes will put an end to that too. Sorry for the inconvenience everyone. While we're all here in the announcement section, there is one matter that we should also mention. As of today, we're adding a new warning and guildeline for the site-- for 'Debug Dealing'. Before anyone panics, I'll say upfront: We're not outlawing debug mode. Y'all are still welcome to use it and play however you want, and even share it when it is needed. However, what we want to ask is that when it comes to players who are new to the game and community, please give them a chance to play the game for itself as intended before recommending they solve whatever problem that have with debug mode. If it's something that can't be done normally-- great, debug away. But for many of the cases we've seen, it hasn't been needed, and when it's suggestion #1 (or 2, or 3...) it can really take away from the core experience. The accompanying warning is worth 0 points, as an ettiquette warning, and is just a tap on the shoulder to say "hey, please don't. thanks," If you have any questions about that, please also feel free to ask here or ask a staff member directly. That's all-- once again, sorry about the downtime. And enjoy the new version!
  3. Do you know why the site is taking longer to load on some parts?

     

     

     

     

    Something strange is going on here.

    1. Amethyst

      Amethyst

      sorry, we were dealing with some kind of brute force hack earlier that was probably slowing the site down; it should be better now!

  4. Ame have you seen whats happened to jan?

    1. Amethyst

      Amethyst

      Uh... I've.. tried to ask him but he hasn't responded to me...

    2. Dragonslayer7500

      Dragonslayer7500

      Flora hacked him.

       

       

      And this was uploaded on his youtube.

  5. i never weak!!! cookies have no pull on m-- wait, did you say chocolate we're done with AI for now. i hope. probably not. cries.
  6. so, we've finally finished cleaning up from our several supervised test periods, and we're shipping off to internal. but for those who haven't heard, we are not doing a full test cycle right now-- internal will be the last test. the purpose here is just to make sure that if we for any reason have to drop the project and release as-is, the main story will at least not be horribly bug ridden for y'all. we'll have another full test cycle again (one that will probably span eons) once postgame is complete. that said! it's been a minute since i talked about some of our new features and changes. let's start with the thing i've been screaming about. hint: it's AI. we've made a number of improvements and fixes to a lot of facets of it, but there's two things in particular that have really just knackered my knickers: the first is what we've just started referring to as the 'speed bug'. basically, there was a certain line of code used in default essentials that, when we reworked AI, we reused a lot. it speed like a nice, strapping young line of code, and we had no reason whatsoever to think it might be completely broken. so naturally, it was, and we copied it into 200 places. this caused the AI to basically always think it was faster than the player, even when it definitely was not, which as you might imagine, has caused a lot of issues and a lot of emotional pain. this has now been fixed, unleashing never-before-seen chambers of code into the wild for the first time. that can come with its own issues. basically: aaaaaaa the second we just discovered a couple days ago. let's call it the 'switch-reversal bug'. basically, when deciding what pokemon to switch in, the parts of the code that checked type effectiveness got switched around. thus, it has been intentionally sending in pokemon with bad type match ups the entire time. this was an easy fix, but also frankly it's amazing that switching has worked well enough to this point that it wasn't completely obvious but. here we are. those are the big bois but like even aside from those i've been fixing dozens of case issues for the last week or two. it's gonna be good. or i'm gonna cry. what else! check this out: by popular demand, we've merged the multi-move mod into the main project! Huge shoutout to @Waynolt for getting this going and letting us adapt it. We've also made some convenience improvements that you can see in the above gif-- Instead of selecting each pokemon through the menu, you can just hold Ctrl when you select them to automatically add them to the multi-move queue. We've fixed some other misc things too, the fishing animation that's been missing for years, some PULSEs have been buffed, and we found an issue with hidden power where the player's hidden powers weren't actually properly set to the static 60 BP even though we tried to change that before. Very sorry about that, guys :c One more update for you today. This one comes from our animator Vulpes, and it's exactly what the move deserved: That's more or less where we're at. So since we're not moving on to later stages of testing, there's no set end date to internal-- we'll just fix stuff as we go and as we work. And thus, internal will simply evaporate into the distance, as must I.
  7. For the record guys, I usually don't let myself count for nominations. Nominate other people!! This is for you all, not me! (Thanks anyway though )
  8. nevermind the party is cancelled.
  9. It's technically still the 22nd in Alaska if I post this within the next 22 minutes. From the original thread~ And yes, the thing about Azery is serious. Beyond that, feed us your nominations! There is no limit to the number of people you can nominate, or that can be nominated so post without abandon. A current list of nominations will occasionally be collected in this topic. Ember King: Jan Marcello SilverAngelus Bibs Sardines Posty Arkhi Kyle Alex Wolfox Alistair Commander Budew Azery Midsummer Queen: Ruwuby Zumi Candy cass Lía Marcello Jan seki108 ICSW Nicki Crimson Dragon Amethyst Bibs Azery Sunlit Sovereign: Ama seki108 Alex Posty Ruwuby Kyle Starry Knight Maqqy Budew Bibs Azery Top Secret Super Emperor Category: Azery i can't believe they found out.
  10. did you mean: jan that said i am always available to help whoever needs guidance to the best of my ability unrelated: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
  11. Amethyst

    Postgame

    No plans for that, since it is stated that goal for restoration would be within the next couple years in-game time... I.e not within game's playable scope. However, there is one individual who was making a mod and afaik plans to continue it after e19 so you can do just that
  12. Amethyst

    E19 Release

    no no no... You're on the good list currently no plans to implement them since they're also from the weird and warped world of let's go No plans for ShSh content especially not until we know what kind of mechanics they're changing Earlier content is liable to have some changes
  13. Definitely! We've been working on new animations the entire time and Smeargle already did post one earlier in this thread. I've been a little slow with marking them complete due to tunnel vision though, lol... Don't worry, they won't be anywhere without reason. We've got Battle Tower but there isn't really code support for anything fancier than that Also I did promise y'all earlier I'd put up at least one screenshot once we got to post game, so here you go. I'll be hanging onto others for once we're actually closer to being done. Progress may hang for a little bit as we do testing for the main episode by the way, postgame development will start properly once that's complete.
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