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Amethyst

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Posts posted by Amethyst

  1. Hi there!

    We've kept y'all in mind when making updates to the game and I'm also very excited to see how e19 routes. I'll run you down the specific speedrun password features as of now:

     

    • Pokemon won't gain EXP over the level cap
    • Psychic type event pokemon are guaranteed from RNG events. I feel a little weird about this because i don't want to "enforce" a specific type route but I know Espurr is pretty core generally.
    • Pokemon can use qualified HM moves without knowing them
    • All obtainable pokemon have 31 IVs (but online play is disabled)
    • Damage rolls are removed from the game; all damage values take the average of their possibilities
    • You will get the same weather pattern every time
    • You can control the weather from the pokegear
    • Free Mega Ring
    • The incubator is unlocked from the start for instant breeding, should you for some reason want it
    • Grand Hall trainers give EXP candy without having to battle htem
    • Free mint pack at start
    • Free EXP All pack at start

    In addition to that, there is one more variant! We noticed it was a little bit faster, but much more difficult. So once you have some muscle memory down for routes, you might try "speedrunnotx". Good luck!

    • Like 2
  2. Yeah so like Avallyn said, we can't add the keys super easily like they were in E18 since we switched from the keys being handled in [the code of the game] to the keys and rebinding beind handled in the [the code of the engine], and it's a lot more difficult to work with the engine than the game itself. Notably we would need to be editing the F1 UI to add more options there which has mainly been handled by the MKXP devs externally since I don't think anyone on our team is immediately familiar with the code they use.

    (And also even once implemented, rebuilding and testing the new [engine] is its own ordeal since it tends to change how the game's code behaves)

    So, I am very aware of the limitations here kind of sucking and I'm sorry to those on controllers-- it just wasn't practical to do for now. Maybe we can get some help with it in the future. 

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  3. On 1/9/2022 at 7:22 AM, Draconis said:

    Switches?

    image.png.5faf13cb72b96e5c880873ec7e07977d.png

     

    switches are a type of true/false variable we use to track completed events and progress throughout the game. for instance, when you complete a sidequest, a switch is flipped on saying you did it. or, when you join aqua or magma gang, we flip a switch to keep track of what you did. pushing a crustle into a hole is tracked by a switch so it stays there. some relationship point events need a switch so you don't duplicate then. a switch manages whether you're on zekrom or reshiram. 

     

    in e18, around ~1024 switches were used for the entire game up to that point. 

    adding 1000 more means we've basically doubled the amount of things in game that are tracked. 

     

    it probably sounds more impressive than it actually is in practice, since many of them you should never notice.  but it is a hallmark of the amount of work that's been done. 

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  4. Yeah unfortunately fixing switch by switch isn't really feasible because there's just so damn many of them, and that's before things would interfere with my current copy.

    Maybe it would be easier to get a save at a similar point in the game from someone else and then edit the save to have your name/team ?

  5. I ask myself this every day. 

     

     

    So, the tools could use some improving.

     

    Recently (as in over the last year or two) Cass has made a lot of improvements to the engine that actually plays the game and to optimizing workflow by exporting scripts into text files. This has all let us start using git in the last year, where before we were roughly trying to synchronize stuff with Dropbox which was slow, messy, overwrote stuff, and crashed during compiling. I think that change will have a permanent positive impact on the cadence of development; it did for us, and I know the other major teams are using it now too

     

    The actual development program, however, is still from 2005, and there's not much any of us can do about that. Classes are hidden, data files are encrypted. The front end isn't bad but there's no built in way to search through events or maps. We now have an explort script to help with the former and some ideas about how to work around the latter, but it's still hacky either way. Reborn has 900 maps now. Say there's a typo. The actual fixing of the typo will take two seconds, but navigating the maps and finding the right one and event can take a couple minutes, especially if I get distracted doing so. And there's a lot of typos. Plus everything else. 

     

     

    Mapping doesn't have to be slow. If you make a lame map with only corridors, like many of our older maps were, it can be very quick. However, more complex maps like I prefer get very slow. In particular gen 3's style of mapping cliffs is insufferably tedious compared to other RPGs' cliff styles because there has to be a 1:1 ratio of elevation on each side for each level of elevation on the front. In and other game you could do a straight vertical cliff wall and call it a day, but that doesn't match Pokemon style. Very tedious. Games that use oceans as a barrier are at all advantage here; I picked mountains for some reason. 

     

     

    Reinventing the wheel-- to some extent, across projects, yeah. Cass is exploring solutions to this within our community but there's always going to be bugs and chances are if a bug exists in one game it exists in most of them. Essentials wasn't complete when we first started-- most moves after 3rd gen had no effect. We all have had to come up with sprites and code for each new generation and frequently solve the same problems with them as we went. There's too much going on to trade notes on everything, but at least we can see how each other did it. Rejuv is on a later essentials version than us though so that complicates it. Essentials itself is now more open and using git though, so hopefully future projects starting from it will have an easier time moving through versions; we have to update code differences ourself.

     

     

    Bugs suck. 

     

     

    But mostly, like has been said, and I think this is true of any project, there's just sooooooo many small varied little things to deal with. Certain things are slower than others and unideal but the volume is from all categories rather than a single one. 

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  6. That would be cool! Also, I definitely loved Explorers of Sky!

     

    Also, no !!! I want out !!! Free me!!! I am Tired of making pokmans, I am spreading my wings and flying and never looking back !!!!!!!!!! you will have to find another ame somewhere, don't worry there's probably one laying around in the garage dump or something

    • Like 5
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