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Posts posted by Amethyst
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The icons on the pickup table have been fixed; thanks for mentioning it!
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small update about a postgame mechanic for you
...maybe calling it a mechanic is generous.device?
structure?
excuse to be mean?
...well, whatever. just take it, okay? i won't take no for an answer this time.
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I wasn't able to catch the stream originally, but I watched back a bit on the vod and several things have really hit home.
i confess a lot of them lend themselves to a sense of despair.
this mod is obviously a huge step forward, but i can see pretty clearly there's going to need to be a lot more support if this is going to be fully playable, especially when it comes to some of the more complex puzzles.
for instance, though it's optional, watching the struggle of trying to navigate around the gated area by julia's gym has also made me feel like i've done a pretty significant injustice with regards to danielle's quizzes.
context: a little bit past julia, the player can meet an NPC who says she's blind, but asserts that she's still more observant than the average person. she challenges the player to count how many objects there are in several places as a competition, one of which is a series of satellite graphic objects. they are also used around julia's gym, and watching them be a hindrance among everything else for an actual blind person has made me have some severe regrets when there's no way for you to actually find those answers in game as a real blind player. that's kind of a petty regret of mine relatively speaking, and maybe i've overreacting.
more importantly, this has definitely been a wake up call as to how much work there is to do on the sound side of things, even for sighted players. i've always known it was a weakness of my personal development habits (since i tend to develop and test on mute most of the time). but yikes.
@ demice, if you do end up finding where the issue with the damage sounds' pan is, let me know. i will definitely slot that into e19's base game.
i think it will also be very easy to add a quiet sound to grass rustling so you know better when you're walking through encounter grass.
even aside from those couple things, there is probably a full update's worth of work to be done on the sound alone. i will consider that as a possible future polish update after e19 is complete-- i don't promise that such an update will happen, but it definitely won't be practical for me to do before then or else i will probably just perish. after e19, it will also be easier to integrate community support & mods, and perhaps make a blind mode with more dramatic changes like skipping puzzles that would otherwise be infeasible.
i feel like i have a lot to think about now.
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Note the EV order in the PBS/in game is is hp/atk/def/spe/spa/spd
the difference in order is probably why there's some discrepancies in the information -
5 hours ago, Gamulation said:
For anyone interested I'm doing a reborn live stream on Twitch tomorrow, if anyone wanna see blindness in action join tomorrow. It's probobly going to be a fail, but sence I have the mod now, let's see how far we can go.
I'd love to see how that works if I end up being around for it. Can you post your twitch link here for myself and anyone else who'd want to join?
You're also welcome to drop it into the discord server when you actually start streaming-- might get some more attention that way. Is the "BlindMaster" user on discord you or someone else? That person was also asking for this, and I noticed they spelled 'tried' the same way as you, but I don't know if that's just a quirk of a common transcription program or something.
2 hours ago, Malta10 said:With a prior selection of the wanted type of POI, the complexity of the search should still be linear. If a simple identification of a tile exits, for example the warp point to a pokemon center, in my estimation a search of 250x250 grid should be search quite fast. The way your are writing, i suspect it isn't as simple like "if(tile.isEntry())". Maybe an initial search on the entry of a map, which saves stationary POIs?
With the search as the bottleneck, a prior computation on the data to save the stationary POIs of the whole game in an extra file could be helpful. On the other hand, I don't know if file opening is possible with the modding language.
Of course the range could be limited.Should I send such thoughts with a dm before i cram this forum section with my ideas?
I guess I need RPG maker XP if I want to give it a go myself?Having RMXP will be the easiest way unless you use an external script editor/yeeter which is a bit of work to set up in current scripts. Simple answer is yes.
Also I super appreciate you doing all this, DemICE, it's super cool to see this coming together
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the AI business is all cass (and toothpastefairy), friend
definitely not me
but god i hope it doesn't do all that- 1
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<ontopic>
by all means it might still be a bugfest-- but not for being rushed at least.............. there's just so much stuff in this game, man. and testing postgame is gonna be like several :blobsweat:s in a sauna
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Alakazam has Magic Guard-- so it sounds like that's just an intended canon thing ^^;
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out of curiosity what version of the game are you playing on?
because 18.2 feature an ai updated that solved several bugs existing in 18.1 that sound like they could be contributing to what you're describing. for instance, speed checks for priority moves were broken, and type calculation for switches were broken it so it used to send out pokemon that were weak against yours instead of strong haha whoops
both of which are exactly why we did the update
if you're on 18.2 or later i'd like to know though
probably not much we can do about it regardless right now exactly because tweaking mid-flux is completely uselessbut i'd still like to know and cry about it
defiant also concerning-- not sure how that is in E18 offhand but i see an extremely harsh reduction for it in our working scripts so i don't think it's been forgotten
regardless having easier and easier times getting through the game is somewhat expected, arbok is an early powerhouse, i know klingklang can 6-0 some late-game fights with the right support and my best team got swept by a linoone once so honestly i ain't here to judge the little guys, they can pop off if played well
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On 12/30/2020 at 3:03 PM, Draconis said:
y'all still on for the april fools huh
On 1/9/2021 at 5:33 PM, wcv said:I was looking at the old map linked to on the front page, the black and white one, and noticed that north of Beryl Cemetary there’s a spot marked abandoned gym. It looked like it was positioned at Beryl Cave with the entrance of Corey’s gym.
Was there any kind of special thing planned there that was dropped? Or was it just a detail dropped for pacing reasons?
nothing special-- the map is actually a little inaccurate in some regards like that because it was drawn before i ever intended to make a game out of it. when i was drawing it i still tried to include locations for each character even if they weren't actively in the league at the time, so there are a lot of vesitgal things like that hat don't reflect how the leaders ended up being distributed in game
anyway hi a dev blog post
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For anyone who missed them during the party!
Once again, huge thanks to everyone who voted, participated, and helped make this happen
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The party is officially now live! An invite link is posted on our Discord server, #server-news channel, go there and come join up!!!
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We added a low-spec mode for this issue! You can turn it on in the options!
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I don't mind that you've replied as a guest, but it is a good reminder that I needed to fix the permissions of this subforum so that guests can't post. You in particular are completely fine but if we leave guest-posting on, bots tend to come on and spam ads, whoops...
The issue you had with macs is due to their built in security; I'm surprised that you didn't have that issue earlier, because it prevents the game from editing any files altogether, such as... making save files. If you run the game from your Applications folder, there should be no issues, but I'm sorry that that ended up killing it for you so far into the game
Anyway, thanks for the feedback! One suggestion that came up during alpha is making some of the combats (particularly where the enemies would have like a one star hit rating) skippable, and we'll definitely consider what we can do with that to cut down on tedium. I'm also always all for finding the way to amp the speed of things more to keep people in the action. Ultimately I would like to be engaging players fully at every step of the way, but we've really dialed the difficulty back for the demo since it seemed like many people who aren't rhythm gamers were struggling to get used to the action system. I'm hoping difficulty modes will help keep players of varying skill levels engaged once we actually get to adding them.
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have you used debug mode at all? this kind of looks like a sequence break. the game is freezing because you're in episode 9 content without having beaten Serra yet.
did you somehow get the Medicine for Anna without visiting Spinel Town at all? the Pokemart is still in place there and everything
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Sign-ups closed! Sending out giftees now!
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mosaic metaphor very good actually, i like that way of thinking about it. it's a nice thought.
and then if you want to switch a piece's position sometimes you notice that it doesn't quite fit anywhere else and so if you want to move one small little tile you actually have to rearrange 1000 others because idk fuck you i guess?
anyway hi we're back on our bullshit
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Yeah, so we actually tried to work on Linux during the beta, however it seems like Linux handles javascript a little bit differently somehow??? Everything is just. broken to pieces on Linux so we had to set that aside for now. In theory it's definitely something we can do, but I didn't want to break windows/mac versions mid-testing, and I'm probably going to have to wait until I get a linux machine to set up to test things on myself (which we have plans to do in the near future).
So like. Eventually, for sure.
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Only if you still intend to play! There's no new content, just bug fixes.
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We're finally started! If you haven't already played it, download links and information for the game can be found on this page:
http://www.starlightdivide.com/
I want to take some time and appreciate everyone's support, and everyone's patience. This has been a long time coming, but it's taken a long time even just since last year, so thank you to everyone who played the alpha or beta, and an extra thanks to everyone who's supported me and the project so far-- and then once more for everyone who's been waiting for E19, for bearing with us long enough to get to this point!
And this is just the starting point of a new adventure. We've got a lot of work to do all around, but I hope it'll be worth it in the end.
And now, back to Reborn...
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One newer addition to the community's rulebook is this-- Moderation is left to be at the discretion of the moderating team.
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Like any relatively public-facing community, we have to ask you guys to keep things appropriate. Historically this has meant a focus on prohibiting overtly sexual content, but recently we have expanded the rule to cover other aspects as well. This includes over-sharing, being 'horny on main', bathroom humor, gore and other gross topics. This may be the internet, but let us at least try to pretend to be polite company, no?
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As always, if you have questions, please feel free to contact the staff team.
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A little late, but thanks y'all for the feedback! It's clear we have a lot of work to do, and while I'm definitely taking notes, we're holding off on a lot of it because we don't want to postpone Reborn forever for the sake of polishing a demo. But we'll be coming back to all of this when we make the full game.
I'm seeing a lot of ideas for things we already have planned, particularly with polishing the UX, adding flanking, generally making things clearer to the player faster-- and some other good ones we'll definitely take note on. I'm sorry to hear that the story didn't really quite do it for a couple of you, and I'll take what lessons I can from that when we get to the full game. As I said before, this isn't the start of the game so it's likely some things will be redone when we get back to this chapter.
I also appreciate the comments about this being distinctly unsatisfying to rhythm game players, and I hear you. One thing I am set on is that this is always going to be a tRPG first and foremost, but I've known since the beginning that finding a way to make the battle system non-trivial to rhythm game veterans (or just players as they gain experience in game) is going to be our greatest challenge. I have some ideas for that, but as far as the demo is concerned, I think that it's difficult to stress how much we're holding back right now. Early mid-development testing showed it was pretty tough for newcomers to rhythm sequences, which is why most of the enemies do so little damage relative to the players high health pools + there's abundance of healing items + we held off on some enemy skills to not make things too much harder... but there is a lot of room that I'm waiting to take advantage of until there's more game for people to be used to.
However, that's just on the tactical side of things. Obviously, I'll need to get a lot more creative about the rhythm part if I don't want it to be boring to vets in the long run, and while I have some plans, I'm going to continue exploring more options for that. I realized after some of the above posts that I've never actually played a rhythm game for any substantial amount of time (osu for like half an hour, guitar hero for like, a few hours, that's it) so I've started to work on changing that. I moved away from the idea of calling this a rhythm hybrid a while ago since I felt it was misleading for the game's actual focus (non-RNG tRPG) but it's clearly still important to learn from that side of things.
We're going to be moving forward with the public demo release today, but I want to offer an additional thank you to everyone who took the time to play the beta, and everyone who took the time to offer feedback. It can only go up from here.
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Haven't heard about the winter party yet??? Check it here!
Each year we host a Super Secret Swap where everyone who signs up is randomly assigned another participant to secretly buy a present for! Everyone gives, everyone receives!
There are some rules! In order to enter, you must:
- You must be from NA or Europe. Sorry to folks from other places :c
- You must be willing to spend real money on this. The suggested budget is around $25 or £/€20
- You must be willing to share your address with us. Rest assured, it will only be given to the person who is sending you your gift.
- We will cap out at 10 people per region.
As mentioned in the main thread, we'll run one circuit in NA and one in EU so shipping costs aren't too crazy.
Sign ups will be open until 12/2!
In order to sign up, please send me a message here on the forum with the following things:
- Your region
- A name that people can ship to
- A postal address to ship to
- A wish list of some things or options around the given price range that you would enjoy getting!
After that, I'll assign everyone their gift-ees, and then there'll be a bit of a hustle, because we'd like it if people can receive their gifts by the party... so if they can be sent out by 12/7 or so that would be great, but this thread has gone up a little later, and the party is earlier than usual this year, so uh, you know let's all just do our best and stuff.
As usual, I'll ask that everyone sends me a copy of their receipts / orders when shipping things off. If you've provided confirmation that you did send a gift and you somehow do not get a gift, we will personally get you one ourselves instead so that no one is forgotten!
Feel free to message me if you have any questions, or otherwise to sign up!
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Apophyll, Beach of heat and crashes
in Troubleshooting
Posted
this sounds pretty unusual. are you using Game.Exe or Game-Z? what's the crash message?