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Amethyst

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Everything posted by Amethyst

  1. No, it's only between friends. You have to enter their username.
  2. The nice thing about having separate people working on stuff is that I can still work on the story while Kuro works on online features. Granted, we should probably be focusing on bugs first, this kind of just... happened. It'll happen. But there's no ladder system. Ultimately you only play against your friends/the people you choose to play with. So if one of your friends is being a jerkbutt and using hacked Pokemon, it's as simple as not playing with that person until they wanna go at it fairly.
  3. Remember how in recent episodes Corey has his normal field that takes over if his Corrosive Mist is blown away? I mean... not that that's important or anything... maybe.
  4. They'll probably be uploaded to my Youtube, but they won't have an announcement like Field Effects do or anything. Meanwhile in the world of Stone Edge... do you feel lucky? So currently I'm working on sorting out sound files for revamped animations. I've gotten sounds for all of the existing animations in the game (which will have to be redone) but since I'm already in the groove of it, I'm just going to go ahead and pick out sounds for all of the rest of the moves too, which will ultimately take time out of E17/18 animation development. It'll probably take another week or two to get through them all because that is still like 400+ moves OTL And then I actually get to make the damn things Q~Q That said, the sound portion of this got a lot easier when I remembered I actually know how to do basic audio editing.
  5. sigh

    1. Show previous comments  5 more
    2. Eclipse Blaze

      Eclipse Blaze

      P.S.- I somehow now want to take down a P.U.L.S.E. Chansey! *Winks @ Amethyst*

    3. Luke
  6. I think it's time for a change of style.

    1. Show previous comments  1 more
    2. Nhadala

      Nhadala

      Ame with a Yandere avatar, it worries me, scary.

    3. Meruem

      Meruem

      jojoyanderethyst

      we're all fucked

    4. Simon

      Simon

      I..uh..so conflicted over my love for JJBA and this avi..

  7. As Kuro says, we can't promise anything. But, I can at least let you guys know my expectations. I would really like to think that because of ORAS and the Essentials update (the last Essentials update we're planning on doing, in fact) we won't have another six month development time before the final episode. However, the average development time is probably going to go up because of three things: AI improvements System Bug-fixes Animations Each of them is just now coming into focus for their own reasons, but all of them are time consuming. I'll go through one by one. AI is always a work in progress, but the Essentials AI was shipped incomplete for the start. Never mind how much of the formula we've already had to gut and tone up to make Singles AI' passable. E16 will be correcting the structure to make Doubles' AI actually function (it currently may as well not be functioning at all). After that, we have the task of actually completing the AI. As it is set up, that will not be difficult work, but it will be time-consuming work because we will have to add code for every move effect and all of the ideal situations to use it in, including Field Effects. Now, the AI will never be so good that it can make predictions and plays like an actual competitive battler-- that's just not in the current structure's capability-- but we can at least make sure it knows that if it has full HP and a focus sash, it better go for the turn one Shell Smash, or if it's fighting in the Rainbow Field (for some reason) that spamming flinch moves is probably going to work out for it. That work will be split between E17 and 18 so that it can be tested thoroughly for any errors to be fixed in 19. When I say System Bug Fixes, I'm specifically referring to any system that makes the game a Pokemon game. 95% of the time this means the battle system, but also includes stuff like the Pokedex or HMs. It does NOT include anything relating to puzzles, or overworld/story events. So, the battle system itself was incomplete until E15, remember. Now that it -is- complete, we're able to turn our attention to the AI, as above, and just as importantly, patching up all the holes. If you've seen our Known Bug list you'll know that we have, what, ~175 things to fix? Some of it is minor, some of it not so much. We've done a little bit here and there, but I expect to specifically target and lock down those bugs as objectives over the next three episodes, again, so that any final changes can be made in time for the E19 final release. We definitely do not want to be making large scale changes in E19 as those are likely to introduce more bugs, so we will probably be looking at doing -those- in E17, and clean-up + minor things in E18. Finally, animations. I was originally going to delegate Animations to the community as their project following the shiny sprite completion, because there's very little previous knowledge needed to actually use the Debug Animation Editor. However, after looking at the calibur of our current resources and animations, I've decided that I will probably have to do this myself in order to make sure everything is consistent, and quality. This will probably take a great deal of time because it must be done occasionally multiple times, for each of our ~700 moves. This will be split up over the next three episodes as well, with animations in E19 -potentially- being focused on Field Effect specific animations. Since I haven't really gotten into the animations yet I can't say how long those are going to take me to do. I don't have a sense of them. But, they will probably be the biggest culprit in terms of extending development time. Assuming they are't -too- tedious, it might only be an extra month or something per episode. The other stuff will still be significant but can largely be delegated to people like Kuro and Jeriberry, meaning that can happen alongside development. So while the average development time has been around 3 months in the past, we'll probably see it pop up to 4 or 5, with the final episode taking even longer for final bug fixes + post game content (which is going to have the sidequest syndrome again). In short, my best guess would be mid 2017. At least, that's my goal. It's always subject to change.
  8. So this is a thing again: Known Bug List HOWEVER unlike the previous topic that was our "known bug list" this is actually literally everything we currently have confirmed. The last one just had a few major things because there was so much unimplemented at the time it wasn't even worth making a list. It may seem like the number of bugs we have has only grown, but really it's a vast improvement to be able to have few enough that we can list them all. Of course I don't pretend that this is everything there is, and in fact there are a number of things I have written down to test, but even so. This is a tangible thing, and I'd appreciate it if users frequenting the Bug Report section would encourage people to reference it.
  9. Correct, the Jasper Growlithe should always be female. We are able to set that. I didn't have the code to set that when the Vulpix event was a thing. Gothita is set to always be female as a species, so if you got a male one, it's an Essentials error, not an issue with the trade. I remember fixing an error regarding set gender recently, so hopefully it'll be solved as of E16
  10. Yeah. "Sorry, my internet disconnected. We'll have to start the battle over." Always conveniently when he was losing. And he sometimes conveniently came back with an altered team. Like okay Fern you pull that shit trying to lie to me AND the challenger one more time and my fist is gonna disconnect your face Which is why Florinia joined the League as a challenger, for the sole purpose of steamrolling him. And she did. And then she forfeit her badge just so she could do it again, with a different team. And again. And... It was awesome tbh.
  11. Do that many people hate it? I consider it a classic/must-watch for anime fans as a whole. Well, at least the old series-- not sure about the Rebuilds. It's really only the last few episodes that are mindfucky. And Episode 22, which has a habit of making certain people suicidal. Oops.
  12. I'm not planning to work on anything under license again after Reborn (i.e original stuff only). I eventually need to support myself, and this doesn't pay (unless I managed to find a loophole and do something through Patreon or whatever). Also, I've sort of put everything I have for Pokemon into this singular project anyway. I pitched a huge fit when all of the Awakening relationships were hetero. Believe me, I'm not nearly about to commit the same sin. In fact, one thing I think about fairly regularly for any character is what sort of people they'd be romantically comfortable with. Some random thoughts regarding how I would apply this with a few Reborn characters to a system as described above: (I'll use the word 'date' very loosely here) Cain makes it clear through the story that regardless of gender he's into the player. He would probably be easy to date as any gender. Charlotte's not the type to let others take control, so she might feel weird about being in a typical relationship. It would be easier to date her as a girl, but a boy might be able to if they made the right choices. I imagine Arclight is primarily straight, but in a very rare instance might date another boy. And he'd probably feel really weird about it. So, it would be easy to date him as a girl, but there might be a very specific condition to fulfill to do so playing a boy. Fern's so wrapped up in his ego he'd probably sooner be caught dead than with anyone not a girl. After all the drama, Titania would likely be ace/aromantic... at least exactly 99% of the time. Cal's a closet case (fun fact) and would probably never date a girl. It'd be probably be easiest to date him as a nonbinary character, though definitely possible as a boy. And so on and so forth.
  13. This is the general idea. I'll touch up the wording though; it stood out to me too.
  14. Hon, I enforce our rules without personal regard. I wouldn't be setting much of an example if I didn't. And for the record, in the rare case that there is a user I have a personal issue with, I'll usually ask other staff to handle it to avoid any bias leaking out.
  15. I know one of our mods had that issue, but no one else, so it seems to be computer specific. Does using a different browser change it?
  16. A lot of it is going to be case by case. Some events will be preserved, whereas some, like Gulpin, will disappear to be replaced by their now-accessible wild areas. Others may get new events if necessary. Actually, it would be really helpful to me if everyone could put together a list of all Pokemon currently found, both wild and events, in these areas: Outdoors in the city/alleys (not 7th St) Outdoors in Apophyll/Azurine Outdoors in Rhodocrine/Malchous/surrounding Beryl Ward + Power Plant And it would be further helpful if it were indicated within that list which Pokemon on it are already found in the wild or from repeatable events in places not listed above.
  17. Aside from that for a moment, E15 didn't change weather at all aside from the graphic for wind; what makes you think it did? In any case, nothing is designed with the expectation that people will manipulate weather, and restricting major access to the ice cream is one of the ways few I have to make the early game feel different through different playthroughs aside from just pokemon availability. Vending machines don't sell bulk in-game because vending machines don't sell bulk IRL. Or in Pokemon games for that, matter.
  18. Weather patterns only update when passing through the Opal Ward. Incidentally, this is what's causing the freezes there. So you'd have to jump a week forwards (backwards won't work for getting a new pattern) and go there to get the new pattern. If you want to jump to a different day in your current pattern, that's when you go backwards, because you don't risk picking up a new pattern or extending your timer that way. Not that any of that matters as of 16. I don't know how easy it will or won't be to manipulate the system after the changes though. Since weather is more fluid, including being in 8 hour segments rather than 24 hours, it won't be as pretty as going to this or that day. You'd probably have to pin down specific numbers of hours to jump forward, and even then it might be overruled depending on what time your pattern was generated. idk.
  19. Keep in mind the weather isn't changing at all. You still have your run of the mill sun/rain/storm/wind/snow and those aren't any different. Just the way they're selected to occur is different.
  20. All right, I've updated everything posted so far, AND I pulled out all of the identified sounds from the file and reuploaded it. So, as of this post, the soundsorting file from the first page only has unidentified sounds in it, meaning you can be clear that what you check out hasn't been posted yet. We've already gotten through about 250 files, and that's great! But there's still a lot to go, so keep it up, everyone! After one or two more waves of this, I'll start posting specific moves to look for sounds for.
  21. I'm freeeeeeeeeeeeeeeeeeee Finished all the editing stuff so now I can get back to things that don't make me want to bang my head on a brick wall repeatedly.
  22. Surf is an exception coded into the field system. If the player's surfing, ignore whatever field is set for the map, and make it WaterSurface. Corey's gym uses an override function similar to using Electric or Misty Terrain. You're correct that I -could- set an override for just that battle, but then it would be weird to have the battle in the park against tangrowth be on Forest and all of the other battles vs wild pokemon be on no field at all. Ideally what I would like is have it so that if you're in the little park area, it uses the proper field effect. I can do this with an override, but the problem exists with how do I set and remove it that override? Unless I overfit the scripts for that area, which is a poor practice, I have to use event tiles to set the variable whenever someone enters the park, and remove it whenever someone leaves. Now, firstly, adding that many more event tiles is going to increase lag in that ward. Secondly, there's still a problem with *sigh* Teleport. If someone steps into the park and then teleports out, they don't hit the tile event tile that turns off the override, meaning they would basically be taking a forest field with them wherever they went, forever. While I could possibly have the usage of Teleport/Fly/etc clear this variable I'd need to be careful that doing so wouldn't break anything else anywhere in the game. So for now, it is as it is.
  23. Body parts? Please, you and I know better than anyone that it isn't even about those.
  24. Baltoy is genderless, you say. ...Riiiiiiight, I knew that.
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