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Amethyst

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  1. One good thing about warning points is that only the only ones who can see yours are yourself, and staff. Now, it is part staff's job to not judge users too harshly for their points. Consider extending yourself the same courtesy. Someone once said that it is better to hate the crime than the criminal. That was a true saying. Believe me, if I wanted to make you stop talking, I have the power to do so here. But I don't want that. I want you to keep talking, because I want to see you do better in the future. It's easy to get discouraged when we're focusing on comparing ourselves to others. Instead, try centering on how you can improve- regardless of where anyone else is at. Be kind to yourself.
  2. This topic locked due to its spiraling disrespectful nature and impending irrelevance.
  3. you look like a rabbit.

    1. Show previous comments  13 more
    2. Ice Cream Sand Witch

      Ice Cream Sand Witch

      If it looks like a rabbit and quacks like a rabbit, then it's a rabbit?

    3. Shadow Tack

      Shadow Tack

      i'm a sharp piece of metal lol

    4. Eclipse Blaze

      Eclipse Blaze

      Settle down you hooligans. Let's just settle on the fact that we are all Groot, foxes, space ducks, and rabbits with some human characteristics. We also all like to hold sharp pieces of metal in the morning time. #AnthropomorphicMorningKnifeFreak/FurryYandere

  4. I mean, I'd enjoy that too personally tbh. I'm not sure if others feel contrariwise. That said I'm not confident it's a change we'll be able to make.
  5. How do y'all find so many shiny woobats, like what
  6. They can be downloaded here: http://www.pokemonreborn.com/PBS.zip These are updated, probably to 14.1
  7. Yes, actually. Technically they've been squatting there. A lot of this will not be represented in-story, so I don't mind relating some back story from our online league. Cain and Aya's parents had a pretty rough divorce, and since dad was the breadwinner, so to speak, her mom wasn't left with a whole lot of options after the separation. I'm not clear on what kind of living condition she was in after re-marrying, but the impression I got was that it was a shoddy one. This is represented in-game as she resides in the wasteland because it happened to be a better environment than the streets of the city, and no one was policing it to stop her.
  8. As answered by someone else, we're currently looking at using RMVXA. RMXP has a lot of issues because it was the first RPG Maker to actually include the script editor. I am assured by several people that RMVXA in comparison to RMXP is much more stable and scalable thanks to the RGSS language it uses being taken to its third and most efficient-yet iteration Keep in mind -most- episodes are only one or two new areas. I've already said though that E15 is light on content, so yes, this is one of the quickest mapping times.
  9. im not saying that ive been staring at this for way too long but im not not saying that ive been staring at this for way too long
  10. Much like with the 14.5 goals topic, this thread exists to elaborate on the categories outlined in the E15 Status Thread. It comes a bit tardy due to my own compulsion to prefer not to talk about development as much as actually developing things (which incidentally is why we had no sort of devblog before). Nonetheless, this topic differs from the previous in that whereas I am not talking so specifically about the goals (because I have so many!), as I am categories of goals as represented in the status thread. The categories can be elaborated upon as such: Previous Updates: Field Updates: This, of course, refers to changes to existing Field Effects. These changes will most often be bugfixes, balance tweaks, or altered functionality (usually to solve a problem such as the Cave collapse, or to add a move that makes sense to have an effect there). These changes tend to be very quick to apply, with occasional exceptions. Incidentally, one such significant exception is lumped in with E15, which will put a damper on progress here. Event Updates: This does not refer to 'Event Pokemon' as many might expect, but RMXP's Events, which are basically tiles that make anything in the game do anything. Because of that, this is a very broad category (and also contains the most number of changes to make, of anything). However, RMXP is a freelo machine, and these changes are often easily made within minutes. Unfortunately, exceptions to that statement are frequent, because some changes may require a notable amount of deliberation before deciding the best approach, and/or may be sweeping changes, affecting many parts of the game. Further, since To-Do's are often added to the list mid episode-development, the volume of work is subject to increase at any time (which could, for instance, result in the current % progress to go down from what it was) Graphic Updates: While I do not consider graphics to be an especially high priority, I do believe in quality standards, so I am often picky about what goes into the game. Regrettably, past-me was not so picky, and as such there are a number of poorly-made or lazily-applied graphics (particularly early parts of the game). Over time I will be revisiting these and bringing them up to par. Because spriting does take a while, this will likely be the slowest category (although, that might soon be rectified in part by my newly adopted spriter, who it occurs to me I still need to have introduce himself)... Misc Updates: I've included this as a catch-all for things that don't really fit into any of the above categories, need to be added later, or otherwise just need special attention. Some examples in this in the current case includes replacing some problematic music, designing a couple new trainer classes, and creating a new sidequest condition that doesn't fit snugly into either the scripting or event categories. Progress for this section is likely to be relatively volatile. Scripting Updates: Arguably in some cases, this will not constitute a 'previous update', but with all battle content implemented, most scripting goals also will not necessarily be 'new things' (exceptions apply, as usual). This will largely include bugfixes and things like AI improvements, as well as the occasional larger project. I am primarily leaving this section to others, so I'll allow them to report on progress at will, sans items being completed. New Content: Mapping: In RMXP, 'maps' refer to the areas you, as a player, are able to walk around in and explore. While creating them is mainly just a matter of clicking around a few thousand times (or so it feels like), the process can be rather time-consuming. I also include in this section designing areas to be mapped, as well as making any necessary new graphics for these areas (I find it is often most helpful to integrate the mapping process with graphics creation, as each necessarily informs the other). This category will generally take the second-longest, although with E15's light content, it has already been done. New Field Effects: While self-explanitory, there are several parts to this. First, outlining what kind of changes the new fields will have. Second, creating graphics for them. Finally, the most extensive part is implementing them. Some ideas may prove impractical during implementation, or otherwise it occasionally takes me some time to work out details of how to implement something, so this can sometimes be a rather slow section. ...Other times, I can implement all of the new fields in a day. This one is really in the air until I get down to it. Eventing: In line with the previous comments about RMXP Events, this step is a matter of adding functionality to maps. The previous 'Mapping' step for me is strictly making the visual component. With Eventing, we bring it to life. This section includes making things like NPCs, teleport events, hidden items, as well as laying down puzzles. Puzzles are almost always difficult or tedious to implement, but the other usual suspects for this category are relatively quick. Sidequests: Another straight-forward section. The amount of total work here can vary significantly based on how many sidequests are being implemented, and how involved they are (Numel event? Two minutes. Pangoro/Scrafty event? Two days). Depending on the needs of each sidequest this could potentially include additional graphic creation, mapping, or even scripting. As such, this will be another volatile category. However, to be honest, despite acknowledging their value, I find making sidequests very demotivating (a lot of work for what ends up feeling like no progress), and as motivation is significant factor in development speed, I sometimes work slower here. Story: Finally, the meat of the episode. This includes battles, dialogue, and basically anything necessary in terms of the player completing the episode. I often save this section for last because it is very easy for me to get in flow with this and tear through it quickly (pretty much the opposite of doing sidequests). However, this process will sometimes be interrupted by a need for new graphics, such as the helicopter in E14. This will certainly be the case for E15 in creating multiple new trainer backs, and a certain character's attacking animation (spoilers?), but sans these falling points, Story tends to be a rather quick endeavor. Hopefully with all of this reviewed, the Status Thread is a little less engimatic and players better know what to expect in terms of progress and the length of development. Now to try and knock some of this stuff out of the way...
  11. also obvs obvsobvsobvs it's a good thing no one else has picked hilda. i don't feel like disposing of the bodies right now.
  12. 51 hello??? why would anyone--- no. that's 10 now. ok. Anyway, the forum thing would be nice, but y'all severely overestimate our ability to make large scale changes to IPB. Sorry.
  13. way too damn many
  14. Expanded multiple permissions of mods and staff. This sort of thing seems to be a recurring issue, so hopefully I caught most of the other things too.
  15. *In-game Ame's approach with the challengers is something like sign 'em up and let 'em run loose. If they're worthy, they'll figure out the rest. Incidentally, a lot of people don't, which is why there are so relatively few trainers in places like Chrysolia, the Wasteland, and Route 1. *Spoilers. Although the short answer is that Shade was referred and proved adequate to hold the position *As was said, Saphira has tried to adopt them. Ultimately it's Sigmund's discretion if she's deemed a worthy guardian though. Uh oh... * Confirming-- maybe she had -seen- her mom's gym when she was very young or something, but as she says, the player was her first challenge in it. * Noel's gym is officially the orphanage. Only... Sigmund generally doesn't often allow battles. I designed it with the idea that there was an arena in the basement, but the player never saw it. * It's a big route...? They stopped for lunch? Ehhh, NPCs do that all the time, don't worry about it.
  16. Incidentally, Dan just did a playthrough with Ducklett and was telling me how it's actually a surprisingly strong pick. As I said in the OP one of Reborn's goals is to take these Pokemon and encourage the players to find new value in them. So, I don't really think that "fact" is something to be considered. An interesting list considering all of those were OU or very close thereto either this generation or last. (Last gen has less impact now obviously, but, it's when availability placement was initially planned)
  17. I'm kind of jaded with Pokemon gameplay as a series (turn-based zzzzz) but if I do feel like playing a Pokemon game I'd sooner play Reborn than anything else. I've made this to the standard of what kind of Pokemon game I would ideal wanted, and I don't think anything's going to change that. Even though I've probably played through the beginning of the game like forty times now cfghvjbkn.
  18. The people wanted the /d. And so, we gave them the /d.

    1. Show previous comments  4 more
    2. Another Felix

      Another Felix

      Everybody CONGA!

    3. Yash

      Yash

      /d for all! You're getting a /d and you're getting a /d..

      PS: Everybody be careful, the foxes got Ame..

    4. Shing

      Shing

      <---My avatar reaction.

  19. Obviously, little miss Ultimate Despair herself. GLaDOS is a good second though.
  20. To clarify, it has Magic Guard. That's not a bug.
  21. That is actually a neat coincidence. Anyway, this may be something I do in my free time, but also I basically do nothing else. Graphics and mapping tend to take the longest of anything, which is why I'm starting with the latter.
  22. If anything it would have to be in-game. No promises either way.
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