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Post Comments posted by enu

  1. 1 hour ago, puzzleHATER said:

    YES! Puzzle skips! Finally! I had to sign up and make an account just to comment this. I've been DREADING to replay Reborn again ever since losing my save file, because of the DAMN PUZZLES. Yes yes, you get to skip some with NG+, but not ALL of them! Thank you for the nopuzzles feature! I have faith in humanity again!

     

    Note that nopuzzles doesn't exactly skip *all* of them, just a lot more than the original NG+ feature. Sometimes it's difficult when the puzzle is intertwined with cut scenes and such.

  2. On 3/19/2024 at 1:41 PM, mooniera said:

    Hello, I recently found that I can't use it online. What happened?

     

    The online service crashes sometimes unfortunately. The updated one meant for 19.5 seems to be more stable though.

     

    On 4/13/2024 at 4:21 AM, waynekerr said:

    When you say the update will hit "in the not too distant future" - will our old saves still be compatible?

     

    I've been planning to start a new run, but not sure if I start now and update later, or just wait.

     

    Old save files are automatically converted to new format and should work as long as they only contain base-game mon data and not something like AllGen/Reatomized/Yang.

  3. 8 hours ago, OmegaSolare said:

    What’s going to happen about relationship points when we skip puzzles?

    I believe they're awarded in that case.

     

    9 hours ago, Mrmrbridges said:

    Do the other passwords not seen before mean anything i.e. Rainbow, freestarter & colosseum?

    Oh no, did we spoil some unannounced passwords??? What could they mean?

    • Haha 2
  4. 16 hours ago, JunKun21002 said:

    Its interesting that even after its been several years since the game was released we still get snippets like this that show how it was developed. Cool to see things just never stop getting better for the Rebornverse games.

     

    It actually wasn't developed with this... I only got access during e19 alpha and implemented the first iteration of eevee shortly before e19 went public - it didn't really have much impact at that point. However it was very helpful afterwards for the ongoing development. And ofc Rejuv and Deso teams are using it too now.

    • Like 1
  5. 23 hours ago, Busti said:

    Awesome. Thanks!

    Could we please have a button for quick-reset?

     

    Not quite sure what you mean? F12 has been part of the game since forever and I'm adding it for gamepads now too... do you mean some other reset than what F12 does?

  6. 25 minutes ago, CrystalStar said:

    Yall are doing so much for an already finished game and I can't thank you enough for that.

    The new built-in updaters and JoiPlay builds are going to make players' and devs' lives so much easier, and we thank you for that.

    One question though, are these changes possible to be adapted to non-reborn games?

     

    Rejuv and Deso will get them. As for other games, yes technically it's possible but not easy. Depends on the authors if they'll want to dedicate their time for such features.

    • Thanks 3
  7. 3 hours ago, _Zap_ said:

    As someone who DevOps professionally, thank you for this post and the look behind the scenes into your workflow. I always feel that complex hobby projects like this are too often done with apallingly little or no tooling and automation, and it's good to see that this is not the case here (anymore). It must be easy, maybe even fun to get things done. You don't want projects to die because creators go "ugh, editing all these files and creating a new release is so much wooork".

     

    Tbh many of the changes we'll be unveiling both for this update and for the future would not have been possible without all of this. With eevee and the workflowa a lot of things is indeed much easier now. Glad to see someone who knows the importance and appreciates these efforts!

  8. 9 hours ago, Storm said:

    This has been an interesting read. The whole tech series. It's awesome that you were able to see the commit history and release tagging. Are Git actions functionalities the same as Jenkins or does it give you some more capabilities?

     

    I never used Jenkins so I can't compare but fundamentally the capabilities should be similar. Pretty much every Continuous Integration system such as these two has some functionality the others are lacking but most of the time it's just minor things.

  9. On 3/16/2024 at 2:29 PM, Pragorius said:

    Oh. Ooooh. That was unexpected. As some of you know I've been working with several members of the community on a french translation of the game. I hope these new changes won't add too much work on our plate... We were so close to the finish line !

     

    That honestly depends on how you did the translation and how many changes you did around the scripts.

  10. 8 hours ago, Monium2022 said:

    what? v19.5.0?

    so theres minimal chance on v20 in future?

     

    This isn't the last release we're planning. Whether the next will be 19.6.0 or 20.0.0 depends on what features we decide co include.

    • Like 1
  11. 6 hours ago, PsychoticPudu said:

    Even more QoLs? And I thought all of the ones on E19 were already godsent! And easier modability?! Dang, I'll gladly eat my hat if this gives the modding scene the final boost to turn it even further into the Skyrim of Pokemon fangames haha, thanks for everything you have in store everyone!! :)

     

    One downside is that it makes new mods easier but old mods are going to take a compatibility hit and not a small one. Sadly it's unavoidable.

    • Like 2
  12. 16 minutes ago, bruhtonium said:

    YOOO, this is pretty epic, does this also mean that the new devs will get their own bossfight in the postgame like the other devs?

     

    Likely not in this update but in the future it might be possible.

    • Like 2
    • Thanks 1
  13. On 3/22/2021 at 5:48 AM, Tabletpillowlamp said:

    Do you know specifically where in the code you yeeted it out? Just like to know.

     

    My little contribution was making the linewrap issues consistent. You see RMXP somehow managed to make it so that most of them only appeared in the real game but not when using the debug mode. Somehow in the compiled game there was an extra space at the end of the string so the length was different. Why? I never found that out but by adding a trim function to a particular place in the code, half of the errors were instantly fixed and the other half appeared consistently in both normal and debug code making it much easier for someone more familiar with RMXP to come and finish it. :-)

    • Like 1
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