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andracass

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andracass last won the day on September 19

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About andracass

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    chxxo mom
  • Birthday 10/16/1996

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    cass
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  1. hey now don't get me wrapped up in this i barely know what this is either
  2. hi. i wanna talk about this first. you have no idea how frustrating it is to write up a big post about when e19 is going to be released only to have someone ask if it's going to be released. if you checked my comment, you would see that that's why it was locked. it is really difficult to overstate quite how completely disgusted i'd be with anyone who review-bombed starlight because it delayed e19. on top of being petty and selfish (as in the oft referenced SwSh case), reborn is free. a bunch of people have put a lot of time and effort into reborn because they like the game and want to make it better. this would basically be a slap in the face to all of them. we want more time to make the game better, among, like, all the other reasons.
  3. i made an informative chart to help you with this problem.
  4. i uh ok that's enough comments are locked
  5. serious post. it's been a bit over a year since i wrote the post announcing postgame. it's been about two years since e18 came out. people have been wondering things like "is the game dead?" and "where's e19?". while these sorts of questions tend to be a little annoying when asked reasonably near an episode's release date, we've reached a time when they become appropriate, legitimate questions. so let's talk about what's going on. the biggest thing is starlight. for those of you who do not know, ame is currently also working on Starlight Divide, a tRPG that will be her next game after reborn is done. she is developing it entirely from scratch. development for it began basically right after the story for e19 was finished/functional and it has been continuing pretty much since then. developing from scratch is hard. fangame development has a few advantages in that the mechanics have been laid out by gamefreak (for better or for worse) and essentials offers a base set of tools to build games from (for better or for worse). in no way does this imply that developing quality content is easy, but it is still fairly simple to pick up some tools and get going. starlight does not have that. after being worked on for a year, it has almost approached the point of being playable. and then there's an entire game that needs to be made on top of it. the reason starlight is an issue for e19 is because of timing. the original plan for development was something like: e19m -> starlight -> starlight demo release -> e19p -> e19 release. (i use e19m as shorthand for the main story and e19p as shorthand for postgame.) this order was decided for a lot of reasons. there's general reborn burnout, ame wanted to start a new project, hiding from the big N (hi reggy thx 4 ur mercy), it provides some amount of project continuity, among other things. this order was decided a year ago. i'll just straight-up say that, in hindsight, this was a mistake. i don't think we were expecting the demo to take so long, nor did we account for the development pressure of working on two games concurrently. not releasing new content for two years is a bit anxiety-provoking. at this point, the starlight demo is probably going to be finished first, so realizing that the development plan was a mistake isn't going to result in it changing. this is basically just an explanation for why things have taken so long. i also want to talk about progress bars. i've noticed that a lot of discussions about development (and this would also apply to rejuv and deso a bit as well) will occasionally include a mention of "the game is at X% and that means [something]!" in reborn's case, the thing that it "means" is that the game has hovered around 52% completion for a while and thus there has been no development on the game. that is not even remotely true. to be fair, i suspect that the people who assume there has been no development are also not reading anything i say here (including this! fuck.), but it also says something about what people think when they see the numbers on the little sidebar over there. ---> the progress bar numbers are made up. (by me, i should add.) the point of the progress bars is to offer a condensed look at what we've done and what we plan to do. the X% of the bottom is there to give some kind of impression of what the overall progress looks like. I sure don't fuckin know what the overall progress looks like. the progress bars are basically calculated by me looking at various aspects of the game and going "eh, sure, this can be 3% of the total!" and then adding up all those shitty guesses i'm making. the problem then is that the bars are structured around what we expect to be working on- which usually involves game content. none of those guesses involved MKXP, or the massive, ridiculous amounts of code cleanup we've been doing. that number probably isn't even going to move until the starlight demo come out since ame tends to work on the game content. there's more stuff that we're planning to do in the future that i also already know won't be represented in the progress bars. the X% at the bottom is practically lying to you. because of this, it's tempting to pull the bars down until reborn development picks up. in their current state, they're kind of a pain in the ass for everyone: i have to keep them up to date, they put pressure on the development team to overwork since there's a lot of stuff to do, and it makes everyone watching them impatient for the next release. (in fact, i think i just convinced myself that taking them down is a good idea and should probably be done.) we know that there's a lot of people hyped up for e19, and so I really want to make it clear that we will be playing everything regarding its development completely straight. when development picks up again I will tell you. when we're going to start testing soon I will tell you. when we're planning to do a community release I will tell you. (or, well, someone will. i've taken point on a lot of this lately but it won't necessarily be me.) so, in the interests of transparency... gen 8 i hope i don't regret this marcello wants to do it and i don't. that's the short version. the real version is a lot more complicated. will it be in e19? it is highly likely no. it'd involved redoing a lot of work that's been done on the game since e18 (much of which was done by me, hence my bias) and i think it'd be really putting way too much pressure on development/testing to implement it across the whole game. it'd also add on a lot of extra dev time to a release that is already massive. i say it's "highly likely no" because there are circumstances under which this may change, such as the current development slowdown stretching into next year and, thus, allowing some time for us to get everything implemented. the DLC may also influence this. will it come out after e19? maybe! it's still way too soon to talk about what happens after e19 since a lot can change between now and then, but I don't think there'd be any reason to avoid a DLC-esque update after the game is done. there's some other stuff we may want to do then, too (hard mode, maybe). i feel like there's more that I need to say... but i'm basically out of things to say. in short, don't panic. we're working on it.
  6. s'all good. something that's kinda been on my to-do list for a while is to get a more functional FAQ put together now that we have the new engine/other helpful tools.
  7. the appimage file is an executable. run it.
  8. :OOOOOOOOOOOOOOOOOOOOOOOO i am incredibly sympathetic to this. trying to backport changes into e18 and having to work off of several different working copies has just been a confusing mess. this is something that i've noticed a lot, not only with regards to the compilation and data access, but also the fact that essentials uses [HP,ATK,DEF,SPD,SATK,SDEF] as the default order of stats. i've mentioned this before in my posts, too, but it really seems like the author was very much steeped in a C++ background, and while that's not necessarily inherently a problem, it means that the code is really not well-designed for an interpreted languages. okay, so this is the big thing. from where i'm standing, right now it seems like there are two major versions of essentials- there's the base one that you're working on, and there's what reborn runs, which is effectively just a branch of essentials 15. somehow we've gotta bring them up to date with each other. i don't know if you keep any records on specific changes (i sure don't) but it seems like the best way to merge the two is to bring reborn up-to-date, make sure that everything still functions (at least to as much of an extent as is reasonably possible), and then start integrating reborn's stuff into main essentials. i imagine the best time to do this would be after essentials 18 is done (since it sounds like you're pretty close to that anyway), though I don't really want to hold back any major optimizations/changes that may be useful until after that. i'd be open to coordinating some of that stuff in advance if you're open to it. i appreciate that you're open to this! hopefully changing how things are done will improve the engine for everyone's sake.
  9. andracass

    meow

    yup! ame has one here: https://www.patreon.com/amethystvl and she's a very good hamster.
  10. e18.2 is basically the same as e18.4 e17 was 0.28s, but this was also before switching and potions were implemented.
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