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andracass

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Posts posted by andracass

  1. 4 hours ago, lqsx said:

    Different players have different levels of tolerances for different aggravating factors. Some people can't stand playing games they might otherwise enjoy because they can't vibe with the art style. Some people stray away from fighting game characters that would otherwise fit their playstyles because they find their voice clips annoying. I play my RPGs with battle animations off and a speed up button if possible because I'm in it for the long-term progression and story, so I'm particularly sensitive to long loading screens and walking sections. Just because the self-selecting demographic of people dedicated enough to the game to post on forums about it are fine with it doesn't mean it's not offputting to others.

    so here's the thing, right

    i'm not here to say that you're wrong. the system isn't the most effective.

    i'm here to say that this is not worth dedicating an essay to.

    for one thing, this is optional content. 

    moreover, and i think this this is what some of the others here are saying, the extent that the system is inconvenient is not worth a dissertation.

    some quests involve excessive backtracking. it's frustrating that you can only take one quest at a time. progression is occasionally unclear.

    there we go! i summed up your entire post in one line. 

    4 hours ago, lqsx said:

    Feedback from people that aren't already superfans of the game is incredibly valuable because they can point out where it can be improved the most in ways that the small subset of people here are unlikely to care about. Hearing about what got them to put down the game gives you, the developers, the pathway towards the game retaining more passionate players.

    you're sitting out here arguing like there's a case that has to be made and that the person who has to make it is you.

    i am, i suppose, one of your so-called "superfans" (which, from my perspective, seems to just be someone who enjoys the game, but i digress) and i have misgivings about the current system. you can enjoy things while acknowledging that they are not perfect!

    as i said already, we already had plans to work on this, but they were pushed back because we haven't released anything in ages and really just needed to put something out.

    there's a lot of noise in this thread and none of it is worth the time. the system isn't perfect; it is incorrect to say otherwise. however, to say that it kills the entire game and puts the content on a level akin to sonic 06 is equally incorrect.

    • Sad 1
    • Upvote 8
  2. so, like, i don't want to tell you that you wasted your time on this, but updating the quest system is something that was pushed out to v13.5.

    that said, i'd still like to congratulate you for taking a molehill and turning it into mount everest.

    2 hours ago, FerrousOxide said:

    This sounds a whole lot of walking you are doing here for an incredibly minor grievance

    i'm with this comment.

    • Like 2
  3. 15 minutes ago, Ram Cxz 007 said:

    so during this testing phase the dev tries to remove the bugs in the games like eclypsia pyramid puzzle bug

     

    shhhhhhhhhhhhhhh

    don't let jan hear you say that

    the pyramid is taunting us

  4. 2 minutes ago, Gastronely said:

    I- What just happened here?

    okay so i'll do a round-up

    a guy complained about lag, and everyone offered solutions.

    people still think dating sims are okay. people also think that spelling out the contents of such a sim is also okay. someone is then also advertising their harem fanfic. i'm regretting a lot of things.

    turns out the guy from earlier is using a mac, so the situation is really his own fault. he has blamed others (video games) for his poor choices. somewhere in the distance, you feel him continuing to talk with unnecessary capslock and inconsistent punctuation.

    between this, there was a minor miscommunication between two other people that was sorted out nicely. never let it be said that no one is reasonable on the internet.

    someone had a dream. it was not MLK, so i am sparing the details.

    i got pinged, so i guess i'm in this now. hi. i'm me. there's a new engine (which i think everyone already knew about). i clarified a few details about its implementation, which led one person to be confused and another person to inexplicably declare that he is unable to read. upon addressing both people, the latter elected to state the obvious about his situation. such a statement did not require a forum post. 

    on an unrelated note, i am eating breakfast right now. i hope this has enriched your life*.

    *i do not hope this. my statement was made without a sense of purpose. 

     

    hopefully this has clarified everything.

    • Like 4
    • Haha 5
  5. 6 hours ago, CrystalStar said:

    because well, uhhhh

    my pc can't handle mkxp

    cuz its a potato

     

    the hardware requirements are effectively identical

    here, i've made a flow chart to help explain the situation

    image.png

    i hope this is helpful

     

    6 hours ago, RoyChaos said:

    I'll play with old engine in V13.

    help

     

    you can't

    you literally can't

    i deleted it

    and also it doesn't work anymore

    • Like 1
    • Upvote 1
  6. 1 hour ago, andracass said:

    i don't know why i'm getting pinged

    but yes there will be mkxp now

    i'm also killing rmxp since the hardware requirements are now effectively identical.

    there will be one exe. it will be named game.exe. it is mkxp. if you somehow have a computer that can't run the game, then... well i just don't believe you. you probably can't even view this webpage. 

    why are you reacting with sad

    it means that everyone should be able to run the new engine

    this is a good thing

  7. i don't know why i'm getting pinged

    but yes there will be mkxp now

    i'm also killing rmxp since the hardware requirements are now effectively identical.

    there will be one exe. it will be named game.exe. it is mkxp. if you somehow have a computer that can't run the game, then... well i just don't believe you. you probably can't even view this webpage. 

    • Like 2
    • Sad 1
  8. 7 hours ago, GreatNinja said:

    Which mean I will probably delay my plans for reborn though. But I planned the same for Rejuv so it's super duper fine.

    the rejuv AI should still be fairly similar to reborn's- i just don't know if they're going to take the new one or not. there are some internal things that need to be sorted out for that, first.

    • Thanks 1
  9. oh my.

    so my answers are going to be complicated by the fact that we're rewriting the entire AI for e19. some of the things here aren't quite set in stone because of that. it'll still be similar to how it runs now, but i don't know that for sure since it, *coughs, doesn't work yet

    (moving this to the top) i'll say things like "generally" and "should" a lot because there's almost nothing that the AI is required to do, nor do we have 100% certainty of what it will do in a given situation. we feed it some information, it does some processing, it makes a decision. if it's a bad decision for the situation, we tweak the numbers a little.

    20 hours ago, GreatNinja said:

    Are all the bosses equally intelligent? Are even random trainers as intelligent as bosses? What about later trainers? (For my later questions, just answer them for bosses if there is different AI levels)

    they are! each trainer class has a "skill" assigned to them. they generally break down into four categories: low, medium, high, and best. the way it's supposed to work:

    low skill trainers know about moves and status effects. they don't remember any of your moves.

    medium skill know about abilities and items. they remember the last move you used.

    high skill.... uh, knows about some more niche battle things? i'm actually not sure, and i've gone through the ai several times. they remember all the moves used by your current mon.

    best skill knows about field effects. they remember all the moves that all of your mons use.

    we dunno how much of this system will be retained for e19. i'm frankly not sure it's the most consistent to begin with.

    in general, trainer skill levels improve as you play the game. bosses are always at best skill.

    20 hours ago, GreatNinja said:

    If the opponent has one pokemon left, is he allowed to use Self Destruct/Explosion/Memento/Destiny Bond/Grudge/Perish Song? (Definitely important information to secure a win against Julia.)

    it looks like they are. 

    20 hours ago, GreatNinja said:

    Do Bosses only bring their Aces out when they have no other pokemon left, without being brutefully phazed in by Roar/Whirlwind and Red Card? Might be coincidence, but I don't think I have ever seen it. And I played through Reborn plenty times. Normally, the AI in main games just bring the best pokemon against yours, in order. But lets say this situation: I have an Umbreon left while my opponent just lost a Pokemon and has Alakazam and Machamp (Ace) left. Alakazam has only moves that can't hit Umbreon. Will the AI send out Alakazam or Machamp? 

    yeah, aces are generally held for last. there are some cases when this is effectively mandatory for story reasons (pulse-magnezone).

    "generally" here means that the AI is situationally discouraged from sending out their ace unless it's essential to do so (which should happen in your example).

    20 hours ago, GreatNinja said:

    Does the AI have something like a.. "pity system"? I have seen so many unreasonable decisions by the AI that seem only to be there to give me a chance. For example, using move X, which doesn't KO me, other than Move Y which secures the KO at all times. (Or maybe they only behave like that if they see a small chance that X CAN kill, but not for all damage rolls? That would be actually classic, but I think reborn might have like a 10% hard coded pity system (which actually would be bad for a nuzlocke attempts when switching around to PP-Stall, for example).

    dammit.

    so, uh, it kinda does! on accident. i thought we had fixed the issue with damage rolls miscalculating, but perhaps we didn't fix it entirely?

    higher skill levels should not have this issue. if they do in e19, it'll need to be fixed.

    20 hours ago, GreatNinja said:

    Can the AI remember information that it has seen through the battle? For example, if I reveal a Volt Absorb ability by letting it get hit by a thunderbolt from the opponent, and if I switch out after, does the AI remember that said pokemon has Volt Absorb? My guess is no, because in theory, you can have duplicate pokemon, but maybe yes?

    so i alluded to this in the skill section, but yes- it remembers your moves based on skill level. it'll remember moves based on your mon's party index, so you can't fool it with duplicates.

    as for abilities..... setting up a system to guess what ability your mon has would be a lot of work. so the AI gets to just... know what it is.

    the justification for this is that you'll generally know what ability the mon has in a competitive setting and the skilled trainers will just know that. i'd say this is accurate in basically 95% of cases; some, like heliolisk, have multiple good abilities, so the AI technically shouldn't be sure.

    20 hours ago, GreatNinja said:

    How does the AI behave against Substitude? For example. Gen 4 AI (max intelligence) keeps spamming status moves against Subs sometimes... Also, does it still use the strongest move against the Sub'ed pokemon, or is it enough for the AI to use a move that breaks the sub? 

    the AI should not be using moves that fail unless the information isn't accessible to them (for skill reasons, etc)

    i don't think it has a preference beyond that.

    20 hours ago, Dreamy said:

    You should be able browse the whole AI code with either RMXP or something like Gemini to view the scripts file, but last I heard the E18 AI code was like, 50k lines long, so good luck.

    technically it's only 42k!!!!

    but, yeah, either RMXP or gemini would be useful for viewing it. the code file is scripts.rxdata in the data folder.

    i do not recommend going through the AI code. on top of being stupid massive, it's not the most readable. we've cleaned it up a lot, and the e19 version looks like it'll stay under 10k lines.

    dream mentioned a scoring system; basically what happens is we have a lot of "checks" that the AI looks for, and each of those checks has a multiplier attached to it that changes the score. if you're asleep, you want to use sleep talk, so we boost the score for that. if your opponent is burned, you don't want to use sparkling aria on them, so we drop the score. the multipliers are subjective based on how positive/negative the effects are. there's a huge boost in the sleep talk situation, but in the sparkling aria one it's much smaller.

    20 hours ago, Dreamy said:

    Yes Rejuv (and Deso) should be using a lot of the same AI base, but they'll have their own unique trainer extras layered on top at least.

    deso uses our code. they'll also have the updated code when it's ready. i don't know what rejuv is doing these days.

    12 hours ago, GreatNinja said:

    So the AI might, in this case, differ between my, lets say, Volt Absorb Lanturn and Water Absorb Lanturn? Because that would be cheating.

    i've basically already said this, but yeah, the AI will cheat on this. it's for technical reasons, and the in-game justification holds up reasonably well, so fixing this would fall well under most of the other priorities for the game.

    13 hours ago, GreatNinja said:

    For example, will the AI ever Sucker Punch when I use Substitude?

    the AI doesn't cheat on this. sucker punch basically comes down to a guessing game. it's one of a few parts of the AI code that actually uses RNG in its scoring.

    13 hours ago, GreatNinja said:

    But oh well I won't count on it, I'm sure they don't have time at all.

    i'm definitely putting off other work for this, but i like talking about my code.

    someday there'll be a big devblog post about all the stupid shit we're putting in the e19 AI. until then, this'll have to do.

    also, for the record, i appreciate just having questions about the AI. there are a lot of people who just complain about it acting odd and don't try to understand why or anything.

    • Like 1
  10. i don't think there's a case that changing "swag jockey" is even worth considering.

    for one thing, we have a lot of changes planned and fern's title is absolutely inconsequential compared to... well, nearly all of them.

    for another, the fact that "swag" hasn't aged well makes it more appropriate, if anything. who the fuck calls themselves "swag jockey"???? in 2021?????? this kid does. he deserves every one of those question marks.

    • Like 2
    • Haha 3
    • Upvote 2
  11. so i have good news and bad news!

    good news is I think the accented names should work now.

    image.png

    bad news is zmoves will require a little work on your end.

    so if this was a newer version of ruby (which will come in e19!!!) this wouldn't be a problem.

    but we don't live in that world. so we need workarounds.

    here, the workaround is:

    image.png

    put the text you want to have displayed as the "realname".

    i don't really have a way to test this because i don't know spanish, but i think it'll work if you do this. if not, let me know.

    Scripts.rxdata

    • Thanks 1
  12. On 4/29/2021 at 6:08 PM, Gastronely said:

    Known bugs and errors:

    - Playing on Game-z, moves with an accent (f.e, Patada Ígnea and Envite Ígneo) have an incorrect possition in the move selection screen.

    - Z-Moves with accents (f.e, Fotodestrucción Apocalíptica) don't have accents, since using those disables the move's animation. We have good grammar, we swear. It's just an error in the animation's editor :p

    - The controls screen in the menu isn't translated, (we tried to edit it via RPGmaker, but nothing happened)

    🤔

    lemme look into that

    • Thanks 1
  13. On 4/13/2021 at 7:49 AM, ShogokiX said:

    If there is still time (and motivation) left after completing that, you could still decide whether or not you want to add new features with separate updates in the future.

    I mean, the release of EP19 doesn't mean that's it, for good, right?

    so, legally, no, it's not the end for good

    but i'm tired.

    i would rate it as highly unlikely. 

  14. 7 hours ago, ShogokiX said:

    I mean, if there are REALLY people who want it to be even more difficult, there were talks about a new hard mode coming with EP19, although i heard that this optional hard mode difficulty may be cancelled, or maybe even got cancelled for good already. Maybe Ame or Cass can give us a clear statement on the current status?

    there's so much to do.................................................................

    like, it's technically still something i'd like to do, but it's pretty far down the to-do list. i don't think there'll be time for it.

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