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VoidlitAudino

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VoidlitAudino last won the day on January 15 2021

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  1. EDIT: Resolved! All I needed to do was run pbCompileFields in the debug console! Recently I've been making some custom battles in the All Gen mod, and I haven't run into too many issues with just altering the PBS files. However, when I was implementing a battle designed for Desert Field, I noticed that All Gen didn't add a field interaction for Scorching Sands on Desert, which seems silly, so I thought I'd try to add it in. Since there doesn't appear to be a PBS file for the field effects, I figured I needed to alter PBFieldEffects in the scripts, since by all appearances that's what defines what the field effects do. So I added PBMoves::SCORCHINGSANDS to the lists of moves that get a x1.5 buff and that display the "desert strengthened the attack" message, opened up the game, compiled all data through the debug menu, closed and reopened the game for good measure, booted up the battle, and... Nothing. No message, no damage boost. After messing around a bit more to try to diagnose to the problem, it seems like any edits I make to PBFieldEffects in general don't translate to in-game results no matter how many times I compile. I tried changing the text for both a battle starting on Desert Field, and for the x1.5 damage boost, and then tested it with a move that actually does get the buff (Solarbeam). Both messages were unchanged. So I can think of two possible explanations for what the problem is. One, PBFieldEffects isn't actually the thing I need to edit, and I need to find some other script in order to actually make changes. Or two, using the debug menu's "Compile All Data" command isn't actually compiling ALL the data I want it to, and I need to do something else in order to actually make changes to the scripts matter. Either way, I would appreciate some help from someone who knows what they're doing more than I do!
  2. OHHHHHHH that makes so much sense!!!! I didn't even think of that!!!!! Thanks so much Ceri!!!!
  3. OK this has been slowly consuming my mind ever since it showed up in the devblog sidebar and it has gotten to the point that if I do not find the answers I seek I shall rapidly descend into madness What the FUCK does cuanjanito mean When I saw the meme I assumed it was just a normal Spanish word. I don't speak Spanish so I had no way of knowing. I thought the face-down Pikachu was a funny enough image on its own, so I initially didn't see any need to look it up. Then I kept checking the devblog once or twice a week. And I saw that FUCKING Pikachu every day. And my curiosity grew. And grew. Until it became unbearable. I went to Google Translate. It offered no answers. Cuanjanito does not appear to be a word in either Spanish or Portugese. I checked a few other online Spanish translators to be sure. They helpfully informed me that cuanjanito means "little cuanjan." Thanks. (Actually I went back to Google Translate just before writing this post, and apparently "cuanjan" means "money" in Sudanese? Is THAT the joke? Some weird tri-lingual bit where a face-down Pikachu says "yay, little money?" IS THAT IT??????????) I searched for the word cuanjanito on Google in general. It got exactly ONE result: Ceri's Twitter account. I scrolled down for several minutes on said page, and did not find any instance of the word cuanjanito, not even with ctrl+f. Based on one of Rejuv's artists being literally the only result on the whole internet, I think it's safe to say that this is some kind of dev inside joke. Which makes sense, that's what the devblog memes usually are, just... What does this one mean. I have to know. I can't see that god damn electric rodent lying prone in a poorly-lit flower field on the right-hand corner of my screen twice a week anymore without FUCKING answers, okay? Ceri, if you're listening, please... Please. If it's a 13.5 spoiler or something you don't have to tell me, but otherwise, I. I need. To know. please
  4. I've been working on this pretty much ever since I finished my first playthrough of Reborn e19! It's based on a real battle that happened at the end of that playthrough, though obviously I embellished quite a bit. Also, Shelly's Pinsir didn't have a nickname in-game, so I gave him one. Unfortunately, the formatting didn't come out how I wanted after I copy-pasted from Google Docs, but it should hopefully still be relatively readable. Contains spoilers for the entire game. I hope y'all enjoy!
  5. Nudibranchs are one of my favorite creatures on this planet, and Aevian Shellos and Gastrodon capture their beauty far more than the originals! I will be using both of them. No I don't care if that makes no sense team-balance wise. I. Will. Be. Using. Both. Of. Them.
  6. Hello! Sorry, I wanted to replay this as soon as I saw you updated it, but a variety of things got in the way of that, so I'm only just now getting around to it. I've really been enjoying this playthrough! I have now played through the game with all 3 starters and gotten to see all of their unique abilities; I started with Chikorita this time around, and it's probably my favorite of the three! And of course, multiple playthroughs let me try out a whole bunch of Rainbow Pokemon I missed the first time, including Rainbow Bergmite/Avalugg with its newly-added ability, which I absolutely love. I've been finding a lot of stuff that I missed on previous playthroughs, such as a whole Homestuck sidequest that I missed because I didn't explore Sapphire Woods thoroughly enough??? So that's cool??? And I now know that whenever you get dialogue options, the options you get are influenced by your personality traits, which makes perfect sense and is a great use of that system! This game continues to be absolutely fantastic! But, uh... I did kind of find a game-breaking bug :/ Never mind! I just discovered the Discord and used the solution there! Oh yeah, I also checked out your Desolation mod a while ago. It was actually the first time I had played through Deso all the way, and your added content made the whole experience much more interesting! Though I couldn't get into the hotel area thanks to a glitch that I think happened because I fought one of the lost soul trainers more than once. But other than that, it's really good! Your stuff seriously deserves way more recognition than it currently has.
  7. Yeah, it's probably just the egg sprites being updated. The last one is probably a Nincada egg. If you look at the current Nincada egg, it's just plain white with that same jagged line at the top - pretty difficult to tell what it is just by looking at it. If it is indeed a redesigned Nincada egg, it would be much more distinctive.
  8. Hmmm... I dunno about either of those. Like you said, it doesn't match any of the Gen VIII eggs in Rejuv's folders, so unless those are getting different designs from the ones Rejuv is using, probably not. And all the alternate forme eggs (such as the eggs for Kantonian/Alolan/Galarian Meowth) are all just palate-swaps of each other, so we'd probably still be able to recognize it if it was a new regional variant. So that means... I don't know what that means. Maybe... Maybe they're including Fakemon from other fangames? And that egg is for, like, a Duplicat or something? I mean, that's probably not what it is, given how much Ame has stressed "canon compliance" in the past, but I really can't think of anything that makes sense.
  9. Retroactively adding a new major character in the final update is a pretty crazy decision indeed, but I trust you to be able to pull it off well! Is Ace a 100% new character of your own creation, or were they created by the roleplay forum or whoever it was that created the other Team Meteor characters? Anyway, I was already to start from the beginning with e19, so now I'm even more excited to see how everything has changed!
  10. Thanks for the bug fix! And now I'm finished with the game, so I guess I'll talk more in depth about my thoughts on it. Overall, I think you took everything great about Arcs 1 and 2 and did them even better here! Bugs I found: A few minor critiques: The stuff I really liked (which was most of the game): So yeah, the game is fantastic so far! Keep up the good work!
  11. Hello! I've been playing through the new update, loving it so far, but unfortunately I've encountered a pretty major bug:
  12. Just finished your game, and I'm loving it so far! A few critiques I have: There were quite a few bugs I encountered, most of which were already reported by Fabularis above. One that I didn't see on their list was that sometimes the game seemed to ignore the secondary types of my Pokemon? Like, when I was fighting Roy, I set up Toxic Spikes using Scatterstrike, then switched into my Gloom... Who, instead of absorbing the spikes, was poisoned by them, and then proceeded to take super effective damage from Clawitzer's Sludge Wave. You might want to look into that if you haven't already. In a few places, it can be difficult to tell where entrances and exits are. Most of the time there's at least a dark patch of ground indicating an entrance, but other times, such as a few of the alternate entrances into Mauviel from the Enchanted Forest, there's no indication whatsoever, and it can be difficult to figure out how to leave the area. While all the game's puzzles are very creative, there were a few that I found extremely frustrating. I'm mostly talking about the Squirtle collection quest and the second Dusclops maze here. For the Squirtle quest, there's no indication of how many Squirtle you're looking for in the first place or when you've found them all, so I ended up scouring the entire route to find the next one, then walking all the way back across the route to the quest-giver, only to find out that there were still more I had to find, so I had to scour the entire route again, for hours. I feel like it would be relatively easy to fix by just having an indicator of how many Squirtle are left every time you find one. As for the Dusclops puzzle, I feel like having to navigate that ridiculously complicated maze in the dark with only a very confusing, disjointed way to discover the layout would be enough of a challenge on its own - sending you back to the start every time you mess up is just adding insult to injury. I ended up saving the game at every branching path and just soft resetting every time I messed up. I'm not sure about the music choices you went with. For the towns and cities in particular, you reused a lot of tracks from Reborn - tracks that were meant to convey the grim, oppressive atmosphere of a post-apocalyptic city with danger around every corner. Your story seems to be a lot less grim than that, at least in the beginning where the biggest threat is Team Spectrum harassing random children and standing around in ruins. I would either choose some different songs for those areas or, if you're trying to go for the grim oppressive atmosphere, have more dark stuff happen earlier in the game to reflect that. Things I really liked: By far my favorite aspect of the game is the focus on exploration. There's just so much cool optional stuff to find! It really makes the journey feel like an organic process of discovering cool new stuff rather than just going down the checklist of everything you have to do to finish the game. I love the color theming of the region - definitely a unique take on the Pokemon series, and I always appreciate it when Gym Leaders (or the region's equivalent) are themed around something other than type. In particular, I like how the Arc Angels' colors were worked into their personalities and/or motifs in addition to their Pokemon teams - Violet being a magician because purple is associated with magic, Roy constantly "feeling blue," Vera (I think that was the green girl's name?) being very strong-willed in what I assume is a reference to Green Lantern's color symbolism, ect.. Great stuff. I really like all the new moves from the Arc Angels and all the new Rainbow abilities - they add some really cool new dimensions to combat. In particular with Scatterstrike, I really like how there are both huge advantages and potential disadvantages to using it - I had to make sure to keep two Poison-types in my party so that I could absorb my own spikes while still poisoning all my opponents. I like the version of the level cap you used, with Pokemon stopping gaining EXP at the cap, but still obeying you if you push them over it with a Rare Candy. This way, if you're struggling with a particular boss fight, you can spend a candy to circumvent the level cap for that fight only, but you won't have that candy for future fights that might be even harder, making you think carefully about how to spend them. I personally appreciate the mechanic of Rainbow Pokemon not obeying you until their Friendship is high enough. It's never really sat right with me that Pokemon just immediately obey your every command the instant you kidnap them from their natural habitats. Having to earn their trust before they help you makes it feel more like a mutual partnership than like they're just collectable objects. My favorite moment from the game was probably the Rainbow Gyarados fight. Having to find a way to outlast an opponent who is much more powerful than yourself is a very unique challenge for a Pokemon game. Overall, fantastic job, and I'm eagerly awaiting the next release!
  13. Lol, look at this noob actually paying prize money instead of just soft resetting like a real epic gamer. Anyway, hope everything is going well on your end, and I'm looking forward to being able to get just as thoroughly destroyed by "early-game trash" as you have been.
  14. You get it just by playing the story, basically right at the beginning of Chapter 15.
  15. By far my favorite addition to the game in V13 is the little dialogue choices sprinkled throughout both Chapter 15 and all the redone earlier content. You wouldn't think that these tiny choices that don't actually affect anything other than relationship points would have that big of an impact on my play experience, but they really made me feel like a direct participant in the story in a way I didn't before. One of my complaints about the story in V12 was that the silent player character felt completely unnecessary, since they were always just kind of going along with whatever was happening to Melia and the gang without making decisions of their own. Just having the ability to feel like I'm having a dialogue with the events happening on-screen - to be able to actually try to support Ren when he wants to challenge Narcissa, or tell Geara that I think fighting him is a waste of time, or being honest with Melia and Venam that stopping Team Xen by any means necessary is a bigger priority to me than helping them specifically - makes me feel like I have a purpose in the narrative, even if I'm not actually changing anything. In fact, my biggest complaints with V13 are the few chapters where these dialogue options weren't added - namely chapters 7, 10, 13, 14, and the beginning of 11. Suddenly becoming a mute again was a bit jarring after how nice it felt to have a voice. But you know you've made a good design decision when the biggest thing I have to complain about is that I liked the new features so much that I wanted even more of them. And just to list out some of the other things I liked, because V13 is really just phenomenal overall: All the detailed character artwork is fantastic, and it's nice getting a better idea of what each character looks like than just what you can see from their tiny overworld sprites. Your hard work has not gone unnoticed, Zumi. I absolutely love almost all of the Aevian regional forms. My favorite is definitely the three different varieties of Sandygast and Palossand - not only are they really appealing castle monster designs on their own, but the fact that they correspond to Valor Mountain's three different moods really makes the setting and gameplay feel very interconnected. The Aevian Litwick line is a close second, what with how it switches from Fire to Electric as its technology grows more advanced. One of my favorite aspects of any video game is the music, and the new OST for this game did not disappoint in the slightest. I got the Xen Grunt battle theme stuck in my head for at least a week after replaying the early game. Fantastic work from both Zumi and Glitch. The early- and mid-game script has been cleaned up considerably, cutting out almost all of the extraneous fluff and bringing out the unique personalities of each character even more than before. A whole bunch of new detailed animations have been added to these segments as well, playing into what I think is Rejuv's greatest strength, its well-crafted cinematic aesthetic. Like with the dialogue choices, all I can really complain about is that these weren't added in even more places. There is a backflipping Slugma in Valor Mountain. I'm pretty sure that automatically makes Rejuv objectively the best video game ever made. There is no possible way mankind could ever create anything more wonderful. A while back I made a big stink about how I didn't like how Bladestar was handled, and while a lot of my complaints still apply to V13 considering that most of that story arc hasn't been touched at all by the rewrites, it does seem like there are plans to let players actually fight for Bladestar's cause in V13.5, given that Florin has taken over the organization and let me join for real. I'm still withholding judgement on that until V13.5 (or whenever that content actually comes out), but at the very least, I greatly appreciate the development team for making an effort to address specific complaints like this. All in all, V13 was fantastic, and in spite of whatever complaints I or anyone else have about the state of the game, there is absolutely no reason for the development team to be discouraged. V12 was already pretty darn good, and V13 was an enormous step up from that, so the game will almost certainly only continue to get better from here. Thank you to Jan and the rest of the team for all their hard work, and I'm eagerly awaiting whatever future versions have in store!
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