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Showing content with the highest reputation on 08/31/20 in all areas

  1. 7 points
    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.
  2. 6 points
    warning. lots of words that don't mean jack shit below. view at your own discretion. Just another general update! I've been working hard on the game, but I've also been feeling pretty demotivated and burned out lately. Mainly due to me being home all the time and not being able to get out as much. You'd think I'd get a lot more done with the massive amount of time I've had, yeah? Hahaha, no. In fact, I've been slower because of all of this.(More of this rant below!!!) Depression.png Because of that I've taken a week off. Like... actually. An entire week. I've done nothing. Man did it feel awesome. (Afterwards, during the break I was bored as hell.) Imagine that. Taking genuine breaks HELPS your motivation and mood. ???? Sounds fake, but okay... Anyway. I've switched my focus to working primarily on v13 story content. I feel like if I have that out of the way, releasing v13 will feel... Idk. Possible? *Cough* Well, it's the end of August. That means we're all going back to school... Huh? You're done with school? Y-You graduated? Well... Courtesy of me, I've re-enrolled you! Who's ready for a new semester of dreams and nightmares?? You are!I ---REJUV MK UPDATE--- As well as working on main content mostly, @andracass helped us create our own MK build! Starting V13, Rejuv will have MK support. There are still a few things that need to be ironed out, but things are looking really promising! As for Mac support... We have something for that too! Mac users won't be left out B). ---Puzzle time Baybeee--- One thing I've been trying to do in past areas is add more puzzles. Most of these puzzles aren't difficult. They're just there to add some sort of interactivity in places that have gameplay luls. I've created some things that I'm proud of, but coming up with puzzles in RPGMaker seems impossible to me sometimes. I'm the first one to admit that I'm not excellent at making them, but I would like to be! If you guys have any puzzle concepts to share, I'd be happy to hear them! I beg you. ---When is V13 dropping?--- Short answer: Still trying for this year. Long Answer: My goal is to have it out by the end of the year, but that's still only 3 months from now. I've seen people get annoyed with me because of the long wait, but I assure you no one is more annoyed than I. Like I said in the beginning of this post. I've been burned out and unmotivated all year. I'm not going to sit here and lie about my productivity. I said I've been working hard on the game, it's true. But that wasn't the case for the majority of the year. There were days where I would do one event and just feel done. I've felt guilty about it, but I've also just felt numb to the fact that I pretty much just vegetated this year. Everytime I felt like things were getting better, things would knock me down another peg. It's been a cycle since February. Aghjgfsghskjlghsdgjds;jgsdh; I've read articles about how this isn't a problem exclusive to me. Working productivity for tons of people have been almost 0 this year. With circumstances I don't have to repeat because we all know-- It's just difficult. I just try to tell myself that next year will be better. Whether that's a blatant lie or not doesn't matter. It's there for a sense of purpose. If I can sum up this year for me in one image, it'd be: and that's all it is. That being said, we've gotten progress up to 71%!! Even though most of that is bloated because of a lot of smaller things getting done... It still looks nice and is a motivating factor for me! Still have a lot of sidequests to do and I have to finish the main story (Which is over 50% done now!). Alright that's enough rambling. I'm done. I promise. Rejuv v13 hopefully drops this year. If not, early 2021. Definitely not any later than that. Then onto v14... Ha. HAhahahaha. I can't wait for v14.
  3. 5 points
    ~The Chaotic City of Nightmares~ Hey everyone! It's me this time, your local Postman! I wanted to make this blog post to talk about a certain area within the game that many players have struggled with.. and by struggled I mean getting lost in the vast lands known as Blackview City. A number of you have given feedback/complaints about how hard it is to navigate through the city, from searching for the crazy girl Emily to figuring out where the hell the Jinx Grid Teleporter is trust me it also took me a while to figure out where that was lol. So I took it upon myself to polish up the city. So firstly, to showcase the changes and my thoughts into going about this, here's a map of Old Blackview: I'm gonna keep them in spoiler tags because well, Blackview is massive and I don't want to flood this post lol. Anyways as you can see, the main issue with Blackview was that, well the layout was extremely clunky with paths leading to dead ends to a lot of clutter around the centre, its no wonder people got lost around here. The city is suppose to have this chaotic nature about it which is why when I looked to give it a the polish up, I wanted to keep this feel about it! This was a bit of a challenge but after discussing with the team, this is what I came up with as a concept: I wanted to divide Blackview into 4 "main streets" with alley ways going in-between, this way it would help to keep this feel of a chaotic city which was our vision, while helping to tackle the issue players have been struggling with. And for the big polished up reveal.. this is what Blackview looks like now: its probably best to just, open both images in tabs and clicking between to have a better view of the before and after pics. This polish up took a bit of time to sort out, considering I didn't want to start from scratch with the map, due to overall eventing and the map itself was fine, it just needed a little 2020 polish up since this map is well.. 4 years old now? To conclude, this isn't the complete final design, we are looking to potentially implement something else to help navigation around Blackview. Other than that, development is going at a reasonable pace, I've just finished up a set of maps for Episode 6 and looking to start the next set soon Speaking about development, Caz has updated his Patreon with some spicy Episode 6 content! I'll shove the link to it below, but if you wanna have a more in-depth view on our development for Episode 6, consider pledging to him! all the support everyone gives us helps massively! whether it be pledging to just leaving comments about their enjoyment with the game. https://www.patreon.com/posts/41016883 Anyways that's it from me, hope you all have a great weekend and we'll talk again soon~ Posty
  4. 3 points
    They don't want to release the e19 main and continue working on the postgame, because they're (rightfully) concerned they'll get a C&D the second they release the end of the main story...and then they won't legally be able to continue working on postgame...
  5. 3 points
    i uh ok that's enough comments are locked
  6. 2 points
    Pokémon Reborn: Alternate Form Pack, Version 0.6 - now with Gen 8TM! Downloads for Reborn 18.4.1 Patch (for Windows, Linux and Mac!) (.zip, 93 MB) https://drive.google.com/file/d/12YOBek-jD72u0conXfYfaCxNeJ5w1Bbm/view?usp=sharing Full (ONLY for Windows, until I get around to freeing up upload space) (.zip, 565 MB) https://drive.google.com/file/d/1z_gfKG6tgh6op3WSwl63545lSsqHyFTF/view?usp=sharing What's New Tweaks Bug Fixes Using Imposter or Transform on a Shedinja or Wormholemadam while holding a Spooky Plate is no longer a path to immortality. Movepool Changes Too many to list! ALL Pokémon have had their TM availability updated with leaked data from Pokémon Home. All Pokémon currently available in SwSh and Isle of Armor have had their level-up movepools updated. All Altforms of Pokémon currently available in SwSh and Isle of Armor have had their level-up movepools updated. Misc Changes Amaria's underwater gym theme now stays active throughout the gym after diving and surfacing. Geodude can now evolve into different forms of Graveler while holding Earth, Flame and Zap Plates. Sandshrew can now be bred into normal or Alolan forms while holding Earth or Icicle Plates. Tanzan Depths Steelix battle has been altered. Dracozolt, Arctozolt, Dracovish, Arctovish Egg Group changed to Monster, but they still cannot breed. Fennekin is now available by trade in Calcenon City. Terrains have had power boosts reduced from 1.5x to 1.3x, 1.3x to 1.2x, and 1.2x to 1.1x where appropriate. Starlight Arena and New World unchanged. Terrain moves and Surges may have reduced duration or outright fail, depending on the pre-existing terrain. For details, see: https://docs.google.com/spreadsheets/d/1wVmSISczPBEb4abUWA6o2-lnaXidj5l6bav79qNsaP4/ New Items New Moves Base SwSh. Functioning but not entirely correctly: Dragon Darts, Teatime. Isle of Armor moves to come in v0.7, probably Crown Tundra too. New Pokémon Meltan, Melmetal, base SwSh. Not available list: Melmetal, Zacian, Zamazenta, Eternatus. Isle of Armor Pokémon and forms to come in v0.7, probably Crown Tundra too. New Abilities Base SwSh. Merged due to Reborn's Ability limit: Protean/Libero, Stalwart/Propeller Tail. Functioning but not entirely correctly: Mirror Armor. Isle of Armor Abilities to come in v0.7, probably Crown Tundra too. New Sprites Too many to list! But not everything has a sprite yet. Small updates with new sprites will follow over time. New Forms New Plate Interactions New Areas New Sidequests After defeating earning the Canopy Badge at the Onyx Trainers' School, a staff member has a request. Find and defeat the bosses in the new areas and collect the keys to a super secret ...! Be careful, the following moves will always fail against them: Curse when used by Ghost-types Destiny Bond Perish Song Nature's Madness Super Fang Endeavor Fissure Guillotine Horn Drill Sheer Cold Wild 8th Gen Pokémon Locations (warning: spoilers)
  7. 2 points
    This may be my first fanart that doesn't double as a shitpost. Without further ado...
  8. 2 points
    here is Leaf, Red and Blue in their sygna suits. It is also used as a banner in a pokemon server. Also I've only draw humans once or twice so this is hard AF
  9. 2 points
    i appreciate u cass and yeah i have so many regrets i've committed to them, but regrets nonetheless i really appreciate everyone's patience here but have a snippet of one of starlight's maps just so you can see a little bit of what we're working on here. we're getting there.
  10. 1 point
    To keep you guys updated in the clearest way possible, I thought I should make this a thing. I'll throw a big thank you to the GOAT devs Jan and Ame for this groundbreaking graphic. _________________________________________________________________ Pokemon Desolation Episode 6 Development Progress Old Content #################### | Map Updates (20%) #################### | Script Updates (10%) #################### | Misc (5%) -------------------------------------------------- #################### | Total (8%) New Content: #################### | Story (5%) #################### | Mapping (20%) #################### | Scripting (5%) #################### | Sidequests (5%) -------------------------------------------------- #################### | Total (?? math hard%) _________________________________________________________________ Yeah, there's a lot of grey, but we'll get there one day This thread will be locked (in order for all of my posts to be easily accessible), but don't worry, I will provide updates when I have things to report, that is, a few days after posting to Patreon. Development of Episode 6 should be a great time, especially now that Ruby, Posty and I have really got the gears turning in terms of efficiency. I'm excited to see what we will bring to the table, and I'm excited at the prospect of really stepping things up, especially with the feedback that I have received. I'm honestly stoked to see how well Desolation was received by the community, despite it's multi-year absence. We'll be in touch! Caz
  11. 1 point
    I'm not going to pin this or make a whole dev blog post about it, but today I spent some time making a character sorter! Essentially it allows you to pick your favourite between two characters from a selection of predetermined characters, and will keep doing so until it's done sorting. After it's done, it'll show a table with a ranking from most to least favourite character based on the characters you picked in each battle. Kinda looks like the image below! There's only 24 in the image, but the list went all the way to 82. There's also options to filter by chapter, affiliation, or filter out specific genders or the rift mons. That way you can get your faves from any specific set of characters you want! There's about 88 characters and rift mons in the sorter right now, but I might add more characters later down the road (probably with only sprites for icons though -- mostly because there's no official art for a lot of characters). You might be busy for a while going through them. Feel free to post your results here! Or, if you find mistakes for some filters, please let me know as well. There might be some oversights, but I'll do my best to fix them ASAP. Enjoy!
  12. 1 point
    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.
  13. 1 point
    Hello, I have tried and tried to beat Shelly and looked at many forums, but still have had no luck. Ik it must get tiring answering these but any help is appreciated. My team is: Talonflame with gale wings Onix with sturdy Graveler with sturdy Growlithe with justified Blaziken with Speed Boost Emolga with motordrive All are lvl 35 thanks again for any feedback Update: I beat her, just needed my girlfriend’s good luck and emolgas acrobatics
  14. 1 point
  15. 1 point
    Happy Birthday , i hope that you will have a great day
  16. 1 point
    Here's a better one Aaaand have a sketch of Cain with curly hair~
  17. 1 point
    In fact, your recruitment rate can be impacted by two things in Pokemon Rescue Team: the Friend Bow that is obtainable in Mt. Faraway and your level. The chance for you to recruit some specific Pokemon becomes higher as you level up. Recruitment rate by level: Level 1-29: +0% Level 30-39: +5% Level 40-49: +7.5% Level 50-59: +10% Level 60-69: +12.5% Level 70-79: +15% Level 80-89: +17.5% Level 90-100: +24% Take note that your recruitment rate increases by 10% when your holding the Friend Bow. Also, the bow in Mt. Faraway is located behind a door needing a key on floor 30 to be unlocked. Hope this helps you!
  18. 1 point
    The friend bow will counter the -10% turning it back to zero the other problem is that the mon you were using is level 41 meaning your base recruitment rate is only 7.5% so if you try again with bagon if you dont have the friend bow your chance of recruitment is below zero It's best to use ur highest level mon for recruiting legendaries
  19. 1 point
    Yes, you can try recruit it whenever you want, but i advise you to get the friend bow first, because that helps to recruit and groudon is one of the most difficult pokemon to recruit (but you can get lucky and recruit it next time)
  20. 1 point
    Hey Jan. Don't worry about how long it'll take. We all know you're doing your best and can wait however long. Your own well being is what's most important.
  21. 1 point
    That’s fine for me. Take all the time that you need. Rejuvenation is awesome as always! Had a similar de-motivation and/or burnout on Project Spork, but I am determined to continue.
  22. 1 point
    Hi! Yes, the sprites are free to use as long as credit is given! Check out the sprite status spreadsheet for more information on who made which sprites! While I'm here, status update! Health: MRI done, EEG next weekend. Nothing yet, which is good! But sucks! It's not anything dramatic like a stroke or aneurysm or brain tumour, but the mystery deepens! Altforms v0.6: It's currently being tested! I had hoped to get it out on Friday, but it was too confusing to have half USUM movepools, half SwSh movepools, so I'm updating every Pokémon that I can with their SwSh level-up movepools and adjusting corresponding altforms to match. So now it's three-quarters SwSh and one-quarter USUM, because all the move tutors and old TMs are staying, and also egg moves are combined so like... less confusing! Besides that, needs some graphics, needs some polish, as always, but seems to be working okay now? Fingers crossed! Hoping to release THIS MONDAY! Or Sunday, if everything is done and looking good.
  23. 1 point
    so i could be posting this in the official art thread, but really i don't care enough to do so since it's not really super official anyways, and also slightly outdated lmao the situation is that this drawing was initially made for a video that would contain a remake of flora's battle theme (the one used for the fight at eclysia pyramid), but considering that kinda fell through due to that i was unable to recreate it to an extent that i was actually satisfied with it or that it sounded good, the art kinda lost its purpose so here! have some art of flora and sierra. the latter is an admin from team splicer, the evil team in pokemon xenogene -- my own cancelled fangame, and where the song used for flora's fight initially came from.
  24. 1 point
  25. 1 point
    Damn you guys all deserve a big rest... Appreciate all you guys for all you do, seriously... Don't overwork yourselves and work at your own pace!
  26. 1 point
    I know that you all form the Development Team are with too much pressure and, of course, much of that is our fault as fans(basically all actually). Naturally, we all want to know what will be the end of our beloved game and have many hopes about how E19 will turn out to be, but no matter what, the true fans will LOVE the game and will wait all the time you need for completing it. Although I might have no place to say that, since I am no represantive or any crap like that(neither would like to be) I'd like to say for all the players of Reborn that we are so thankful for all yours, Ame's and all the team´s hard work and tell you to take your time that we'll understand. Sorry for the long text, but after this post, I felt that someone needed to say something about all this pressure we have put on the game's development and apolozige for that. I think that is enough for a comment, so take care you all folks( and plz wash your hands Cass xD)
  27. 1 point
    Hi guys. I might be a new member to this community since I just joined it a few weeks ago, but I actually started playing Reborn 7 years ago (I remember that Julia still has an Emolga, and the Tourmaline Desert is not done yet). I was young then. And stupid. I tried brute-forcing my way through every battle. It went about as well as you would expect. So I quit. I remembered exactly the point when I decided to quit. That damn Cradily. Fast forward to last year. Say what you want about USUM being a handholding game, but it reignited my interest in playing Pokemon again. So I recalled a certain Pokemon game which I abandoned years ago, and I typed it into the Google search bar, and lo and behold, there was this vibrant community behind this huge Pokemon Reborn. I put off playing again until I did my research this time, so I learned everything I could. I did it. I beat the damn Cradily that caused me to quit last time. And then the Crobat, the Volbeat, the Mimikyu (I remembered him having Chandelure before, but since I never got to this point, I don't know, my friend did). I beat Hardy two weeks ago. It's a rollercoaster. And surprisingly the community is supportive. Which is more than I can say about the community of some games. So, thank you everyone. Thank you Ame. And Cass. And everyone on the dev team. I'm a fan. If you decide to postpone the development of the game for the time being, I understand and support you. In the meantime, we'll just enjoy this great world you've worked so hard to make. Hiding the progress bars is a good idea. It reduces anxiety (out of sight, out of mind, right).
  28. 1 point
    My takeaway from this post is Ame is making a different great game in addition to this great game and I look forward to playing them both
  29. 1 point
    you expect us to add in the gameplay system of a wholly different game??? i know it's pokemon but like come on dude, you're expecting something unrealistic here, rejuv isn't a fighting game also if you had checked the status bar on the dev blog anytime today, you would've seen that progress is still being made. please be patient. As for this, we're doing good! Jan was on a break for a week or so so he hasn't been working on the game during that time, but I think it's safe to say that he's returned in full force. He's been feeling inspired and ready to work on the game, particularly for the main story of V13 content, so expect the status of that department to make leaps! I can't disclose what the content entails of course, but he's been having fun with it, so that's definitely a good sign!
  30. 1 point
    The one time I'm actually gonna respond to this topic to clarify something; it's really just genetics! Kenneth and Deagan are basically the in-game equivalent of hispanic, and hispanic people vary quite a bit in skin tone. Deagan and Kenneth likely have different complexions as the result of their parents having different complexions as well, kinda like how Amber inherited Deagan's complexion while Tesla's skin is lighter than Amber's. And uh... Let's not mention that Kenneth's been through some shit. His health absolutely has taken a huge toll over the course of time -- He's a lot paler as Keta as he probably would've been had he been healthier.
  31. 1 point
    ~ Snippet from Patreon ... it's about the friends we made along the way! Hi guys! Just a quick update today. I've finished up with the final bits of writing for Episode 6, and I've very happy with how it's turned it. There's still some side quest stories that I want to iron out, but following that and we'll be starting to chop through things at a faster pace. I wanted to dedicate this post to showing off some of the work that Posty and Ruby have been doing, and illustrating how much their role has expanded since they jumped on this rickety wagon. Firstly, Ruby is now playing a much larger role in the design elements of the environment, with Cellia East being our first look at Ruby's work in turning a city map into a fun, engaging, and unique experience. Here is a small spoiler-free showcase of some of the pieces she has been working on. Ruby's created some over cool things that I'd love to show off, but we're keeping that stuff hidden for now! I want to give Posty a shoutout here as well! When he first joined on he was solely involved in balancing teams, but his role has expanded quite a bit since then. He's been doing quite a bit of mapping, and his recent maps, in particular, have been awesome! Here's a snippet of the kind of stuff he's been up to in the Dreamscape, which we're greatly expanding upon in Episode 6. I'm really looking forward to all of you checking out what we have in store for the Dreamscape! I've got quite a bit planned for this area in Episode 6. Taking the feedback from Episode 5 into account, I really do feel like this will be a staple of the game in the future. Anyway, this is it for now. Cheers for the ongoing support guys! I've been really busy with medical school lately, but things are coming along quite nicely. I'm still alive, I guess. 'Till next time, homies. Caz
  32. 1 point
    Mmmmmmmmm things came up and I'm suuuuuper sorry about not responding to any of this. Things should be fixed now? And to the person who asked for the opposite team to not randomize, that caused a bit of an issue implementing in the old one and a lot of excess code to implement. Sorry~
  33. 1 point
    this time it's Water/Electric type Garchomp UwU.
  34. 1 point
    hi there. i've posted nothing but the heaviest fuckin code posts for, like, 10,000 dev blogs now. have some cat. now i know what you're thinking. "is this cat actually that fuckin pretty" and yes. she is. this is important. oh also we made a thing for when you choose theme teams. that confetti thing is supposed to be an arrow, but ame's really funny so she changed it to confetti. and i know what you're thinking- "hey wait isn't [character] missing?" this is a spoiler free post. terra is definitely just there because it's funny. radomus's hat also changes. that's important. kayo imma get back to my napnap now bye also thanks for the support y'all its real nice
  35. 1 point
    hi remember me i haven't posted in, like, a month- probably the longest period of time that i've gone without posting since the start of this whole optimization fuckfest. this post is a little difficult for me to write because i really don't feel like i'm done. over the course of this summer, i've probably spent more time coding than i've spent sleeping ("definitely. not even a contest." ame says to me as i write this) and i still do not remotely feel like i'm done. there is just so much work left and so much more that could be done on all of this that stopping now feels wrong. but i also, like, can't anymore. ame and i have kind of taken to calling this little bouts of mine, my Apeshit of the Month . it's basically just rips on the fact that when i usually work on the game i just go nonstop for a long period of time before i burn out and do nothing for a little bit before just going off on another Apeshit of the Month. i think i'm now reaching the end of my energy for that. originally, this month was just supposed to be a mini-continuation of last month- little bit more optimization in the AI to speed up how long a turn takes to process. it then kinda blew up. some other section of the code would end up catching my attention and i'd end up getting distracted, or i'd see something and it'd annoy me so i'd start working on it- not to mention that 90% of my coding experience has come in the past few months, so i'd occasionally see something i did a few weeks ago and think "wow, this is shit" and then i'd end up redoing it.... and i think i've just reached the point where i've coded my heart out and need to do something else now. this post is a mix of a catalog of what i've done for the sake of actually making a record of it and also a deep-ish dive into what the code does and how it does it for those of you who are interested in coding things yourselves. (and likely some angy for those who enjoy that too.) gonna be a loooooooooong fuckin post. How many levels in a meech?' for my opening act, we have something that i actually forgot about until right before i started writing this post. this fix comes courtesy of our dear mr. perrence, who did this way back in june, which i then immediately forgot about because there's just been so much happening. this came up when i was running a profiler to see what functions were being called during the AI phase of a four-person double battle. four-person doubles are great for these. since you have 3 AI trainers in the fight, as well as multiple targets that each of them need to choose from, it creates a situation where the scripts are basically being stressed-tested to the greatest extent possible during normal gameplay. so i ran this profile, and saw that there were 244265 calls to the pbGetExpInternal function. that's a lot of calls! so let's take a peek at what's going on here. (pictures with a white background are from essentials v17.2, and pictures with a black background are reborn code, for reference.) what you are seeing is the calculation for EXP. most of this isn't actually relevant here, since levels under 100 just need to check an exp table. it's also fairly inoccuous- if this function is being called a fuckload of times, the true culprit is the function that is calling it: HAHA, i've got you NOW, essentials!!!!! just wait until i tell everyone about how BAD you a- wait, no, actually, this function seems fine. the for loop explains why it's getting called so much too, i mean, look at meech: meech so stronk it's gotta run 100 times for her. ...but then why is it running 244265 time? and that brings me to the TRUE culprit: the problem here is not about what the code is doing, but rather, what it is not. and the thing that it is not doing is saving your level. this means that your level is manually calculated up based on exp (like it says right there) every time it's needed. this can be fixed by making a class variable: and just like that: poof. the game has obtained new knowledge. never again will unsuspecting pokmans be level checked more than once. The Compil - nope, nope, not yet, too scary uhhhh let me see what else i've got in here... *blows dust off the code Set HW_XYZ so all the way back in june again, we noticed that a bulky sprite refresh function would be called every time a sprite's attributes were changed. here it is now, the privrefresh function: there it is! it's 350 lines long, quite big, does a lot of math (you know how much i hate math). now, i'm not going to sit here and tell you to remove this function and replace it with sharktale. (pictured here: me, working on the code) that would be silly. but there are certainly times when the function doesn't need to be called, like when you're setting a bunch of variables before the sprite is even displayed on-screen. those calls aren't necessary. which brings me to the setHW_XYZ function. (pay no mind to the variable names. hopefully no one will throw rocks at me for this.) this neat little function only runs privrefresh once for five whole variables wow crazy. this is boring. like, this is definitely an optimization, but...god i just hate graphics. i think we ended up just putting it in the initialization functions and left it at that. let's get to the good stuff. grab your hazmat suit, remember the buddy system, and send some prayers to The Exalted Lord Arceus (praise be) and get ready to dive into The Compiler (ok. i can do this.) the compiler is- the compiler is just... don't forget about move memory. we'll come back to that. also shout out again to the Fairy of Toothpaste for patching up the battle factory. lad's killin it. the compiler is just....... terrifying. i mean, look at this! those aren't even words! how does anyone manage to look at this and not immediately have a brain aneurysm?? O_O the compiler is the one place that no one should go it is such a terrible place or, at least, it was now? i am beeg cass. i have fought the AI. i have fought the battle system. and now? i fite the compiler. let's go. last time, on Dragon Blog Z: we had THIS. hooooooo i was mad. i was all out here like thats how mad i was. also it turns out this wasn't the real culprit either. like, it was a culprit, but arresting this guy would be like giving someone a parking ticket when there's a murderer on the loose. the true real final ACTUAL culprit times infinity was this. this rat bastard. this piece of shit was behind it all. lemme tell you about what this function does. FIRST it opens a file. wow. i'm so smart. BUT THEN it reads the file. incredible. how do i do it while this is, of course, a perfectly acceptable way to save and load move memory, it wasn't good enough for me. there are lots of ways to load and process data. this function here uses a bitstring. imagine a very, very, very long line of numbers, stretching off into space. that's what moves.dat looks like. the actual data that you want from moves.dat is located somewhere in that string. to find it, this function shifts to a certain section of the string (determined based on the move ID), reads the data out piece by piece, and then ends the read. this isn't an inherently bad way to process memory. it does work, after all. but it's definitely not efficient. the series of function calls, coupled with the frequency at which this function itself is called, means that string processing becomes a lot of what the battle system does in the background. so i changed it. feast your eyes. now this is how to read memory. moves.rxdata is basically identical to moves.dat, but instead of having data in a bitstring, it has it in an array. not only is this a lot faster to process, but it's also really easy to read. want the function code? it's in [id][0]. there ya go. ez. if, for some reason, you just randomly want the effect of move 482 in some oddball script, you can just grab it with $pkmn_move[482][6]. simple, speedy, clean. abilities wasn't off the hook, though. ok compiler. let's go and have a ch- nope nope nope im out byeeeeeee so the compiler as a whole is a little bit too large to post here; while this is a blog post about coding and script changes, i don't really want to blind you with more blind text than my lawyers recommend. but i also think i spent a few hours staring at this trying to understand what it did, and i don't want anyone to have to go through that. so i'll take pieces and explain them and we'll go from there. let's start with this. this is from essentials 17, so it won't be what our code looks like. i just don't want to get hurt this time. this section defines how the PBS data gets processed (pokemon.txt in particular for this). it defines: 1.) what section this pertains to, 2.) what byte the data gets written to, and 3.) what type of data gets written. take, for example, "Color". whatever is entered in the "Color" field in the PBS will be written to byte 6 and processed as type "e". (it also requires PBColors in order to function.) the problem i have with this process is pretty much the same problem that i had with moves.dat- it's a lot of data processing for very little (if any) gain. the difference here is that patching move compilation was easy. for moves, you just take this: and tell it to stop. "why is it moves.rxdata?" you might be wondering. and, well, idk. i'm not sure that the file extension matters a whole lot for this and it seemed like a simple way to differentiate between the two. dexdata compilation, on the other hand, is like what if the move compilation was tied into a knot. and written in dothraki. and you had to read it with your chin. instead of rewriting it, i managed to get away with just repurposing the current code to throw everything into an array rather than a bit string: pg-13 warningL there is a swear word here. if you find such language offensive, then how did you make it on a fangame for pokemon reborn (as you can see i was getting rather frustrated with the code.) this array is all of your pokemon data. you'll notice that there are a handful of nested arrays inside of it- they're placed where they are to match up with the old order that dexdata was stored in. it's super arbitrary. the order that data gets stored in is determined by the same parameter that determined what byte data was stored in. color would be the first item, type 1 would be the third item, base stats would be the fifth (and is, itself, an array) and so on. it's not really in a very intuitive order, but that's mostly because i'm not really sure an intuitive order exists for this. the section that allocates data to specific bytes is a little spread out, so i'm going to skip the explanation there (i didn't really do a whole lot to it and also holy shit this post is massive already) and jump to implementing this. because it's a fuckin pain. i'll walk you through it. this is an example of a call to dexdata. the calls are all structurally similar: dexdata is opened, the bitstring is offset to the data you want, the data is pulled, and dexdata is closed. pbDexDataOffset is what's really running the show here. the number at the end of the function corresponds to the specific data it needs- in this case, the 8 refers to Type1, which you can confirm by checking the original code. fgetb and fgetw read a specific number of bytes of data. it reads 1 byte for the type and 2 bytes for height/weight. with the new system, that code becomes this: $pkmn_dex is preloaded at game start, so there isn't a check to see if it exists or not. if you somehow manage to get in-game without it preloaded, then, well, i'm impressed! also please don't do that. you can see that it works pretty much the same as move initialization did earlier. you put in the pokemon, you put in the index of data you want, and boom. you have it. we are moving off some antiquated data structures one step at a time. now, for me, patching dexdata was about me looking at how this worked and going "hhhhhhhhhhhh i hate this", thus sparking a strong desire to fix but this code is also, like, actually bad. infinite fusion had to weigh adding more pokemon (its main feature) against the game grinding to a halt whenever dipping into dexdata rejuv can't add gen 8 without compiler edits because the compiler effectively limits the total number of abilities to 256. gen 8 has more than that. it's kinda bad. that's enough on the compiler- i've been writing this post for five hours and we're still not even on the ai. spoiler alert The AI so i spent, like, three days on the compiler? the rest of the apeshit of the month went in to this fuckin thing. there is just... so much to cover here. over the course of the last month, we trimmed the ai from 42,000 lines to just a bit under 25,000. some of this was just code cleanup some of this involved offloading work off into individual functions some of this was to fix some bugs. the rest..... i don't even remember. it was so long ago. first let's cover some background stuff. Importing Hidden Classes aka "i hope you liked talking about the compiler earlier" during compilation, hidden classes are made that hold the IDs of everything that you've compiled. they're hiding off to the side, in that constants.dat (or rxdata. one of them.) since they're off to the side, though, they aren't always accessible to the main script classes, which occasionally means that direct calls to them will fail. i manually imported them by modifying the compiler to yeet them out entirely instead of adding them to the constants file and then copying them into the main scripts myself. is this a good way to do it? no. i already know that there's a better way, but i just have really burned out hard on this and don't plan to get to it immediately. but it involves having the scripts import themselves. 's fun. PBStuff this one was me. i did this. i made PBStuff to store large arrays of constants that frequently get called/checked together. this was mostly for the sake of the AI, which tended to have these very long lists of moves that stretched out well beyond the incredibly small rmxp script window, but it also came in handy for making sure that ability-changed moves like role play and entrainment would, like, actually fuckin work correctly. wow! comments! that explain things! so this was pretty important for code cleanup for two reasons. the first is that it makes the code much more readable if you're just calling an array of things rather than just rattling off a massive list of moves/abilities. the second is that it ended up fixing a lot of issues with role play/etc, which had some abilities missing because those moves are really picky. in the end, it allows for stuff to go from this: to this: i do not know for sure if it correctly gets called as an array with this syntax. which is just so much clearer. okay. let's get started with the real stuff. isConst? and hasWorkingAbility this'll get me some hate mail. i opened this post by talking about how exp/leveling functions work, and that they were called 60 billion times. well, these two functions were the next two worst offenders. (this is from one AI phase.) so what do these functions do? isConst? this one you've already seen from the Role Play screencap. isConst? takes 3 parameters: an object, the class you want to check, and the value you're checking for. isConst? puts them together like so: if you're still with me, this far into my gigantic post, then you might see my issue here. isConst? checks to see if a value exists before it gets that value. it has a rescue statement if the value does not exist. so why not just directly get the value? the rescue statement would catch it the same way. but then, later on, I realized something. why does this function exist? you can see in PBStuff that i have arrays of values that are all called like this: [CLASS]::[VALUE], which is functionally identical to what isConst? does. and the reason it doesn't work is because it can't directly access the hidden classes. fixing this is what originally prompted me to import the hidden classes into the scripts; that's what enables the use of the class/value call. nearly every single instance of isConst?(val,mod,constant) can just be replaced with [val] == [mod]::[constant] and skip out on several lookups and function calls. hasWorkingAbility? faces a similar situation: it's effectively a glorified isConst? call. the checks that are made here are necessary, but they are also being run a lot. these calls can be replaced by running a single check at the start of a large function, and then replacing the remainder of the calls with (abilityworks && object.ability == PBAbilities::Ability), which can then be condensed further with some organizing. (i'm also considering just making a class variable, but i only thought of it this morning. work is never done.) AI Move Memory Utilities remember this from earlier? the AI move memory system is part of what helps the AI just kick your ass. it also takes up a lot of space in the AI. i mentioned that there were about 17k lines of code that are gone now. 10k of that was through ai memory functions. every AI move memory check has two basic components: it first pulls the memory, and then it pulls certain information from it. there's a lot of things that are done with the memory, but the majority of it falls into four categories. the memory puller is here: and all of the utility functions are here: astute readers will notice that there are five functions here. however, we all know that in ruby, the 5th element in an array is index 4. so thus i'm still correct and not just too exhausted to change that number. this, in combination with the PBStuff arrays allows these massive chunks of code to be condensed into single lines. before: after: imagine that happening hundreds of times and you know what's happened to the AI code. *checks watch i'm almost 8 hours into this post. last big thing and y'all can go home. AI restructure so i'm sitting here talking up a big game about the ai. but did you know, that our perfect ai, that even it has flaws? it's true! i was also surprised. when making decisions, the AI first decides if it should switch, then it decides if it should use an item, and finally it picks a move. every single step, the AI checks the scores of all of its moves. why pictured above: death. to fix this, i cut pbChooseMoves in half and put the actual movescore grabbing bit in front. this is a much simpler change than the others, but it slices a large chuck of the AI processing time off. ok. we did it. actual dev content over. y'all can go home. imma end this out on a more personal note. frequent readers of my posts (thank you! and also: why?) will recall that last time i posted, it consisted of direct screencaps of the dev server where i was Very Angry about code inefficiency. frequent readers of the comments (why? and also: no seriously why would you do that) will also recall that a Big Fan of essentials showed up to call bullshit on the work i've done over the past few months (despite not really understanding what i do), before calling me a memer rather than a programmer. this hurt me. likewise, this post was kind of a chore to write. that's never happened before. these posts have always been written in a certain style that i hope conveys a feeling that i am speaking to you, rather than simply putting words on a page that you then read and process. it's a stylistic choice on my part that i understand some people appreciate and some people don't. writing in an informal, open way, only to have someone- a rival community admin- show up on your devblog to tell you that the work you've put into your game is shit kinda fucks you up. i've spent a lot of time checking over my shoulder for everything i've written. "oh hey, is this code absolutely perfect?" "if i say this, is someone from relic castle going to tell me that i'm stupid and should just upgrade my version of essentials?" (the latter here is why i've been very careful to only include code that is in essentials 17) but what is most troubling about this is the fact that i was bashed by someone who claimed to represent essentials for offering optimizations for other devs to use in their own games. i was mocked for using essentials 15. but insurgence uses 15. deso uses 15. rejuv uses 16. games that have been built on older versions often can't just upgrade to newer ones because it would require reimplementing everything they've already done. meanwhile, the changes between versions are often opaque, with little information to help developers who are stuck on older versions to get any of the benefits of upgrading. to blame someone who is trying to improve an older version of the engine for being stuck on an older version is not only callous, but it also shows that there is a massive disconnect between the people making tools to make games and the people who actually make the games. and i should be clear here- i'm not upset with the actual developer of essentials at all. when we talked he seemed pretty open to some of the things that i mentioned we had implemented. the problem that i see is two-fold. the first part of it is that there is a community that seems to be entitled to essentials to the point where they will bash people who speak out negatively regarding it. i have spent the better part of three months grinding away at the scripts. i spent more time coding than i've spent sleeping. and i want nothing to do with that place. this is a unique circumstance for me because i'm generally really happy to offer my work to people. i like making these posts where i talk about what we've been doing. i like handing out my work to people because it means that everyone can make higher quality stuff without also needing the technical knowledge to tinker with the engine. it's practically a form of elitism- we have the new version, and that makes us better than you with your old one. i suspect this matters less to newer devs, as they can just pick up the latest version and start working with it, but i feel like the fact that this situation has happened at all should still be concerning. the second part of it is just that...this is so much work. i have been going non-stop for months and i still don't feel like i'm anywhere close to having the code be in a state where i can consider it to be "done". and this has only included work on parts of the engine; there are still entire sections that i haven't even begun to think about, let alone look at. my point is that this is all just too much work for any one person to do, and it doesn't make sense for multiple people to end up doing the same work over and over again. it doesn't make sense for me to fix the bugs in my version that are still present in the current version, meanwhile there's another version that's being developed and i sure dunno if it's being fixed in there or not. and then, even if it is being fixed, there's no telling if anyone else would be able to use it in their games since there's not a lot of guidance on what the actual changes are. it also means that, as a result of everyone doing the same things independently of everyone else, that there's a lot of wasted scripting talent being spent on re-doing things that have already been done. for example: how many gen 8 mods are there in development right now? you've seen my scripts. gen 8 is already there. we helped out with rejuv on developing it. i've assisted deso with optimizations, and am helping rejuv implement some of this as well. when marcello heard that infinite fusion was having slowdowns due to the sheer number of pokemon in their game, i sent the compiler changes to see if that would help solve things. even aside from the major fangames, time and time again there have been fans and community members who will show up out of nowhere with their own fixes for things. i've been getting some additional mkxp support from aeodyn, who just messaged me one day saying "hey you know you could be using this better tilemap, right?" and then fuckin waynolt is out here making the entire modding system for reborn/rejuv, and then fuckin toothpastefairy fixed the goddamn battle factory before he was even on the team! my point here, is this: essentials needs to be open source. thanks for coming to my ted talk i'm going to go do anything else now because i have been typing for nine hours and i can't anymore
  36. 1 point
    guys i don't know what happened i got home earlier and then the sun went down and then i checked the clock and it was 10 hours later and i wrote a fucking dissertation
  37. 1 point
    Alrighty, status update time! Eventing is well underway. All of the TMs that will be available this side of e19 are placed. Today I finished making the sidequests/puzzles for the Galar starters. NPC events are largely done, but I still have what is for me the difficult task of giving them dialogue, and placing lore around. I'm 99% sure of releasing in August! Maybe early, it depends how much needs fixing in the testing stage. Health-wise, I've had an MRI and I'm waiting for the results. Working on this mod has been pretty hard-going lately, so I'm really hoping for something helpful out of it. There's an EEG booked too, but not sure when it's happening. Anyway, here's some previews!
  38. 1 point
    Hi! Another delay, I'm sorry! Here's the status update: I now have more regular time to work on altforms, but not as much time overall. Before I'd spend a few days working on it a lot, then a few days off, now I'm spending a couple of hours per night on it. Mapping was going very quickly with the earlier work pattern, but is not so quick with the new one. Mapping is allllmost done. I tried to cut corners and keep it minimal for purposes, but I also didn't want to make something terrible or end up in a situation where people don't want to update for shorter travel to the wild areas. For the last few maps, I think what they're intended to be would have been lost if I'd tried to do them quickly and basically. What am I talking about? I'm saying I had to make some new tiles, some just recoloured, and some from scratch because I couldn't find anything suitable elsewhere. Here's a sneak preview! Which leaves eventing and teambuilding to do in July. I'm really hoping to get it out by the end of next month, but it seems like every time I give a timeframe it ends up slipping. Probably by the end of July, though.
  39. 1 point
    If Suze helped with anything we'd have to be going way, way back to Zeta/Omnicrom days which I know Ame has mentioned him before but any contributions would have been pretty small. This is like 6 or so years ago so I'm not even sure if anyone remembers. Hell, I barely even recall that stuff. I mostly recall the two being compared day in and out since they were really the only fan-games (not hacks) out at the time. There's been a ton of people who have helped contribute to Reborn it'd take me a minute to remember some of them. A lot of them were over small things such as shiny sprites.
  40. 1 point
    Me finding a normal Spheal: Ok it's looking normal for me. *sees that has Horn Drill* Me:*look at the Profile Pic*
  41. 1 point
    my name is Lin and i am the cutest biatch alive. When i was child , i obviously spent my time in an orphanage where i was busy to play poker with Charlotte , Orderly John and other shits. To the outside world i'm an ordinary sereal killer but secretly , with the help of my pit bulls Solaris and Sirius , i plan to destroy reborn city and behead every gyms leaders or heros who will stand in my fucking way. I am SATAN HIMSELF.
  42. 0 points
  43. 0 points
    hi i'm new here in the community i played reborn a little bit ahead of the battle with Noel but i stopped playing when i found out the game wasn't complete so i would like to know if you intend to finish the game on e19
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