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  1. For updates on the status of V13, please click here!
    157 points
  2. in canon legendary encounters, usually you just trip and fall into legendaries after they've randomly decided to roost somewhere vaguely out of the way. if you're lucky there might be a whole dungeon before them. or if you're playing XY, maybe they'll just be sitting there in a cave that clearly always existed for no other purpose than except to specifically serve as their roost until the region's favorite ten year old traipses along and use said legendary for baseball pitching practice. anyway, this isn't canon. this is reborn, and some people would argue that i hate you all and want to see you suffer. * * this is not true. i love all of you in varying degrees and the less you think it applies to you the more it's true. but don't be weird about it, ok? so today i'd like to introduce a new device of suffering in post-game: Anomaly Battles. the legendaries in post-game have an unfortunate tendency to appear with a strange aura around them called an Anomaly! in universe, this aura is otherworldly, producing many strange like making the pokemon behave aggressively, or creating apparitions of other types of pokemon who fight alongside them! out of universe, it is our tool to be a gigantic bitch to you. you've gotten to postgame, so you're clearly a skilled trainer with a diverse roster ready to handle anything we throw at you, so here goes-- we're going to throw everything at you. in post-game, you'll face off against a special battle with many of the legends before being allowed the privilege of going for the catch! fight hard and come through strong because you may yet need that strength to secure the victory. not every legendary has an attached anomaly, but so far the strong majority of them do! huge shout out to @andracass for making the lion's share of these teams so far; like with the other parts of postgame, she's really just put in a crazy amount of work for it i hope you'll look forward to eating shit ( please do not actually consume shit. please make sure all matter you consume is both edible and nutritious. it is important to eat regularly and take care of your body. do that for all of us, okay? you can't help others if you don't take care of yourself first. all right... then, you stay safe out there now. get plenty of rest. bye-bye until next time ! )
    144 points
  3. fine. i concede. you've worn me down-- twisted my arm clean off-- both of them in fact! i'm typing this with my toes. the white flag is raised, having been tirelessly goaded into it by the demands of an uncaring populace, night after night spent in fearful agony, whimpering in hidden corners that are yet unequal to the task set before them of simply shielding me from the slings and arrows of the greater internet community,* i accept i have no choice but to lament simply having no other choice, i deign to give you.... one progress bar. * none of this has happened or is even remotely true, everyone has been by and large supportive of my decision to yeet the progress bars, and i greatly appreciate y'all for that. i feel much better overall with them gone and feeling that way, this may be a mistake. if this ends up stressing me out, i will yeet this too. but we'll give it a try, because i accidentally started counting and, well-- the years start counting and they don't stop counting. the progress bar is how many legendaries are accounted for as of posting-- 32/65 almost halfway. why 65? 76 mons are not asked for by the pokedex quest in E18. 11 of them are ultra beasts and-- say it with me now-- ultra beasts don't get rights. gen 8 is not real, and cannot hurt me. that leaves 65 genuine legends i have to include. for my sanity, and frankly, the sanity of everyone else, we have downsized from original expectations-- not every legendary is getting a full quest. but the significant majority are. in cases where they don't get a full quest, only the earliest of them are a walk-in-and-start-chuckin'-pokeballs type of deal. there will be more on what else is entailed instead in a future post. so e19 will be released when we hit 65 ?????!??! no, no look at me stop that. stop that right now, you goddamn son of a beautiful person (probably) i appreciate your hypothetical passion but the answer is no a big, honkin' neon red no the kind of no that your mom gives you after she talks to my mom and asks if you can come over the kind of no that you wish you could get after hearing nothing from the last ten jobs you applied to the kind of no that means no and you respect it without making a scene nope. there are going to be things i want to do after the legend quests-- other things i need to do. possibly a lot of them, idk-- i'm not looking that far ahead because if i think about it i will take 2d8 psychic damage but what this whole legendary quest/progress bar thing is is the most significant obstacle before E19 can be finished or released. when the bar is full, that does not mean E19 is finished-- it means it can be finished. until then, all bets are off. i'm biting down and just trying to make it through one week at a time. thanks for sticking with it, loves.
    132 points
  4. i don't suppose you remember me, do you? i think it's been like, five hundred pandemic years or something since i've posted here. as many of you know from cass's previous posts, since around september of last year i've been focusing on a different project. gosh, that took a while, didn't it? once again, i want to thank everyone for their patience as always... but uh, we finally got a demo for that out, so maybe, possibly, go try it out, if you haven't already? we'll begin actively developing starlight for real once reborn is finished but i felt like it was important to finish the demo before reborn was done so that the community didn't feel like it had no choice but to just die once the game was finally out for real. i think there's been an expectation for some number of years that once 19 is done, the community will be. and uh-- nawh. but to make sure that didn't happen, and to make sure people could see what they might have to stick around for, i felt it was necessary to get that going sooner rather than later, and then come back to finish postgame. this was, in retrospect, a mistake. not for any """real""" reason, to be clear-- but the mental burden of putting reborn and everyone on hold or trying to split focus between two projects was a lot heavier than i expected. aside from keeping the devblog warm while i've been away, please appreciate cass for generally keeping me sane through the last year or so, because some of the stress had really been starting to get to me. i'm still working on shaking that off, tbh, but it'll be fine. on the other hand, i know i was getting pretty tired towards the end of making the main story, and i feel like taking a break for starlight has helped me come back to the project with a clearer head, more ready to finish it out properly. that is to say, if it wasn't clear enough already: reborn will now be actively developed again. another advantage to having taken time off from the project is that i've learned a few things, mainly about myself. and how to actually play nice with a team, since i haven't been very good at doing that in the past. but the main thing i've realized is that i hate to-do lists. they are soul-sucking. i feel a lot better about things when i am looking at problems in the game and fixing them on the spot rather than looking at a list of problems about the game several hundred lines long and just kind of getting overwhelmed. this is unfortunate for me as a person who has mainly organized her work in the past almost exclusively through to-do lists. now y'all don't care that much about my personal organization, that's stuff i have to figure out, but the point of this is that uh those task bars? that used to be on the right there? they're not coming back. because all that is is just one giant public to-do list. a constant reminder of all of the things i still have not done and still have to do breathing down my neck. i know they're cool, i know they're useful for communicating to everyone how far along we are. and maybe we can figure out something similar but for my own sanity no. nope. they're cancelled, and they're staying cancelled. in return i'll try to like, actually post or something once in a while. but, like, no promises. i still prefer to spend time doing the thing rather than talking about doing the thing. okay, so, the million dollar question: when will e19 be released? and i still don't have that answer. no one has that answer. the only answer to that that exists is 'sometime in the eventual future' but we'll like, keep you in the loop one way or another. there will have to be testing before it releases, starting with internal testing. so that might be a good indicator of it's coming up. just hang tight until then y'all
    124 points
  5. what up, fuckers it has been roughly five million years since i've grabbed the mic. it feels like just yesterday i was telling the dinosaurs all about meech. it has been roughly 50 million years since our last release. we have eliminated progress bars from the face of the earth, so i'll not hold up the show and just answer the question that i posed in the title: spring 2022 (if all goes well!) ok everyone who just wanted the date can go. for everyone else: where we @ first, there is a nightclub! you can hang out with people and battle to your heart's content. there's a shitload of battle content, from the boss rush to the battle tower with lots in between. it's basically just everything detailed on this post here so instead of rehashing that all out here, i'm just going to tell you to go read what i said way back in may 2019. *dies basically, the nightclub is done and functional. there's lots to do there. it'll be neat. second: there is a postgame! structurally, it plays a bit more loosely than the main story- completing postgame will still require completing all the quests, but there's a bit more flexibility in what you want to do and when you want to do it. and if i'm being perfectly honest it is way too fucking big. stupid huge. turns out the whole quest-per-legend deal results in a massive amount of content. obviously i don't have a solid estimate since no one's quite played through it all, but it sounds like it might work out to be 4-5 episodes of content. hell, the main story content is already, like, two episodes of content. we're basically just adding a third of the game's current length to it. which is important because... what's left testing is left. what's right well, we gotta clean up a bunch of loose ends before we even get to testing. this is the last episode! and if i'm being perfectly honest, we're tired. free us. things that need to be finished before testing: (this is where we hid the dead progress bars) - Animations there's, like, 18 left? the animation squad has been working real hard on making the move anims super sharp. make sure you turn them on!!!! - Early game updates haha yesssss i finally got ame to do these i'm not going to dig up my old posts on early game since i don't want to look at the date and take psychic damage; suffice it to say that early game kinda sucks compared to the rest of the game and it's getting a revamp. there's some new areas! some redone old areas! a plot that makes you a little less dizzy from running back and forth! man its gonna be great. right now 3 episodes have been updated, and we're doing some touchups for the rest. - Ending scenes so this content is classified, but eventually this stupid fuckin game has to end and you'll get some bonus scenes with some chars under certain circumstances. - Nightclub polish so shout out to azzie for doing a fuckload of dialogue for the 500000000 (that's a metric fuckton for those of you unfamiliar with math) battle tower trainers, as well as some general chat dialogue for the chars you've been stuck with all game. there's still a bit of that left to do. - teams hi so from what i understand, the "gameplay" in these types of games consist of "battles" that someone has to "make". and "apparently" the person making them has (mostly) been "me". i've got like 12 left. oops. - Field updates making hundreds of teams means that i've taken a pretty close look at the field effects, and there have been a lot of minor changes to fields to make them make more sense/more balanced/better. - Bugs mr lord Perrence has been doing god's work wrangling our massive fucking buglist and making the new AI functional (oh yeah that's right we redid the ai but don't worry about that) bugfixing never ends, but eventually we will stop trying. - Sprite updates a lot of the sprites are, and i believe this is a term the kids are using these days, "crusty". we only produce well-made sandwiches here, meaning we are removing the crust. here's a preview of what's been done: we're buying the protags some fucking shampoo. you can actually watch us do for decibel live on twitch this sunday at 3p MDT! (that is 37 hours from the time of posting.) - leftover bullshit look you never know what's gonna come up while we clean up the rest of this. i can't even remember what all we've done since e18. and then- and then- we will do some testing. this is the largest amount of content we've ever tested at once by a gigantic margin, so we're not even sure how that's going to go. the first round of semi-public testing (that is, something you, dear reader, will be able to participate in) will be the community release, which occurs after beta testing. we will say when beta testing starts. at that point we'll probably have a general sense about how long each phase will take. the rest of the details will probably be kept under wraps just to preserve what middling amounts of sanity we've somehow maintained a grasp on. i've been holding on to an @everyone on the discord server for years and you better believe it'll be used when the game's ready. this is the home stretch, y'all. thanks for all your patience. it'll be worth the wait.
    118 points
  6. 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.
    110 points
  7. Cover art: By @Zumi Hey! It's been two years? How are you? How are the kids? No kids? Okay. Well.... Anyway. It's time. I'm not going to make a huge post about how much of a hell year 2020 was... like, in general, because I'm going to talk about that on stream at some point. So I'm just gonna hand over the game. Sound good? yes. Wait no, I lied. First, we have a brand new website! Check it out! There's a lot of cool things and we'll be actively updating things as time goes on. (No, we're not leaving Reborn. We just felt like it was necessary for us to have our own space too, finally :) ) Due to the extreme amount of changes and additions, old save files that have not completed v12 data will no longer work correctly. There are still some places you shouldn't save. LOOK AT THIS BEFORE LOADING UP. Official art press release kit: Mega 17.6mb PBS files Mega PATCH 13.0.5 CHANGELOG PLEASE REPORT BUGS YOU'VE FOUND HERE
    99 points
  8. 99 points
  9. This post is a repost of my Patreon, but it's very important that I let everyone here know what's going on. Hope all is well! - Jan
    92 points
  10. Merry (Belated) Christmas! Today I wanted to talk to you all about the story structure of v13 and why it's been taking such a long time for it to release. v13 is a special version, that's for sure. It's one of the longer episodes the game has put out. Actually, i'd say it's the longest? Either way, the main story this time is taking a LOT more effort than usual and I wanna make sure everything is absolutely perfect. That being said, what -exactly- is causing v13 to be the behemoth it is? Well, let's dive into that! Some of you have already guessed, but the crew is splitting up for a Super Secret Mission(tm). What's the mission, you ask? I just said it was Super Secret, keep up. V13 is separated into 6 segments. Each being tackled by 3 different groups. So far the two groups we've seen are: [Melia, Ren, Venam] and [Erin, Kanon, Alexandra, and Damien] The third group is [Player, Aelita] Each group is on the hunt ̶f̸o̸r̵ ̵t̵h̶e̶ ▇▇▇▇▇▇ , as we know, but how are each of their parts composed? Well, each segment approximately the length of half a version. So by that scale, let's add them up! Main Story 1 and 2 = 1 version Erin + Melia's segment = 1 version Player + Aelita's segment = 1 version Epilogue = 1/2 version v13's main story is roughly a little more than 3 versions worth of content... So even though it feels like you're waiting one year for one version, you're actually waiting for about 3, lol. Not to mention the new additions/changes to the early game and gen 8. Let's make this about 5 versions packed into one big bundle with a Christmas miracle bow at the top~ --- If you're interested in the flow of the actual episode-- I have created this special little chart for your eyes to wander over. That being said, I'm SUPER SUPER SUPER excited for this version. My Dev team and I have worked hard and we're so excited to show you what we've got hidden. Cause after all... We've only shown the surface of the exciting things we've got in store for you all :). Hope you had a Merry Christmas, and I hope y'all have a wonderful New Year!
    91 points
  11. hello my children, i have come to feed you since coming back to the project a month and a half ago, a fair bit has happened. i did take some time to warm up back up to thing, we moved over to a new file management system, also cass and i just moved into a new place like, last week so that's been taking up a fair chunk of time.... critically, we also have two new additions to the team: @crimsoncrim and @Azzie ! those of you who frequent the discord server probably already know them, and might've already noticed them popping up in the Developers group, those of you who don't already know them are missing out because they're both wonderful. crim has been helping a lot with various sprites, and will be joining me on mapping, and Azzie is around to put her writing skills to work and spin gold out of dialogue for us in the postgame! but how about that postgame? my focus since returning has been on the nightclub. There were a lot of things in it that were like, half-done. Those of you who fondly remember the progress bars can probably think of some of them. By now, most of those things are a lot more than half-done-- in fact, everything there is properly functional already! Some events are missing dialogue, but that can always be filled in later. Let's take a quick tour of the facilities, shall we? Starting with the one that ties them all together-- The BP Store A classic postgame staple-- you're gonna fite, you're gonna earn points, and here you can spend them. We're not adding gen 8 to E19 for now at least, but that doesn't mean we can't take some of their QoL features We got mints, we got Large EXP Candies sold by as much as 20 at a time, Ability Capsules, a selection of competitive-grade items. Whatever you might want to help you get new team members up to speed for postgame antics and more. But let's get to the real business. All of the following facilities are level-locked to 100 and provide BP should you prevail in them. The Battle Pavilion Bread and butter battle tower, brought straight to your local nightclub's dance floor! Get down or get knocked down. There are a couple changes from the usual battle tower format: Firstly, there's no heat-up period. Canon battle towers drip feed you a selection of low BST sandbag mons for the first couple rounds before putting on their big boy pants, but this is Reborn, and you're in the post-game; there's no need to waste your time with that. We'll be hitting you hard right off the bat, so get ready The Battle Pavilion is equipped for both 3v3 Singles or 4v4 Doubles In Singles, each set of 7 trainers will be capped off by a miniboss that you might recognize from the game! Examples include your local gang leader, corin-rouge, and madame meganium. Fields enabled! Each match will take place with a random field effect, so be ready to adapt fast! You can challenge with or without field effects on, but the BP reward is higher with them The Battle Factory Say whaaaaaaaaaaaat Pokemon Essentials has a built in implementation of the fan-favorite Battle Factory straight outta Sinnoh. But! It's broken. As a result, we had no intention of including it, but then our boy @Toothpastefairy shows up outta nowhere like "hey i fixed battle factory" so guess what y'all are getting. Rent a team from a random selection of nearly 1600 Pokemon sets! You'll fight through opponents with the rented Pokemon in a variety of challenges! After each battle, you can choose to swap one of your Pokemon with an opponent's! 3v3 Singles and 4v4 Doubles are enabled! Three modes exist for Battle Factory Classic mode-- No field effects here. Like canon, you'll be given a hint about what kind of team your next opponent has so you can plan accordingly! Set Field mode-- One random field effect will be chosen and used for the entire 7 battle set. Optimize your team for the field as you go! Random Field mode-- Each battle will have a different random field effect! You'll find out what your next fight is beforehand so be ready to swap and adapt according to what's next! The Rush Challenge After a certain point in postgame, you'll be able to take on our Boss Rush! Face all of the surviving leaders in succession in a battle of attrition and skill. You'll be healed in between, but can one team make it through all the way? They're packing heat! Expect to see some legendaries in their teams this time around. Everyone gets one now! The fun doesn't stop there-- Beat the challenge once and you'll unlock the X-League-esque hard mode! Instead of being limited to one legendary, they can have as many as they want. Watch out! Theme Teams This is where all of our failed Boss Rush teams have gone to die-- and by "die" I mean "live forever in notoriety"! We (and @andracass in particular) made a ton of teams for you to fight on various fields-- every character should have at least two. Wanna see mono-bug on Glitch? A Rock team for Murkwater? Any other silly idea we've come up with in last two years?? They'll be here. You name the team-- they name the field. This one's mostly just for fun and creativity, but they're still eligible for BP and a hard battle! Choose your fighter! (Like the last time Cass showed this off, the characters in the above image are explicitly randomly selected, so don't assume it means anything about the story ^~^ ) Mix 'n Match We've got a lot of characters, don't we? We also made a lot of theme teams... Many of them are just sitting around. But why should we be the ones to tell you what to do with them all the time? Here to put the power in your hands, Mix 'n Match is a customizable doubles multibattle feature! You pick your opponents, you pick their teams (from the theme teams available), you pick their fields. You can also pick a partner! A selection of trainers will register as available to use as a partner for this mode during postgame (depending on their relationship points with you at the end of the main story). Everyone who has relationship points and is alive can technically be a partner, though even I have no idea how many it's possible to pick up during a playthrough. Lonely, or just brave? Go in solo and fight a 6v12 death match for extra BP! Shout out to crim for the Arc backsprite-- and many many others! She and @smeargletail have really done a world of wonder on the sprites in the last few weeks. And that's the show! There will be other events (such as the entire quest hub) in the nightclub as well, but these are the main battle facilities. With all of them just about set and done, I've already started to return to working on quests. I'll come back with more again someday, I promise. Until next time~
    90 points
  12. It's been a while since my last post, so I decided that I'd give a little update and talk about a few things! In the format of a Q/A! What's going on with Rejuvenation right now? It's been almost 2 years!! - We are currently doing internal testing as of right now! There's still one segment of the game that needs a bit of work from me, but after so long, v13's main story and early-mid game are being tested and things are going smoothly!! Lots of things to patch up, but smoothly nonetheless! We may... actually release something soon(tm)??? Soon. Will there be Game-z support? -Yes! Thanks to @andracass (Who is a new member on the team, btw!), Rejuvenation will have official MK support. Which means less lag and better performance! We will still be supporting the regular game.exe, though. Just in case your PC won't be able to handle the power that is MK. Unfortunate for you, though. Okay, well there's Game-z support. Cool. But what about my MAC? She's dying without content! - I am happy to say that there will be a MAC version on release. No more stupid Wine emulators . Also it'll run at incredible speeds! No lag! Zoom! Fast! Keep going! Oops we crashed. Except it shouldn't crash. Anyway. What Crests were chosen from the suggestion thread? My Giratina Crest that gave an omni boost was so good... -I've gotten this question quite a bit and that will remain Top Secret. However, like I said in the thread, if your crest suggestion wasn't implemented, that doesn't mean it wont be. Adding in hundreds of crests in one release is overwhelming for the devs and the player. We'll be trickling in new crests with each new version. So please be patient :). Will my old save files work with the new update? Pls help. -Yes, however there have been a substantial amount of changes/tweaks to the world itself. Some places will not be safe to load up in! I will make a list beforehand. A whole entire post dedicated to this. If I see "LOADED UP IN XXXXX AND GAME CRASH PLS HELP" I will come to your house and delete your save and quite possibly your entire life. Don't say I won't. Can I join the Beta Test? Please...? -Unfortunately, no. We no longer have public beta testing periods anymore. Due to problems with leaks and such in the past, all Betas from here on out will be entirely closed. Soon.
    89 points
  13. so i don't really know what i'm doing here, but i wanted to talk about some things i think y'all will like. so everyone knows reborn is hard, right? i hear it's one of the main draws of the game. well, when reborn started development back in the ancient era, this was a pretty novel concept. i remember back when i first played the game in, like, 2015 the game kicked my ass and i thought it was great. however, it's 2021 now. things have come a long way since the ancient era, and some of the stuff that defined "difficulty" has kind of turned into "pain in the ass". so we've made some changes that will hopefully help everyone's butts hurt just a bit less. longtime readers will probably recognize some past topics, but since we've gotten a bunch of new kids 'round these parts since the pandemic i'm just gonna put everything new and fancy in one nice post so we're all on the same page. early game mon availability the combination of difficulty balancing with world building effectively means that the theme of early game is "hope you like poison types!" (i don't like poison types.) now obviously there are some exceptions to that. there's a lot of extra mons available through special events and such to help provide some variety, but there's still a limit to the overall variety of mons available. so we're going out of our way to add some new mons. it'll definitely help with rounding out your team early on, and it means that some otherwise forgettable mons will have a chance to get some love. (hi deliberd.) monotypers can also rejoice here. there'll be at least two mons that "qualify" for each type by the first gym. i say "qualify" because some types are pretty busted that early (sorry, fairy and dragon), so we gotta do some stuff like, say, counting swablu as dragon. i'm not a monotyper, and i know y'all are out there with all kinds of crazy rulesets and stuff, but since there seem to be a lot of people running monos these days, we figured we'd pull some strings to make that easier. mono runs suck a bit less, normal runs get more options. everyone wins! grinding raise your hand if you like grinding. no one? figures. grinding sucks a lot in general, and reborn has a pretty bad relationship with grinding in general since easier methods of grinding don't really vibe with the whole "disaster city" aesthetic. there are some things to help make grinding easier than just battling wild mons- that's why there are grand hall trainers and indra. these aren't perfect, though. indra gives you a random team (because he's a clown) and i suspect a lot of people don't realize that the grand hall trainers exist. then if you want to add new mons to your rotation you gotta use the exp share (which an alarming number of people accidentally trade off) or put them as the lead in your party and rotate them out.... point is, it sucks. once you hit late game, most players start to ev train their teams to help make improve their teams. problem is, there aren't really any dedicated places to EV train, so it starts coming down to going to finding the best place to get EVs and dealing with how well that actually works for the stat you're looking to boost. it's still pretty slow, and the fact that locations aren't consistent for it mean you have to avoid a lot of fights. point is, it sucks. the dex quest also ends up being a pain since the process of acquiring every single dex entry means you have to do a bunch of inventory management with your exp share alongside pulling your mons out of the pc and everything. it ends up being really long and tedious since you can only train one mon at a time like this, and you've got a shitload to do... point is, it sucks. so we've got some stuff to help. repeatable trainers also give EXP candies. the benefit here should be pretty obvious. if you're bringing someone new into rotation then you'll need to give them a lot of exp so they're around the same level as the rest of your party. this is one of the few gen 8 additions that we're throwing into the game immediately. exp candies won't push you over the level cap, though. EV items are much stronger. much stronger. power items got an 8x boost and now give 32 evs in whatever stat; the macho brace now boosts your ev gain by 8 instead of 2; and the pokerus boosts your ev gain by 4 instead of 2. the pokerus is also a liiiiittle easier to get. the EXP share has been moved up. its original location now has an EXP all. so this is the big one. exp candies already make late-game grinding a non-issue. feed your newly hatched mon a candy, they gain 500 levels, game ez. the exp share is now a lot earlier to both make teambuilding easier as well as to still make it useful. the exp all exists to make giving out enough experience between badges a non-issue. every trainer now effectively provides 3.5x the original experience. more importantly... the EXP all toggles on a hard level cap. i suspect my mention of an exp all concerned a lot of people. it originally also concerned me. this is my solution. to explain why this matters, i'm gonna have to talk about the level cap. for those who don't know the difference: right now, reborn has a soft level cap. that means if you hit the maximum level before the next badge, you will keep gaining exp and can level up over the cap. a hard level cap means that you stop gaining exp entirely when you hit the level cap. you can still level up over the cap, but you'd have to use a rare candy to do so. if you've played rejuv or deso, they both use a hard cap. there is a really strong debate over which cap is better. i'm very firmly on team hard cap. the obvious problem with the soft cap is that you risk overlevelling your team and thus having problems with disobedience. this used to be worse before e18, since your mons would immediately stop obeying mid-battle. you still risk going over the cap between battles, and if you're in a gauntlet where there are multiple battles back-to-back, the disobedience doesn't carry over. the advantage of the soft cap is that you can learn moves or evolve if the level for doing that is slightly over the limit. i don't buy this, since you can still do that with a rare candy if you have a hard cap. the exp all would also make the overlevelling problem much worse. the convenience of the exp all comes with the chore of needed to effectively "inventory manage" your level. we were considering a way to toggle what level cap you have, but i feel like the inclusion of a method to just change that wouldn't really fit well within the context of the game. i suppose i already gave away the solution i thought up for this earlier. spoilers for five paragraphs ago. the exp all is a really convenient way to include a togglable level cap without shoehorning in some weird mechanic. it's great. it makes everyone happy even if i feel dirty for allowing the soft cap to still exist. finally: mons give more exp at higher levels have you ever noticed how levelling up happens fairly quickly until, say, level 60 or so? then as you go over that level it gets slower.... and slower......... that's basically a result of how exp gains work! (we're gonna get into some math stuff, so if numbers scare you, just skip a few paragraphs.) the short answer for why this happens is that the rate of increase for exp gain is linear while the rate of increase for exp requirements is cubic. so let's say you're fighting a powerful staraptor. and let's say that you're an adorable meech. with both at level 20, meech would have to defeat about 3 powerful staraptors to level up. with both at level 50, meech would have to defeat 9. in early game you don't really notice this because the base exp of your opponents increases as you gain levels. the formula for this is: base exp = (base stat total) * [evolution stage modifier] the modifier gets bigger as the evolution stage increases. most pokemon follow this formula. we could get into this- however, this is not a post about the formula. the point here is that the base exp increases because the pokemon you fight are stronger. you're not going to fight a powerful staraptor at level 50 because it'll have evolved by then, and its evolved form gives more exp. the problem is that when pokemon stop evolving, base exp stops increasing. i mentioned this in a devblog post about increasing the level cap here. (holy shit that was two years ago help) back then i said i was gonna adjust the level curve to deal with this. problem is, adjusting the level curve takes a lot of effort. giving you more exp is easy. so i'm going to try a thing where you get an additional 1% of exp for every level over 50 your opponent is. at level 75, this is a 25% boost. at level 125, this is a 75% boost. levelling up will still slow down over time... but it'll be nicer about it. something that i also mentioned ages ago without comment was mining changes. the mining minigame is a common way to get stones and fossils. problem is, it's missing a few stones, and the fossils are stupid hard to find. so i fixed that. check it: along with the addition of these four stones, the odds of getting each item have been adjusted. basically, it's easier to find items that you actively want and harder to find items that you don't. future playthroughs can say goodbye 100 oval stones, everstones, and hard stones. i feel like i had more things to talk about. i forget what they were, though. EDIT: i remembered one!!!! hard mode isn't happening. i don't have time. i gotta make 5000 more teams for postgame yet anyway. we can just let the modders do their thing. i'm sure y'all are gonna have some thoughts™ in the comments. the last time i fielded questions (which wasn't public) i had some pretty severe regrets, but if i see some things getting asked a lot i'll edit them onto this post. suggestions will probably be met with a no. in particular, this no: excellent suggestions will have more of a response. Q: Will deliberd have egg moves? A: the odds of delibird having egg moves is the same as the odds of my spelling its name wrong every goddamn time. so yes. Q: Will boss fights have their levels adjusted since there's the exp all now? A: uhhhhhh maybe. this isn't really something that I can answer now since it'll take some playtesting to figure out what that point might be. we'll see and will do it if we have to. Q: Will I be able to get the exp all if I already got the exp share? A: deffo. just drop back by the house where you got it. Q: I'm sad that the game is going to be easy now... A: that's not a question. it's also not a thing. we'll have to do some mid-episode rebalancing, but the level cap will still exist and you're still gonna have to strategize to win fights. the point of this is to make team composition easier. Q: Will relationship points change at all? A: a little. they aren't as big of deal as everyone seems to think they are, so i don't really think it's worth worrying about. Q: Would you recommend playing from the beginning again? A: i would lightly recommend playing from the start. the whole game itself will play a bit differently now. Q: Will the hard cap be something we can choose from the start of the game? A: yup, but it's permanent. Q: Cass, you made [some mod] for e18.4. Will it still work with e19? A: no, i'll have to remake it, but a lot of these mods are just... stuff i whipped up in 15 minutes. if you remind me about it, i'll repatch them into e19. Q: Will the TM distribution get changed in e19? A: yup. it's also, in general, set up to offer more useful options earlier than in e18.4. Q: Hard mode is dead. Is easy mode also dead? A: maybe not! i'm not quite ready to cancel it since it'll take much less work on my end to make it happen, but i'd still say it's unlikely. depends on how much people want to make their friends who are less into the battle system play the game.
    87 points
  14. So I don't think I'm gonna need to point out that little testing bar in the progression tracker on the right... But in case you missed, there sure is a testing bar in the progression tracker on the right! Meaning that V13 is officially out of the internal testing stage and has reached the next stage of testing. Hurray! Progress is being made and release is creeping closer! But, it's still going to take a little time. Now, as I've noticed in both the dev blog comments & the V13 discussion thread, there are a lot of questions about testing, so I'm compiling the most frequently asked questions in this post so you have all the answers you'll (probably) be needing in one place, and won't have 230498203498 people asking the same question over and over again, yaaaaaaaaaaay *cough* anyways. "Ssssssso what does testing of the game really mean?" The word really should speak for itself already, but testing of the game is catching any game breaking bugs, such as moves and items not working properly, tile & passability errors, AI errors, sound errors etc. All kinds of errors and bugs that really shouldn't be there, and therefore should be fixed before the release of the game. We don't want to release a game publicly that barely functions and keeps breaking at every turn because that's really not the kind of experience we want to give you, which is why this stage is necessary before we can bring out the update publicly. Yes, I know that some people have been saying like "ohhh i don't mind, i'll just avoid the bug and note what not to do!" but I'll be 100% honest here -- the second people start running into problems and can't fix it on their own we're going to get swarmed with complaints and the same bug reports over and over, and for the sanity of all of the people on the dev team, we're not going to do that. "How many stages of testing are there?" In total, three - Internal, Alpha and Beta. We've moved from internal to alpha a little less than two weeks ago, which is a testing phase held with a closed, small group of people trusted by the dev team who go through the new content to sift out the biggest, baddest bugs. After we've progressed far enough into testing in the alpha phase, we'll be moving to the beta phase, which is held with a larger group of people. At this stage we should be at a point where people will start finding smaller problems that might've gone unnoticed during alpha due to a smaller number of people testing things back then, but all the big issues should hopefully be taken care of! There was a little confusion about the naming of these testing stages this week, due to what we currently call alpha having been referred to as a second round of internal testing in the past, and people thought another round of testing has been shoved in between. However, all that's changed is the naming of these testing phases -- the actual structure of testing remains similar to previous dev cycles and fundamentally hasn't changed. "But, but but but- if testing has been going on for almost two weeks, why is the progress bar still at 0%?!" No need to worry -- the bar just doesn't get updated often. We've made progress! Just don't expect that bar to be an accurate representation of our progress at any point in time, lmao "How long does testing usually take?" I really cannot give you a time estimate for this, because it entirely depends on the amount of content an update brings with it. V13 is -- like stated in previous posts -- a massive content update, both in terms of new content and older content that has been revised. There's a lot of ground to cover for the testers and it simply will take some time for most people to get through everything, both during alpha and beta testing. There's no saying how long testing will take in total, but hopefully stuff will go smoother once all the worst bugs have been taken care of. if you want to know how bad it has gotten at times, ask azery. he's had a minor meltdown at least three times at this point i think. please send him your strength and energy "So when does V13 come out then?" Again, no release date because we don't know when we're done with testing, but... I'm sure you'll notice when we're getting close. :) Hold onto your horses a little longer, yall o7
    86 points
  15. So, this post has been a long time coming. This is something that plainly just needs to be said. Intense mode has become a problem. Let's rewind a bit. Back around... I wanna say v4-5? Intense mode as added as an extra challenge for players. It started out fine, but as the game went further and further, things became quite out of control. Things that are our faults, and things that is just there because of Pokemon's inherent gameplay flaws. Everyone wants something different out of Pokemon, and fundamentally, the way Pokemon is structured, every experience is different depending on the selection of mons available, yes? While this is a good thing, it does come with its own drawbacks. Balancing nightmares, being up and front. I can say with confidence that it is literally impossible to create a difficulty mode that makes everyone happy. I see why Game Freak let go of the idea of challenge modes (For the time being.) So what does this mean? What am I getting at here? I'm just going to say it plainly. From 13.5 on, Intense mode will be removed from the game. Now, I can see a couple of you heading towards the door, but I ask that you stick around and read the entire post before doing so. I understand Intense mode is a feature that is beloved by many. However, the side effects of this mode existing have completely gotten out of control. The gatekeeping, the "get good" attitude, the back and forth on who is right and who isn't... This isn't what I wanted this to be. Rejuvenation was supposed to be a fun project with fun characters, worlds, and experiences. It was not about creating some ultimate challenge, even if it veered down that path anyway. In the end, this has no longer become fun for me, and that's when this becomes a serious problem. If Jan stops having fun, Jan stops making the game. Rejuvenation is an incomplete game. I think even adding a different difficulty mode so early on was a bit of a hasty and foolish decision on my part. I want to focus on perfecting the base game before even thinking about trying create something like intense mode ever again. I don't want this to be the ultimate end of the mode, though. Yeah, I know I said I'm removing it. We officially will not be working on it any further. But those who are interested in keeping it alive are allowed to do so. We're handing this over to the community. When the game is complete, I would like to consider restoring it. But for now, I believe this is what is best for the game's overall health. And quite honestly, keeping tabs of both normal, easy, and intense mode altogether was just... too much. (Easy mode shall remain for accessibility, however.) That's really everything I have to say on this. It's a decision that was not easily made, but I believe it to be necessary going forward. I understand that this will bring frustration, but it's how things are standing as of now. Please, if you have any further comments and or questions, post them below. We will be reading and responding when necessary. Thanks. -Jan tl:dr -Intense mode warped the game's vision into something it was never intended to be -As a result, it is no longer being officially worked on. -Intense mode will be handed over to the community to work on as a mod if they so wish. -When the game is complete, we will consider the possibility of restoring it officially. -Easy mode will remain.
    84 points
  16. As I've shown before, some of the backgrounds in the game are being updated! Last time we showed a bit of forest areas. Today, I would like to present changes to caves! I've put them in a spoiler tag in case some of you want to stay blind, but @Zumi's done such an amazing job with this! Dunno how many more we'll do for V13 because, as you can imagine-- These take a lot of time to create. Here are just a few of the unique backgrounds we'll have! (Please note that the bases have not been updated yet! So they may clash with the background for now.) As for V13 progress in general... Still working on the final segments for the story. But it's a lot of work and I don't want to rush! So, thank you guys for being patient with me <3.
    80 points
  17. 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.
    80 points
  18. hi everyone. there's something that i need to say. so i've been working on this game now for, what, three years? a lot has happened during that time. now, i've always done my best to maintain a high standard of quality with my development posts. i am the most professional person i know and i believe that comes across in all of them. i especially pride myself on the extent to which i capitalize all of my letters. it is because of this- my aim to provide you all with quality and accurate content- that i am here before you today. i have misled you all. i have said something that is not only false, but offensively so. i am truly sorry for this. so i feel the need to clear the air. two years ago (holy shit has it really been two years???? jesus christ what the shit time is fake what have i been doing this whole time) i made this post regarding the content that will appear in postgame. one of the things i said in this post was this: well. oops.
    78 points
  19. 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 (80%) #################### | Script Updates (55%) #################### | Misc (65%) -------------------------------------------------- #################### | Total (67%) New Content: #################### | Story (65%) #################### | Mapping (90%) #################### | Scripting (55%) #################### | Sidequests (75%) -------------------------------------------------- #################### | Total (71%) _________________________________________________________________ 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
    77 points
  20. SPU delivery for a certain P̸͡L̸AY̴͢E̢͘R̷̸! Hey, uh… Is this the right place? I’m s’pposed to deliver this to P̸͡L̸AY̴͢E̢͘R̷̸… They told me they were staying over at this place for the time bein’. ...Oh, they’re not here right now? Well that’s a lil’ unfortunate. Do you mind holdin’ onto it until they receive it, then? That’d be real great, thanks. It’s uh... Kind of a suspicious package if you ask me, bro. What’s up with it lookin’ like a present and that creepy lookin’ mask… button… thing... holdin’ together that ribbon? Not that it’s really any of my business, but y’know… Kinda has that uncanny feelin’ about it. Dunno. Don’t really trust it. But anyways, I was given a note alongside the package with a message on it that I had to pass on to P̸͡L̸AY̴͢E̢͘R̷̸. It reeeeeaaadds…. “Open and you will find a clue to the path forward. A trial awaits for you to solve on the way to your goal, but speaking the answer out loud will turn your words into dust.” I… really don’t have a damn clue about what any of that means. My first guess is that it means you have to keep things to yourself, but why? ‘S not like it’s actually physically possible to have your words turn into dust, is it? ….right????? Well, either way— this cryptic stuff is none of my damn business, so I’ll uh… Just go and take my leave, yeah? See ya around, dude.
    75 points
  21. 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.
    73 points
  22. W-lcome. We've been wait-ng. This epi-ode's art is bro-ght to you by Sleppu~ The us-al shindig: Bel-w is the l-st of not-ble chang-s (-ield Effect ch-nges will b- in -h- Re-dme)-- [removed for public release~] -nj-y!
    73 points
  23. hi! we're still here. still going. i don't want to write a post though, so take some pics and have a nice day
    69 points
  24. hello quests are progressing well! we'll have another talk once we're done with them. but that's not what i'm here for today. today, instead... well, some of you will remember that a few months ago i posted about Anomaly Battles however, i realized that i forgot to mention one small detail about them. those other-worldly auras that alter the rules of reality and cause their subjects to behave erratically? they don't affect only pokemon. (once again, huge shoutout to cass for making the bulk of these teams, girl cray, much appreciate her ty )
    66 points
  25. Pt 1: It's Been Getting Colder Recently... (Spoilers) Pt 2: This World Is Yours Too. Pt 3: Music From The Depths of Hell There's still much to be done, but we're still way over half way. No 2020 release, but Soon(tm).
    65 points
  26. A little bit of news coming in fresh from the music department of things! So while V13 obviously got a lot of graphical and gameplay improvements and new stuff added, both in terms of sprites, maps and game performance, there's also some stuff that'll be fresh off the grill in the music department! In fact, V13 will bring quite a number of new songs to the table that were custom made for the game. I myself am also once again providing a good number! ...Though, I can't go and let people listen to all of the tracks that have been made so far right away, now can I? Nonono, that won't do. I'll let you listen to this snippet instead. One small bit at a time! Any guesses as of what this'll be used for? You will receive a proper answer in due time... Once V13 is out. Until then you will just have to wait. And maybe you'll get a couple more previews in the future, who knows! For now, though.... :^) .
    65 points
  27. Hello, one and all! Long time no see, I have not made a devblog post in quite some time. Alas, you will have to wait a little longer for such a thing. You see, this is not a devblog post. There is nothing of note happening here, I'm just taking a stroll and making a delivery, and you happened to bump into me as I did. Of course we can have a nice chat, but there's no reveals or info about E19 here today. Not from me, no siree. You see, we have just recieved a fresh new batch of assets and art from the 'Pokemon Reborn Art Factorytm'* that I need to deliver to the 'Pokemon Reborn Assets Storage Warehousetm'. So I'm carrying this box of top secret art for top secret postgame things. But I'm not in a rush, so thought I'd say hello along the way. ... What, did you think I was going to drop the box? That I'd spill it everywhere? That it was all a funny bit to frame me revealing some art? Preposterous, I would never do something so expected. I'm hurt you'd even think such a thing! So hurt, in fact, that I am going to leave right now, angrily! But alas, as Marcello stormed off, he did not realise there was a hole in the box, and some of the top secret art fell out. Whatever could they be for? *We do not actually have an art factory this work was done by Crim I was just doing a funny bit but also Crim is great thank you Crim.
    63 points
  28. Post Deleted and Relocated to a new thread, link bellow:
    62 points
  29. Whoa! Wasn't expecting one of these until after V13, were you? Well, Boy Do I Have A Surprise For You(TM) For context -- not too long ago I mentioned to Jan that if I had free time I'd like to try and redesign some of the outfits for the Team Xen members, for the heck of it! The designs were thought up on the fly and the generic grunt uniforms were a bit too similar to the original sprites they were edited from, so I wanted to see if I could redo the designs to be more thematically cohesive, while remaining recognizable compared to their old outfits. A few days ago I decided to finally start on them... ...Only for me to get the urge to actually go through with them and add them in the game. Sooooooooooooo here's the conversation that followed. Now, as you probably know from Rejuv at this point, is that some of the characters have special animation sheets for the overworld, making it harder to get everything done in one go due to having to edit both the default overworld sprites *and* the animation sprites, as well as having to take care of some of the new overworld sprite sheets that are necessary for V13 content. So long story short, OW sprites were the biggest concern -- and therefore the Xen redux would probably have to be added in V13.5. HOWEVER, since there's a lot of people who will likely start a new file for V13 and would want to play the side stuff in V13.5, I wanted to push for a V13 insert so people would get to see the designs on their fresh playthrough and get the biggest brunt of the work out of the way ASAP, which is the VS/Battle sprites + the official art. And I'm more than happy to tell you that I got the go ahead to show them off + managed to finish them today -- So here are your redone team Xen members, all neatly tucked into a spoiler so the page isn't long as hell by default! (By the way, as a disclaimer: Please note that the sprites might not be the final product that will end up in the game and are subject to changes/improvements!! The official art is final tho :]) To wrap everything up into a neat little bow, here's the sketches I made of the grunt designs + a bonus height chart for the admins I made while drawing! Hope y'all are excited to see the designs in the game when V13 comes out! As per usual with these character art posts, the art has been added to the Official Art Thread, as well as icons. No wallpaper updates yet -- that's something that'll have to wait until after V13 is out. Anyways, that's it for me for real this time -- You probably won't see me post stuff on the blog until after V13 at this point. Just a little while longer y'all, we're getting there! Until then! o7
    62 points
  30. 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
    58 points
  31. Cass suggested coming out of the shadows and be social with a dev blog post so here I be. Please enjoy these animations that were forged from the cursed animation editor (would not recommend using that editor) so with that here are 3 moves that haven't been seen yet Power Whip the canon animation of this move did not look good until gen 6 so that was a bit of a struggle to translate that 3d look into 2d but thankfully Ame made amazing vines for this thing so along with that and trying to throw a ton of graphics onto every frame we got this. Thousand waves went through a few changes originally I was gonna try to make the wave go directly across to the target but there were 2 issues there. The first is if you used this in doubles there was the issue of trying to make the graphics not go over your partner which required me to set every cell to back and then back to front when it got to the target. The second issue is that it's an AOE move so I had to make it look like it hit both targets in doubles. Water shuriken's biggest hurdle was making the shuriken stars but it seemed vital to making it look good so I just grinned and bared through that. Thanks for your time and hope you liked what you saw
    58 points
  32. 13.5, while not a huge update in terms of main story, is a huge update that will focus on a lot of smaller things at once. Why am I taking the time to make a 13.5 update? Well... version 14 is going to be a huge undertaking and I want to be able to focus on it in its entirety. As a result of that, I want to make sure I tie up any loose ends and clean up everything I can. So what is being looked at in 13.5? Terajuma Grand Dream City A new questing system QOL updates (Quality of life) Gen 8 DLC* New Aevian forms *On the note of DLC... Obviously, I'm aware of the new forms being revealed in Legends: Arceus. We're going to have to wait for those games to come out before we even touch those. There's also the issue of stats not exactly being calculated the same in that game? So we'll have to do some tinkering with that. Terajuma and Grand Dream City There were changes to Terajuma this version, but they were very superficial. I actually wanted to do bigger changes there, but it was bloating the v13 cycle. Couple with burnout, a lot of stuff was shelved temporarily. Same with Grand Dream City. Both areas will be receiving some clean up and polish. Some small previews of Terajuma: New Questing System There's a new quest logging system! Whenever you accept a quest, it will be logged in a brand new menu. With this you can see which quests are currently active, ones that have been completed and ones that have expired. Additionally, you can check exactly what you need to do at any given time! So no more guessing! New Aevian Form(s)? Yes, there will be new Aevian forms, of course. In fact, on my Patreon, I already revealed a new one! There's not much to say about this one, so just take a look! >Meet >Best Friend Meet your new Best Friend! That's all I have to show for now! 13.5 progress has been going steadily. That being said, I don't expect 13.5 to drop this year, and that's probably for the best. A break is always nice. I'll try to be more frequent with updates. Perhaps every other week? We'll see.
    56 points
  33. During E16's beta testing period, I went through in RPG Maker and noted down all of the relationship points. A few things of note: 1. The game will not tell you when something you do effects relationships. This info can only be found by looking through events in RPG Maker. 2. When gaining a point with someone for speaking while teamed up, or losing a point by leaving in an area where you're teamed up with them, this only happens once. Meaning you can't speak to them repeatedly for infinite points, or if you have to leave more than once you'll only lose (a) point(s) the first time. 3. Due to me not doing a certain branching story path, I'm not sure if I got all the E17 variables related to that. The desert is a big place and I doubt I found all of them. 4. This will be updated for future episodes as they release. Has now been discontinued. I don't actually enjoy the process of searching for these, and suffered burnout early on after attempting a guide for V11 of Rejuvenation. I closed the thread because I did not want to get notifications from being quoted or tagged here (I also don't want to receive PMs, discord DMs, or messages on my profile relating to relationship variables). I apologize if this causes any inconvenience for people who had a question or wished to bring up one that I missed in my guide. Here are the relationship points in order by when they happen in-game, going from one gym to the next. The post after this are the points ordered by character. Beginning of the game up to Julia From Julia to Florinia There are no relationship points available between Julia and Florinia From Florinia to Corey From Corey to Shelly From Shelly to Shade From Shade to Kiki From Kiki to Aya From Aya to Serra From Serra to Noel From Noel to Radomus From Radomus to Luna From Luna to Samson From Samson to Charlotte From Charlotte to Terra From Terra to Ciel From Ciel to Adrienn From Adrienn to Titania (ones marked with an asterisk are only available if you didn't battle Taka at the WTC) From Titania to Amaria (same deal with the asterisks) From Amaria to Hardy
    56 points
  34. this time will be a little different. we have the usual e19 scoreboard up, but after that there will be a second (much more significant) board for post-game. I'm still ironing out post-game's features exactly (also will be open to some suggestions) but I'm not turning my attention to that until the game's main story is completed. also... i may take somewhat of a break between the two to get something else going... y'all know? but that's not for a while yet. one thing at a time, darlings. one fraction of a percentage at a time.
    55 points
  35. Welcome to Pokémon Desolation - Story - What is a dream? A series of thoughts? Images? Sensations? No... perhaps it's something more? Welcome to the Ayrith Region, a large land mass split into several islands. Ayrith is clouded in mystery, with strange, inexpiable events happening in every corner. However, somewhere deep down, there is something more to this mystery. Something unexpected, impossible even. You will uncover this secret, and go down in history. What is your dream? Is it to be a hero? The outcome of Desolation is strongly based on the choices you make. Choose wisely. - Features - - Obtainable List - - Episode 5 - Somnium - Important Note 1: If you are updating from E4, you may continue to E5 content by entering your room in the Cellia Manor. Important Note 2: Episode 5 runs on a new, faster engine, MKXP. To run Desolation, use 'game-z.exe'. If you have issues with game-z, instead try running 'game.exe'. Finally, please note that during the update to Gen 7 and the movement to the new engine, many move ID's had to be shifted, resulting in a small number of instances where Pokemon have different moves than they should (ONLY in save files created prior to E5). - Download Links - 7 Badges are available as of this release. Version 5.1, 07/07/2020 For those of you updating from 5.0.4/5.05 and want a smaller, manual patch for 5.1 - download THIS file (4 MB) and extract its contents into Desolation's root directory (the one with game.exe), overriding the previous content. Do not load this update from the Manor Basement, Silver Rise, Bountilia Island OR Odis Village Windows Mirror 1: Mega (521 MB) Mirror 2: Drive (521 MB) Mac Mirror 1: Mega (524 MB) Mirror 2: Drive (524 MB) Created by Caz, Ruby Red, and Posty Thanks to andracass for creating a Mac version of the game Feels good to be back Want to lend me a hand? Support me on Patreon! Follow us on twitter! - Other Screenshots - - Credits - - Full Cover Art (downloadable) - PBS files can be downloaded by clicking here
    52 points
  36. ...For now, that is! So I know I said in my previous character update post that I'd do one more character art batch, a rift mon and then *maybe* a bonus batch for some of the sidequest characters, but... well, let's just explain it like this: the angel on my left shoulder said "keep the work split up in several batches and spread it over time so you don't get burnt out!" the devil on my right shoulder said "DO EVERYTHING AS FAST AS POSSIBLE IN ONE BIG BATCH SO YOU CAN GET TO V13 STUFF FASTER" so of course i kicked the angel straight out of the window and did the thing the little devil told me to do. and i didn't get burnt out either! so i see that as a victory. heaven can suck it. im walking backwards into hell facing god flipping the bird at him ANYWAYS, my ramblings aside... This is the final batch of character art that will be publicly released prior to V13. It includes all of the remaining characters from Chapter 14, several characters from the more significant sidequests, as well as all of the remaining rift mons. In this final batch we have Aelita (3rd), Lorna, Alice, Allen, Sakitron, Amandabot, Ryland (Posessed), Kieran, [REDACTED], Isha, Delpha, Karen, Karrina, Spector, Ana, Dylan, Volta, Jolene and Goomink for the characters, and for the rift mons we have Chandelure (which got a slight redesign!), Ferrothorn, Gardevoir, Hippowdon and Dufaux! Let's take a look below! CHARACTERS RIFT MONS *EXHALES* i can't fucking believe that i did all of these in one go. oh my good fucking god. and now i'm done. that's 109 character and mon drawings done in a little less than half a year. am i dead? maybe. was it worth it? absolutely. Anyways, as always, all of the art can be found back in the official art thread, along with bonus icons, wallpapers and links to the full resolution versions of all the individual works! I've also uploaded versions of the rift mons without the rift background (since i finally got off my ass and decided to free carnivine from being stuck to a background lsdhfjdsfk) so you can use those for whatever purposes too. So yeah! That about wraps it up for me with the frequent updates on the dev blog for now. I'm done hogging the place for the time being and won't be posting unless I've got some other graphics update that's significant enough that it's worth making a post about. Unfortunately for those who are interested in the art side of things, I'm pretty certain that all the work from this point on out for me is V13 related, and therefore I very likely can't show it off until V13 itself is actually out, so for now I'll be handing the dev blog back to Jan and quit flooding the place with my nonsense lasjdkgagdsjfask Thank you all so much for the support and kind words you guys have given throughout the past couple of months while I was working on these! I'm honestly so incredibly happy I was able to bring all of the characters and rift mons to life in their artwork. It was a ton of work, but I had an absolute blast working on it, and I'll definitely be making more the more versions come out. Until next time! Zumi, heading out o7
    51 points
  37. PLEASE MAKE A POST IN THIS THREAD IF YOU HAVE ISSUES WITH ANY OF THESE MODS. I check on discord about once a year, more or less; hence, your best chance to get help from me is to come here, in the forum. (In case you're wondering, SWM stands for "Select Weather Mod": this was its name before it became a modpack, and when it came the time to rename it... I actually didn't ) (Btw I'm not crazy nor that original... it's somewhat of a citation, as this is literally how Trumpkin got his nickname) This modpack is for Pokemon Reborn; if you're looking for a Rejuvenation-compatible version, you can find it here: http://www.rebornevo.com/forum/index.php?/topic/33807-rejuvenation-modular-modpack-v11-patch-3/ Also, some of the components in the modpack have additional settings that can be managed with this: http://www.rebornevo.com/forum/index.php?/topic/40480-aironfaars-mod-box-e181updated-2018-08-23/ You can also find this modpack's files versioned on GitHub: https://github.com/Waynolt/SWM-modular-modpack Installation Download link: (v67 - updated 08/04/2021) https://drive.google.com/open?id=19fajG-Cdt3q2nLipkvcI8UvN6-X3vxRX The link above will allow you to download a .zip archive. Inside of that archive you will find a "Readme.pdf" explanatory file and a "Mods" folder. To install, just drop the folder "Mods" into the folder "[Pokemon Reborn]\Data\" (At the end you should have a "[Pokemon Reborn]\Data\Mods" folder with a bunch of files inside.) This video from Lostelle explains it, showing each step required: https://www.youtube.com/watch?v=6hc3Mo432C0 If playing on a Mac with Wineskin, then, as @Tacos suggests in this thread, do all the modding in a Reborn folder outside of the wrapper and then make a new wrapper with that folder Every component is stand-alone, and can be used on its own; please refer to the "brief summary" below for more info on each one. -------------------------------------------------- Brief summary of each mod component (Please remember to check and delete the components you do not want when you are installing this mod pack!) -------------------------------------------------- Compatibility with other mods Last version of SWM (v59) to be compatible with mods based on Reborn Episode 18.1: https://drive.google.com/open?id=1iuvk4uLSRV4VEMF0Gp5wdv9d5MmlZ-ez Known incompatible mods: Already compatible, no patch needed: If there's any I forgot about, sorry; simply ask about them. -------------------------------------------------- Changelog -------------------------------------------------- For previous Reborn episodes:
    50 points
  38. SPU delivery for P̸͡L̸AY̴͢E̢͘R̷̸! ...Again! Oh, it’s you again. Did P̸͡L̸AY̴͢E̢͘R̷̸ receive the previous package? Because I have ‘nother one for them. But, just between you ‘n me… I trust this one even less than the previous one. It looks the same, but i'unno dude. Swear I heard buzzin’ coming from inside the box while carryin’ it up here. I don’t know what was in that last package, I don’t wanna know what was in it, and to be honest? I’d really rather not know what’s in this one either. Oh, and before I forget ‘n leave, they left me the same note as last time. Y’know... About words and answers turnin’ into dust or somethin’. ...Huh? So you figured out what that note meant, and you really weren’t actually able to speak whatever answer they’re talkin’ about out loud or you’d just fall quiet for some reason? That’s… Really freakin’ weird. I dunno what they put in these boxes, but you won’t catch me peekin’ in them out of curiosity, even if the first one had me tempted, to tell you the truth. Not anymore, nonono. Either way, I have more stuff to deliver. Hope there’s nothin’ too crazy in there, dude. See ya around, ok? Later.
    50 points
  39. ~ 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
    50 points
  40. ~ Excerpts from Patreon ~ ~ Urban Smoke and Nature's Bliss ~ Hey everyone, long time no see. It's that time of the month again where I jumble together a number of items we've worked on, and try to find a theme that links everything together. It's certainly a reach to call that process a success this month, but it's the thought that counts. Today, I'll briefly discuss our inner workings in a number of locations, including Cellia East and some... well, areas we've decided to leave unnamed. - A snippet of one of Ruby's masterpieces that will appear in-game. - To begin with, let's take a step back to see how the greenery has been growing: Old Content #################### | Map Updates (80%) #################### | Script Updates (55%) #################### | Misc (65%) -------------------------------------------------- #################### | Total (67%) New Content: #################### | Story (65%) #################### | Mapping (90%) #################### | Scripting (55%) #################### | Sidequests (75%) -------------------------------------------------- #################### | Total (71%) Yup, it's getting there. Bear in mind that these parameters are educated guesses more than anything. Anyway, now onto the actual update. Big Smoke and Blinding Lights Work continues on the bright lights of Cellia East. Only now, the end is actually within sight. Frankly, it's very comforting to actually see that nightlife coming together exactly as intended. It's been a long time coming, but it's definitely getting there. Thanks for hanging in there, you must be... The last few bits and pieces in Cellia East includes completing and tidying up some sidequests, and finishing the eventing processes within the Prison. These are all areas that have been previously revealed. After that, we can finally say with certainty that we're proud of the overall package that we call "Cellia", which is an exciting prospect. There's also a lot of balancing that still needs to go in within this area, including battles, item placement, quest rewards etc. It's the largest city area that has been created for the game thus far, so there's a lot of tweaks that need to be done for us to avoid things going awry at launch. A final reason as to why Cellia East has taken so long is one that I have iterated many times before. This district is my first real attempt to nail the world outside of the main story. Not just NPC's, but characters within sidequests, and the stories they have to tell. I want to make sure that every story is interesting within itself. This is something that I'm dedicated to, in order to reduce filler, and increase the amount of interesting and thought-provoking plotlines to explore. A Breath of Fresh Air Some of you may recall that we actually ventured outside of the dark and catastrophic atmospheres of Cellia and the Dreamscape in a past update. Well, we figured that it's been long enough since we broadened our horizons, and decided to share that with you. Obviously, it's clear that we've kept everything outside of Cellia and the Dreamscape pretty carefully under wraps, and we'll continue to do the same... at least for a little longer. But... there's definitely room here for at least a couple of screenshots. Yeah... your eyes aren't deceiving you. There's actually a world outside of the city! Firstly, you'll immediately note that the general aesthetic of this area is pretty unique, especially compared to past areas. This is because the talents of Crim, both from a graphical and mapping perspective (with help from everyone's favorite post-man, Posty), have allowed this entire section of the game become a unique area with its own personal feeling. I'm really proud of the work they've done on this, and following, areas. I can't beat around the bush - there's still lots to do. From the main story, to side quests, to general world-building... it's a lot. However, I feel like I can express some genuine happiness in saying that the end is actually within sight. There is an endpoint, and I feel as though we are no longer lost within a swamp of dev tasks. I find that pretty exciting, and I hope you do too. That'll be all for now, folks. Cheers for sticking with me! Till next time, Caz
    49 points
  41. ~ Excerpts from Patreon ~ ~ Starting your Quest... ~ Hey Reborn! New month, new update! So let's cut to chase and talk about what's new. Spoiler alert - there's some cool stuff in this one. This month's update is particularly important, as we have taken a broader look at things that we have needed to improve from both a UI and RPG perspective in order to make the game run more seamlessly. Two major ways we've decided to increase accessibility to the game's RPG elements is through character selection and an in-game quest log - both of which being completed features that are ready to go for Episode 6! So, let's dive in... ~ Ruby's WIP of Hardy, after he becomes a lieutenant of the Black Foxes ~ Character Selection ~ To kick things off, I had best talk about how we have altered character selection and the role of gender. From E6 onwards, your character look and gender will be completely separate variables. Initially, we settled on having two new non-binary protagonists, which were unveiled by Ruby some time ago. However, it seemed obvious later on to completely separate these altogether. You can now, for example, select your gender as 'female' or 'non-binary' and continue to select Chad or Diego as your character model. To celebrate the full extent of these changes, we have decided to completely overhaul the character selection menu at the beginning of the game. Let's see what Ruby's been up to: After introducing yourself to Rosetta, you will be brought to this elegant menu in which you can choose your starting character - be it Daniela, Sienna, Robin, Chad, Diego, or Avery. If these profiles aren't enough for you to make a decision, you can feel free to select one of these characters and bring up a secondary menu (shown in Patreon only just for now). From these selections, you can see your transition sprite, trainer sprite, and overworld sprite. Ruby has made a great stylized template for all six characters. If you feel like you'd like to change characters later on, this remains a feature in Cellia Central. For those of you who are worried about the selection of your gender in your E5 save - the game will ask you to clarify your gender when you begin E6 content. There's more to characters in E6 - including features that we are keeping closer to the chest for now. It's an exciting time to be working on the game, that's for sure. ~ Quest Log ~ Oh boy, it's happening. One of the most HEAVILY requested features in Desolation has been to implement a Quest Log for the game that informs the player of what they have done, and where they need to go next. I put this off the longest period of time, mostly due to my own technical limitations - however, we were 100% saved by one member of the Reborn community - Yumil. Yumil has been working on the Quest Log for some time, alongside his other fan-game additions, so we would like to give him a massive shout-out from us for pioneering this component of the game and getting it to work so well. Feel free to send a thank-you his way for the effort he has put into this. That aside, let's get into what he has created... Firstly, the menu can be accessed in the PokeGear, as shown here: At first glance, the menu doesn't really show much of anything - as undiscovered quests will appear as '???' until they are discovered later on. When you are exploring the in-game world, you will interact with NPC's and other characters that will trigger quests to be started. Once a quest is started, or an objective is complete, you will be prompted with this update: After you are prompted, you can access the Quest Log to see your newly discovered quest... When you access this newly discovered quest, you will be met with your completed objectives, and the next objective you need to complete, as prompted by the quest-giving NPC you previously interacted with: Orange represents an incomplete quest or objective, and green represents a completed quest or objective. For better representation of this, this is what a completed quest looks like: When a quest is completed, it is shifted to the bottom of the Quest Log and marked "DONE": So yeah - that basically explains it. It was originally intended to exclusively track side-quests, but as we developed it further it was clear that it could be certainly used for main quests as well. As such, the side-quest and main-quest tab has been separated and can be switched between. Finally, we've also decided to have a bit of in-game fun with the quest log... you'll certainly find out how so soon enough! Again, massive shoutout to Yumil for all the work he has put into this feature. We wouldn't have been able to bring in this awesome feature without him. It's been super fun writing and implement the main quests for this game (although I'm not sure how much fun Posty has had to do the same with the side quests). Also a wee shout-out for Ruby and Crim who worked on many of the sidequest names. This pretty much wraps up our content for this month. I've been working on the story on the side, of course, but for obvious reasons, I am keeping that in-house for the moment. Cheers for the support everyone, let's keep this going! xoxo Caz
    49 points
  42. Lots of cool things coming in V13! So it seems we're over the 50% mark. I still have a LOT of work to do, but I can see the light now. A glimmering light that's evaded me for so long... Gen 8 is almost completely implemented. We need to update some team rosters for some new additions, as well as edit fields to work with new abilities and moves! Zumi, as you can tell, has focused more on the character art, and lemme tell you... They work so well in game. Zumi's really carrying me right now. If you like the art you've seen, please, please, PLEASE, tell her how much you love it. Because my goodness is it great. As for me, I've taken a break from tweaking early content and decided it's time to focus on main story stuff, and oh boy... No one's ready. Finally, so many answers will be given. I can't wait to show you guys what we've been keeping secret. But with even more answers, I know for sure that more questions will be raised. Maybe this cycle can never be broken. Who knows? We'll have to see.
    49 points
  43. 49 points
  44. It was funny for a while. But that was a while ago. This really isn't just about -that- question though. It's about a lot of questions that newcomers tend to show up and ask. They're just wee littles. They didn't know we had an FAQ for the game. They didn't know someone asked the same damn question in the discord chat two hours ago, and they didn't know that was a known bug. Cuz honestly, who's gonna scroll through walls of text and topics if you just want a quick answer so you can keep playing your gosh-darned pocketmans? I'm not saying that it's ideal for users to not look through pre-existing topics, or that we shouldn't encourage them to use pre-existing resources..... but not everyone is going to think to do that in the first place. And so, for those times when someone does end up asking a common or should-be-obvious question, I'd like to ask you all, as veteran/senior/senpai members of the site, a favor: Please be patient with others. It very well may be the seventh person today to show up asking if Mega Evolution is in the game yet. I understand that after so many times of seeing that question, it gets frustrating. It's like how have you managed to not see the answer to this yet when someone probably just said it half an hour ago and also eight times yesterday?? ...But is it really that person's fault? It may be obvious to you but for someone who just found the game two hours ago and has been having fun but was curious and just wants to ask a hopefully-friendly community for a quick answer (and they might even be a bit nervous about speaking up at all)-- getting a snappy reply back can feel really bad. In fact, it can be the difference between them fucking right off, or hey, maybe they like it here and end up being someone who sticks around to help other newcomers too. Whenever I talk about this, I'm reminded of a certain comic. Many of you are probably intimately familiar with it: And if you haven't seen it before, then I guess you're one of-- oh. nevermind. I won't go for the low-hanging fruit. But that's just things that everyone knows-- let alone things no one knows (including me!!) like when is episode 17 going to be out. And when someone is asking something like that, it's usually not out of impatience so much as it is a genuine excitement or curiosity. It's something people can look forward to. After hearing that question so much as regulars around the site, I totally get how it would become grating over a while. But you know what? I've been doing this-- answering those kinds of questions-- a lot longer and a lot more than most of you. And if I can still be patient with those people-- and I can-- then you can too. I would love to lead by example in that regard, and I hope that some of you have seen that when I can, I do. But I definitely can't always be there. I can't always be paying to the chat or all the forum topics-- There's just not enough time, and even more limiting, I only have so much energy to spend towards such things as well. ...Which is also exactly why I need everyone else to step up. And also? I get it-- maybe you don't have the energy to type out a pleasant response to the same question for the 100th time total. It happens. In that case... rather than typing something passive aggressive or that makes you sound annoyed with another person, just-- don't. That's preferable. It's like that old platitude-- if you don't have anything nice to say......... let someone else say it instead. But let's make sure that, whatever we say, we can be proud of it as a community. It would really mean a lot to me to see people come together on this more. Thanks for listening.
    48 points
  45. by the way, if you throw a shitfit in the comments about this decision, i will bite your head off and that's a promise
    47 points
  46. Welcome to the official Desolation Art Gallery! How this'll work is that whenever I have enough art to show, I'll just reply to this topic with it and edit this main post to include it, along with the upload date of the newer images! Easier for you and me to keep track that way~ also some shameless plugs,,, my twitter, instagram and tumblr uwu Lets goooooooooooo Desolation Logo: Cover Art: Character Art: Protagonists: ** Download the sprites for Robin & Avery here: - Mega - Mediafire Others: Character Icons: Protagonists: Others: Thanks for stopping by, everyone! I hope you liked the character art! **Note, This thread is for all Official Artwork for the Game, If you have created fanart, please post it in this thread here!**
    47 points
  47. I'm not going to make a long winded post up front since I'm sure all of you want me to just get to the point, so without further ado... Here are your winners! There's a bit of a catch though. The plan was to give 1st place the illustration, and that stays that way! Aelita will be receiving a full illustration to go along with V13's release. However, the idea had surfaced while the polls were open to give 2nd and 3rd place artwork as well, which I really liked. Therefore, Erin will also be receiving a full illustration that will be released after V13 comes out, during V14's development. But then there's Melia.... And as much as I might probably disappoint some people with this, Melia has been featured in a lot of artwork already. After some discussion with the rest of the dev team, we've decided that the illustration will be given to Venam instead, who placed 4th! That way we can keep things fresh, and give a character that hasn't had as big of a chance in the art spotlight a full illustration instead. This illustration will also be released during V14's development, though it's possible it'll release alongside V14 instead if there's too little time to work on a second full piece. Hope you guys are looking forward to the art regardless! Now, back to the poll results... I did have to purge a couple of submissions or deem some invalid due to them being repeat votes of the same thing in the same submission (or reborn characters... im looking at the ppl who voted adrienn despite me having said the cameo characters dONT COUNT), so not *all* of the votes are listed -- especially for the things/people that only got one vote -- but here's a couple of the funnier ones we've seen between the answers/votes! "PIRATE VALARIE AND HER BABIES (me)" "that edgy guy with the latios i forgot his name" (Damien) "YE, ye, Ye", three votes in the same submission "Geara's left shoe 1, 2 and 3" "Ninja Nim" "Pupper Master" "i don't even remember what the characters are named at this point, sry for wasting your time have a nice day" "Kanye west" So, how do you guys feel about the results? Were they as expected, or are a couple of placement surprising to you? Feel free to discuss it! Also, there's a wallpapers of the artwork made for this without the text able to be found here! I'll also be linking it in the official art thread under wallpapers. Thank you all for voting in the poll! This was a blast. Maybe we'll host another one of these in a couple of years once we're a couple versions further! Until next time y'all o7
    47 points
  48. Hi all! I'm back with another batch of characters! No rift mons this time around as I didn't really feel like working on them, but hopefully the 9 new art pieces will make up for it. This time, it's the remaining characters from Chapter 11 and a couple of characters from the start of Chapter 12 -- Risa, Cassandra, Madelis (2nd outfit), Puppet Master, Damien, Cella (Old & Young), Vivian and Anju. Part of me feels like I could've probably waited with Damian, but considering you see him for the first time in GDC, it's fiiiiiiiiiiine. Here we go! Not counting V13 content and the rift mons, I have roughly another 28 pieces of art to go for characters that are mandatory! I still plan to draw a couple of bonus characters (Think Goomink, Truck Guy, Piano Lady etc.) as well as Karen and Karinna at some point, but those are all for after I've done all the artwork that I currently have listed for myself. Either way, we're at LEAST 2/3 done when it comes to all the official art for characters! WEW. As per usual, all the artwork can be found back in the art thread, along with icons and wallpapers of the characters! Also, on a final note, thank you all for the kind words you've been sending my way after Jan put up his update post! It's very, very much appreciated and motivated me to keep going with the artwork I plan to do one batch at least once every two weeks to keep up the pace and have everything done on time so it can all be implemented into the game as Jan has shown off they will, so I hope you will keep supporting the development of the game and the artwork!! o7
    47 points
  49. Let's talk about the categories in the Status Update block, since some of them have changed a bit from before. Gen VII Updates: (we didn't even have a dev blog last time there was a generation update!) Sprites We can't use the Smogon set, so we've gotta scrounge up our own. Fortunately many pixel artists list theirs as free use and so I've been able to gather a solid chunk. We'll polish them and make the rest. This progress bar also includes Shiny and Egg spriting. Scripting Marcello is a peach and this will be almost (if not) entirely his domain. It includes updates to old battle stuff, most of which have already been done as of this writing, and the implementation of all moves and abilities. It is a long road! Data This is basically everything in the PBS files, such as data, movesets and TM availability, plus details on the new items/moves/abilities. Marcello is actually a peach and a half and is fronting most of this work as well. Field Updates Although I had hoped we would be done with them before, Psychic Terrain will be added. This section will also include adding new attributes to all field for any relevant moves and abilities. Gameplay The most generic name possible. This is a catch-all for adding new Pokemon into events/encounters and trainer battles, and distributing new items. Tbh this is the fun part. New Content: Misc Updates So I lied and this isn't actually new content at all but whatever. In the past we had separate categories for graphic/event/etc updates but there's few enough this time that I'm lumping them all in here. AI Updates A planned renovation to get down and dirty with the AI. Right now most moves have little or no AI coding specifically for them. I won't get through all the moves this episode, but I'll spend some quality time with a good chunk of them. Graphics/Maps Previously these were separate but I put them together since the graphics in question are usually tilesets for new areas, and I prefer to tailor tiles to their maps. There are 7 new areas to make this episode, so this will be the bulk of the content work! Eventing Teleport events, area puzzles, encounters, items and special Pokemon. This is sort of a catch-all for everything that is not mapping, but also not part of the main story. Story All story events. This episode will have a branched story, so it will take a little longer.
    47 points
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