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  1. Hello all, it's me Not Steffi. I'm a Leader, Dev, and more on Team Spork. I thought I'd take this opportunity to thank each and everyone one of you, the ones who have worked on Spork, and the creator herself. Isaac is a very special character to me personality as well as represents calamity and consideration in chaos. Through experiencing eir's story I hope to paint some representation as well as the influence a person can make on other's lives simply by being there. As Miss ICSW said, I am currently working on this massive shiny haul know as the Phanpy project. In the Pokémon cannon there has been regional forms discovered. The Phanpy are something just like that, and their variants in this context are Ceolis forms! There are going to countless colors as well as references to the Sonic Team, so please look forward to our project coming the new year! The title screen is in the works, which may or may not appear by the New Year. Regardless, we still celebrate Spork's 10th Anniversary! If you would like more Development News and Easter Eggs about Pokémon Spork, please either PM me or Ice Cream Sand Witch for a link to our secret NewsLetter. Thank you, and enjoy your vacation on Ceolis!
    4 points
  2. Reuploaded Spork: Updates: -added a new character, Isaac! Isaac as a concept comes from Steffi, and Isaac's sprites were made by Palletite with feedback from Steffi and Ame -custom shiny Armarouge and Ceruledge made by Palletite -custom shiny Skitty made by Steffi -custom shiny G-Farfetch'd made by Steffi -added all ZA Mega Evolutions I could find sprites for so far, specifically: Meganium, Emboar, Feraligatr, Chesnaught, Greninja, Clefable, Dragonite, Victreebel, Malamar, Skarmory, Chandelure, Falinks, Starmie, Excadrill, Froslass, Hawlucha, Scrafty, Floette, Zygarde, Absol Z, Staraptor, Scovillain, Glimmora, Chimecho, Heatran, and Magearna -added Eternal Flower Floette (has no special lore; it's a wild encounter in Aliora Greenhouse on the overworld) -many team changes: Jim: Mega Staraptor in postgame rematch Dylan: Mega Scrafty in postgame rematch Arnalda: now has Mega Chesnaught instead of Mega Heracross, and Crabominable changed to Urshifu Rapid Strike (Heracross is still on Arnalda's team, it's just no longer the one that Mega Evolves) Orange: Mega Dragonite at Victory Road battle and postgame rematch Lime: Mega Meganium at Victory Road battle and postgame rematch Strawberry: Slowbro changed to Clefable (nickname Pompompurin) and is Mega Clefable at Victory Road battle and postgame rematch Ivan: Mega Starmie in postgame rematch, and Palafin's held item changed from Leftovers to Punching Glove unrelated to new Mega Evolutions, DJ Ultra Beats: Emolga changed to Toxtricity Amped (nickname Yukari) -updated levelup and TM learnsets to the ZA DLC -updated Planet Spork ZA character simulation teams to the DLC and Mega Evolutions that were added so far -added Comet Punch, Sing, Silver Wind, Shadow Punch, Ominous Wind, Ancient Power, Poison Fang, Mimic, Magnet Bomb, Circle Throw, Storm Throw, Double Hit, Fake Out, First Impression, Skull Bash, Razor Wind, Petal Dance, Fissure, and Sheer Cold as tutor moves -changed name of obtainablepokemon notepad file to pokemonlocations -added text to brochure/pamphlet shelves at Tourist Info Center and P.I.E. Tours Fixes: -removed white space on DJ Ultra Beats' VS sprite between the hair and shirt on the right side -Hoothoot and Noctowl's shiny sprites are now consistent -resized several shiny Mega Evolution backsprites that were twice the size of other sprites -Floette now gives 2 Special Defense EVs instead of only 1 -the Urbain and Taunie simulations on Planet Spork now have genders set for their Meowstic -the starteritemgifts notepad file now mentions the Metronome for Falinks -display location data on the region map is now correct for Mt. Spoon Peak Spork has a new character! This is what I meant with Steffi hoping for me to add by Christmas. Isaac wasn't originally created for Spork; Steffi created Isaac in 2015 during a low mental health point and recently has been wanting to reforge Isaac into a more positive direction. Steffi even created custom sprites for Isaac's team! One of them is in the screenshots above. "Not Absol" looks like a regular Mega Absol with Mega Absol Z's color scheme, and Mega Evolves into the latter. Another of my favorites is "Halves", an Umbreon whose eyes and rings are a mix of the regular and shiny! Also, a fun fact is that the pattern on Isaac's shirt is based on Mega Ampharos' tail fluff. Isaac's current appearances are at the Vitamin Factory, the Bombirdier quest where you team up to battle the Bombirdier, Crolea's birthday party, the Volto quest at the Sea Star Society, and Opaque Valley for the Absolite Z and a postgame battle. I have a couple other possible ideas for Isaac events sometime that I need to flesh out more first, and Enigma has also added Isaac to the final battle with Team Portal for the next batch of map revamps (which will include a completely new map)! There are lots of new shinies too! Armarouge and Ceruledge are based on X and Zero from Mega Man X, Skitty was based on a Skitty with the same colors that Steffi drew for Huevember in 2019, and G-Farfetch'd is a continuation of the Farfetch'd Miku shiny from a couple months ago. Sirfetch'd will be coming in the future! 2025 was a really big year for Spork! It's also the 10 year anniversary of when I started working on it. Spork started development in the summer of 2015. By the end of that year, I had made all the (old) maps for episode 1, which went up to the 5th Gym, but I stopped working on it for a few months. I think it was some combination of lacking confidence on whether I'd actually be able to finish it, and just doing other things. I got back to it in the spring of 2016, and released the first episode in July that year. There were a lot of bugs, the maps were wide and empty, and the character sprites were recolors. Thanks to other team members that have joined to help, and to players giving feedback and reporting bugs, we've come a very long way since then. Thanks to Enigma, the region looks completely different from how it was originally, and we're approaching the final stretch to having the entire game's maps updated. The Team Portal HQ raid is currently in progress, with a new set of events and puzzles, and the screenshots I've seen of the new Lightning Lounge look amazing! Thanks to Palletite and Steffi, Spork's characters have their own unique designs, and there are even some custom shinies! There are some currently in the works, along with the Phanpy project I mentioned earlier this year which has continued progress. Vince&Sylveon actually made art for the 10 year anniversary, and Steffi is shading it, after which it will appear after the title screen! Happy holidays! Thanks for sticking around, and thanks to everyone who's helped out with Spork in any way over the years! I'm grateful for every one of you!
    4 points
  3. 12-15-2025 Dev Blog Checks calendar Oh. It's been awhile... Whoops. Don't worry though, there hasn't been any delays in development, and everything is continuing as planned. The holiday's have definitely slowed some things down, but that is to be expected. Now, this post is going to be pretty big, and so some things will be split into a separate post. And that's because the mod is now 2 years old. Crazy. This is by far the longest project I have ever worked on/developed, so thanks for sticking around while we've worked hard on everything. Rest assured, we will have this ready for you all soon enough! v14 will open a lot of opportunities for us in terms of development, and gameplay, and will hopefully not break when porting to the new version begins. Now, as for actual content. The Overhaul v3 Continuing on with the prior posts, we have a hand full of redesigned content to share today. That of which includes two character updates/redesigns, and some form updates as well. So, starting with the major ones: Symfora & Asura Updates: Symfora art made by: Halcy Asura art made by: Nym Symfora still sticks to the original concept, with some updates, and polishes to her clothing, and general design, where as Asura has received an entire redesign in the clothing, and polishing department. Both will have updates in-game sprites, and other assets, of course. Additionally, two of our forms have been redesigned, and finally have official art for them as well! Tempest Wing & Iron Seraph updates: Art made by: Nym Both forms have received an overhaul in terms of design, with Tempest Wing being just as fluffy as ever, and Iron Seraph looking like it's going to ruin your day. Typing, and other form details have remained the same, only sprites & art have been updated. Overworld cNPC Showcase & Story Snippets Almost every cNPC is currently placed somewhere in the mod right now, with a handful being in shop locations, or other special places that are unique to certain characters. Additionally, your interactions with certain cNPCs may also have some impact on the story itself, with the current segments of the story heavily relying on said concept. Here's a few screenshots showing some story content, and general interactions with your characters. Have an item teaser while we're at it. Moving on to the next part of this post! Community Events As per usual, we are hosting a few events for the anniversary of the mod. The first event is a slideshow event, similar to last years, where the other is a poll. Slideshow Contest: This event is what is shown to be a community favourite, and allows plenty of opportunities to pick up new team members, and to just have fun over all. As per last time, members that participate are to create a Slideshow of any length, going over changes you want to make to your team. This can include regular Pokemon, Aevian Forms, and even Legendary/Mythical Pokemon. (Do note that Aevian Forms & Legendaries should have adequate lore to justify them) All submissions are to be posted in the event channel of the Discord. Full list of rules can also be found in the event channel The following Aevian forms are banned from submissions: Noivern, Flygon, Tempest Wing, Iron Seraph, Mega Aevian Mawile, Mega Aevian Lopunny. Submissions will close in 1 week! All team building rules must be followed for changes made to your team. Additionally, we are opening the option for current Legendary/Mythical holders to submit for a second Legendary. This will require extensive lore, and reasonings behind it, and will be more difficult to obtain compared to users who don't have one already. Carl Courier Election: This event more so focuses on the Lore/Story side of the mod. Everyone will have the opportunity to vote amongst a handful of Aevian Noibat, to be the communities selected Courier throughout the two routes in Overseer. As the poll mentions, all 6 will still be present in the mod, the winner that is chosen will be showcased as your fast-travel Noibat. Additionally, each form will have their own custom OW sprites, and art in game. Do be sure to check the event channel in the Discord for descriptions of the forms. Vote Here! New Forms & New Artist We have brought yet another talented artist onto the Overseer team, being SadieMK! Many who are active within the server probably already know this, so consider this the official announcement. Additionally, we have a new Aevian form to showcase, made none other than by Sadie herself. Aevian Swablu / Altaria Art & Design by SadieMK Normal / Grass Type (Mega) Fire / Grass Type Swablu: Aevian Swablu tend to seek out recently cleared or burned forests to build their nests. The feathers they shed stimulate plant growth to a remarkable degree. Altaria: The evolution of Swablu into Altaria is a sign that a forest is growing healthily. They will use their heat-resistant wings to shield smaller Pokémon during forest fires. Mega Altaria: Its newfound flames grow hotter the louder it sings. It has exceptional control over the spread of its fire, able to clear half a forest's dead undergrowth while leaving living plants mostly unharmed. Additionally, here's a second form for showcase. Aevian Buneary / Lopunny Art & Design by MoonPaw Flying Type (Mega) Flying / Ice Type Buneary: The white spots on its body mimic falling snow, which becomes a useful camouflage as it slowly falls down snowy mountainsides to forage for food, steering clear of any foes. Lopunny: A temperamental Pokemon, it waits for the wind to pick up, and then relentlessly barrages any perceived threat with a flurry of attacks while using the momentum of the present wind speed to bolster it's ferocity. Mega Lopunny: Now able to generate favorable wind currents completely on its own, this Mega Pokemon would be any meteorologist's dream if it wasn't so focused on dispatching of any target it believes has slighted it. Conclusion Concluding this post, I want to thank everyone yet again for sticking around for this project. As mentioned, this will be a two-part post, due to how much is being posted. So, for the next post, look forward to the final update to the Demo mod, which will add more forms than previously added, new crests, quests, and more. Additionally, we will have more story footage to share as well. Be sure to check out the Discord for event information, and future updates / posts to mod content. Overseer Files Discord
    4 points
  4. Beginning to feel festive yet? Me too. No seriously I’ve been doing Christmas stuff for work since mid October, so safe to say I’m already in the holiday spirit. Anyways hey everyone! It’s time once again for a dose of the latest in Desolation development. Before I jump into the bulk of this blog, if you couldn’t tell by the title, we’re once again recruiting for the Desolation team! Let me explain, after a discussion with Ruby, I’ve come to realise that with my now much more limited free time due to having a full time position, I need a bit more help in order to get EP7 across the finish line. As a team, over the last year there have been some changes within this cycle and our own personal lives which has ultimately slowed down progress as a whole. With this in mind, we are looking for individuals who have skills in eventing in RPGMaker. All the details will be fully explained in the application form below, if you feel like you are right for the role and want to join us, then please apply below! Applications will close in 2 weeks time on Sunday 14th December, we will then review and reach out to selected individuals via Discord. > Apply Here < The last few months have been a bit of a realisation for me, this project means a bucket loads to myself and the rest of the team, however I am just not able to dedicate as much time as I once used to when Caz was at the helm and I was… well essentially an unemployed adult who tried to keep himself busy in order to keep himself sane. We have been looking into ways to improve our processes and this is one of them. And with that said, I look forward to going through your applications! Please share it around if you know anyone who could also fit the criteria! Anyways, let’s jump into the main portion of this blog shall we? --------------------------------------------------------------------------------------------------------------------------- Following our previous development blog, I opened the floor to you, the community, to ask what they would like to see us talk about, as a way to give back a bit due to the state of this development cycle. A good few people wanted to hear more about the music process that our musical duo have in place, and then there was a bit of discussion about megas… which was mainly “add this or that”, but I’m going to take that and look at it as “talk about megas!” so I will do that. But before that, a quick update from my side of things. EP7’s story is now fully mapped out. We have a few tidbits to tie up but we have now fully shaped out from start to finish. This also means that we have started looking down the pipeline into future plot points, making notes and coming together to continue the story in our vision, and I'm really happy with what we have come up with. With the main story in mind, development will look to start picking up over the next several months, and I look forward to sharing more tidbits with you all in future updates. Anyways, let me pass over to the Music Men and they can explain to you all the process behind the new track we are revealing today, Astra Cafe! --------------------------------------------------------------------------------------------------------------------------- Happy Fall everyone! This Desolation duo has been asked to do a deeper dive into the digital design of Delica's delightful Astra Cafe. It's really touching to hear that people are interested in our work and we've put together a little timeline of our process as musicians while working on this track for you all to enjoy! Darius here! I always say that there is no such thing as original music. You may think something is original, but there are always references (subconscious or otherwise) to other pieces of media that influence how you compose and write music. I've been open about references in a lot of my music, but for those who don't know, Pokemon Conquest has and always will be my favorite Pokemon spinoff/game due to its story, graphics, and incredible soundtrack. Shinichiro Nakamura, the composer for that game, created 17 themes (one for each pokemon type) that marvelously capture the essence of each type, and his themes are a resource I often refer back to when I need to be reminded of how to incorporate elements of each Pokemon type into a track. After re-listening to the entire soundtrack for the 100th time, I wrote the Astra Cafe theme with specific reference to the following three themes: Event Theme 2 - This was the theme that really ironed out how I wanted to arrange Astra Cafe, starting in D minor, a brief Bb Major interlude, and a return to form before repeating. Violight Theme - I had already decided to write in a minor key and Violight's theme does some really interesting things theory-wise, from the jumping electro-synth to the bumpin' bassline. The last major of Astra Cafe is directly inspired by the last sequence of this theme. Viperia Theme - I like to kind of associate Delica with this kingdom so I used this theme to help figure out what instrumentation would sound the best for her cafe. That leads us to our first draft of the theme here, take a listen: Astra_Cafe_V0.9.mp3 You’ll notice this draft is very simple. I write little demos like this for most of my tracks because it allows Rust and the rest of the team to listen in and understand my thought process. In these initial drafts, the melody and bassline are written out in full with little to no harmony. I usually figure out certain themes at my keyboard and then record myself playing those themes. Then, I write each note out individually in MuseScore along with all other musical ornaments. Once I get the go-ahead from Posty and Ruby, it’s time to think about harmony. I already have a chord progression in mind here, but this is the stage where I make edits and experiment to see what sounds the best. That leaves us with this second draft: Astra_Cafe_V1.0.mp3 This second draft is what gets sent over to Rust so he can get to work on the mixing. In the file I send him, there are a lot of little notes that explain when to fade certain instruments in or out, where to add some percussion to fill in gaps, and what voices to prioritize so that the listener (you!) hears them more. I’ll now pass it over to him so he can give you guys a better view of his production process. Rust time! Hey there, it's Rust. By the time Darius has sent me the file you just heard, I’ve already been thinking of what plugins and samples to use that would be a good fit for what he wrote and what I think might need to be added to fill out the track. Actually, that thought process starts with whatever first version he sends, even if it's an unfinished snippet. I’ll try to explain the music and production jargon when it’s relevant as I talk here. With the MIDI file (this is just a file that contains instructions on how to play the music, it has no audio), I import that into REAPER, my DAW of choice (DAW being Digital Audio Workstation AKA software I use to put the music together). I then add my plugins to each instrument (a plugin can span from effects like adding reverb/echo to actual instruments like a piano). I actually wanna talk about my thought process for picking these sounds. I try to not choose super new sounds. There are a ton of modern plugins out there that sound amazing and realistic, but I feel there's a certain quality to picking slightly older sounds. Sampletank 4 Max V2 is very new but also not? It's got new stuff, but a nice chuck of presets there are actually old. You can find some classic pokemon sounds in there like the strings and clarinet from HGSS and BW/2. I generally try to pull from sounds that would have been available during the late DS-era of pokemon games. It's not a concrete rule, but it is there. This track actually features a lot of old sound modules from the 90s in the jv-1080 expansion cards (uhh DLC for physical hardware). O K. Back to this track. Putting sounds to the Instruments is really straightforward. Koto? Find a good koto from one of the many presets of my plugin libraries. In this case I mixed it with roland kotos and a soundfont (a file that holds sample data and instructions for playing them) from one of our composer friends who also works with Darius and I on Azure. He goes by DaforLynx, go check him out sometime. In the photo below you can see the plugin I use to play the soundfont plus a reverb effect to fill out the sound a bit more. I am what you might call a preset hero. I love searching through these plugins and finding what sounds they have. This also somewhat extends to mixing the music, but I modify the setting of those plugins to my taste. It really is mostly drag and drop here since we’ve done most of the heavy lifting already. The only thing we really added here was percussion. I remember Darius talking about the conquest OST, so I tried adding percussion to it that matched that. I honestly tried writing my own drum part, but I had a writing block for drums at that moment so I opt’ed for drum loops (prerecorded audio file of drums) instead. The result is what you find below. Astra_Cafe_V2.3.mp3 When we send these drafts and tracks back and forth, it's not just Darius and I making the decisions here. This is a group effort and the opinions of the whole team matter. They can listen and give us their two cents about the music. Even if they don’t know the music or production term of what they want, we can still parse what they mean. With the cafe theme, Delica is Ruby’s baby, so the final call was up to Ruby. Turns out Ruby thought it was a bit too uhh… adventurous? Outdoors-ey? Post-Mortem, oh yeah, 100% right. The drums just made it too “field theme” vs “cafe vibe.” Darius and I sat in a call for a while until we went “wait, how about Lo-fi?” Now I’d like to point out that I’ve only tried writing Lo-Fi twice about 3 - 4 years ago. Luckily, I only had to do drums for this. I found a Lo-Fi kit and wrote what I thought sounded like Lo-Fi in my head and sent that. Is it Lo-Fi? I dunno, but it sounded good and Ruby was happy that we understood her phrasing. After that it was just a few edits and nitpicks in the strings and koto. I really feel like the way I do music is a bit out of the norm compared to other composers and producers, but I feel that imbues the music with a uniqueness that gives it charm. Remember, what matters in the end is that you had fun and you think it sounds nice. Thanks for enduring my rambling, here’s your prize! This is the final version we settled on. (Lil pic of the project at the end too). Thanks for tuning in to learn more about the *m u s i c*! Please let us know what other departments you would like to see under the microscope for future updates! The most rewarding part of working on a team like this is getting to see everyone’s reactions as they experience the art you’ve created and Rust and I are forever grateful that you choose to share that with us. See you in the next one! --------------------------------------------------------------------------------------------------------------------------- How was that music lesson? One of the biggest things for this cycle has been bringing Rust onboard and really diving into an OST for Desolation, and that is something I really want to invest into moving forward. So let us know your thoughts! We love to hear them, anyways, let's talk… Megas. A Mega Performance Yes, I couldn’t think of a title for this section, so here we go. Anyways, one of Desolation’s unique selling points has always been the custom Megas we have implemented into the game. Giving some Mons the spotlight in which they would have never been given the chance before… Until Legends ZA finally released and popped out Megas we already have in the game or Megas we have planned on adding… Hi Mega Feraligatr. But how do we actually decide upon what Mons we want to give custom Megas to? Well the thought process is simple… There isn’t one. Well that’s not entirely true, at the start of each Episode we sit down as a team and look at the upcoming content, a lot of factors come into play. We look at upcoming characters that are joining the Desolation cast, locations the player will be exploring, and then go through the Dex and think about what we think could be “neat” and “unique” to get a Mega. Mega Noivern fell into this category of “we love Noivern, the Canyon is nearby, this makes sense”, and for those who… are new or missed a previous post, yes we’re adding Mega Noivern. I guess I will also reveal that 2 more Mons will be getting a custom Mega this Episode. Which 2? Well I’ll leave you all to speculate on that one. Moving on, once we settle on the Mons, Ruby gets to work with a design. We have a brief discussion regarding stats so the design can be made to look if it’s going to be a bit more of an offensive attacker or a defensive one, on top of whether or not the Mon in question is changing types. For example, Deso’s Mega Feraligatr becoming a Poison type, we had to take into account how to implement a Poison element into its design. Once the design is finalised, I would then get to work on the stat distribution, ability and making a custom move? If it makes sense, for example Cinccino, oh and that includes giving the Mon additional moves if it becomes a new type. This role is now being handed over Omens while I still oversee and have the final say after discussions. But yeah, that’s how we go about the Mega process Basically we throw a dart at a board and whatever it lands on means Ruby goes through spriting hell and I honestly love that for her. (Ruby’s note: God. Save me.) Oh and one last thing, I mentioned about Legends ZA, those Megas? Yeah we’ll be adding them. When? Well either this Episode or next, I really haven’t decided yet how to go about it, but they will come at some point. As for the Megas we have created that now have “official” ones? --------------------------------------------------------------------------------------------------------------------------- How does one end development blogs again? Uhh, go apply to join the team if you think you have what it takes! Seeing how our team has expanded from the original trio back in EP5 development to now really showcases the scale and level of growth Desolation has undertaken over the last several years, and I look forward to seeing what’s next. Until next time folks. Posty
    3 points
  5. In order to view the #emotional-support channel on our community discord, users will need to have the Trusted role on the server. In order to get the trusted role, users must be verified, have less than 3 active warning points, and must read the following:
    3 points
  6. hi everyone i successfully updated this to v 19.5.37 compatible with smw and allgen plz let me know what the best way to host the files would be if you're interested thanks
    2 points
  7. I posted this on Reddit a few months ago, but I thought I'd share it here as well. I've managed to find all versions of Rejuv and saved all of them to my own Google Drive to make sure they're archived. Thought some of you here might be interested in trying out old Rejuv and see how far the game has evolved. 1. https://drive.google.com/file/d/1FtbfenFuUL_ff-E3nAZ4Ceexbgm6bGGR/view?usp=sharing 2. https://drive.google.com/file/d/1wYLzGvjXk4gmNmwxk6aB66SdGbo375Et/view?usp=sharing 3. https://drive.google.com/file/d/1LDiW3cuhuPjcdkfJkXIdr4sHdm5f-heL/view?usp=sharing - (Credit goes to MoonPaw for digging this one up) 4. https://drive.google.com/file/d/19boRjZ0_PbRzL_pQS8Fwk8p0x44x6SqI/view?usp=sharing 5. https://drive.google.com/file/d/1HBdGbwg5IxOAsKT-OWwI-1j-IEn7IYxW/view?usp=sharing 6. https://drive.google.com/file/d/1S3x9ktKr3SR16byDlPK28ufHODo3Bjrd/view?usp=sharing 7. https://drive.google.com/file/d/1g9FmMfiXSaG3mPEk2H8089LU4Ln1kjUl/view?usp=sharing 8. https://drive.google.com/file/d/1r9HDCZEigPNfrFonGcsO_ZQBEy74a_Kt/view?usp=sharing 9. https://drive.google.com/file/d/13KYoKIvlTJFOMzm2mo-0GI_vOci-xIOg/view?usp=sharing 10. https://drive.google.com/file/d/1arnJn5IaIQXLAZ0WTQdepmiEG4MJfY5X/view?usp=sharing 11. https://drive.google.com/file/d/1pOwQQUUgjRFmvWow5DJbleAfz1FTn23s/view?usp=sharing 12. https://drive.google.com/file/d/1lfUV-qajIEYrNqN-tMNjZ6MrHjkg5a7o/view?usp=drive_link 13. https://drive.google.com/file/d/1O7f89eOvRHPoeZ2HjzuEIz4GRIWz2nTl/view?usp=sharing
    2 points
  8. I don't have a witty joke to make here for this dev blog aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa it's the last one, too. As of typing this i only have a few events left to do (Note, they are all long and complicated and I may not get it right on the first try) But what have I been cooking? Well, a lot! Renegade has been complete. Like, fully. Maybe some battles need tinkering here and there, but all cutscenes have been made, all events have been done. I may go back and add a few easter eggs, item placements etc. But yeah! After Renegade, I needed a BREAK from main story stuff. A lot of the events in Renegade were very intensive on me to make. Not really from a story/mood perspective, but from an actual development side. I really pushed the limits of what I could do in Renegade. But as a result I did get burned out a little. I mean, if you see what I cooked, you'll understand! Really wanted to drop it around Christmas time as a present, but I'd rather get it right on the first try rather than try to fulfill some funny date dream. ======================= New Early Game Content: I said there would be no side content for v14, and that's kinda not true anymore. I mean, there are a few sidequests DURING v14, and are time sensitive to that, and by a few I think literally just 1 lol. But thats a lore sidequest-- I'm getting off topic. Anyways, this is to say that I actually did a few new events in the early game because Gen 9 kinda forced me to. Game is huge, but all the encounters are very tight. First off, there are new missions in East Gearen (Minor, non help center ones) Past Regrets: The week after I finished Renegade, I was desperateeeee to get out of v14 content, so I went back to the past and came to a conclusion. Man. These maps are really held back by my decision to keep them gen 3. I think the game really shines best when I put my own spin on things. And no, before you get worried. I did not remake all of the past (again). I did give it a texture update, though! For those confused by that, I simply mean that the maps are the same, I just made custom tiles instead of using default R/S/E tiles. This includes battle backgrounds as well. A comparison of Kugearen City: Skip Skip Skip!: There are other few things I have cooked, but I'm can't give away every surprise right? Okay, that beeing said. This is most likely going to be the final dev update before v14 releases. It will not drop this year. So do not expect that. But I estimate testing will begin sometime in December if I'm lucky. Again, no promises. Also no promises on how long testing will take. It will just take as long as it needs. It's a BIG chonky version. This game is a behemoth. But it is made for crazy people like me. I bid you adieu, with one final screenshot
    2 points
  9. Pokémon AllGen Reborn! (19.5 ready) Hi Everyone!~ This is the Forum Thread from the previously named "Eeveelution mod"! This is a mod that implements (almost) all the Gen 8 / 9 / Hisui content, as well as a lot of optional custom features! The story is almost entirely unaltered, so you get the usual Reborn experience story-wise with the opportunity to encounter new Pokemon. Note for Self-Modders: Modding a mod became a bit more complex with 19.5. If anyone wants to mod the mod, ideally contact me (or our mod community in general) via Discord! If the demand is high, I might decide to make a short guide on this page later. Features: All Pokémon up to Generation 9 (including Hisui) Gigantamax forms introduced as Mega forms A separate save folder to easier distinguish between your saves New Abilitiy distributions to suitable Pokemon from older Generations! Custom Pokemon and Forms! Special Feature: Sunkern Switches! - Replaced by a toggle option in the menu! You will find Sunkern sitting around certain place all across Reborn City! - You can talk to a Sunkern and choose the mode you want to play with: You can toggle the difficulty in the ingame options: Reborn: You will experience the typical Reborn experience without any changes to Trainers, events, etc. AllGen: Battles against Trainers are updated to include Gen 8 / 9 content. AnyGo: A different approach of "Casual Difficulty": Trainer teams will include Custom content, Legendaries, and Gym Leaders are not restricted to only one type! Also difficulty is ramped up a tad bit. Additionally, you cannot overlay field effects with Surge Abilities when a field already existed (e.g. on julia's gym battle grassy surge wouldn't work) Optional Custom features: Custom Megas: Currently over 60 new Custom Megas are added (ever-increasing!) Custom Mega Stones are added which can be accessed in "Marble Maniacs" in Calcenon City after beating Adrienn. It's the house left to the Poké Center. Many of them also get signature Moves or Abilities (can be checked with the Guide) 2. Ability Changes: A handful of Abilities got buffed or changed, mainly he ones that are heavily underused/underperforming Changes can be activated by talking to an NPC in Grand Hall OR in Agate Circus (Green-clothed NPC) A book is added for all recorded changes (also in the docs) 3. Eeveelutions: Eevee has now custom Eeveelutions for all types (see at the end of this post) They are not considered necessary for Pokedex completion or similar achievements You may encounter these when evolving eevee under very specific circumstances (evolution methods are listed below and in the docs 4. Custom Forms: Several Custom forms have been added Custom Fusions have been added These may be encountered independent of the game mode chosen, they are completely optional though (except for AnyGo mode) All custom forms are documented in the Guide that comes withinh the patch folder download Some examples: Special Notes: Terastalization will not be added - mainly due to balancing issues The Protean change (that it only activates once per battle) is not included Movesets may still be missing some move compatibilities (reports are welcome!) Check out the Important Notes below for a specific issue NOT compatible with these mods: Pokemon Nightmare Mod Pokemon Memeborn Reborn Sandbox mode Pokemon Reborn Yang / Reatomized / other full-overhaul mods Other mods that change ingame scripts Randomizer is not working and is a WIP Compatible mods (ONLY IF they are updated to 19.5): Aironfaar's Mod Box SWM Modular Modpack Pyrolusitium's UI Overhaul Ash-Greninja Mod -> This mod has been incorporated and fused with the Battle Bond Password! Pristine Accuracy mod Battle Music Pack -> This mod as been integrated as well (see a bit below) Important Note: Save file location For anyone wondering why the game cannot find you save file, AllGen uses its own save file directory! The New directory is usually in savedgames/AllGen Reborn, just copy contents of the original directory over there! Side Note: People from earlier versions than 0.8.0 need to transfer their save files from the previous /savedgames/Pokemon AllGen to the new savedgames/AllGen Reborn directory! The renaming happened due to conflicts between legacy AllGen version causing corruptions and errors. (The new name is also just better) Downloads Even though 19.5 AllGen is technically in a beta, it is already more stable than the legacy version! This still means, if any inconsistencies were found, please do report it here or on our Reborn Discord! In contrast to the legacy version, 19.5 mods only work via patches. Download a clean 19.5 Reborn game, OR download the specific Joiplay version for your Phone Update the main game vie the ingame updater (on the save file choosing screen) Download the patch.zip from the Link below Unzip the folder For Joiplay - empty the game's patch folder before adding the mod drop the whole folder into the main directory of your 19.5 Reborn game If you update between patches, remove the previous folder and put the new one in the folder! Profit Do NOT apply the patches' content to the folder, you do not overwrite any files. If you get asked to overwrite any, you did something wrong! Here is a small Gif for demonstration: AllGen Reborn patch 0.8.0 (Last updated 01/09/26) https://mega.nz/file/npgVSbwb#B4o02PcytdldAA3m0jgR9FX391GoSJVHpI3gstJSzpo Google spreadsheet https://docs.google.com/spreadsheets/d/1JFgeB3OJEadA2E0nC4t0ISUQeNYmRIpq/edit?usp=sharing&ouid=117014621059890777493&rtpof=true&sd=true Battle Music Pack Compatibility patch The compatiblity patch has been removed due to the integration of a custom music pack! Thanks go to all contributors, especially @Ashzure, @Karvanha and @Dreamy for their Music Packs! You can toggle the Music Pack ingame in the options menu. Note: The AllGen Reborn 19.5 Guide (Excel) also comes directly with the patch download! Changelog: Bug Report: Please report all bugs you can find related to abilities, incompatibilities, crashes etc. in the comment section or by contacting me in the Reborn Discord in the #Reborn-Mods or #Pokemon AllGen Reborn Channel For the Eeveelutions: Sneak peeks for the eeveelutions! More details can be found in the docs! Eeveon - Normal Type Credits to Starwolff Braveon- Fighting Type Credits to Starwolff Nimbeon - Flying Type Credits to Starwolff Hawkeon - Alternative Flying Type Credits to Eleanor Brick (Design), Me and Baraayas (Sprite and polish, Discord) Dusteon - Ground Type Credits to Starwolff Basaleon - Rock Type Credits to Starwolff Titaneon - Steel Type There were no names associated with this design, if anyone may know from where please tell me! Front Sprite Credit goes to Badman#6291 form our Reborn Community (Back by me) Ephemeon - Bug Type Also no associated name for credit, however I found it here Toxeon - Poison Type Credits: Dazed Flame Sprite Credits go to The archived Eeveelution Thread Kitsuneon - Ghost Type Awesome Design Credited to OnyxBlock Sprite Credits: Kriyanceldt Drekeon - Dragon Type Design by Mykel Ryan (Sprites by me) 2 NEW additions to the Eeveelution Family! Eevee Deities~ Published under the Creative Commons Attribution-ShareAlike 3.0 License https://creativecommons.org/licenses/by-sa/3.0/ Found on Deviant Art Abysseon - Underworld Deity Sprite: Dracoyan Artwork: Eysselia Concept: Eysselia Divineon - Heavenly Deity Sprite: Dracoyan Artwork: Eysselia Concept: Eysselia Credits go to their respective creators/artists/designers. Legacy Versions (pre 19.5) Download AllGen Reborn Version v8.0) (Last Updated: 12/12/24) https://mega.nz/file/TtAhFSqK#H87nh27pfda86-TrVwF_Ql0cXpT3O18YVWyP2POvZu8 Doublebattle mod Since the Doublebattle mod has been integrated as 19.5 Password, it has been discontinued. I will still keep it here for the Legacy version to download. Please read the ReadMe file thats in the download!! There is a certain bug that softlocks you during the Rayquaza Quest - remove the mod during that time! Take the Backup files if you want to revert them at any point! They are in the ZIP as well. AllGen Doubles mod.zip Additional Links for legacy version: Gelius Movepool compilation https://docs.google.com/document/d/104adyPqa-gHhMjCkOADQSF3N2JwgLfSQ_nhlX-1_u6g/edit?tab=t.0 Credits (contact me for missing names, they are all appreciated):
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  10. Thanks, Vince. I deleted eight images and it saved my storage space tremendously!
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  11. I added most of them as much as my file size limit can allow in the original post, so you can delete those images to save space for your attachments.
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  12. Versión 0.5 de la versión del juego en español. Es una recreación hecha por mí mismo y JuanJsar, basado en el mod original que tradujo el juego entero en la versión 19.0. A diferencia de esa versión, esta tiene sus extra-complicaciones y faltan aún cosas que no se han traducido siquiera debido a cómo interacciona el código. Por esto y motivos personales, he decidido llamarlo una beta en versión 0.5. Version 0.4 of the Spanish version of the game. It is a self-made recreation of the original mod that translated the entire game in version 19.0. Unlike that version, this one has its extra complications, and there are still things missing that have not even been translated due to how the code interacts—for this and personal reasons, I decided to call it a beta in version 0.4. Este mod traduce lo siguiente/ This mod translate the following: - Todos los dialogos/All of the dialogues - Tipos de Pokémon/Pokemon Types - Características del Pokémon/Pokemon Stats. - Habilidades/Abilities - Todos los ítems/All the items - Movimientos/Moves - La mitad de mensajes a mitad combate/Half of the messages mid combat Este mod aun no traduce lo siguiente/This mod still doesn't translate the following: - Pokegear: Notas de campo/ Notefields in the pokegear - Dialogos en mitad combate/Mid combat dialogues AHORA INCLUIMOS DOS VERSIONES! El juego base y el juego con ALLgen mod! Que mete las ultimas dos generaciones! Trailer de presentación/ Teaser: Enlace de descargas/Download s Espero que lo disfruteis en todo lo que se pueda. / Hope you enjoy this mod as much as you can. PD: Porfavor, reporten todos los bugs que encontreis por aqui./ Please report all bugs you find here.
    1 point
  13. Reposted from Reddit: https://www.reddit.com/r/PokemonReborn/comments/1q30v2x/just_finished_the_entire_game_and_completed_the/ I started this game after finishing Pokemon Desolation EP6 a few months ago because I can't get enough of it, and what a wild and interesting journey this game is. I'll segment my review into several. Apologies if it sounds like I am rambling. It's late and I might format/refine my post I feel like it. tl;dr: 8/10 game. The game is extremely dense, full of locations for you to explore and quests to complete. You'll be frequently presented with interesting challenges in battle which can be satisfying when you come up with a solution. There's a huge cast of characters with a somewhat convoluted storyline, which may be hard to follow at times. I find the story and characters to be quite entertaining, but it may not be everyone's cup of tea. Gameplay Just for full context, I have played the game with the hardcaps (you can't level your pokemon past a cap where it'll disobey you) and nohms (you get access to all HM field moves at all times, which means you don't need to carry a HM slave around) passwords, as well as Set mode (no free switch after a KO in trainer battles). I don't restrict myself in any capacity, and using items in battle are allowed. Though I try not to use X items. The battles can be pretty challenging, it mainly comes down to two factors: Field effects: In these games, where you fight have a significant impact on how the battle will play out. For example, when fighting in a flammable environment such as forests and grassy fields, the environment can be lit on fire with moves such as Heat Wave. In dark places, light based moves such as Dazzling Gleam become much more effective, and so on. The fields typically impose significant multipliers to your stats and the moves they affect (around +/- 50%), so they can't be ignored, much like type effectiveness. Bosses you fight tend to have field effects that favor their team and movesets. Access to moves and Pokemon: For the majority of the game, bosses will typically have access to higher quality Pokemon and moves compared to what you have. Gym leaders and other bosses will carry coverage moves which you have no access to at the point of time to compensate for their weaknesses. Some time starting from the mid point of the game, they'll start having Pokemon with perfect IVs while you'll have to make do with inferior specimens. In the late game and post game where your access to Pokemon and moves open up, your opponents will straight up cheat and have Pokemons with 252 EVs in every single stat (thought there are some story justification behind that), making typically frail Pokemon tankier than they ought to be. And then there are those PULSE Pokemon, which are Pokemon modified by machines to be weapons of war and mass destruction by Team Meteor. When fought in battles, they effectively custom Pokemon with inflated stat pools and overpowered abilities, they are also often part of a team of 6, being the ace of some of the bosses. The game will also occasionally present you with gauntlets, which require you to fight through several full teams without being able to change members of your team, sometimes without healing in between. Taking the points above together, it'll feel like you're fighting uphill battles constantly. However, there are plenty of options you can take to overcome them, and they generally feel fun and satisfying to employ. Overcoming field effects: Firstly, while field effects typically favor the boss by default, they can also be turned against them. One early example is the third Gym leader, who is a bug type specialist who fights double battles in the forest field, which empowers her bug type attacks. She also leads with a Prankster Illumise which will set up rain immediately, mitigating her team's fire weakness and preventing you from setting the field on fire. One way to overcome her strategy is to lead with a Pokemon that can Fake Out her Illumise, preventing the turn 1 rain, allowing you to set the field on fire and watch her entire team crumble. Note in the example above, she has some countermeasure to you bringing a team of fire Pokemon and just beating them all easily with STAB fire moves. You have to consider these countermeasures when constructing a team and strategy against bosses. There's a degree of back and forth when battling these bosses and you have to at least think one layer deeper than "I'll beat them by spamming type effectiveness". Another great example of this back and forth dynamic the water type gym leader. She fights on a water surface which unsurprisingly, buffs water types. You can freeze the water to deny her the buffs, but then she carries ice move which is buffed by by the icy terrain. You can also contaminate the water with powerful poison moves, but her Swampert has Whirlpool which can clean the water and swing the field back to her favor. These are just the 2 examples that stick out in my head the most, the game is filled with interactions like these, and I think the way fields work help make the battles feel much more dynamic and fresh compared to the mainline games. On the less mechanical side of things, I think the field effects really help to realize the fantasy of Pokemon battling. Their effects are typically logical and feels like an expansion of type effectiveness. The way they work just makes me imagine how the battles are playing out in-universe. Incentives to explore: The second thing you can do to make battles easier (corresponding to the point of having inferior Pokemon and move access) is to explore, both the game world and your gameplay options. The game can be quite stingy with handing out Pokemon that are generally high quality out of the box. You're not going to find a Magikarp, Starly or Riolu lying around in the first 10 hours of the game. Many of the stronger Pokemon (as well as TMs for stronger moves) are locked behind quests, and access to them are typically restricted until later points in the game. While it can feel frustrating to some to not be able to run a Gyarados with Waterfall, Crunch, Stone Edge and Dragon Dance before the second gym, I think locking these powerful things behind quests and exploration make them feel earned and gives you a reason to explore the world. In absence of high quality Pokemon, you'll have to start looking at more underappreciated ones when devising strategies to overcome tough encounters. Pokemon is a game with extremely sharp matchups, and this is amplified with the field effects in this game. If you look around and experiment, you'll be surprised at how good certain Pokemon can be within the context of this game. Some examples I've heard of (but have not used personally) are Moxie Mightyena and Kricketune for the first and second gyms. Universal and "cheap" tactics: All that above sound too complex and overwhelming to you? Can't find of a good solution to a specific boss? There is a number of simple ways you can trivialise any encounter: Setting up with stat boosting moves, or X items for the later parts of the game. The AI simple has no idea how to respond appropriately. Toxic, which is accessible early through some Pokemon and guarantees a knockout on even the toughest opponents eventually (as long as they aren't immune). Destiny Bond. The quality of your opponents Pokemon is so superior to yours, trading one for one can seem like an excellent deal. Consumable healing items. With enough revives, cotton candies and potions, you can stall out certain move's PPs, or buy time for your Toxic/burn to eventually wear down your opponent. The game will sometimes hit you with encounters that render these tactics less effective (mostly in form of double battles, by making you fight 6v12, or forcing you to fight with an AI partner). But they'll work for the majority of the game. Given how brutal and unfair certain encounters can get, I'd say its perfectly reasonable to use every tool at your disposal to win. One point of complaint I have is how it can be unsatisfying and tedious to win through these strategies, But it's perhaps unfair to raise this as a point against the game, given that those strategies are also available in the mainline series games Reborn is based off on. So it's really up to the player to not optimize the fun out of the game. You'll also have a good grasp on Pokemon's mechanics if you want to devise your own strategies, so there's a good deal of burden of knowledge imposed on the players. But I sometimes feel like a genius when I manage to execute a strategy successfully. Puzzles I need a paragraph to rant about puzzles. If there's one thing that tells me that this game is product of passion instead of a commercial product, it's the puzzles. The devs LOVE puzzles. I haven't been keeping count but I don't think you can go through the story for 1 hour without encountering some kind of puzzle. And maybe I am dumb, but I find a lot of them to be unreasonably difficult, maybe even harder than the battles without resorting to a guide going by the time one can get stuck on them. Actually I have to give the devs some respect for this sheer lack of restraint, simply making what they want without considering if it'll appeal to people. I think there is value in making things you love, instead of what others will like even though in this specific case I don't personally agree with the devs' artistic vision. I am aware that guides exist (which I have relied on a lot after getting stuck on something for 10+ minutes, I *have* to at least give them an honest attempt) and there's a password that allows you to skip them. So the frustration is partially on me. Some of the puzzles are also pretty obtuse and could use better guidance (for example, the Giratina color puzzle and the Arceus statue noclip puzzles). Story and writing (UNMARKED SPOILERS) Man, where do I even start with this? This game has tons of characters, and a relatively simple overarching plot of trying to stop Team Meteor from collecting the 4 MacGuffins which everyone presumes will lead to dire consequences (it actually doesn't). But it's extremely lengthy, and the game has mountains of subplots going on with those characters. What I'll do here is to just give my list of thoughts on the writing, and talk about how I interpret some characters. For context I did Reshiram-Lin route. Worldbuilding: One thing that I really like the most about the game is how Pokemon are really integrated in the setting. Pokemon exist as more than tools of battle or pets. One instance that is memorable to me was the cage puzzle where you have to use an Abra to teleport various caged Pokemon to heat some iron bars, cool it and then smash it them to escape imprisonment. The gameplay traits of Pokemon and Pokedex entries are acknowledged in the dialogue and set pieces in the game (like how Blake remarking how well an Aggron can swim, and seeing a Bagon jumping off a cliff to learn how to fly). It's one of the better parts of the writing/worldbuilding that I haven't seen anyone talk about. Dialogue and styles of speech: Many characters in the main cast have distinct styles of speech. This does a lot to tell you about their personality. It actually reminds me quite a bit of Fate Grand Order's localisation where different Servants can sound modern or fantastic depending on their inclinations and background. Some might consider it cartoonish and unrealistic, but I think it fits the aesthetics of the game just fine. I do have a couple of minor complaints about the dialogue: I find some characters (for example, Ace, Ciel, Elias, anyone who speaks fancy in general) to be a little difficult to parse. There are plenty of scenes where characters just drone on for too long. I think there are pacing issues with some dialogue, and it's exacerbated by the fact that we have a silent protagonist that does absolutely nothing to break up the walls of text thrown our way. But then, maybe I am just too brainrotted from reading chatgpt too often to read properly. 3. Puppet Lin and child Lin: I find puppet Lin to actually be a pretty good villain. The sheer aura of that woman makes up for how shallow of a villainous Mary Sue she is. Literally any time she shows up you know some horrible shit is going to go down. Member of Team Meteor speak of her in fearful tones and the game sets her up as this ultimate obstacle that you must overcome. Puppet Lin doesn't need much more to be an entertaining villain in my eyes. I find child Lin to be an interesting character too. As seen in the flashbacks in the Jirachi quest, she's obviously a very unpleasant kid to be around, and she has by proxy, murdered quite a few people through Team Meteor and puppet Lin. I might be misinterpreting her character here, but I'd like to think she's inspired by the MC to be less of a shithead after observing them making connections with others and making Reborn a better place, and the events in the postgame is really her trying to help the cast out in her roundabout, messed up way. Of course, you can say she deserves death for the murders she committed and being a bad person in general. But that kind of goes against the themes of reaching out and overcoming hardships and trauma with the power of love and friendship in the story (which I honestly quite like), and she's like 14. Other miscellaneous thoughts Volcarona and Magearna are GOATED af. My favorite characters are child Lin and Taka. I don't really mind the randumb humor (i.e. Terra and child Lin), but Terra's dialogue can legitimately be hard to understand sometimes. That's it, I am going off to play Legends ZA, and I only hope it can provide one fourth the adventure Reborn provides.
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  14. That makes a lot of sense! The islands are a sanctuary for everyone while keeping it on theme regarding gameplay.
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  15. @VinceAndSylveonI've read some answers from Google search results and there seemed to be some misunderstanding of which Pokemon are allowed in Sylph Islands. Any Pokemon can reside in Sylph Islands regardless of the curated Pokedex cut of tentatively almost 140 Pokemon. However, those ~140 Pokemon will be able to be used in Pokemon battles withing the vicinity of Sylph Islands while the other 850+ Pokemon are welcome to spectate. Those battle-ineligible Pokemon aren't frequently seen in the overworld, but the notable non-participating Pokemon seen is Decidueye in Starlight Carnival, in which it provides Yancy a method of brief-one-way-ticket-transportation via archer arrows. Another non-participating Pokemon (although not visible) is Spinda, when Yancy trades her Spinda to Derek in exchange of a Eevee that couldn't evolve.
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  16. Hello! I am Vist, and my commissions are open for Pokémon Reborn in Reborn’s art style. I am offering sprites in the Pokemon Reborn style, so you can place yourself or your custom character in the game! If you'd like, I can create sprites that cover everything in the game. Here are examples of my spritework! If you are interested, please message my Discord vistbot or reply to this forum (Discord is preferred) and see my prices with more examples at this Google Doc.
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  17. Ahhh I think I found out the problem I was trying to use it on the lawds mod and I guess they edited the trainers that are supposed to be in that room in a way that it’s not showing them all I want is tailwinds lol but good mod dude appreciate the work and post
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  18. The right room should look like the picture below. I have reuploaded the file as a Zip with the version number in case I posted a wrong version previously. You can find it on this link: https://drive.google.com/file/d/1W3mN2BMX6iIP5rc5dh7hnNdmVtRBjbxb/view?usp=sharing
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  19. Everything is working fine I do seem to have one issue the room I assume is the tutor room to the far right is completely empty
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  20. Hi this is me again with another nonsense xD This mod makes gardevoir transform when fainting (works like a battlebond) - There are 2 Gardevoir forms you can choose from Celestial Form: Psychic/Fairy, enhanced Moonblast (100 BP, hits Steel/Fire for super effective) Harbinger Form: Ghost/Fairy, enhanced Shadow Ball (90 BP, hits Fairy/Dark/Fighting for super effective) Item you need: Just use the following on Gardevoir items: Blue moon ice cream for Celestial Awakening Blue moon lemonade for Harbringer Awakening Installation: Just drop the folders in reborn dictionary patch folder. Credits: I do not own any sprite that used in this mod @Fervis for the sprite sheet. Rejuv team for the Harbringer sprite And A spriter in InfinityFusion which i still trying to reconnect with if any of this creators disagree with this I'll remove it from this mod. patch.zip
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  21. You might want to double-check whether Rejuvenation is pointing to a different save directory than you expect. Some versions use Saved Games or AppData instead of the main game folder.
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  22. Reupload! Sylph Islands V11: Fairy Deluxe Tournament Preliminaries arc -Story content added for V11 featuring a tournament arc. -Mega Raichu X, Mega Raichu Y, Mega Magearna has been added as well as their respective stones: Raichunite X, Raichunite Y, Magearnite. -Added some missing Audino Pokemon Breeder rematches in previous areas. Like the other Mega Evolutions from Legends Z-A, we have yet to acquire those respective sprites at the moment, so the base sprite will act as placeholders until the mega sprites eventually comes out. However, those new megas are usable since I was able to script the PokemonMultipleForms page to add those three Mega Evolutions, including their enhanced stats. Abilities are nonexistent in Z-A, so I refer to the abilities from their base forums. -Mega Raichu X will have Static. -Mega Raichu Y will have Lightningrod -Mega Magearna will have Soul Heart. Hope you all enjoyed the new content! This took quite a while to make due to lots of eventing, but thankfully there isn't much mapping to do.
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  23. Hey everyone, I'm a Pokémon fan and junior web developer looking to make a name for myself. I created a retro Pokémon-themed Wordle game page where you can play freely and endlessly with Pokémon from all regions currently available. Plus, if you register, you can enter a points competition where you have to beat 8 wordles per region (from Kanto to Galar) to unlock the master tournament, which I won't spoil in case anyone wants to challenge themselves to get there and beat it. I hope you like it as a contribution to the community, and I'm open to any feedback you may have. PokeWordle Link: https://poke-wordle-zeta.vercel.app/home Thank you very much and best regards.
    1 point
  24. It’s that time of year again…Happy Holidays and early Merry Christmas everybody. May everyone’s month be filled with warmth, joy, festivities, and twinkly lights! With that being said, the tracks in Deso, especially in EP6, have been quite pleasant and I’m very excited to hear that there is a focus on crafting an OST for the game during this cycle. The breakdown of your guys’ musical process was such a fun read. It was super informative and the explanation of technical jargon was much appreciated. And of course, the pics of the project really drive home the process. What you guys do is absolute wizardly and amazing. Interesting thoughts on original music and its inspirations…it could potentially be applied to all artistic endeavors to some degree. It’s certainly something to ponder. I digress though, it’s super fascinating to see how those particular tracks shaped the basis for Astra Café. I also like how the rule for the older sound plugins isn’t totally concrete and allows for some flexibility. The late DS-era sounds are such a nostalgia trip and pair nicely with the gen 3 aesthetic though if a new sound would fit well or sound stellar on a particular track definitely go for it! It’s also nice to hear it is such a collaborative effort between the team. The final version of Delica’s café sounds pretty chill and quite zen and ya can clearly hear that Conquest inspiration peeking through. I enjoy it. Something I’d actually listen to while diving into a good book so seems pretty lo-fi-esque to me! I know I’ll be thinking back on this post when encountering new tracks in EP7 (and whether there are any more Pokémon Conquest inspirations lurking underneath). Regarding the megas, I was kinda wondering if there was consideration to their stats and potentially new typing in their designs so it’s nice to know there is. Certainly a nice touch! I am looking forward to seeing which other two megas the dartboard method has chosen. As much as I’d love requesting a tiny sneak peek into every department that mayyy be a bit much lol. So, instead, I second CrystalStar’s request to see some of the map creation process whenever you guys do decide to do another department deep dive. EP6 was full of neat places so seeing that broken down would be really cool. Thanks Darius and Rust for giving us a behind the curtain glimpse of the music in Astra Café. And of course, everyone else on the Deso dev team for the time, effort, and creativity you put into this project! I’ll be patiently waiting for the next dev blog update. Also hope the new member process goes well and am super stoked to see another member on the team in due time!
    1 point
  25. I mean to ask them for less dialogue and characters is basically telling to censor themselves. If a story or dailouge story isn't for you stick to the regular games or play an enhancement hack
    1 point
  26. Love Desolation Two ideas: Don’t overload the game with characters and dialogue. Make select Pokémon fights really interesting by introducing a choice or difficulty setting just before the fight. Prune the character catalogue: I just played through Rejuvenation. Desolation remains my all-time favorite fan game. Towards the later chapters in Rejuvenation, the sheer amount of characters to remember, along with new introductions, old revisits, and long, boring, overwhelming dialogue, meant I ended up just skipping a lot of it. So please don’t let Desolation fall in quality over the chapters by adding overwhelming complexity. Elegance is simplicity, and a great, simple story is something that Desolation already has and should not lose by adding a ton of characters we can’t remember and walls of boring dialogue. A good approach is to think "What can we cut?" "What is not absolutely necessary?". Interesting fights: I also found that most battles were too easy in Rejuvenation, likely because I had some cheesy strategies for any Rift Pokémon: Salazzle using Toxic on anything + Chesto Berry/Rest + Protect + Venom Drench. Galvantula with Gastro Acid to remove abilities that blocked a Toxic strategy, or another mon with Soak to change typing so Toxic would work. Or a sweeper setup with Baton Pass Drifblim using Minimize, Amnesia, and Focus Energy into a Bulk Up + Leftovers Blaziken that could sweep. Or no setup at all, just straight Alolan Ninetales with Aurora Veil + Nasty Plot to sweep. Changing the field early on with certain mons, and later Lycanroc with Lycanium Z to remove any annoying field with its Z-move. Why am I saying this? Because not a single fight was truly challenging. Maybe Souta was the highlight in Rejuvenation. My favorite fight to date is the Sigmund double battle in Reborn – that one was interesting. So ideally, have bosses that are not mandatory but easy to access, with insanely hard mechanics. Or, in Desolation, have an option just before a boss fight to affect how hard the boss will be, possibly changing the later outcome or simply the reward from the boss. I’d love to go for the hardest possible difficulty – and not by limiting myself, like saying I cannot use a certain strategy. I want to be able to use anything at my disposal, and I’d like the game to be tunable to that. I'm saying the above because i hope Desolation remains at the top of great games! Best regards, Peter
    1 point
  27. Very interesting dive into the music creation process! I used to be very unclear on the different work of the composers and production people so this clarified quite a few questions i had. Also, mega noivern.... it's peam..... Since you guys asked, I'd like a similarly in-depth look into the map creation process! As an aspiring fangame dev myself, it's one of the two spaces im not acquainted with at all (the other being music creation haha) so it'll be neat to see a deep dive into that :) Been doing more spriting lately so this sentence just speaks to me a lot (the voice from the sprite mines are never ceasing) Awesome work on everything and cheers to getting Episode 7 over the finish line!
    1 point
  28. Hey if Charizard can have 2 I see no reason why my boy Feraligatr can't have both.
    1 point
  29. Posting to inform that the mod has been made completely modular! No functional change, just a backend improvement to improve compatibility with other mods. I should have done this a lot earlier to be honest, but I just couldn't find the time to sit down and do it, what with the dev responsibilities and all. Thanks to @Fervis for making me finally get off my ass and get it done!
    1 point
  30. Absolute Cinema. My hype for V14 somehow went from 100% to 140%
    1 point
  31. Suddenly I feel Rejuvenated... y'all have been doing awesome work! V14 is looking to be a RIDE
    1 point
  32. This post has been sponsored and narrated to you by sad bear i found on etsy (if this is ai ill kermit) please listen to this song and be sad as you read So it's been 5 months. Hey... How are you? Good? No? Sorry. Progress: Paragon: Part 1: 100% (Tested) Part 2: 90% (Untested) Part 3: 95% (Untested) Renegade Part 1: 100% (Untested) Part 2: 95% (Untested) Part 3: 85% (Untested) I took a big break during May, and a few days off in June. I needed it. Part 1 in each route are done! Part 1 (Renegade) needs testing, but I'll do that later. Part 2 of Paragon has a big segment that needs a lot of work. Likely will be done last. Part 2 of Renegade is basically complete, I just need to create a cutscene with the two M's Part 3 of Paragon is nearly complete. I have one last segment, but it's the hardest one. Part 3 of Renegade needs its last segment done as well, but I did so much work in one small time period that I need to do something else. I've been focusing a lot on Renegade recently because I got that Ren(egade) in me. Let's talk about it. Introducing THE WONDER TOWER I mentioned a long time ago that a lot of the events of Paragon's Karma files -still- happen in Renegade. The player just isn't there to take part in them. Most notably, some interesting things with Alice (Again) But this time it's a bit different... Alice has created a special dimension called The Wonder Tower. What is the Wonder Tower? - THE WONDER TOWER, is a 3 zone mini rogue like. The player will enter the tower and be cursed by the Queen who rules it all. Angelica! Also, it's ANGELICA'S WONDER TOWER. You've been stripped of your Pokemon, but fear not, there are Pokemon available to you inside THE WONDER TOWER! Also! The Pokemon you get here are yours to keep! They're received at random, though. Each time you lose, your experience will get a bit easier. I tested this area out with some of my dev members and the reception was really good. Review: "It was really fun" - Jan 10/10 starly. Renegade exclusive btw. To sum it up: 3 Zones 3 Bosses 3 ??? Encounters 2 Locked up Teammates ummm what else. oh yes. playable m2 segment us renegaders really won with this post... go us. In other misc news... Two icons from emo village got an emo upgrade (no) rad... zumi also posted this preview what's with all the emos... also... did u know... renegade and paragon are both having "xen raids"... but each are getting their own unique areas ? like... in renegade you cant go to paragon's maps and vice versa... Why did I do this... Well... it's becaus e i love you. That's all I really have to say... I'm still shooting for a release this year... but if its not perfect why bother.... oh and one last image for everyone!! Yay!
    1 point
  33. Pokemon Reborn has one-thousand, one-hundred, and seventy-nine battles. Now, while a few of these are only available through illegitimate means – such as Tham the Tench Engine and Mr. Meow Mix – and many more are random trainers with no distinguishing features whatsoever, knowing your enemy and knowing yourself can carry you to victory through all of them. About three weeks ago, I decided to start a mono-Bug run, and – inspired by watching Run and Bun videos – wanted to go for as few faints as possible with clear, clean lines. As such, I would need to understand the AI's behavior. However, while the basic information about the AI – it works based off scores for each action it can take – I couldn't find a full document detailing how these scores were calculated anywhere (for good reason), so I (someone with poor reason) decided to make it myself. Anyway, here's a 125 page document detailing the 12676 lines of code that make up the Battle_AI.rb file in the Pokemon Reborn code as of v19.5.26. It's broadly organized into 3 parts: Item AI, switching AI, and move AI, with the vast majority of the doc taken up by move score calculations. I hope it's understandable, please tell me if anything is not, and I damn hope this document helps at least one other person. (Feel free to port this to Google Docs or something, I'm just a "torture myself with Microsoft Office" type of girl). Pokemon Reborn AI.docx
    1 point
  34. Hello hello! Posty here delivering you the latest instalment of Desolation Development™. It’s been a while folks and I hope you all are doing well! And not suffering too much with this heat (if you’re from the UK, you know how the weather has been lately), before I jump into this beast of a blog that I have lined up for you all, I just want to once again say thank you. The reception we received following the news of Caz’ Departure was overwhelming with love and support for myself and the rest of the team to continue carrying the torch he passed onto us. We are excited for what’s to come, and this post will showcase the changes we have been working on to improve the Deso experience, but first one last little announcement. From one departure to another, Crim has decided to leave the team. Crim joined us during early EP6 development once we decided it was about time to expand from our original 3 man band. They provided a ton of useful insight and produced some stunning work which has left an impactful mark on the game. We are forever grateful for the time and effort they put into the project and wanted to thank Crim for everything. We wish them all the best for their future endeavours! And with that, let’s move into what this post is all about… Gameplay. This blog is going to be… long, juicy! But long. So I will be splitting this into individual sections with spoiler tags, so feel free to read all of it, the sections you are most interested in, or just skip to the end and say “first” down below in the comments. Anyways, we have a lot to cover so buckle up folks, so let’s get into it shall we? Gen 9 Mega Evolution Changes Overlays Boss Mechanics Field Updates Ability Boxes Drinking at Drifblim Drinkery --------------------------------------------------------------------------------------------------------------------------- So, that was a lot of information huh? I hope these last two posts were interesting reads for you battle folk out there. We have a lot of cool updates coming to EP7, from optimisations to further gameplay balances, Desolation continues to improve with each version. We have a lot of exciting content to come and I really do look forward to sharing more with you all! Now before I wrap up this post, I have a few extra details to go over. Patreon Updates A few updates have been made as of this post going live to our Patreon tiers. For starters, I want to make an announcement regarding our Crown Tier. As you know, this was removed due to Caz’ absence. Now that he has taken a step back from development, what will happen to this tier? After a discussion with Ruby, we have decided to not bring back the Crown Tier during EP7’s development, instead we will look to bring it back once we begin work on EP8. The reason for this is due to the length of EP7 development already, adding additional workload to what is already a monstrous amount of work developing the story would only continue to delay the game coming out. I want to be able to develop side quests that our Patrons have requested to a high standard and not half ass them. So this will be something I would look to reopen once we begin EP8 development. It will function similarly as it did in the past, with only a limited amount of slots available, more information on this once we get closer to EP8’s development. Furthermore, we have adjusted the wording for our Stargazer and Rose tiers to make it a bit clearer about what you are allowed to ask for as part of your perks, the changes are as follows: Stargazer Submit your name to be an NPC in the current version of the game! Rose At this tier, you can choose some attributes for your named NPC (Class from a list, Max Team of 5, and if you would like them to appear in the Keneph Resort Fight Club) Keneph Resort Fight Club? Yes, I will reveal this now as a part of this blog, Keneph Resort will be the host of a new Fight Club. We will go more into details about this in a future update, but for now that’s all you’re getting! Anyways, hopefully these clarifications make sense, I have compiled a list of Trainer Classes you will be able to pick from, in which we have now added new ones that will be appearing in EP7! Development Blogs This one will be kept short, but starting from the post in June, we will reduce the number of development blogs from once a month to one every 2-3 months. The reason behind this is to prioritise bigger and more informative posts, similar but not the extra length to this post. I want these posts moving forward to really showcase what’s to come in EP7, while also really focusing on development without having to rush about “what to put out this month”. This will allow me to think more in advance about what I would like to include for our blogs, and spend more time writing them up. I may start dropping some teasers here and there on our Twitter or in the Reborn server, so keep an eye out! --------------------------------------------------------------------------------------------------------------------------- Woah boy this was a long post… I had to split this up into two individual Patreon posts as it was so long, but thought I would just chuck it all into one for the development blog. Anyways, I hope this has got you a bit excited for what’s to come, especially for the battle enthusiasts out there! And with that, I bid you adieu, until the next one folks! Posty
    1 point
  35. Man, whenever I think I cannot get more hyped about the next update, y'all come and post stuff like this!!!! HOLY SHIT!!!!!!!! The sheer amount of STUFF you're implementing! And it looks SO AWESOME!!!!!! I'm so hyped. I'm SO FUCKING HYPED!!!!! It looks phenomenal!!!! Utterly blown away by everything.
    1 point
  36. When people count on you to do your best but you end up ruining it for everyone instead.
    1 point
  37. i am dead on the floor, please enjoy the game and thank
    1 point
  38. i took the zekrom path cause i like taka and dont give a damn about titania, clearly she put herself in the situation shes in, whie taka never had a choice and is slowly realizing that he DOES have a choice...also cause, you know, battle is always better than not battle(that precious exp). i hated the desert part, i had no idea what to do, took quite some time to figure the annoying puzzle out and then find some random people, then some random place, then randomly titania and lin with no context whatsoever????yeah, this path sucks.
    1 point
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