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Happy New Year folks! Well it’s already 24 days into the year… And a lot has already happened. Hope it’s treating you well, and if it ain’t then I hope that it does soon enough. In today’s development blog I will be touching on the changes within the Desolation Development Team (we have new members! Yes.. plural.) and I will be providing a bit of an “in depth” analysis about how I proceed with the level design for the game. A lot of you enjoyed our blog regarding the creative process Darius and Rust follow in producing original music for Desolation, so I wanted to showcase a bit of my process as well when it comes to mapping! I will also be including a sneak peek at a map coming to EP7 but before we jump into that, lets discuss… changes. A new year brings along new challenges and prospects, and in Desolation’s case, new team members. Please give a warm welcome to @MaggeyAttackey and @wiresegal as they join the Development Team! Mags will be joining us as an eventer, someone who will be working alongside me developing sidequest content and giving me a hand with main story elements. He has already proven himself with his creativity in the quests he has been working on, and it has been a real bit of fresh air to see what he is bringing to the team! Wire, on the other hand, joins us as a scripter who will be giving Yumil a hand in that department (can’t believe their reveal was leaked…). Wire has been contributing heavily to the community scripts project which for those who don’t know, Desolation shares a codebase with Reborn and Rejuvenation, so any changes that happen across one game is then passed onto the others, so everyone benefits! In their short time they have been here, they have already identified areas in Deso’s scripts to be optimised and incorporated some new systems into the game, some of which we will reveal at a later date so keep an eye out! The team has really expanded in the last few years, it’s weird to think how EP5 was only myself, Ruby and Caz and now we host a team of 10 who all share the same passion in continuing developing Desolation. The year is looking bright and I look forward to what’s to come. With that said, let’s move into the next segment of this blog, mapping. The Mapping Process So let’s talk about maps. Level design is something that I was initially looking at as a career path… until I realised that my prospects were more suited for Digital Marketing and Content Creation, but I still really enjoy mapping new areas for Desolation. With that said, how do I go about my maps? The best way to start this off is by showcasing the final design for a new area in EP7, here is Astraciel Wildwood, you’ll see that this version of the map is different from what was originally mapped in our public stream back in December 2024, but keep reading and it’ll make sense! I’m really happy with how this map turned out. I worked on this map across two Development Streams which were exclusive to members of our Patreon. EP7, despite the bumps along the way, has been one of my favourites in terms of our map designs, really embracing the different landscapes Arcanius has to offer and letting our creativity spill out through our locations. But how do I decide upon the design and what we need for the Game? My initial thought process follows a simple structure: Where is this area located? What is the purpose of this area? What sort of landscape will this area be? What is roughly the size of this area? Let’s take Astraciel Wildwood as an example to explain my process and go through these one at a time. Where is this area located? So as an extension of the existing Astraciel Wildwood map, it will sit around the top left side of Arcanius near Astraciel Town. This is an area I want players to step into after they leave Chryseum Canyon from the north exit, and then leaving the area will take them to Astraciel Town, so after looking at the map, there is only really one place it can fit which fulfills this criteria, as shown in the map below. What is the purpose of this area? With the vast difference of colours and natural landscape between Chryseum Canyon and Astraciel Town, realistically it doesn’t make much sense to leave the Canyon and end up in a town full of mushrooms. The solution to this? Create a map in between the two locations that acts as a natural “transition”, an area where the player walking through can really feel the change in environment as they progress from Point A to Point B. What sort of landscape will this area be? The area in question is outdoors, and the surrounding environment includes a ton of vegetation and trees. As a transition map between the two areas, I would need to ensure that we utilise trees from both tilesets, and include Astraciel’s unique vegetation which involves mushrooms near the exit to really represent that the player has entered a new portion of Arcanius. A forest map with a variety of tree colours, plants and mushrooms. What is roughly the size of this area? A key thing to remember is that size is crucial in level design, where do you want the player to go and how far should they realistically be in this area? You see this in the difference between large cityscapes to smaller villages, a city is an area where players have a ton of places to explore and even sometimes get lost in, while a small village has a few houses with clear indications where they are to go next. You don’t want a town to be too large or a city to be too small, it becomes difficult to really capture the finer details. Let’s apply this to Astraciel Wildwood, as a transition map I don’t want this to be extremely large as its purpose is to create a natural shift in the environment. But I also don’t want it to be too tiny as it’s meant to be a forest walkway. This is something that you will pick up the more you do level design, and definitely took me a bit to get it knuckled down to the level of knowledge I have now. Okay! With these questions answered and a vision in mind, I turn to creating a rough sketch to envision the sort of shape I want the map to take, how I want the player to progress from Point A to Point B, and how I want the player to get there. It is really important that you put yourself in the player’s shoes, picture yourself traversing through this map, is it tedious? Do the puzzles make sense? Is it too long winded? Let’s take this rough sketch for an underground map I’ve created for EP7 and break it down. Coming up with a map design can be tricky, but I would just say do something rough and adjust as you go. My rough sketches do not always correlate to the final design, it's rough after all. Anyways, as you can see, I clearly mark where I want the player to enter from and where I want the player to leave from, I also indicate on the map if there are any additional entrances the player can go into and explore, these I tend to mark with a little =. I normally have in mind at this point whether or not there will be a puzzle involved to open up the exit to the player, other maps may have additional sidequest content which I factor in, for example the Old Woodland with the Rufflet Egg sidequest. After the sketch is finalised and I’m happy with all its nooks and crankies, I head into my trusted friend, RPGMaker, and begin to map out this rough sketch onto the map. I have a different process if I’m doing an indoor map or outdoor map, for outdoor maps that feature trees, I mockup the rough layout with the bottom halves of the trees next to the borders of the map, while for indoor maps that utilise cliffs, I use layer three and mockup the quick sketch with a random tile, as shown in the brief examples below, these don’t follow the sketch above as I would be here all day lmao. Yes, very small examples, but you get the gist. One thing to note with trees is that unlike the original Gen 3 games how they just perfectly line up, I really am not a fan of it. I personally feel like it’s a bit tacky which is why I always opt for the approach shown above, it adds more of a pattern to the map, and I personally think it looks and feels a lot nicer in game. After I get my basic layouts finalised, I then get to work adding the tops to the trees and the initial first layer of cliffs, the end result looks a little like this. Really starting to take shape! Once I am happy with the design layout, I will then look to develop these further. With forest maps I will start to populate with your flowers, bushes, grass, and maybe chuck an item here and there. With cave maps, I will begin to build up the rest of the cliffs to give the area more depth, and then populate with some rocks, oh and also delete the sketch layer I set up. Yes I changed the floor colour for the cliff map, I used the wrong cliffs! Now these maps have some character to them, a small meadow area which is a bit secluded, and an upper level of a cave that could include an item or even a random event for a sidequest. With the mapping done, let’s see how it looks in game? You want to see how the player will fit into the world you’re creating after all. For this, let’s take a look at our little secluded meadow! Looking good! But before we can fully sign off this map, I always do an “out of bounds check”. What this means is I hug the edge of the map and see if you can see the abyss… aka the black void, for maps like these and cave maps, it’s very important that through the player’s eyes, these are not shown otherwise immersion can be lost. So let’s see… Oh dear. Now that’s not good, what would you think if you were in this nice forest map and saw the dark void which looks like it has cut off some of the trees? This is a key detail you need to fix with mapping, countless times it has happened to me in the past, luckily now I’ve memorised how many tiles it takes from each direction for the player to see the edge of the map, it's always good to keep it in mind! When it comes to interior maps, seeing the black void is completely fine as it indicates you’re inside a smaller space. Just make sure that if you have multiple interiors to different houses on the same map, they are spaced out nicely so you don’t get a sneak peek into another house! Much better. And that is my mapping process! After a map is finalised, I will then look to populate with more items, trainers and then events for main story/sidequest content where I see fit. Let me know what you think about this style of post, I haven’t really gone through my processes like this before so I hope that this was at least a bit interesting! With that, go give our new team members a nice welcome to the team, I can’t wait to showcase more of what they and the rest of us have been working on throughout the year! Til next time. Posty4 points
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While Miss ICSW is away, please do not hesitate to ask me, Dev Steffi, for an assistance! Enjoy your time away in Ceolis.3 points
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Reuploaded DDDL and Spork DDDL: -another Delicia VS sprite update made by Palletite -Isaac trainer sprite updated by Steffi (is the one in Steffi's post above!) -the Hippopotas at the pie-eating contest is now the green shiny one (overworld sprite made by Steffi) -added a few more guards at the Party District, along with a small dialogue addition about the trespassers waiting until the guards were changing shifts to try getting in (I thought it was weird I only put one guard there) -all uses of Trainer(s), and Ability/Abilities when referring to Pokemon Abilities are now capitalized SPORK: Updates: -new Elite Four and Champion rooms made by Enigma -all ZA Mega Evolutions are now in (includes a new Isaac event for Eelektrossite, and a new Brutus event for Lucarionite Z) -custom shiny Lunatone and Solrock made by me -custom shiny Relicanth made by Mr. Fahzy -Genesect quest rewrite: you find Genesect while exploring the Classic Park cave with Lime; Anthony shows up to explain Genesect's situation and asks you to retrieve the drives; after doing so, you obtain Genesect after a battle where it uses all four of its drives -all Planet Spork simulations for ZA characters now have their Mega Evolutions -added more NPCs and items to Tullborn City -added missing party/summary screen icons (most Mega Evolutions, some female Pokemon for ones that have gender differences, Cosplay Pikachu, Primal Kyogre and Groudon, Origin Dialga and Palkia, alternate forms for Arceus, Silvally, Castform, and Vivillon; also added canon shiny icons for the Zubat and Sandile lines) -added Tatsugiri NPCs to the Sea Star Society Meeting Section that can change Tatsugiri's form -added expanded choice menu to the X Items ingredient mixer in the Vitamin Factory, and the game now mentions not needing any items if you picked the Flareon Sign -added text to the statues in front of Ryoko's Castle and the Hydreigon statues in the throne room -added a link to the wiki in the game folder -all uses of Trainer(s), and Ability/Abilities when referring to Pokemon Abilities are now capitalized -team updates: Ashley: Litleo/Pyroar and Darumaka/Darmanitan changed to shiny Charcadet/Armarouge (nickname Robot) and Combusken/Mega Blaziken (nickname Swords) Wendy now has Mega Scolipede in her postgame rematch Professor Mangrove's Relicanth is now shiny Eva: Toxicroak changed to Toxtricity Low Key Fixes: -Fairy Arceus now has sprites -all Arceus and Silvally form sprites are now in the correct order; half of them were one off from what they were supposed to be because of an unused "QMARKS" form that I didn't know existed -Carnivine's shiny front and back sprites are now consistent -in Shiny Scouting, Blacephalon is now grouped with Spork's custom shinies instead of with the other UBs -can no longer walk on a few cliff tiles in Tullborn City -corrected typo for one of Silk Studio's trainers who said "sylish" missing the t in stylish -corrected wrong name in the player's Nosy Nosepass interview, where if you ask if you can adopt him, he mentioned Julian from "Alumia's birthday party" instead of Crolea's The new E4 rooms I mentioned last month have now been added! Arnalda has a wrestling arena with seating, Triston's is inspired by the Abyssal Ruins but with a gothic style, Seamus' room is based on the legend of leprechauns and the pot of gold at the end of the rainbow (with the different colored flowers symbolizing the rainbow), Peach's has a bunch of copies where you need to find the real Peach, and Agne's is surrounded by a space background. The battle with Emily is in a new hallway before a warp panel that takes you to Agne. A couple things to note: -For Peach's room, Surf is removed from your inventory when you enter and given back when you leave. This is to prevent the player from being able to surf in the room, as it has surf properties in order to use water reflections. -These are specifically the E4 rooms; the revamped Party City maps are ongoing. Enigma made these in advance last month while taking a break from the Team Portal HQ The "Next" signs you can see in one of the screenshots were inspired from the Arena modes in Kirby games that show your next opponent from the waiting room. Arnalda will also have one when the Starlight Citadel is mapped in the future. Thanks to Enigma for making these, they definitely give the feeling of a final challenge after a long journey! I think Arnalda's makes an especially strong (Fighting pun intended) impression with the wrestling arena, and imposing statues of the Machop line being the first thing you see when you enter the room! Shiny Lunatone is based on a strawberry micromoon! Once in a while, the moon will be visible in rare colors at certain times of the year. I looked at an image of which ones will happen this year and Steffi picked strawberry micromoon, so that's the one I did! Shiny Solrock is based on a total solar eclipse. For Relicanth, a community member named Mr. Fahzy posted a shiny Relicanth he made several years ago in the Creative Works section. I saw it back when it was posted and really liked the added treasure map details. I've been thinking recently that it would be perfect for Professor Mangrove with their treasure hunting hobby, and was able to reach out to Mr. Fahzy on Discord to ask if I could add it to Spork. Thanks to Mr. Fahzy for making it all that time ago, and for allowing me to add it! For Ashley's team changes, the shiny Armarouge is to match Kayla's shiny Ceruledge. I had been planning on giving her Mega Pyroar when ZA came out, but then I thought Blaziken fit her more, since it's known for footwork and can learn Swords Dance. I'm not sure what my reasoning was for giving her Pyroar in the first place. I did once read that lions can leap 36 feet, so maybe I thought leaping was kind of a related skill to dancing? Either way, I think Blaziken is a way better fit. I hope you all like the new E4 rooms as much as I do!3 points
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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
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Early reupload since I'll be away for around 2 weeks starting tomorrow DDDL: -added (canon) shiny Mareep party screen icon Spork: -custom shiny Tropius made by Palletite -Aretha's Tropius is now shiny and nicknamed Dragonfruit -Steffi added a third skin tone for Scientists and male Tourists -added more NPCs to the Pokemon Research Institute and Astral Observatory -added party screen icons for Mega Kangaskhan, (canon) shiny Mareep line, and (canon) shiny Chansey -started making party screen icons for Spork's custom shinies. So far made Seel line, Kangaskhan, Articuno, Hoothoot line, Togepi line, Sunkern line, Forretress, Happiny + Blissey, Ralts line, Skitty line, Plusle, Minun, Trapinch line, Lunatone, Solrock, Tropius, Relicanth, Bidoof line, Finneon line, Leafeon + Sylveon, Darkrai, Sewaddle line, Gothita line, Durant, Cobalion, Meloetta, and Hatenna line -updated Steffi's Pokemon games graph in the Temple of Time with Winds and Waves: The shiny Tropius is based on dragonfruit (Steffi's idea)! Not only did the colors change, but the fruit did too! Thanks to Palletite for making it, I think it came out amazing and hopefully the party screen icon I made does it justice! The third skin tones for NPCs and the shiny party screen icons will be done a few at a time across reuploads. For the shiny icons, I surpassed my starting goal by a lot. I was originally thinking I'd do around 5 or 6 shiny icon lines per reupload, but I already got 27 done! Some of them only take a few minutes and others are more challenging, but I've been having fun making them! I'll be able to continue working on Spork when I get back in a couple weeks!2 points
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Reuploaded: -Isaac trainer and overworld sprites updated by Steffi (as seen in Steffi's post above!) -Professor Mangrove's Relicanth is now shiny -Ashley: Pyroar and Darmanitan changed to shiny Armarouge (nickname Robot) and Mega Blaziken (nickname Swords) -Wendy now has Mega Scolipede -all uses of Trainer(s) are now capitalized2 points
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UPDATE - 2/16/26 This update focuses mainly on technical improvements and overall polish. Follower movement is smoother, more efficient, and behavior is more consistent. Shadow Pokémon follower sprites are now supported! (Use _a in the filename) Talking to Pokémon now has more dynamic and varied dialogue, and happiness affects responses more strongly. Party menu changes now refresh followers instantly when the menu is closed. Followers temporarily disable before battles and restore afterward, preventing party order changes from affecting gameplay outside the overworld. Followers avoid spawning inside NPCs/events when possible. Followers avoid stacking and relocate to a nearby safe tile if needed. Fixed “chain nudging” where followers repeatedly pushed each other or stood in front of the player. Followers maintain consistent order while walking instead of visually swapping positions. Followers will never remain on the player’s tile. Followers animate immediately after appearing. Followers are now semi-solid. You cannot walk through them, but they step aside when possible instead of blocking movement. They also become passable during cutscene movement, so events don’t break. NPCs now properly react to followers and no longer walk through them. Followers correctly hide and restore during dialogue, cutscenes, and HM usage. Followers automatically resync after map transitions. Up to four Pokémon can now follow the player! Partner trainer behavior improved. Cycling follower mode once after a partner joins stabilizes positioning behind them. After battles, followers will automatically reposition correctly either way. Improved sprite lookup caching for smoother overworld performance. Download Link2 points
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Re-upload! Update log for E3.1 -Sizable batch of E3.1 is made -Some items have their price drastically adjusted (TMs, some held items, and vitamins). -Sprites for Mega Raichu X and Mega Raichu Y has been updated! -Added a sidequest in Pixie City Now, you may notice that the version has changed to "episodes", and that's because I feel like having a version as high as at least 13 doesn't make sense since they were mostly short content. So, this is how I divided those "version" into: Episode 1 -1.1) Ouiet Vacation -1.2) Feeling the Heat -1.3) Shrouded in Black -1.4) Shock Factor -1.5) Splash Diving -1.6) Absolute Zero -1.7) Beyond the Galaxy -1.8) Verdant Meadow -1.9) Memories Restored -1.10) Treasures Unveiled Episode 2 -2.1) Sylvic Clash -2.2) Fairy Deluxe Tournament Preliminaries -2.3) Fairy Deluxe Tournament Finals Episode 3 -3.1) Eevee Meadow -3.2) Glacy Fields -3.3) Helium Heights This hypothetically covers up to 15 "badges", and whatever leftover slots for the last three "badges" is up to what I can think of. Next up is price adjustment. What I changed will be blown out of proportion. I recall Vince was able to make all 100 TMs accessible throughout Sylph Islands in various parts of your adventure. So what happens to the TMs that are in Pixie City West? Their TM prices are multiplied by a hundred times (100). No, I am not joking. Those prices are around six figures, and for something that can be used as many times as you like, even the way Pokemon Black & White handled it is still way too lenient price-wise. On the other hand, the price of Vitamins have dropped from 9800 to 4900 to line up with how Oildroll City in Spork prices things; though the only exception is PP Max, which is 14700 instead since they provide three times as much than PP Up. And lastly, the only held item(s) that I can think of that increase in price is those type-boosting items like Miracle Seed and the like, in which they're 9800 just like Charcoal. So far, these are the only changes that I've made. Then there's the Mega Raichu sprites. I've got to thank Pokemon Spork for eventually being able to somehow find those mega sprites related to Mega Dimension. As such, you are no longer confused as to which form they are when they Mega Evolve. The sidequest that I've added in Pixie City NorthEast is also based on a similar mini-quest in Pokemon Spork in which you have to show someone certain Pokemon. Whilst in Spork, a NPC in Liliech City wants you to show Eevee and their Eeveelutions, a NPC Aroma Lady in Pixie City NorthEast will ask you to show a variety of Grass-type Pokemon. Once you finished showing her a variety of Grass-types, she'll then give you various rewards and, ultimately, the insta-healing feature, which can be turned on or off at your leisure. I made sure to include an event for each map that performs insta-healing. For the next batch, it's still gonna be me dealing with making mystery dungeons and mapping in a similar matter of Bloons Super Monkey 2 Mobile Frozen Fields. As such, this will take a long while for me to get the next one out. I hope you enjoyed this recent upload!1 point
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[Mod] Nero Learn Menu – Advanced Move Relearner Integration Overview: This mod significantly upgrades the default Move Relearner system by making it more powerful, flexible, and user-friendly. It introduces a new “Learn Moves” option directly in the party screen and tracks a wide range of move types beyond just level-up moves. (Optional) Added change EVs/IVs/Nature/Ability in party menu See the comment below. --- Features: New: Added menu for (Optional)Edit EV/IV/NATURE/Ability See the comment below. Improved code of the learnpatch and util Significantly reduced the loadtimes. *added comments in the code * Adds a Learn Moves command to the party menu for quick access to move relearning. Includes relearnable moves from multiple sources: Level-up moves up to the current level. Starter / first moves. Egg moves (learned or compatible). Tutor moves previously taught to the Pokémon. Any unlocked tutor moves from a global trainer list ($Trainer.tutorlist), filtered by compatibility. Supports pre-evolution level-up moves by referencing the immediate pre-evolution species. Avoids listing moves already known or duplicates. Modular and form-aware — designed to integrate cleanly with custom tutor/egg systems. --- Dependency Handling: Requires nero_learnmenu.rb and nero_util.rb to function correctly. If either is missing, nero_learnpatch.rb will crash the game with a clear error message, prompting you to install the missing file(s). --- Installation: 1. Drop nero_learnmenu.rb, nero_learnpatch.rb, and nero_util.rb into your Patch/Mods folder. 2. Launch the game — no additional configuration required. --- Check out my other mods: nero_learnpatch.rb nero_util.rb nero_learnmenu.rb1 point
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Hey Everyone! I've been loving the game so far, and I saw a mod request for an always mega patch. Not sure if this is needed or something people need, i play on controller and when i press the evolve button the game tends to not cooperate with me. All mods i make will be posted in this thread. Compatibility: All Gen 19.5 Decat Menu Multiple mega mod. Unsure at the moment, I'm working on compatibility for All Gen and I've made some good progress with adjusting the compiler to sideload specific mods that modify text files so they don't conflict with major mods or replace base game files. !!!Back up your save before using!!! ME FR jbd - alwaysmega.rb1 point
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Hello and welcome :) Regarding your question, not necessarily. You can only start a new game if: 1st - your game is corrupted; 2nd - the map where you last saved the game before updating has been modified and you can't exit; or 3rd - if there's a major update and you want to see how the game is (I've done this before). If you want to wait until the next update (which doesn't have an exact release date), you could play one of the other games. I would recommend Pokémon Reborn, as it's more or less a base to understand how the other two games work and it's already complete, okay? I hope I was able to help you. If you have any further questions, just let me know and I'll try to answer them as best I can.1 point
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Your options that don't require changing scripts are EVs and IVs, as well as the Light Ball. There is a partner Pikachu, but it is only available from the Terajuma password as Alain. If you wanted to edit the base stats, then you'd need to edit Pikachu's code in montext.rb, and compile via debug.1 point
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Pokémon Followers for Pokémon Rejuvenation This mod adds overworld Pokémon followers to Pokémon Rejuvenation, allowing Pokémon from your party to walk behind you as you explore the world. While other Pokémon games and hacks often have follower systems, to date, there has not been a fully implemented, map-edit-free follower solution available specifically for Pokémon Rejuvenation. This mod fills that gap, bringing visible party companions to Rejuv’s overworld in a way that integrates cleanly with the base game’s systems. Features One or two-party Pokémon can follow the player No map edits required Works across map transitions, cutscenes, PokéCenter healing, and partner trainers Overworld interaction with your follower Pokémon gain happiness while walking with you Follower Modes You can cycle follower modes using CTRL: Off → 1 follower → 2 followers → Off One follower uses your party lead Two followers use your first two party Pokémon Compatibility note: Using one follower is the most compatible option when a partner trainer is active. With two followers enabled, the second Pokémon may occasionally overlap the partner depending on map layout and movement. Talking to Your Pokémon Press C (Action) while facing a follower to: Show a short message based on happiness Display the Pokémon’s current happiness value Happiness From Walking While a follower is active, your lead Pokémon gains happiness over time as you walk. Default behavior: +1 happiness every 400 steps Happiness is capped at 255 Shiny Pokémon Shiny Pokémon are supported and working. Note: Most shiny follower sprites have not yet been recolored or resprited to match Pokémon Rejuvenation’s custom shiny palettes. Many shinies currently use vanilla-style colors. These will likely be updated in a future release, along with numbered graphics for Gen 9. Installation Download the zip file Drag and drop the contents into your Pokémon Rejuvenation main folder Launch the game All required folders and sprite paths are included. Download Zip Link Notes/Disclaimers Pokémon will not follow if they are fainted or eggs If the lead Pokémon faints while following, the next valid Pokémon in the party will automatically take over Followers do not block player movement Seems to be compatible with Rejuvenation Extreme and Gen 9 Encounters mod if a Graphic matching the dex number is added.1 point
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I love this mod, this and the Overseer Files Regional variants demo mod.1 point
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¡Versión 0.8 del juego en 19.5 en español! Es una recreación hecha en colaboración con JuanJsar, basada 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 0.8. Version 0.8 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 0.8. Este mod traduce lo siguiente/ This mod translate the following: - Todos los diálogos/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 - LA POKEDEX - Pokegear: Notas de campo/ Notefields in the pokegear - Diálogos en mitad combate, a veces/Mid combat dialogues Foros españoles: https://whackahack.com/foro/threads/pokemon-reborn-19-5-en-espanol-re-creacion-del-mod-de-everson.69132/ ¡AHORA INCLUIMOS CUATRO VERSIONES! ¡El juego base y el juego con ALLgen mod, para PC y movil! NO ACTUALIZEN EL JUEGO UNA VEZ DESCARGADO. Tráiler de presentación/ Teaser: Enlace de descargas/Downloads Espero que lo disfruteis en todo lo que se pueda. / Hope you enjoy this mod as much as you can. PD: Por favor, reporten todos los bugs que encuentren por aquí./ Please report all bugs you find here.1 point
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It worked!! Thank you. I now feel really stupid1 point
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Hiya, everyone! Just came back to this post to put some of my thoughts out there. Since I last made a re-upload on December 31, 2024, I have not touched this project since then due to moving on from this, IRL responsibilities, and/or extending some help on Yancy's Sylph Islands project. But lately as of today, I noticed that Pokemon Virtualization has reached 2000 downloads, which isn't a lot per se, but was a lot more than I was expecting. Regardless of how far you've made playing this game, being seen by others is already good enough for me. But even though I said that I am moving on from this project, I also noticed that there are additional mega evolutions that was already established through Legends Z-A and its DLC "Mega Dimension". Without those would make Virtualization outdated, but if I feel like it, I might add on those Mega Evolutions (it's not hard to do, only messing mostly at PokemonMultipleForms and also another chunk of line regarding mega stones that cannot be knocked off). That would open up to more options for players to use unique ones. Thanks again everyone for checking this out! Until next time!1 point
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Finally downloaded Pokemon Reborn and playing it after a very long time with E19.5 on the rope. It feels almost nostalgic since it was this game where all of it began for me :)1 point
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Very cool and informative post! Completely agree with the point about trees not aligned fully to the grid looking nicer, it feels more natural in a way. It's really little things like these which really elevate the gen 3 while keeping the familiar. Reading through the post and not realising the transition of the wildwoods until you mentioned that at which point I quickly scrolled up and went "ohhhh yeah that DOES change environments". Love the soft look of the new tilesets, they're very warm and cozy. Thank you for the meal, it was scrumptious :D1 point
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MINOR UPDATE - 1/21/26 Pokémon followers should no longer block the player after any cutscene, especially when the player is moved or moving backwards. Another thing in this update I realized I had not added before is that you can now Fly and Surf without a problem when the followers are enabled.1 point
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Rejuvenation is the first fan made Pokemon game I have played, and its making me realize just how much potential these games have if only GameFreak and Nintendo gave a damn. Fantastic game, and a compeling story. Bravo.1 point
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Hey guys i updated the menu it will have the same features but i just added Fixed crash cause by the menu when pressing "A" Again overall improvement to the menu/code Fixed joiplay crashes* and new and improved code. New*(ability changer) only legal abilities 1. Edit EVs & IVs Accessed from a new command in the Pokémon menu. Lets you: Set individual EVs Set individual IVs (0–31 per stat). Randomize all IVs. 2. Nature Changer Part of the same "Edit EVs" command. Lets you: Choose any nature from the full list. Remove a forced nature override to revert to the Pokémon’s natural one. 3. You can now also choose the ability (Legal/Available to the pokemon) Again this update just adds something and won't matter unless you want the new features. nero_learnmenu.rb1 point
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I am convinced that the game is one huge meta commentary on game development along with the question, "What happens to the characters in the game when you delete your save and start again?" Since we as the player are a separate consciousness from the actual person that is the MC, we would have knowledge that surpasses what should be known at that time. We are basically told as much, the only one that remembers the old world is the one that reset it and all that. As for the appearance of older versions of characters, by the nature of the technology we currently use, when you delete a file on your computer, it doesn't really disappear. The 1s and 0s are still there, your computer just doesn't recognize them any more until new data writes over it. It is a common trope that when programming fixing one bug breaks the whole program, well we "fixed" the problem of Vivian unaliving herself and we see what happened there. We literally had to go back and undo the "fix" in order for the game to continue. Even having major characters be personifications of computer programs fits with the theme, it is not uncommon to use third party tools (RPGmaker, Pokemon Essentials) as the backbone of your own work. To be fair, Rejuvenation is a master class on storytelling and world building. It isn't all commentary, but the way that they present the themes entwined within the story is super creative and I love it.1 point
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CHAPTER 10: Through Fire and Water After the events of the previous episode, the city of Reborn has nothing else for us to do, so, to advance with the story, our hero takes Amaria's boat and sails to Apophyll Beach... There, after defeating Grimer fishermen and trainees of martial arts around, we decide to enter Apophyll Academy. We are told that Kiki, the sensei is giving a lecture right now, so we go to the training grounds and listen to her talking about life priorities, in parallel with sand, stones and water, which I find really interesting! She is indeed a good teacher! After that, Victoria and I explain her that I am not actually a new student, but I need the TMX for Strength in order to save our kidnapped friends. Kiki agrees to have a battle with us, but only after we pass a trial, in the form of climbing Pyrous Mountain and defeating Cal, who is apparently an ex-Fire type Gym leader, one of Kiki's best students and Victoria's crush. I will be honest, Pyrous Mountain sounds like the most hostile place ever created for my Bug friends... And I am not looking forward to my battle with Cal. Hell, even defeating Magcargos to solve Pyrous Mountain's puzzle results to a few casualties, mostly because my Kindness, my Masquerain, proves to be too kind and missed like a trillion Hydro Pumps in the process. Then, I had to use 2 more bugs just to take down one Magcargo, because the only one who could cope after that was Vespiquen with Power Gem and Leavanny with (neutral) Leaf Blades. So, literally my idea of Hell... Eventually though, we got to the peak, where the weather decided not to help me, and kept refusing to rain. "To hell with it", I thought and went to give it a try during a normal day. With my luck, it was more possible to get sunny weather in the next couple days, than rainy weather! So, Cal turns out to be an old friend of Shelly, but he did something and hurt her... They both live in the shadow of their brothers. Cal particularly chose Fire types to defeat his brother, Blake, who specializes in Ice types. So, after Cal goes on a loooooooooooong (yawwwwwwwwwwwwwwwn) talk about his life as a failure and his choices, he decides to battle us and not let us waiting any longer! Can't you just cover for us and tell Kiki we defeated you? Is this whole massacre necessary? PREPARE TO GET WRECKED, CAL! VS CAL OK, this battle was obviously going to be hard, so we needed to have some strategy. The fact that I had replaced Water Sport on my Masquerain with Stun Spore (ages ago) wasn't really helping the whole "strategy" part. But again, Even with Water Sport, Masquerain would probably die. Wasting one of my few pokemon with coverage against Fire just to set Water Sport would be pointless, since I'd be unable to even scratch Cal's pokemon after that. The team I decided to use, was: Valor, the Forretress (Male) Careful/Sturdy (Item: Dread Plate) Protect Bug Bite Payback Spikes Fiery Wings, the Vivillon (Male) Naive/Compound Eyes (Item: Mind Plate) Bug Buzz Psybeam Draining Kiss Aromatherapy Braveheart, the Butterfree (Male) Timid/Tinted Lens (Item: Mind Plate) Psybeam Silver Wind Tailwind Bug Buzz Kindness, the Masquerain (Male) Naive/Intimidate (Item: Sea Incense) Air Slash Bug Buzz Stun Spore Hydro Pump Royalty, the Vespiquen (Female) Bold/Pressure (Item: Hard Stone) Heal Order Air Slash Toxic Power Gem Happiness, the Ariados (Female) Hardy/Sniper (Item: Spooky Plate) Sucker Punch Night Shade Pin Missile Shadow Sneak Cal starts with Infernape and I start with Forretress. Quite stupid, depending on his typing, but I have hopes (not really, but Valor has Sturdy, how bad can it go?). So, Infernape goes for Swords Dance and Valor sets one layer of Spikes. Infernape uses Flame Wheel, Valor survives with Sturdy and sets a second layer of Spikes. Valor has already exceeded my expectations, but I have to check Infernape, because he is quite dangerous with +2 in his Attack. I let Valor die to a second Flame Wheel, hopelessly trying to get a third layer of Spikes. Then, I send in my Ariados, in hopes of weakening the Infernape with Happiness' priority moves. Shadow Sneak only deals roughly a fourth of Infernape's HP, then my Ariados gets OHKO'ed by another Flame Wheel. A great start, promising as hell! I decide to send in my Vivillon. Fiery Wings has a Naive nature, 28 IV in Speed, 29 IV in Sp.Attack, and 252 EVs in Speed and Sp.Attack. Infernape isn't THE fastest pokemon out there, so I have hopes of outspeeding it... AND INDEED! Fiery Wings performs a miracle I did not really expect, outspeeds Infernape, and, gets it to red HP with a super effective Psybeam. Infernape also gets confused, miraculously! It proceeds to hurt itself in confusion and, with +2 in its Attack, Infernape is taken down. One gone, five to go... EDIT FOR CLARITY: (sorry for editing it, a long time passed since my battle and my notes weren't the easiest thing to read! Since I didn't know how to take screenshots, I was taking rough notes of my fights at a piece of paper, and they are a whole mess! I mixed up my strategy pre-battle scribbles with the actual battle notes. That's why I falsely thought originally that my Masquerain outsped Infernape (was the original plan to kill it), pardon my bad memory and my bad notes!) Cal sends in his Charizard, and I reply with Royalty, my Vespiquen. Charizard takes no damage from Spikes unfortunately... And it also outspeeds my Vespiquen, big time! Charizard uses Thunder Punch, dealing 60% of Vespiquen's HP, but Royalty uses Power Gem, bringing Charizard to red HP. Cal uses his first Ultra Potion, another Power Gem, again down to critical HP. Cal wastes his second and final Ultra Potion too, just to lose 90% of his Charizard's HP by another Power Gem. In the next turn, a Fire Fang by Charizard Knocks down my Vespiquen too... I send in Fiery Wings, my Vivillon, who outspeeds Charizard and knocks it down with Psybeam. Two gone, four more to go now... Cal decides to send in Magmortar, and I keep in my Fiery Wings. I hope that my Vivillon's nickname will help him face this field, and this monster and win! It is a shiny Vivillon after all, and it's literally on fire! Magmortar is not very fast either, it gets outsped by Vivillon, who uses Psybeam, taking out about 35% of its health. After Spikes damage, Magmortar now only has 50% of its HP. But then, a Lava Plume annihilates my Fiery Wings, burning him to a crisp... Then something weird happens! Lava Plume sets the field on Fire, turning it into a Burning Field! Perhaps many would think that I am doomed now, but this is actually a gift to me, since Water Type attacks aren't weakened in this field, like they are in the Superheated Field! But, since I doubt that my Masquerain can outspeed all of Cal's pokemon, I send in Braveheart, my Butterfree. The small level advantage and EV training help my Butterfree outspeed Magmortar and use Tailwind, boosting my team's Speed. However, it also gets burned to a crisp by another Lava Plume. Please mercy. Now I have only Kindness, my Masquerain left, and Cal still has a wounded Magmortar and 3 more badass fire type starters. I have precisely three turns of Tailwind left (Tailwind lasts for 4 turns, including the turn it was used in, so effectively for 3 turns) to finish his mons and snatch the victory. I use Hydro Pump without hesitation or fear of missing (crossing my fingers the whole time), since it is my only hope. First Hydro Pump connects and knocks down Magmortar. Three down, three to go. Cal then sends in his Delphox. 12.5% of its HP dealt by Spikes, Hydro Pump connects, Delphox goes down. Two more. Cal sends in his Typhlosion, to my great relief, since it is much faster than Blaziken. Masquerain is much more likely to outspeed Blaziken without Tailwind rather than Typhlosion. Same process here, Typhlosion gets damaged by Spikes, Hydro Pump connects and takes it down. Tailwind expires, and now it is a 1v1 between Kindness and Cal's Blaziken. Cal's Blaziken faces my Masquerain. It takes Spikes damage, losing 12.5% of its HP. I choose Hydro Pump, praying for the best. AND THE MIRACLE HAPPENS! Masquerain outspeeds Blaziken, Hydro Pump connects and I watch in awe the HP bar of Blaziken dropping till it empties of all its HP points! I have made an incredible comeback and defeated Cal! In my first try (well, second, took one try to realize my initial plan of outspeeding Infernape with Masquerain wouldn't work, so I soft resetted that)! I cheer a little bit, use my Escape Rope cause fuck climbing down Pyrous Hell-Mountain. Plus, my Bugs need Nurse Joy before they literally die after this massacre! I immediately go heal at Apophyll Academy's Pokemon Centre, and mentally prepare myself to go inform Victoria and Kiki about my triumph... But not today. I will save this for the next time! Till then, enjoy everyone!1 point
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https://ibb.co/twd6JFsD Bug report: Hatterene should be able to learn Pain Split, but can not.0 points
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I'm sorry I could not find a bug reporting sub forum, but in the double battle against Shelly during my electric mono run a lightning rod redirected attack I used missed, and I thought this was not possible? For reference this was charge beam but I thought moves redirected by the ability could not miss. Sorry if this is not the place to post this, longtime absent returning user and I was unable to find the bug reporting subforum that used to exist0 points