Leaderboard
Popular Content
Showing content with the highest reputation since 03/09/25 in all areas
-
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 screenshot78 points
-
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!65 points
-
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! Posty52 points
-
How is it already August… Hey everyone! Posty here, with a new post coming straight to your post-box. This month's update will go over some visual updates that we have made to some of our characters, featuring some fresh new drip and a little bit of plastic surgery, a little treat for you all from the music men, and a new character joins the Desolation cast? This time around, you will be hearing from the team and not just me! So let’s get into it, Ruby will now take over and go through the graphical updates she has been making to the game. Ruby’s Plastic Surgery Clinic Hiiii it’s me Ruby, and as the title above states I’ve once again reopened the doors of my plastic surgery clinic. Truth be told I have no clue why I held off so long to do this, but whatever, it’s done finally. Here’s the redesigns of both Aderyn and Aaron! Someone’s gonna have to stop me from giving everyone long coats. Even if someone tried to stop me, they’ll find I’m an immovable force. Alas… I tried to keep most of their physical appearances intact from the original. I already liked Aderyn so she faced minimal bodily changes besides her outfit. Aaron, however, got sent to the barber lol. Unfortunately I’m not a fan of the type of hair from his old sprite, so I changed it up to something still similar but more to what I find looks better haha. You’ll find I base my design principles half off of vibes and half off of actual studies haha. For the thought process, I tried to give Aderyn a ranger look (that wasn’t just the X/Y ranger lmao,) that I thought also fit the actual rangers aesthetic present in the game. For Aaron, I tried to lean more into him being the Director of Cellia North, his arguably more important job in the grand scheme of things, haha. These sprites are still subject to change, so there’s a chance for there to be some differences in the end product. As a signoff, these two aren’t the only ones who went under my knife~ There’s one more existing character I’ve taken for a haircut and shopping, so have fun with that info until I inevitably decide to spill who it is hehe. Catch you whenever I have fun, non-spoily stuff to show~ - Ruby Oh no. We have to update the ron emotes now….. ------------------------------------------------------------------------------------------------------ What do you think about the drip? Ruby has been smashing it out of the park with all the graphic updates she has been making to the game, and with Omens working alongside her in the artist department, Desolation is looking pretty sick Now I’m going to pass over to our musicians, Darius and Rust, who have something in store for you all! Darust’s Music Corner Welcome to Kanzen Cliffs -- a new, explorable area on Arcanius Island after traversing through Chryseum Canyon! Because of this area's relevance to the main story, I wanted to be very particular in how the track was written. Rust and I actually went through three different iterations of the track before we finally settled on this one, and I am super proud of the work that went into it! Please let us know what you think either on this blog or in our channel on the Reborn Evo server! We're always looking to improve player experience :) The composition is written for string orchestra with flute, french horn, vibraphone, and piano taking turns with the melody. Usually when composing, I come up with the melodies first and then work out the harmony, but in writing this piece, I'd actually had the chord progression in my drafts since Episode 6, just waiting for the right opportunity to use it. My goal with this piece thematically was to separate two very distinct areas with strong personalities (Chryseum Canyon and Kanzen Temple) with something much more serene and playful -- almost a respite from the stressful canyon's irregular meter (each major is seven beats/counts) and the unsettling temple's pulsing D minor #13 chord. (For those interested, minor chords contribute to darker feelings like anger or sadness, but adding the #13 brings an air of mystery, very common in Jazz music. I recommend listening to "So What?" - Miles Davis if you'd like to explore further) Funnily enough, I came up with this chord progression when I was experimenting with Christmas songs back in December of 2022. I was working on a reharmonization project at my university (where you have to take an existing song and change the chord progression while still keeping in sense with the melody), and developed this progression from the classic, "Let it Snow!" The resemblance is a bit obscure, but the observant ones of you may hear slight references here or there throughout the piece. That's all for the composition side of things, I'll now turn it over to Rust to tell you about the magic he casts during the production. – Dariusolation ------------------------------------------------------------------------------------------------------ Oh boy, my turn! Kanzen Cliffs as far as I know is the first track I worked on as an official member of the team. There's a few where Darius asked me to do some production work, but this one was special since I was an actual team member. Kanzen was a funny one because I went in planning to try to have a cohesive sound between tracks. Give the OST its own identity if I had to describe the plan and it started with this track. When Darius passed it over to me, I initially went with my usual down-sample to DS quality and combined it with the Gen 4 and 5 instruments.... Yeah, that pass didn't really hit the spot. I then decided to go for a hybrid of higher quality samples mixed with soundfonts (though this track is actually void of Sfs). I did at least try as much as possible to pull from the same sources as the Game Freak Composers. I've now got a solid set of general sounds I can pull from now, but let's focus more on this track. While Darius did say we went through three iterations, I went through way more changes before sending a version to him that I thought might be good. So many French Horns were tested on my end to fit the feel until I remembered I had a program called Noteperformer that does an amazing job of replicating realistic playing. It hit the spot for the overall vibes of the track (get it? Because, there's a vibraphone in the track). A good portion of my work is just hearing the original base Musescore playback and trying to the best of my ability to figure out what Darius heard in his head when writing. Luckily, I seem to get close to the mark most of the time (pretty easy with this track for the strings considering he had used the BW strings, so I just used the original source!). Throw on some reverb to Darius's taste with a few effects and mixing and you get a nice track. If just hearing this track gets you excited, then I can't wait for you to hear what else Darius and I have in store for you! - Rust ------------------------------------------------------------------------------------------------------ Without further ado, here’s the track! Don’t say we don’t treat you all… We dropped quite a few teasers and it’s about time we just go ahead and reveal a brand new track for EP7. I am really excited with the musical direction we are taking with Desolation, and I hope you enjoy this! How would you like your tea? As a fellow British man, I like a good ‘ol cuppa during the day. It could be anytime, in the morning while I’m hard at work, when I come home from my job, or even later in the evening when I have some bits to crack on with. But sometimes it’s nice to head down to a nice cafe, sit down and enjoy a nice cup of their finest tea, accompanied by a treat of your choice. Do you want some scones? Maybe even a slice of cake? I definitely find myself indulging in a nice cafe every now and then, when I went to Berlin recently I found myself in a few cafes (including the Hoyoverse cafe… 3 times… Don’t ask), anyways where am I going with this? You might remember from a previous update last year, I shared this screenshot of Astraciel. Amongus A Gym situated in this town full of mushrooms and wonders, but did you know it was also a cafe? Of course you didn’t, I never mentioned it to you, until now. But who is the Gym Leader? Well, let me introduce you to the newest character to the Desolation Cast! Meet Delica! Yes, she finally makes her appearance in Episode 7. You might have heard her name throughout your journey thus far, but you haven’t seen her yet, until now… Actually I think we revealed part of her outfit in an old dev blog during Episode 6’s development, so shout out to you if you recognise the drip! She acts as the Gym Leader in Astraciel, in which her Gym is situated within Astra Café. All in all, she’s a sweet girl who cares a lot for the people around her. Whether that be those she’s attending to in the cafe, or her challengers at the Gym, she will always greet you with a smile on her face, an absolute sweetie pie! How will she be able to assist you during your travels? You’ll have to wait to find out! Delica is a character that I’m really excited for you all to meet in game, she’s essentially Ruby’s “babygirl” and a character we’ve been sitting on since we joined the development team back in 2019. I look forward to you all getting to find out more about her story. To celebrate her reveal, here is a cute icon that you all may use! To accompany the reveal of the newest character joining the Desolation Cast, she needs a theme to go alongside her right? Anyways, here’s a snippet of Delica’s Theme :) delica_snippet.mp3 Yes we’re past the music section and you’re getting more music, wow wow! ------------------------------------------------------------------------------------------------------ Before I finish off this development blog, I wanted to throw it back to you all, the community. Progress is being made but with no end in sight currently, I understand that it has been rather slow as a whole, and I know a lot of you are eagerly awaiting the next update to Desolation. So while I can’t hand over EP7 to you all now, I wanted to ask if there is anything in particular you would all like to see in our next development blog? And we will look to base that post around community feedback! So ask away, drop comments on this blog or in the Deso General channel in the Reborn Evo Discord, and I will compile a selection! Til’ the next one folks Posty50 points
-
Hey everyone, Posty here, so this is a bit of a different post compared to ones we normally tend to do, but we always like to be transparent with you all about the state of development and how things have been progressing. Now with that said, today’s announcement is not the news we would be hoping to share with you, but here we are. After having a discussion with Caz recently, he has decided to step down and will not be returning to Desolation Development. This is something that we had felt would happen for a while now, but we are glad that he was able to be transparent and let us know. The reasons behind his departure are in large part due to personal and heavy hitting events that happened in his life that coincided with the years of Desolation's development prior to and post release of EP6, and he informed me that these dark times have been too close with Desolation for him to find a way to separate for himself. Even if he were to come back now, he feels that the progress he has made will be undone, and the last thing we would want is to see our friend fall back deeper into the abyss he is slowly climbing out of. We wish him nothing but the best in his future endeavours and want to thank him for essentially bringing us all together. Desolation was built off his foundation and the team we have built since myself and Ruby joining during EP5 development is one I wouldn’t change for the world. He is always welcome to come back if he ever wishes to do so and feels like he is able to, and that door will never be shut on him. Now after that bit of a bombshell, what’s next moving forward for Desolation? Well firstly, we will not be going anywhere, we have been manning the ship throughout his absence and will continue to do so. As I said previously, as long as the passion is there, Desolation will continue, but there will be a few changes. Effective immediately, I will now be removing the “temp” in my title and step up as the official lead dev for Desolation. Caz originally passed the reins to me when he was stepping back, and I’ve been leading the charge since then, so it only makes sense. On top of this, Ruby will now be stepping up as my co-lead. We both joined EP5 development around the same time, and she has really stepped up her game throughout this development cycle, expanding her skillset to doing more mapping to give me a hand, we’re basically like Jessie and James and Shelly is Meowth (Shelly is her cat). Moving on, I have been planning on how the team operates currently and what we would need to improve upon in order to ramp up development. I have begun to delegate some of my current tasks to others, one thing in particular is the gameplay, this is something I initially focused on when I came on the team back in EP5 and since then I got myself involved in every other aspect, yes, this includes art, recolouring some tilesets counts! Anyways, Dred and Omens have a lot of knowledge when it comes down to team building, encounters, and even balancing forms (in this case I mean Megas), I have been working alongside them to start mapping out how the gameplay will go for EP7, however this will be something I will look to fully pass down to them. Shoutout to Omens and all the lovely documents they have prepared for me to sit down and read… Yes that last paragraph was a ramble, but that is just a little bit of an insider scoop of some of the things I’ve been planning about how we can progress. So to end this post, let’s do a quick Q&A! My favourite. Despite the few things you mentioned, what does this change for Desolation? Development wise, nothing really, it will continue the same way it has done when Caz originally stepped back. However the biggest change to note will be the story, as Caz never provided us with key points for the “inbetweens”, we will now be continuing the story in our own vision. EP7’s story was already mapped out as this was explained to us at the start of this cycle, but EP8 onwards… We have little tidbits of information, but nothing concrete of “this is how the player will progress”. I know a lot of you played Desolation for the story, and we can never replace Caz’ way of telling a story, however as a team I feel like what we have been putting together through regular meetings and writing the script, is something I’m extremely proud of. Though I would completely understand if people decided to drop the game following this news, it’s one thing to start your own story and decide how it goes, but taking over someone else's story to then continue it in your vision is a different beast, these path will all lead to the same point, but the way we arrive at that destination will differ. Will you be expanding the team again? After breaking the news to the team, I came to the realisation that we will potentially need a few more team members to keep the ball rolling. These may be internal hires from connections (like how Rust joined us) or I will make another public development blog announcing that we are hiring. I’m going to see how the team fairs with the new changes I am putting in place, and then make that decision in the near future. So keep an eye out, you might be the missing piece to the puzzle. How is development going as a whole? Considering our circumstances, I would say it has been going a lot more smoothly than it once was a year ago. The new additions to the team have really stepped up and elevated the product, and we are now getting into a rhythm for development. That being said, I completely understand that this cycle has been… slow, a lot slower than myself and the rest of the team would have liked. Dev updates following this will start to expand upon more EP7 teasers and showcasing some more of the mapping work, gameplay updates, and other little events we have been working on. I do not want to set expectations, and the game is always on my mind daily about how things are going and what needs to be done. I hope now that with this shackle that has been lifted, that we can really go head first without sitting on the worry of “is this what Caz would have wanted”. I know that I have said this a LOT throughout this cycle but from the bottom of my heart, thank you all so much for the love and support you’ve given us throughout development. We will continue to develop and produce a game we can be proud of, and hopefully deliver you a final product that was worth the wait. This is essentially a new chapter for us, and we would love for you to join us for the ride. If you have any questions or inquiries then please don’t hesitate to reach out to me! You can find me on multiple platforms, I’ll just leave a few links below:: https://x.com/posty_hd https://www.instagram.com/postycollects/ I’m most active on Discord and we’re still based on the RebornEvo server, so feel free to drop me a DM there as well if you would like, just please refrain from asking anything… weird lol. One final thing, there will not be a development blog for May. However look forward to our post in June where I will start to showcase some of the gameplay updates we have been working on :) Posty50 points
-
Hi, it’s Orsan here! Just a quick post for you all this time: We’re not dead! 19.6 is currently in the works. A ton of people are cooking up a ton of amazing stuff for this update! We can’t wait for you all to see it. Every time I look in the Community Cooperation Initiative discord, something new and wacky is going on. So much is being worked on, though, that 19.6 is going to take a while. Please bear with us! A few quick announcements about some of the people who have been helping out: We have a new developer on the team! Joining us from the Community Cooperation Initiative, it’s Karvanha! If you’ve played 19.5, you’ve probably already seen some of Karvanha’s contributions, such as the multiple rows of balls in multi battles and the move descriptions in battles, to name a few! Karvanha has also made an unfathomable amount of bugfixes and put a ton of work into the Gen 9 engine implementation for modders. We’re all glad to have him on the team! Returning from the old team, also, it’s Azzie! She’s been knocking it out of the park with her contributions as well, between ████████████ and █████████████████! Oh, I can’t show those yet, can I? Well, rest assured, she’s been doing great work– one of these two features wasn’t even initially planned, she just dropped in with it and we all immediately fell in love. Over on the Community Cooperation Initiative side, we recently pulled in several artists– Apophyll has been helping us with some sprites for a secret feature for a while now, and MoonPaw, bowle, meteors, Not_Aza, and inserobite102 have been helping us create many variants of existing sprites– such as our new protag sprites! These were shared on Discord a while back, but here’s a preview for you all here! They’ve been doing a great job! AiedalEclipsed, who made the initial updater for 19.0 and manages the links for the downloads of all three games, has also been cooking up an improvement to a feature of the game that’s been there since Episode 1! It’s been a little messy for a long time, and the new improvement to it is great! Thanks, Aie! Yeah, that’s… pretty much it! We’re all working hard to make this update great, between core developers and the Community Cooperation Initiative! I probably shouldn’t leave this off without a screenshot, huh… How about this? (yeah i know i don't have the updated protag sprite, it's on a different branch and i don't feel like switching) Thanks for all of your patience and support! See you all next time!38 points
-
~ Excerpts from Patreon ~ Yeehaw partners! It’s your local cowboy Posty here with your monthly installment of Desolation development update . Okay you can see the theme of this post, but I will get into that momentarily, first a little life update on my side. Firstly, I have started a new job recently (we don’t talk about what happened to the last one)! If you don’t know, I’ve been really diving into content creation and digital marketing, and that is basically my job lol. It’s been going really well so far and I find myself in a better environment than I was with my previous position. On top of that with this job set up, I have more time to dedicate to Desolation (mainly since I’m not travelling an hour there and back 5 days a week… I’m working 3 days hybrid, happy days) With that said, I’ve been focusing on my job and had other bits to do outside of development, so the last month has been just taking time to adjust from having all the free time in the world, to working a nice little 9-5. Also, I’ve started to dive into other forms of content creation as well, involving TCGs (yes I like shiny cardboard), I started an Instagram for my content so if you wish to see what I’m getting up to outside of Deso, you can check it out here! Anyways, enough about all that side of things, let's get to some Deso content shall we? So today’s post is focused around a little gaff that has spawned outta the blue. We streamed mapping this new place on a recent Patreon Stream, but for more context… Fairbale has gotten a new attraction that the locals can go to spend some time to unwind after a long day of farming, or being run outta town by the Black Foxes. An interesting sign, what’s this place called? Ah, there we go Welcome to Drifblim’s Drinkery! A nice saloon that the locals can swing by, grab a drink and take the time to relax, it’s a hard life being a farmer… or a cowboy… yeehaw. So for a little bit of backstory as to why all of a sudden Fairbale has gained a saloon, uh, yeah. Darius felt like making a track that utilised Drifblim’s cry, I told him to do it, we initially thought about this for another area, but then I said “fudge it we ball, I’m adding a saloon to Fairbale”, so yeah. These things tend to happen on the Desolation team. I have many silly ideas (or others give me silly ideas) and I make them happen… I was given too much power when I was handed over the reins for leading the project. Moving on! The saloon has been closed due to the recent Black Fox attack that took place in Fairbale, but after the cleanup crew got to work, it has now reopened and will be available from the beginning of EP7, but that begs the question, what is so special about this place? There will be a sidequest, wow more sidequests! But more importantly, you will be able to buy a few drinks here. These drinks may come with some special effects, but we will reveal that in a later update. But these effects are unique to the Drinkery, so make sure to check it out! And that’s all I have for you for this monthly instalment of yeehawsolation, I mean Desolation. Things are progressing smoothly and I’ve been getting myself into a new rhythm balancing my new job, content creation and Desolation, and I’m really excited for how things are looking! I hope that you continue to join us on this ride of the EP7 train, coming to you… at some point eventually! But since I only really showed off the Drinkery, I guess I should give you all one more little teaser as a treat, and yes this one is an EP7 story spoiler… More to come in the upcoming months, so stay tuned! Anyways, thanks for reading and I will see you next month. Take care folks! Posty31 points
-
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. Posty22 points
-
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. Posty20 points
-
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:17 points
-
Yo, didn't you like read the first few lines of this post? People have lives outside their poke projects... maybe Spanish creators have more time on their hands so they can finish those faster? Plus did YOU ever tried to create this type of game from scratch? Cause I have and man it takes time... a lot of it... and if you work 8+ hours and you travel to work 1+ hours that is 10+ hours of your day gone. So 24 - 10 = 14, lets say you sleep 6 hours (not even 8 hours of sleep) you have 8 hours left, if you live alone you need to cook, depending on meal it can take 3+ hours so you have 5 hours left. You need to clean your living space too which takes 2+ hours so you have 3 hours left... and people have social life... people have friends and family... If you are in school it's a tad better because you have family that takes care of cleaning and cooking, but if you are alone young adult it's different... So please, don't compare how people are creating their games and how they manage their time in doing so.10 points
-
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=sharing9 points
-
After 4 months of work (and a year since the first version released), LAWDS version 2.0 is finally done! LAWDS is a difficulty/enhancement mod for Pokemon Rejuvenation aimed to provide a challenging yet satisfying journey through the Aevium region. With multiple difficulty modes, adjustments to Pokemon, and universal changes, LAWDS offers a fresh, original, and challenging Pokemon experience. If you read more and like what you see here, make sure to join our Discord server (linked at the bottom) for updates! Difficulty Overhaul Every single major battle in the game has been heavily reworked to be much more difficult. Other throwaway battles have been retooled into challenging fights, populating the game with many more bosses than in vanilla. These fights are designed to be challenging, memorable, and flavorful, having great variety in Pokémon and fields while staying true to the story and lore of Rejuvenation. Mon Reworks & Custom Crests LAWDS features Pokemon from Gen 9 not available in vanilla. Additionally, every Pokemon has been adjusted in some way, providing new ways to strategize and construct your teams. These changes come in the form of: type changes, moveset additions, different abilities, custom crests, and even full on reworks for some of Pokemon’s forgotten few. Learnsets have been designed with new level caps in mind to create a feeling of smooth, continuous progression throughout the entire game. Battle Mechanics With enhanced difficulty and more engaging gameplay in mind, many battle mechanics have been adjusted for the better. Abilities (as well as moves and items) that were underwhelming or frustrating in the vanilla game have been made more useful, balanced and fun. A handful of original moves and abilities have also been added, enabling new strategies. Custom Aevian Forms We've added several brand-new Aevian forms, each located in a specific part of the region. Each one of these forms gets a completely unique signature move or ability, as well as beautiful custom sprites. Definitely consider using them! Extras We've made heavy changes to many of the game's fields that make them more enjoyable to battle on using a wider range of strategies, adding more variety to battles. These range from adjustments in specific mechanics to revamps of a field's identity. Finally, most fights in LAWDS feature Pulse-3 Pokemon, which have all of their abilities active at once. You'll also be able to find Pulse-3 Pokemon of your own hidden throughout the region! That's all I wanted to cover in this post. Download LAWDS below and join the Discord server to ask questions or chat! Documentation, Discord, Download Download LAWDS v2.0 here: https://drive.google.com/file/d/16hbI-t7dlKbQFNSSX0M9LZZfeyWcmUCv/view?usp=drive_link Full mod changelog (except for mon changes): coming soon (the one on this post was outdated, will replace with current version when I have the time) Discord (with download link): https://discord.gg/AWGgcgmCXB Credits LAWDS - Credits (POTENTIAL SPOILERS!).txt If anything in the credits is wrong or missing, please let me know immediately!7 points
-
08-26-2025 Dev Blog Firstly, sorry for the 3 month delay in posts. Pretty much everyone has been extremely busy with either school, work, or other circumstances, and I myself have been utilizing pretty much every free hour I have to work on story development. For this post, we will be going over some more collab information with Vanguard, a redesigned Aevian form, and some pretty important information on the future of development. Starting with the collaboration, as you probably already saw today in the Discord. Almost a year ago, we announced a collaboration with Pokemon Vanguard, where we traded forms from both projects, as well as added a custom sidequest, and protagonist from Vanguard into Overseers. I am glad to announce that we are once again collaborating, and adding more content to both projects. Project Vanguard will be implementing Aevian Thievul, and Aevian Swanna (known as Overseer Forms in Vanguard) Overseer Files will be receiving Ayreian Hatterene, a Bug/Dark type form. (I don't have art so I'm stealing your banner Ayrei) This form will be available from an exclusive sidequest within the Overseer Files mod. Overseer form locations in Vanguard are to be determined. Continuing on with our redesigns, we have another form redesign to showcase. This form being Aevian Deerling, and Sawsbuck. While Deerling itself hasn't drastically changed too much, Sawsbuck has received a glow up, and is looking fancier than ever. Thank you Omens for the art & redesign. Typing, statline, and moveset will not be changed, this is purely a design overhaul. > Now for probably the most important part of this post, so please read. < To start, when I started Overseer Files, I didn't expect it to grow as large as it was, or contain an overly fleshed out story that we have in the works. Its intended release time was supposed to be a few months, if not a little bit longer. As you can see, that didn't happen! And we are now a year and a half into development. It has been in discussion lately on how we want to handle releasing the mod with how development is going. As mentioned previously, a lot of us have been extremely busy. I myself, am working 5-6 days a week, and 40-45 hours, on closing shifts. I go to work at 11:30am, and come home at 8:00pm, almost every day. Needless to say, I don't have a whole lot of time with these hours! And my job will fire me if I change them (pretty cringe). So! We have devised two solutions, and are leaving it up to the community to decide how to handle releasing the mod. Below will be two options, each with pros, and cons, and a poll you can vote on. Additionally, you can leave a comment if you'd like. If you say anything mean, I'll just delete your vote, and pretend you don't exist. As of now, we have guaranteed that the story for both Paragon, and Renegade, will be split into 4 Acts. 3 main acts, and a postgame. You all have the choice to determine if we release all 4 Acts at once, or split it into 2 parts (Act 1 & 2 for Part 1, Act 3 & Postgame for Part 2). Pros of 1 Part release -Experience the full story and postgame all in one go -Every sidequest, feature, etc. planned for implementation will be present at launch Cons of 1 Part release -Will release much later than a 2 parter release, an ETA cannot be feasibly provided at this time -Later public feedback of cNPC dialogue, fights, navigation etc. -Far more demanding of retained audience hype, which is unreliable given the premise of Overseer Files is a mod within a fangame. As for 2 Part Pros of 2 Part Release -Experience half of the full story sooner -Access every currently revealed Aevian sooner -Earlier public feedback into cNPC dialogue, fights, navigation etc. -Much sooner release expectancy and an ETA public release of 2026 post v14 can be provided -Every cNPC up to tier 3/4 will be fight-able by the end of Part 1 Cons of 2 Part Release -Public/Beta testing periods would effectively have to happen twice, which can drag out all-around dev time -Non-required sidequests planned to be included in the full release will be absent in part 1 -Other miscellaneous features and additions will likely be absent from being obtainable in part 1. Such as boss rematches, certain planned areas, and etc. You may vote on this Google form. There is no set end date at this time for voting. We mainly want to hear what the community has to say. https://forms.gle/SBKGARHKJ27nRurZ7 Now that that's done, have some various screenshots from the Paragon story as a little treat for reading all of that. And finally, as per usual, the next Aevian form reveal Aevian Houndour / Houndoom Art & Design by Chrys Ground / Fairy Type Houndour: They are difficult to spot in their natural desert habitat, since they camouflage easily and are adept at creating illusions. Houndoom: Aevian Houndoom haunt the ruins they used to protect, misleading intruders with their illusions. The sand that makes up Aevian Houndoom's body is said to bring restful sleep. This concludes the post Please check out the poll, as it will really determine how we handle development, and releasing the mod. Also check our Discord for further updates, teasers, and other info. Overseer Files Discord7 points
-
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.docx7 points
-
Caz will definitely be missed, but I wish him well in what comes next for him. Desolation has quite literally inspired me like nothing else had, I started writing again for the first time in years, rejuv is the only other game that comes close to how genuinely amazing fan games can be. I’m glad to see desolation lives on, I know I’m just some rando and my words probably don’t mean a whole lot, but I wish the remaining team all the luck and success in the world. And I wish caz the same. Looking forward to seeing what comes next. Sorry for my rambling. It’s 4:30 am and I just saw this. The game weirdly means a lot to me. The desolation characters (and the rejuv ones) are quite literally the closest things I’ve got to friends these days, pathetic as that sounds. And they’re one of the few things keeping me standing upright in this batsh*t insane world. So I wanted to say thanks to everyone involved. Even if my words are lost in the aether, I still needed to say them. Perhaps in hopes that they could be relayed to the proper recipients, or perhaps any number of odd reasons my strange mind could conjure. Aaaaaanyway sorry I have a bit of a habit of getting off topic and getting carried away. tldr: thank you caz for desolations existence and thank you deso team for keeping it alive!7 points
-
7 points
-
[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.rb6 points
-
Live your life well, Caz. We’ll all make sure Desolation keeps going until it’s fully complete. Thank you for giving us this amazing fan game, and thank you for inspiring all of us with our own stories. I wish you the best. And good luck to Posty, Ruby, and everyone else. We’re all rooting for you!6 points
-
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.zip5 points
-
________________________________________________________________________________________________________________________________________________________ Hey everypony. If you’re here you probably want news on the games development, and what has been happening behind the scenes. It’s been half a year since the release of E1: Auld Lang Syne, so I decided it’s time to talk about the game in general, past, present and future. ________________________________________________________________________________________________________________________________________________________ First things first, I got good and bad news. THE GOOD: I am working on E2! The current goal is to reach the 4th Gym (just so you remember, E1 went up past the 2nd Gym). I feel like every update will try to aim for 2 Gyms minimum, but of course it's not a guarantee as it will fully depend on the quantity of content I add. THE BAD: I’m slow, like really slow, and I have to juggle more than I feel capable of. Mapping, eventing, general coding, plus, I don’t want to go to work, and then come back home and only focus on Divulgence. It would quickly start feeling like a job and it's the reason why I had a burn out a few years ago and didn’t touch the game for a year. I love mapping in specific, it’s the one thing I really like doing. But I am a bit too detailed and I like adding more and more, and I refuse to back down on that. As such, I am still searching for general coders (new moves, abilities, maybe a bit of AI, or anything of sort), Trainer/Pokemon Sprite artists, a second mapper, and an eventer. I despise eventing, it’s the worst thing ever. Oh! And I also recently updated the game to Essentials v21.1 which came with a BUNCH of new problems to deal with, it was worth it to fix the frame drops but man some of these errors make me mad. So yeah in general what I mean is, the game is being developed, but it’s still slow and I am sorry for that. But don’t expect E2 in 2026. ____________________________________ Here’s two random screenshots of some stuff I worked on: (dont mind the text not being positioned correctly) E2 still has no name, it’s something I’ll figure out before release since it has to fit the theme/story of that segment. ____________________________________ So about Divulgence, it’s weird to see so many people actually like the game! Honestly I was a bit worried since E1 did come out in a shaky way and lacked one or two things that I added in patches. Fun fact, Divulgence was actually named Divine Flux until 2019? The game is really old, conceptually I mean, I originally had the idea to make a fangame back in 2014, and then started on it in 2015. It’s been over a decade now, the game got corrupted three times forcing me to redo everything, and then I hated everything I was doing so I restarted twice. Divine Flux still has a thread on these forums, here you go: Up until 2020 when I finally released the original Tech Demo as Pokemon Divulgence, which I changed and made it go up to the 2nd Gym and released in 2025. The current story ideas I have were improved over the years and more interesting, in the original Divine Flux version, Will didn’t even exist as a character and instead it was mostly about Synea. Keren was also not the weird emo guy we know now, but instead an asshole rival that liked to do graffiti in every area you visit (his old sprite was re-used for the Hoodlum you fight in Steeplin City). But the basic premise of the player going out to find their mom has remained true. The story has evolved, more characters were added, some relationships became more developed and more complex and I think that’s for the better. ___________________________________________ Speaking of story, I probably have said it before but I’ll repeat myself. I do have the general idea of where the story goes, what big story moments happen and how the main game ends. Post-game I don't know much about yet. What I don’t know is exactly the order of these events, some can happen at any moment, I would just have to write dialogue and extra moments for the characters to talk about them. Other moments I have to decide when the player would be the most affects and interested in them while not fucking with the normal Pokemon gameplay. But I’ll figure it out. ___________________________________________ In extra extra news, E2 will have some tiny edits to early game (I promise I won’t do a Rejuvenation and remake the starting area fully). These edits will simply add a bit more of a presence to some of the friends that were present at the birthday party. Russel and Kevin in specific, I never intended for the friends to have a super big role, but multiple people have asked me to give them more and to not just suddenly drop them, so, I will do so! The player's dad will also have one or two extra events. And because of that, all of these characters got some tweaks to their designs. I still don’t have any Trainer Sprites for them, but I hope to get some one day (if you want to help it would be great, otherwise Ill probably commission). CREDITS TO: clairemelle Adding these new scenes and tweaking the early game will be something that will probably be done a bit later. I prioritize new content over old one, so you won’t get any screenshots of these scenes for now. There’s still some characters that need designs, like the next two gym leaders, the bodyguards, Courtney, the drunk pirate and Sonnus. I’ll update you whenever I get new stuff. —------------------------------------------------------ Route 10 Again, if any of you are interested in joining the team for any reason I’ve mentioned above: Coder Eventer Mapper Trainer/Regional/Fakemon Sprite Artist or even something as simple as rebalancing Pokémon Please DM me here, on Discord, or find me in the street, whichever you prefer! Peace hoot. PS: I got addicted to Deadlock, send help.5 points
-
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 Discord5 points
-
───────────── TIMELINE CASE: AEVIUM-SWAP ───────────── "Scanners for dangerously close parallel dimensions have been going haywire. A parallel universe is on course to colliding with our own. The source of this chaos? None other than the dangerous region of Aevium. No one else is up to the task with correcting the course of this world and ours, so it's up to the ATRU (Alternate Timeline Research Unit) to get to the bottom of it, and learn just what this alternate reality really is. Good luck team! ...What's that? You're an "Interceptor"? I have...... absolutely no clue what that is, but hey! All hands on deck!" ───────────────────────────────── What is Rejuvswap? ───────────────────────────────── Rejuvswap is an AU (Alternate Universe) roleswap AU! It takes every existing character in Pokemon Rejuvenation and swaps their placement in the story with another character! This is a mod that has been in development for quite some time, focused more on story and content! This mod seeks to add: - An entirely parallel league with 15 gym leaders! - A chapter's worth of post-karma files story content! - Story splits based on Paragon/Renegade! - New Aevian Forms! - New Crests! - New Rift Battles! - New Music! - Over 50 new battles! - Multiversal Dread! - And more! Currently, this mod is still in development. However, we have just finished our public release demo for you to try out! Download the demo here: https://drive.google.com/file/d/1zUYI14Sex5IRJphzcimezYq6BwZ6LmeH/view?usp=sharing Please note that this demo is its own game installation. Make a copy of your existing post-karma files save that you wish to use for the demo in order to prevent your save file being unusable when future updates to vanilla Rejuvenation release. Don't load your save on the following maps: - Any Goldenwood Forest map - Chrisola Hotel - Gearen Park - Gearen Lab - Deep Terajuma Jungle - Mynori Coral Reef - Fort Rysterine - Scholar District - Dream District - Tower of Theolia Want to get more updates on the state of the mod? Join our Discord Server! https://discord.gg/jJHZvKUSbG Happy Swapping!5 points
-
I just realised, that I never really wrote just how impactful these fangames have been in my life, and @GreyShadow's comment just really inspired me to share my experience as well (while also rambling too much, but I believe this to be a ramble friendly space) During 2020, I was quite effected by the pandemic, and as someone who's autistic and depressed, I tend to deal with stress through isolation. Of course this was the norm during the lockdown, but even afterwards, I had a hard time meeting people again, or staying in touch with the few friends that I had. Over the years, my mental health deteriorated significantly, until I finally decided to take a break from failing at life and focus on not failing my brain. These games have stayed by my side through every step of my life since 2020 and have always given me a safe space to explore, figure out, and despair at. I have very vivid memories of playing Rejuvenation while in a mental hospital. I have written a lot of fan fiction about extremely minor characters and my Pokémon team. These incredibly complex worlds that take the Pokémon formula and expand it to such extreme and just insane lenght, breadth, and depth, that YEARS after playing them for the first time I still find new things about them, or ways to love them. Nowadays my life is a lot brighter than it was when I needed these games. I've got a job that, I have a social life, and I've got a grip on my mental health (not really a tight grip, but a grip nontheless!) So a huge thank you to Ame, for creating a space and an environment where these wonderful stories can be shared, laying the groundwork for these games that mean SO much to me, and for putting in so much time and effort into a just plainly beatiful game. Thank you to Jan and the Rejuvenation team, for creating the very best Pokémon game I have ever played. Creating such a vibrant and expansive world that constanly feeds my own imagination and creativity. Thank you to Caz for having written the most impactful story I had ever had the pleasure of finding in a Pokémon game, and the second most impactful story in ANY game in general I had ever played (second only to Omori). From someone who knows how fickle a recovered mind can be, I fully sympathise with your decision to focus on maintaining your mental health. Take care of yourself! It is very hard to do so. And of course thank you to Posty and all the other incredible members who will continue telling this story in their own ways. It won't be the same, but nothing ever is. From the few images I had seen so far, it looks quite promising, and I'm sure you all will be able to create something new that will expand and conclude the story in new and exciting ways. It is always difficult to have a story be written by so many different people with differing visions, but it sounds like you all are a team that harmonises and values one anothers insight. You've got this! At least I (a random lurker you don't know and will quite possibly never hear from again) have full confidence that EP 7 will be something novel that may tell the story in a different voice, or tell a different story altogether, but it will be without a doubt enjoyable and lovely in ways I couldn't possibly forsee :D So yeah, uh, thanks for reading this monster of a comment. Y'all are great. Thanks for being so cool :) I'll go back to lurking now. Sorry if this was too long and/or disjointed5 points
-
First, thank you for telling your fans about changes that goes through team Desolation, second I wish nothing but the best for Caz and hope he can overcome all the hardship he goes trough his life. He started an amazing game and he can be proud of that. I also wish you and Ruby the best as lead dev and co-lead in future of Desolation. So far you did amazing job (as well as the rest of the team) and I am excited to see you lead this amazing game to the end .5 points
-
While this has been pinned in the rebornevo discord server, I also think it’s wise to post here. I made a new damage calc! https://reborn.rebornversecalc.com !! Go check it out! Should have every trainer, main game and postgame, various changes to the damage calculation formula to make it more accurate to how it will work come 19.6 (the current formula is very somewhat to canon), and more features I hope will help in calcing. There’s also plans for a rejuv and deso calcs, though those are extremely under construction and I don’t have personal plans to do significant work on them. If you want to help with developing them - or adding to the reborn calc - feel free to reply!4 points
-
4 points
-
Reuploaded DDDL and Spork DDDL: -added a postgame bonus event with Isaac -Delicia has a new VS sprite to match her DDDL overworld sprite (made by Steffi) -learnsets and TMs are now up to date to ZA SPORK: Updates: -10th anniversary intro screen image made by Vince&Sylveon and shaded by Steffi -four different custom shiny Hippopotas and Hippowdon made by Steffi -custom shiny Hoothoot and Noctowl made by me -added Mega Meowstic (sprite made by KingOfThe-X-Roads) -custom shiny Mega Meowstic made by me -the cotton candy Mega Ampharos Delicia has is now obtainable by the player (it's the shiny mega) -Shiny Club update: there are now four trainers (all Team Portal agents) that use teams of some of Spork's custom shinies -for Pokemon that have custom shinies in Spork, you can now choose to have a shiny one at starter selection -separated Shiny Scouting into three rooms to prevent lag -can now choose between male and female Burmy and Hippopotas at starter selection -added expanded choice menu for the NPC that can change which Poke Balls your Pokemon are in at the Department Store -Shellos forms are now random on encounter instead of determined by map -Isaac's Key Stone item changed from Mega Ring to Mega Bracelet -team updates: Felicia now has Mega Meowstic at Team Portal HQ and the Battle Stage Draga's Flygon is now shiny Mother's Day and Father's Day Meowstic now Mega Evolve in their Tapu Lele quest battle Barker has two more Pokemon in his first battle now, Snubbull and Yamper Three of the Mega Maids now have some of Spork's custom shiny megas: Garchomp, Snorlax, and Kangaskhan (the other one stayed the same for now) Fixes: -removed Rototiller from learnsets since I couldn't figure out why it sometimes gave a (non-game crashing) error -Thick Club now works with Alolan Marowak -at Shiny Scouting, Meloetta is now grouped with Spork's custom shinies instead of the legendaries -the Dream Ball and Ceolis Ball party screen icons now appear (previously they were showing as regular Poke Balls) The art we mentioned for the 10th anniversary is now here! It appears just before the title screen when loading up the game. Vince made it a few months ago after he read that Spork's development started in 2015. It has a multi-layer birthday cake like the one at Crolea's birthday party! Thanks to Vince for making it, and for still looking forward to Spork's updates after all these years! The art is very cute, and Delicia was the perfect character to have next to the cake! The hippos are based on Hungry Hungry Hippos! The main bodies are the colors of four of the hippos from the board game, and the blue sand is the water. Steffi had this idea around this time last year, and made the sprites for them this week. Thanks to Steffi, the hippos are cute and making all of those in a little under a week is impressively fast for how many there were! On the topic of Ground-type Pokemon with multiple shinies in Spork, here's an image Steffi made showing the current progress of the Phanpy line shinies! Phans = Phanpy, Evo Phans = Donphan, Ancient Phans = Great Tusk, and Neo Phans = Iron Treads. If you're wondering how you'll go about finding the Hippos now, and the Phans in the future when they're finished, since they're Pokemon that have one form but more than one shiny: They're added in as forms. Similar to how some Pokemon like Burmy and Oricorio can appear in the wild with any of their forms, you'll be able to encounter any of the shinies in the wild as well. And if you choose Hippopotas as your starter, you'll be able to choose any one of the four shinies you want. There's also of course Shiny Scouting. While the hippos have been planned for a year, the shiny Hoothoot and Noctowl came about this reupload. I was wondering what Pokemon I could give to Isaac in DDDL, and I thought about a drawing Steffi made of Hoothoot a few years ago that had the words "Moon Friend" on it, so I based the shinies on the Moon Ball colors. As for the Pokemon in the DDDL Isaac battle, they're not part of Isaac's team that you see in Spork, but are friends ey made that are willing to battle alongside Isaac. Steffi brought up that Isaac may be less confident here, so I imagined that this is closer to the time Isaac moved to Ceolis. Isaac also has a different VS and overworld sprite in DDDL, with a black shirt and no hair highlights. Shiny Mega Meowstic matches the colors of Mother's Day and Father's Day Meowstic! For the eyes on the ears, the left eye matches Father's Day Meowstic's eyes, and the right eye matches Mother's Day Meowstic's eyes. I wanted to have more opportunities for people to see the custom shinies we've worked on, which is why you can choose to have one guaranteed as a starter now, and why the Shiny Club in Tullborn City was updated. I'm really happy with how all the new shinies turned out, and with everything that Team Spork has accomplished overall!4 points
-
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 :D4 points
-
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 through shinies! 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 News Letter. Thank you, and enjoy your vacation on Ceolis!4 points
-
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
-
Early Spork reupload to fix an error that made Knock Off not work Updates: -Kayla's Scizor now Mega Evolves -Angela's Xatu changed to Hisuian Braviary (nickname still Labradorite) -added Rock Smash and Power-Up Punch TMs to the game -updated TM and tutor move learnsets for Pokemon in Legends: Z-A -added Whirlwind, Discharge, and Night Slash as tutor moves Fixes: -Knock Off now works again -the player is no longer layered over the tall grass at Western Waterway -capitalized a lowercase Marble in the tmandtutorlocationlist notepad file While I mentioned that the Z-A Mega Evolutions aren't in yet, I did add their Mega Stone items in advance last reupload, and a typo related to those made Knock Off not work. For the script section that handles items that can't be removed in battle, this is how those items are written, and with Starmie's Mega Stone, I forgot the colon before Starminite, which made an error message pop up when Knock Off was used. The error didn't crash the game, but it made Knock Off do nothing, essentially skipping the Pokemon's turn. I discovered this when I was doing a test battle against Kayla and her Mega Scizor used Knock Off. On the topic of Kayla and Mega Scizor, it seems like an oversight that she never had it before. As one of the most powerful trainers in the region who helped found the League and has a Pokemon capable of Mega Evolving, I can't think of a reason why she wouldn't. For Angela's team change, in addition to being born in Hisui during that era, H-Braviary fly travelers up to the Cloud Spire, so it definitely feels like she should have one. It only took 3 days to update all the TM learnsets for Z-A! For the SV DLC, updating them took a lot longer, and also felt very draining physically and mentally. Z-A does have a shorter dex and less TMs. I was considering waiting until after Z-A's DLC to do it, but I figured it would be better to get the existing ones out of the way now to have less work later. If I knew in advance that I'd update the TM learnsets that quickly, I would've waited to do the last reupload until I updated them. So even though I had to reupload early to fix Knock Off, I think this works out for the best!4 points
-
Reuploaded DDDL and Spork: DDDL -added ICSW VS sprite made by Palletite Spork: -ICSW VS sprite made by Palletite (with feedback from Ame!) -new custom shiny Kangaskhan based on Dragon Tales, made by Steffi -Team Chaotix now have sprites based on their Sonic characters, made by Steffi -Toy Robot and Fountain Pen item graphics made by Steffi -added Legends: Z-A character simulations to Planet Spork (the Z-A Mega Evolutions aren't in yet, so they don't Mega Evolve at this time). Additionally, returning characters from XY have been updated to have their Z-A teams -updated level up learnsets for Pokemon in Legends: Z-A -for the Kalos quiz, changed the question about Terminus Cave to a question about which company is in charge of Lumiose City's redevelopment plan -changed Mega Toxtricity's ability from Technician to Punk Rock -added Headbutt and Heal Block as tutor moves -updated URLs for the Crystal Caverns screenshots in the puzzleguide notepad file since Imgur no longer displays in the UK -added Inkay to evomethodsandotherchanges notepad file, as it only needs to be level 30 without being upside down or any alternatives for that I have a VS sprite in the game now! I really like how it turned out, and Ame even gave feedback on it, which led to updates with the shapes and shading of parts of the hair! The shiny Kangaskhan is based on Dragon Tales, with the main one being Ord and the baby in the pouch being Cassie. I think the baby is really cute, especially in the mega form! The Team Chaotix sprites and the item graphics have been in the works for a while! I checked to see when Steffi first showed me Espio (which is my favorite of the three sprites!) and it was in 2019. I didn't know Vector and Charmy had been made too until a few days ago I did know about the items though, as Steffi's had a goal of making graphics for all of Spork's custom items, with Gummy Teddiursa, Frontier Pass, and Soup or Potion having previously been completed a few years ago. The Toy Robot's face is adorable, and the pen looks nice! Thanks a lot to Palletite and Steffi for all the new art in this reupload! Also, thanks to Ame for the ICSW VS sprite feedback, and to Vince&Sylveon for helping us resize the Team Chaotix sprites! In the last reupload post, I mentioned that I was going on a trip on October 18, and that I wasn't sure how long it would be. That trip actually got canceled, but there could be another one coming up. This one would just be for a few days, so it wouldn't be a super long absence if anyone needed save file help during that time. It's been a very eventful year for Spork! There have been map revamps, VS sprites, updated as well as completely new trainer sprites, a lot of new custom shinies, a new region map, the Memories of Ceolis, our own Game.exe icon, among other updates. Some of them have been wanted or planned for years, and we're making a lot of progress for future plans as well. And the year isn't over yet. There's something Steffi has been hoping for me to add in time for Christmas, so hopefully I'll be able to deliver!4 points
-
This a small script which repurposes an old essentials function which let you take pixel perfect screenshots. I modified it to change the keybind tthe 'P' key when ingame. The screenshots are stored in the game's root directory in the Screenshots folder. To use, put this file into patch/Mods (create the folder if it doesn't already exist and run the game. System_ScreenshotFix.rb Report any bugs (there really shouldn't be any) here on ping me @paradoxvault in the #reborn-mods channel in the server.4 points
-
Reuploaded DDDL and Spork: DDDL: -added Natalie VS sprite -added new Game.exe icon Spork Updates: -added Ceolis, Rania, Brutus, Kayla, and Natalie VS sprites made by Palletite -several new custom shinies made by Steffi! Bidoof line, Farfetch'd (based on Hatsune Miku), and Articuno -new Game.exe icon made by Steffi -Tapu Lele quest has been changed: instead of backtracking to each Holiday Pokemon and placing them on all the panels in Isabelle's Gym, now the panels will take you to a small arena in the Distortion World where you battle each Holiday Pokemon and they have teams based on their holiday. (the second part of the quest with the Espurr is still the same) -Cresselia quest has been changed: it's still at Lunar Lake at night, but now interacting with it takes you to a dream with Delicia, Sushi, and Carol. There is no battle, and you get Cresselia after the dream -expanded on how Triston came upon Hoopa's bottle. Previously he said a guest gave it to him for decoration. Now, it was the sailor with the submarine that takes guests between Inoset Island and the Underwater Hotel. He found it in his submarine one day and didn't know how it got there, and gave it to Triston -Litwick has a small appearance sitting at a table in Gina's Gym. Speaking to Litwick is optional and it will be gone after the Gym battle with Gina Spork Fixes: -Rania's postgame rematch at her Training Gym now has a Yes/No option like the other postgame rematches There's a new batch of VS sprites! This time we have Ceolis and the Frontier Brains (aside from Felicia, who already had a VS sprite). I was especially amazed at how Ceolis turned out! The techniques that Palletite and Steffi used for his trainer sprite didn't seem to be available on Windows 11, so they experimented with new styles. The VS sprite definitely gives final battle vibes with all the effects, and that's probably close to the level of challenge it was to create it. I think it came out amazing! There's a batch of new shinies too! Farfecth'd is based on Hatsune Miku because they both have a leek (Galarian Farfetch'd and Sirfetch'd will be coming in the future!). Bidoof and Bibarel were inspired by cotton candy and Danganronpa. I forgot to ask what Articuno was based on (maybe the Galarian form?) but I like the purple! Finally for new graphics, Spork has its own Game.exe icon now! Previously it used the RPG Maker's default sun icon, now it has a spork icon! The Delicia sidegames also have it. I'd always wanted Spork to have its own icon before, and now it does! Here's what it looks like: Thanks to Palletite and Steffi for all the new art for this reupload! 5 VS Sprites, 3 custom shiny lines, and a new Game icon is a lot! Sidenote: I learned yesterday from a PM conversation where I was helping someone with the Crystal Caverns puzzle that Imgur images don't display in the UK anymore, so I've switched to using the snipping tool (thanks to that user for the recommendation!). I had heard about the UK having new policies with regards to Internet access and age verification recently, but didn't know the exact details or that Imgur was affected. I apologize if any of the images in the posts here weren't showing up for anyone. All the images on the first post for Spork and the Delicia sidegames threads have been redone with the snipping tool, and all of the images in this post use it too. I might also redo the images for all the previous reuploads from this year in the next few days. Starting on October 18, I'll be away again for a while, and I'm not sure for how long. Probably longer than the other two trips this year that were around a week, but I don't know the length of time for sure. I won't be able to help anyone with save file issues during that time, but I'll be able to log in occasionally on mobile. I'll see you when I can, and thanks for sticking around!4 points
-
Reuploaded Spork to fix a game-breaking issue where entering the Battle Cloud would get the player stuck. The player now enters one space above the previous entrance on a passable tile. Additionally, Leafeon Sign autoheal has been added to Legend Dairy, the cave in Weather Wonderland, Norall Mountain Base, the part of Cool Cave where Kyurem is, the first Raila Jungle map from the Sea of Knowledge entrance, and Victory Road4 points
-
________________________________________________________________________________________________________________________________________________________ Hey everyone! This is the last blog post before the release of the game. So for this final blog post I want to talk about some last minute features that got added, well, only 1 really big one. The fast travel. I was unsure if I wanted to add one, and then I was unsure how I wanted to add it, but I think we got a decent way of doing it. As I mentioned previously, after this release, there will be some more patches, bug fixes, pokemon rebalancing, custom shiny sprites, maybe some new additions, from suggestions, to things we put in the back-burner because we didn't find them necessary to add right now. Game is definitely not going to be perfect, but I do want to try to listen to as much feedback as I can (there's a limit to how much Ill listen though lol). This does also mean that I will finally start searching for more people to join the team. Spriters (Trainer and Pokemon), Concept Artists and Coders mostly. But of course theres other roles to fill, it would help a lot. If any of you are interested tell me, though I would prefer you play the game first. Now without further ado, the title of the update! ________________________________________________________________________________________________________________________________________________________ EPISODE 1: AULD LANG SYNE ________________________________________________________________________________________________________________________________________________________ It's your 18th birthday, and you finally have the chance to search for your mother, who's been missing for as long as you can remember. Taking the League Challenge is nothing but an excuse to explore more locations and search far and wide. But you soon find out there are bigger problems starting to ravage the region. You begin to learn of the origin of the Canòrr region as it's known today and the history of its current King and Queen. As the hidden secrets become divulged, the dots to your missing mother connect more and more. A prophecy older than time, ancient inscriptions, a mysterious royal plot, divination, and magic new and old all collide in a clash that shakes everything you have ever known. Join up with new friends and rivals, as you find your way through unprecedented challenges and enemies. Do everything you can to protect the ones you love. Never back down.4 points
-
Desolation has always been a glimmer of brightness for me amongst the darker moments in life, and quite frankly, it is a beacon amidst the absolute chaotic world-state we find ourselves in right now. As it seems for many others as well. It’s a game that holds a special place in my heart. It has given me a sense of solace in hard times. It has provided a story that has stoked my curiosity and resonated with me. It has rekindled my creative spark. And of course, provided many joyful weekend discord adventures with friends. You started something special that has touched many of us, which is a pretty amazing feat. I hope that instills in you a sense of pride. From the bottom of my heart, thank you for all that you have given us. All that being said, your mental wellbeing comes first and foremost. I hope you one day conquer the hardships. Maybe even find inner peace. You deserve that and much more. Please take care and farewell Caz! We wish you the very best! Now that the torch has been passed on, I have faith you guys will do a phenomenal job. It won’t be the same but that’s okay, it doesn’t have to be. Different perspectives allow for creativity to thrive and flourish. I’m sure your new vision will harmonize with the essence of Desolation thus far and inspirit a new and wonderful adventure for us to experience. That’s an exciting prospect to look forward to and I know I can’t wait to see what all of you have in store for us! Cheers to the start of a new chapter for Desolation!4 points
-
I am currently on a testing phase for a 19.5 version. we comb through the game and look for errors and evaluate difficulty of trainer battles. There is still a lot to do though, and since minor reborn updates come out sporadically there is always an uncertainty that it might crash something. 19.5 also has a small event for terapagos, but the currently released version its a Gift Pokemon that just sits around in the Ogerpon Cave (atop Ametrine Mountain), but I am unsure when it's obtainable in terms of postgame progression currently.4 points
-
What should you expect from Extremejuv? 100% Completed and reworked up to the end of the current version! Tons of custom content, including events, quests, and new areas! Difficulty is handled with password!!! "extreme" "normalmode" "casualmode" EVERYONE CAN PLAY!!! Documentation: Mechanical changes, Mods, QoL Pokemon Encounter Locations/Changed Evo methods -Catch every legendary Pokemon, ultra beast, paradox variant etc. 50+ NEW Aevian forms (not counting pre-evos)! 20+ Reworked Pokémon! Megastone/Z-Crystal/Crest/Item Locations Custom Moves/Reworked Moves/Custom Abilities -Every mega stone obtainable, 20 exclusive megas! 25 new crests obtainable! -89 Custom Abilities! 80 Custom moves! Loads of useless moves - reworked! CUSTOM Field Manual -56 Fields in total every field is used throughout! (3 Custom fields) Major battles guide order -300+ UNIQUE FULL FLETCHED BATTLES WITH MANY TWISTS AND CREATIVE IDEAS!! TM Locations -Every TM is obtainable (160 in total) || Move tutor has changed, moves unlock automatically after badges!!! __________________________________________________________________________________________________________________________________ Some of the new forms and custom shinies: DOWNLOAD THE GAME: WINDOWS (MEGA) WINDOWS (MEDIAFIRE) LINUX MAC: Download a Mac version of Rejuvenation (regular), download any version of Extreme, drag and drop the updater.yaml from your extreme folder to your mac version folder, and run the updater! If you need help/support regarding bugs please only ever contact me on discord @.staynight. in the rebornevo discord! This mod is a complete overhaul, you should NOT play it if you havent had some experience and complete runs in the base game! __________________________________________________________________________________________________________________________________ This mod is a stand-alone game, you dont need a clean vanilla file you just download - unpack, update your game and start! Please dont add any mods or anything else, the game got drastically edited, adding mods could heavily impact the games performance! -Engage in cool battles with chracters across rebornverse! (Deso and Reborn) -Allgen eeveelutions obtainable in the game post angie (all of them) -More field interactions! 3 complete unique from scratch made custom fields! (Stormy field and Battlefield of Gods + new field Dojo) -New field overlays: Volcanic, Starlight, Corrosive, Dark crystal cavern, Swamp, Icy, Desert, Stormy (new field as overlay). -Polished base game adding massive Qol to make repeat runs more feasable. (Fast travel teleporter, story skips, quest skips) -Mono/Dualtype challenge lobby that presets your starting roster and simply adds the pokemon for free. (Terajuma Shipyard) -Legendaries obtainable as early as Chapter 7,8 and forward -New accessable custom areas with more fights and high tier rewards throughout the entire game. -Starts with Terajuma password for a better experience skipping the low power creep and jumping right into the action! (Reworked every Terajuma team!) Aevian Nightclub inspired by Reborns! README Extremejuv CREDITS.txt3 points
-
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.3 points
-
So, I’d like to start by saying that it should be obvious I don’t intend to play the game with any online features. I just really enjoy using Debug because it lets me have my whole team in a specific type of ball (Reborn Ball, for anyone wondering). While experimenting with Debug in my latest run, I noticed the “Form” option for Pokémon and saw that their forms could be changed into their Mega Evolutions! Naturally, I got excited about the idea of trying an all-Mega run with basically every difficulty-altering password enabled. However, I noticed that after leaving battle, the Pokémon always reverted back to their base forms, along with a pop-up message. I’m not sure if anyone knows a way to disable this, or if there’s a mod that allows permanent Megas? This is just for fun, guys, so please don’t eat my soul. <33 points
-
Reuploaded Spork Updates: -Isaac (as Halves) added to Darkrai quest, with rubber Psyducks made by Steffi -custom shiny Sirfetch'd made by Steffi -custom shiny Delcatty made by me -updated Holiday + Adventure Pokemon VS sprites made by Steffi -Steffi updated Isaac's eye colors -added Isaac Data Vault files -Isaac's team now have set abilities (they were meant to, I just forgot to add them before) -Isaac's Pokemon are now sent out in Dusk Balls, except for Halves who's sent out in a Dream Ball -Elite Four battle theme changed to Kamex's Sky Tower remix -added some more NPCs -team updates: Mulder: Diggersby -> Great Tusk (nickname GranbyRoll) Quinn: Farfetch'd -> shiny Sirfetch'd (nickname still Airsports) Felicia's Delcatty is now shiny Kayla's Ceruledge is now shiny Fixes: -Fling no longer causes a (non-game crashing) error message because of a missing colon before Alcremite in the scripts (similar to the Starminite Knock Off error from November) -Stick now works with G-Farfetch'd and Sirfetch'd; previously it only worked with regular Farfetch'd -corrected inconsistency where you had to find a Glaceon for the Regice quest even though ICSW has one The Farfetch'd trilogy is now complete! While the two Farfetch'd were based on Miku, Sirfetch'd is based on Len and Rin. The body has the colors of their outfits, the leek is shaped like a banana because of a meme involving Len in a banana costume, and the orange shield is because the shape of Rin's bow reminds some people of orange leaves. For shiny Delcatty, I used the colors from the Skitty Steffi made. Hopefully I was able to do it justice! In the last reupload post I mentioned that I had more ideas for events to add Isaac to, and the Darkrai quest was one of them! Isaac appears in the dreams you go through as Halves. One of Isaac's hobbies is collecting rubber Psyducks, which is what now happens in the first part of Darkrai's dreams that you go through. In addition, there's now a rubber Psyduck near Isaac at the Vitamin Factory and the Sea Star University. Steffi made the rubber Psyduck graphics in a few different sizes and I think they're very cute! I hope I can think of new places to use them in the future! The Pokemon you can play as did have VS sprites before, but they were the same as their battle sprites. Steffi updated them, and a couple of them (Adventurer Cradily and Musical Corsola) even have new bases for a more unique sprite! Adventurer Cradily's base is combined from the TCG and banefulbunker, and Musical Corsola's is from treedragon. Steffi has plans to give Christmas Slowking a new VS sprite base too! The Elite Four having a new battle theme isn't the only E4-related news! Recently, Enigma took a break from the Team Portal HQ to make the revamped E4 rooms. The battle theme change was also Enigma's idea. A different remix of the Sky Tower theme is used for Gyms, so in addition to this theme giving final boss vibes, it's like a reminder of your journey facing the Gym Leaders! About the E4 rooms themselves, even having seen previews beforehand, I was still blown away going through them when I was given the maps to test! For clarification, these rooms are not in this reupload, as there's an idea Enigma had for them that we were considering revisiting, but I was excited to talk about them! I might be moving sometime in 2026 (this is what last year's trips were related to), so it's possible the reupload times won't be as consistent later in the year. I'll let you all know when I have further details. Still, we're starting off strong, and I'm excited to see how much we accomplish with Spork this year!3 points
-
UPDATE: Fixed encounter rate for Amazan Buizel, changed Caustiosion's abilities for something less op than Water Bubble. Hello! I like drawing fakemon, so I decided to import some of my children as playable pokemon from, the Amaza Region based on Brazil into Reborn! All pokemon in this mod are standalone species, their pre evolutiojs will be named A-(name), this is because I don't know how to add new forms to existing pokemon. Amazan Incineroar! The strongman pokemon! A circus performer that loves to show off how strong it is by lifting heavy objects and helping others! STATS: HP - 95 ATK - 95 DEF - 105 SP.ATK - 95 SP.DEF - 90 SPE - 50 ABILITIES: BLAZE, INTIMIDATE LOCATION: OPAL WARD (REBORN), EAST GEAREN (REJUVENATION) EVOLVES: LEVEL 34 SIGNATURE MOVE: FLUFFNADO (REJUVENATION ONLY) CATEGORY: PHYSICAL TYPE: FAIRY POWER: 95 ACCURACY: 90% SINGLE TARGET, 30% CHANCE TO BURN THE TARGET Amazan Pyroar! The voice pokemon! Its roars are powerful yet beatutiful melodies! STATS: HP - 88 ATK - 52 DEF - 76 SP.ATK - 109 SP.DEF - 76 SPE - 107 ABILITIES: PUNK ROCK, SOUNDPROOF, MOXIE LOCATION: OBSIDIA ALLEYWAYS (REBORN), EAST GEAREN (REJUVENATION) EVOLVES: SHINY STONE SIGNATURE MOVE: BASE BOOST (REJUVENATION ONLY) CATEGORY: SPECIAL TYPE: FAIRY POWER: 80 SINGLE TARGET, SOUND BASED, 20% CHANCE TO CONFUSE THE TARGET Caustiosis, Caustiosion and Deterniclus! The sanitizing pokemon! Poisonous fairies that produce a very sweet fragrant substance that is deadly but can be turned into a potent detergent! Amazan Pyroar! The voice pokemon! Its roars are powerful yet beatutiful melodies! STATS: (Final Form) HP - 100 ATK - 65 DEF - 85 SP.ATK - 125 SP.DEF - 85 SPE - 35 ABILITIES: AROMA VEIL, REGENERATOR, UNAWARE LOCATION: BYXBYSION WASTELAND (REBORN), ABANDONED SEWERS (REJUVENATION) EVOLVES: LEVEL 32 AND 41 ELETROLLITE! The glow charge pokemon! A living lightbulb that resembles Vanillite in apearence, it roosts on lamp posts providing natural illumination for cities, don't make it angry though, it has a short temper! STATS: HP - 79 ATK - 71 DEF - 85 SP.ATK - 110 SP.DEF - 95 SPE - 95 ABILITIES: LEVITATE, ILLUMINATE, ELECTRIC TERRAIN (DISCLAIMER, THIS ABILITY MAY TRIVIALIZE THE GAME, USE AT YOUR OWN RISK) LOCATION: TANZAN MOUNTAIN (REBORN), CHRYSOLIA MANSION (REJUVENATION) EVOLVES: NO Amazan Buizel and Floatzel! The hover pokemon! Amazan Floatzel's psychic powers allows it to levitateand fly at incredible speeds! STATS: (Final Form) HP - 90 ATK - 35 DEF - 80 SP.ATK - 100 SP.DEF - 85 SPE - 105 ABILITIES: THICK FAT, REGENERATOR, SERENE GRACE LOCATION: TANZAN COVE (REBORN), GOLDENWOOD FOREST (REJUVENATION) EVOLVES: LEVEL 28 SIGNATURE MOVE: KINETIC RAM (REJUVENATION ONLY) CATEGORY: SPECIAL TYPE: PSYCHIC POWER: 80 ACCURACY: 95% SINGLE TARGET, SOUND BASED, 30% CHANCE TO FLINCH Dryowstic! The Special Interest Pokemon! Dryowstic is an introvert forest druid with a planting hyper fixation. STATS: (Final Form) HP - 84 ATK - 23 DEF - 76 SP.ATK - 114 SP.DEF - 98 SPE - 71 ABILITIES: KEEN EYE, INFILTRATOR, TRIAGE LOCATION: N/A EVOLVES: ESPURR, DAWN STONE (REJUVENATION ONLY FOR NOW) Amazan Castform! The Dispel Pokemon! A ghostly Castform born from the effects of climate changes, it constantly casts a curse around itself that banishes any form of weather. STATS: (Final Form) HP - 80 ATK - 20 DEF - 80 SP.ATK - 110 SP.DEF - 110 SPE - 20 ABILITIES: CLOUD NINE, CURSED BODY LOCATION: GOLDENLEAF TOWN EVOLVES: N/A (REJUVENATON ONLY FOR NOW) Biolume! The Biolight Pokemon! A mushroom that absorbs light and chemicals to intensify its glow. STATS: (Final Form) HP - 85 ATK - 70 DEF - 90 SP.ATK - 115 SP.DEF - 85 SPE - 45 ABILITIES: TINTED LENS, EFFECT SPORE SIGNATURE MOVE: LIGHT SIPHON (REJUVENATION ONLY) CATEGORY: SPECIAL TYPE: DARK POWER: 80 ALL FOES IN RANGE, RESTORES HP BASED ON 50% OF THE DAMAGE DONE LOCATION: N/A EVOLVES: GLOOM, DUSK STONE (REJUVENATON ONLY FOR NOW) Amazan Castform! The Pitch Black Pokemon! A variatin of Solrock that reslembles a black hole, be careful with its gravitational pull. STATS: (Final Form) HP - 90 ATK - 55 DEF - 65 SP.ATK - 95 SP.DEF - 145 SPE - 10 ABILITIES: LEVITATE, PRESSURE, ANALYTIC SIGNATURE MOVE: EVENT HORIZON (REJUVENATION ONLY) CATEGORY: SPECIAL TYPE: DARK POWER: 90 ALL FOES IN RANGE, DROPS FLYING AND LEVITATING POKEMON INTO THE GROUND LOCATION: BLACK SHARD LANDING SITE (TERAJUMA) EVOLVES: N/A COMPATIBILITY For some reason, the mods seems to crash when encountering Caustiosis while using the SWN Type Icons mod, other than that it will probably be compatible with anything that doesn't mess with encounter and pokemon .dat. (May have fixed it but will keep this here in case it still causes crashes.) INSTALATION Simply drag and drop the folders into your reborn folder and overwrite when prompred (Please make a backup of your game files and save files beforehand.) If you wish to see the pokemon art in full resolution or check my other fakemon you can see them all in my Tumblr cylland-amaza-region and/or cylland-art. Hope you enjoy!3 points
-
3 points
-
3 points
-
Wendy Weaving a bag! (Reference: https://www.deviantart.com/adorkastock/art/Desk-Pack-Free-Preview-629204369)3 points
-
3 points
-
3 points
-
Dj Ultrabeats Dj Ultrabeats during Pride Month Felcia Strawberry Delicia Carol Chelsea3 points