imma get to the point.
we have a mac version! it's in beta. online doesn't work. some places might crash the game.
but it exists.
and you can get it here!
you might be wondering why i'm releasing the mac version now and not later.
it's because i don't have a mac and can't really test it.
catalina users also have literally no other option to play the game and, like, that totally sucks.
so you'll have this! (until apple drops OpenGL support too.)
please report issues you have here. especially if the game crashes.
and there should be a windows/linux update out soon as well!
*checks dev blog calendar
well i see there hasn't been an update in a while. i should make a post.
hello, [reborn player name here]!
has your game ever been slow?
well, no more, i say!
introducing, from whatever joke corporation i'm a part of this post,
"Wow, that 3 is really big!"™
this update contains none of what you've been waiting for (like, say, new content)
but it does contain stuff like zoom
and also a way to natively play reborn on a mac.
pictured above: native
those of you who keep a side eye on the progress bars will have noticed that nothing's really changed. and as far as new content is concerned, that is certainly true. ame's been focusing on starlight, and....well, you don't want me writing dialogue. that is not my thing. pls no thx. that doesn't mean i've been doing nothing all this time- it's just stuff that the progress bars don't really reflect.
so some backstory.
y'all might've seen a while back that there is a way to play reborn (and other essentials games) on android. this is not something i ever had expected to happen. i have been saying for a very long time "no. this is not a thing. you can not do this."
and then suddenly: "wow! this is a thing! you can do this!"
and that shit was smooth, too. like, it almost seemed to play the game better than the pc version.
after that, i was like "wow wtf how many other things have i been wrong about".
which brings us to mkxp. and this is going to be a little bit more abbreviated than i'd like because the forums ate my post. thanks forums!
mkxp is an open-source player of RPG Maker games. it's also really difficult to get to work. i like to think i'm pretty good with computers, but trying to build it from source code required a level of technical knowledge that i did not have.
but uranium has an mkxp port.
so i just... borrowed the exe from there.
and it almost worked!
after further struggles, i contacted the dev of the uranium port.
now, after three weeks (oh my god it's been three weeks) of hair pulling, we have a mac port.
it's been so long.
so the theme of 18.3 is performance. 18.2 had the AI updates; 18.3 will make the game go faster. i feel like everyone knows how sorely this is needed. if your hardware is even somewhat old, the game runs like ass. you know it. i know it. ame knows it. jan knows it.* everyone hates it.
the star feature of 18.3 is the inclusion of the all new Game-z.exe. this is reborn's mkxp build. if you saw my previous dev [shit]post, you've seen a short preview of an early version.
but it does so much more than that.
battles? smooth. speed up actually works there now. it's incredible.
maps? smooth. we got full framerate in spinel while it was raining. the maps aren't perfect but god they're so much better.
so, the animations in game-z were smooth, but because of some other issues we were having, a few internal changes made them lag hard.
so i took a peek in the code.
it turns out that essentials handles animations by loading the entire file and then picking a specific animation from that file.
the file is 10MB.
it loaded that for every animation.
whose idea was that.
this no longer happens. for both game and game-z. animations are now preloaded when you open up the game. that 1-2 seconds of lag that happens for every animation in battle? it happens once when you start, and never again.
it's incredible. best coding work i've ever done, and it was only five lines.
there is one other change: the game now uses one font. it is emerald. the game.exe fonts look downright awful on game-z.exe. instead of trying to find four new ones, we just have one, and it's what everything uses now.
there are a few things i need to finish up before an open beta: getting the linux port to also work, and seeing if there are any other ways to speed up / shift around load times. i am hoping to finish this up this week and will throw up another devblog post / forum thread when it happens.
Game.exe is the RMXP executable and is what 18.2 runs with. Game-z is the MKXP executable.
we're including both game.exe and game-z.exe in 18.3 (and likely e19) in the event that people run into weird errors with game-z. kinda like how people run into weird errors with game.exe anyway! this way, hopefully, at least one of them will work for everyone.
18.3 will also probably be the last mid-release update, with some minor changes to the release at best. i do not want to maintain two separate versions ever again. let my heart be free.
*jan makes rejuv. if you haven't played it and are wondering what to do while you wait for e19, go try it out
It's me, Cass, from the website Reborn, Evolved. Developer for the Hottest Game™: Digimon Reborn.
I am here to bring you News regarding some updates for the World of Digimon.
For years, there has been one universal truth of the Digimon Reborn region.
Many Elite Gaymers have left constructive criticism regarding this lag.
Very constructive criticism.
So today, we here at Real Namco HQ decided to look into this "lag". A video below shows our findings.
god why does this stupid website make this so big
This video is annotated as follows:
We observe our hero, [well known Digimon Protagonist], walking the streets of Calcenon. The weather outside is currently made out of snow, a form of precipitation created when nature gives you the cold shoulder.
[Well known Digimon Protagonist], enjoying this weather, proceeds to run incredibly quickly at a brisk pace of 120FPS1. After a brief run, [well known Digimon Protagonist] (who we will now refer to as Ash) decides to sneak inside of the Calcenon gym, glancing behind her to make sure that no one is watching before entering.
Ash carefully steps into the gym. After a few cautious steps, she realizes that, unlike Super Smash Brothers Ultimate, No One Is Here™ and decides to sprint around Charlotte's arena at a brisk 80FPS. Not wanting to leave the lower levels untouched, she proceeds to run around them as well. The video abruptly cuts off because I decided to stop recording.
As you can clearly see from this video, there is No Lag2! Such criticism can now be permanently put to rest.
Thank you for joining me. This is Cass, Prime Minister of Actual Namco In Real Life, signing off.
1: FPS is actually a real unit of measurement for velocity and does not indicate anything else about Ash's movement
2: Our marketing department insists that, though there is clearly some lag in the video, we state it does not exist. We apologize for lying.
hey. how are y'all doing out there?
like it kinda feels like stuff is falling apart in general a bit harder than it usually does.
i'm still kind of adjusting to the new world of videochatting everything all the time.
so ame and i, independently of each other, had an idea the other day.
everyone's probably looking for something to do at home....
and we have a randomizer....
why not put it out there?
so hi guys, we have a randomizer. it's in testing right now. ame and i are going to do a test stream tomorrow (3p MDT, 12 hours from now) on twitch. come watch! if everything goes well, we'll pretty much put it out that night.
this randomizer is in a patch! you just take your freshest e18.2 (or maybe an earlier release? i don't actually know if those work or not) and you slap in those hot new patch files. then: bam, you have a randomizer!
technically he's a guy in the starter room that you talk to.
but there's a randomizer! hope y'all have fun!
anyway. this is still also a dev blog, and i do like explaining things, so here's how it works.
so, first of all, right now the randomizer only affects pokemon and moves, and they affect each on a 1 to 1 basis: if mudkip is randomized to mewtwo, mudkip is always mewtwo. the same thing goes for moves. to make this work, the randomizer guy pops out three numbers. one is the base number, and two are the modifiers. the base number is what determines where you start; the modifiers determine the order of the mons/moves that come after that.
for example, if i get 5 as a base and 2 as a modifier, then bulbasaur would become charmeleon, ivysaur would become squirtle, venusaur would become blastoise, and so on. when the total hits 805, the counter loops back around. moves basically work the same way.
and that's, uh, basically it. we just scatter that formula throughout the code. cry every time it breaks something. the usual!
to continue our blitz of devblog posts, imma talk about difficulty modes.
but first, I would like to present you with this:
this is a chronologically organized list of every major battle up until e18.
if you think it looks cool now, wait until the e19 stuff gets added.
this was inspired by me trying to edit trainer pbs data while having absolutely no idea where/when you'd fight people who appear more than once. it's nice if you want a quick reference for when/where you fight people throughout the game.
i'll probably add more data in as i need it, but for now it's just a neat little v1.0 version of a nice reference banner.
but this came about as i was working on difficulty modes! which were another thing i just...suddenly decided to do a few days ago.
some people tend to have a hard time with reborn. other people think it's too easy. i am really going to try and make both of those groups happy.
details are kind of scarce at the moment, but i can at least talk about the general idea behind them.
the easier mode (which i've taken to calling reborn lite) is effectively your standard reborn playthrough but with a little bit more leeway with how you play. trainer levels aren't quite so high. their IVs aren't quite so good. you aren't quite so money starved. it will still be significantly harder than a canon playthrough, but if you're particularly in it for the story, lite mode should help smooth over some of those harder fights.
the harder mode (which ame cheekily called reborn dark) is the standard reborn experience but with the difficulty knob broken off. it basically takes the rate at which things like IVs, EVs, etc are added and pushes it way forward, adding in some additional bullshit when you get to the late game.
i really want to emphasize that regardless of the difficulty, the game isn't really changing: team composition is staying largely the same, with any modifications being minor at best. the difficulty changes are more about how hard the game pushes back, rather than what the game pushes you with.
i've also been working for, like, 11 hours today and feel like i'm just rambling. if you have questions, ask 'em.
gosh, this post wasn't even funny. what am i doing out here.
hi also i edited the pic up there with an updated version
Preposterous! Not in my Reborn! Perish the thought!
G R E E T I N G S, Rebornians. Over the years I have carefully crafted Reborn's AI from the ground up (shoutout to ame who actually designed it tho, she the real mvp). With each episode the AI has only gotten smarter, and better at playing pokemon. In particular with the advent of 18.2, our AI has really stepped up it's game with some major bugfixes, outplaying you* so hard, it really makes you FEEL like you're a shit pokemon trainer.
*by 'you' I mean me, I'm terrible at pokemon and the AI has consistently been better than me since like, E18, let alone 18.2
And with the constant AI improvements, we are often asked 'Hey, how come the AI is so smart when battling me, but so garbage when it's my partner? Is this just designed that way to make the game harder?'
To which we say 'No, of course not! We don't believe in that kind of unfair game design, AI shouldn't cheat and we would never artificially dumb it down in situations where it should be helping the player!'
...We'd never do that on purpose.
So have you ever had an experience in Reborn where your AI partner has an all hitting move like, say, Earthquake, and uses it when it would KO your mon? Or doesn't use it when it would barely damage your mon and seriously hurt the opponent?
Because in E18 we added code specifically to deal with that, and have your partners make smarter choices! And guess what? They still didn't make smart choices and we were sad.
So let me tell you a little something about loops. Loops are great. They let you check through a bunch of cases with only a single block of code!
I could write 'for i in 1..4' to go through four different cases (funny that, just as many cases as a mon has moves!) with a single bit of code!
But do you know what is near i, both in the alphabet and on the keyboard? j.
And do you know what happens if you loop through i and accidentally type a j somewhere? Why, it checks whatever j is, which is probably something else from earlier in the code, nothing to do with poor old i.
And that can have the side effect of making AI real unpredictable. Like, for example, lets say your AI wants to use Earthquake. But part of the AI for that is to check how much damage it does to it's partner.
But oh no, I typed a j instead of an i in that check? So instead of checking how much damage Earthquake would do, it checks another move. Could be any of them. Like say, a status move. So it'll think no damage. And Earthquake away no matter how hard that'll hurt your mon. Oops.
But now this is fixed. We have officially cancelled j. Except for like, the places it's meant to be. In those places we've cancelled i. So for E19, you can finally look forward to the partner AI being just as smart as the opponent AI! Hopefully that should make some of the paired fights in the game a lot easier.
Eeeeeeexcept the fact that this cuts both ways. The AI is also now much better at being a partner, regardless of which side it is on,, so this fix will also mean that AIs will act a lot smarter about not sacking their own mons in doubles so like... Y'know, have fun with the AI being better in literally every double battle in the entire game! ❤️❤️❤️
Of course, this wouldn't be a devblog post without at least a LITTLE teaser for E19. And sure, I've told you about an AI update that it will bring but, because I'm such a great guy, you can have a little more. So I leave you with a screenshot of some actual dialogue from E19 with no context... I wonder what character would say this? 🤔
we have a functioning site. probably. maybe? whatever. you should be able to stay logged in while visiting this page and you can like and subscribe to posts.
feed me i need attention plz gib
to celebrate this momentous occasion, i would like to offer you proof that we haven't just been working on nothing all this time.
oh my! it's a picture! but what could it be a picture of????? who knows????!!?!??!?!?!?
hello. it is i, cass, six-time winner of the Most Likely to Not be Ame award.
today i am going to let you in on a little secret.
you may have noticed that it's been over a year since our last release.
now, in that time, we've gotten some stuff Done™️
especially the ai.
now, y'all are still out there running that old e18 ai
and lemme tell you.
it is garbage.
the ai always thinks it's faster than you. it sends out types that your pokemon are super effective against. item use occasionally scores 12000 on a scale that effectively peaks around 100. it sucks. it has been annoying the hell out of me for months.
now, as you might also have noticed, it is the season for the Giving of Gifts.
so we're putting out a little holiday update.
it is not e19.
i shouldn't really have to say that. we have progress bars. we keep saying that it won't be out for quite a while yet. it will also 100% not be a surprise. it will take months of testing before it's ready.
but a little package of ai updates and small fixes?
we can do that in a week.
so today i'd like to announce the e18.2 release. it's an aipdate!
there's a good deal of stuff that isn't in this.
last week i stared ame in the face, and was like "y'know what would be great? let's put out a mini release for the holidays as a surprise present!"
and she was like "hhhHHHHhhhhhhhhhhhhhhhhhhhhhhh ok fine"
the number of h's in that quote is inversely proportional to what I was able to convince her to add. a very limited testing period means that we can't really check for fatal bugs terribly well.
but there is some nice new stuff!
- A Fuckload ™️ of AI updates.
- A Smalload ™️ of trainer updates.
- HP bars move faster.
- The ability to forfeit trainer battles.
- Multiple active save slots
- New animations
it's not a whole lot, but we really wanted to get something out there for y'all.
hope you all enjoy!
holy shit it's done
like we haven't bugtested it yet so there's probably some kinks to work out
been working on this thing for five months
oh, right, post. sorry. *ahem
hi there i am cass and today i'd like to tell you about how i built a tower.
it is a long story.
(editor's note: so there's basically two parts to this- there's the story part where I talk about the development of the tower, and there's the part where I talk about the tower itself and what exactly you get to do in it. i am very worried that the first part is boring. thus, i would like to direct those who want to get to the good stuff down to where I say "it's time for the good stuff". there are some line breaks near it. you can find it. i believe in you.)
you may recall my original Postgame Announcement where I said this: "this FITE will include a Battle Tower- style system. i'd be more specific about it but, uh, we, kinda, sorta, maybe, uh, like, y'know, don't....know what we're doing for it?"
you see, this was around the time that i was finishing off some of the theme team and boss rush trainers and had taken exactly one glance into the default essentials implementation to see what exactly it was that I had to work with.
now, there are a lot of files that define pokemon sets and trainers for various battle tower rulesets. there's, like, the fancy cup, the pika cup, the little cup, the pokecup. no one cares about those, though. the Big files are bttrainers and btpokemon. bttrainers is what defines the actual people that you fight. btpokemon is what defines the pokemon that they use. each trainer has a list of sets that they can pull from btpokemon- for example, default trainer zero is defined to pull from sets 0-65.
this probably all sounds pretty fine so far, right? well.
the first set from btpokemon is this:
you might notice a few issues.
the first is that there's not a great way to define forms and abilities.
the second is that a lax incense is kind of an annoying cheese item.
the third is that it's a fucking sunkern.
this is not a one-off thing. sets 11 and 12 are:
has anyone ever woken up in the morning and thought "hello yes I am a Real Person and I definitely want to fight a Silcoon and a Cascoon"
now, the default sets are organized roughly in order of difficulty. so, sure, you might assume, the lower sets are horrifically disgustingly bad, but they must get better eventually! there are 882 sets, after all!
well, here's set 854:
first of all, this set is kind of silly. who uses hyperbeam as an actual serious move? let alone the only way to deal damage. but then, you see dragon dance. dragon dance is a good move, right? boosts attack and speed! great for sweeping!
but the only attacking move is Hyper Beam, which is a special attack. so dragon dance doesn't even help!
the realization hits.
it doesn't work now.
but it used to.
because all of these movesets
are for gen 3
irl pic of me upon realizing this:
like omg it's like these were made out of pure, concentrated, ass.
so even if we were okay with godawful pokemon, the mechanical changes since gen 3 limits the sets so severely that even the hardest sets would be a cakewalk. that'd be unacceptable for any game, but y'all are playing reborn. y'all have beaten shelly. you're here for a challenge. you do not want to fight a dragonite that uses fucking hyper beam.
thus, btpokemon had to be remade from scratch.
so i sat down. for months. going through pokemon by pokemon, moveset by moveset. it was grueling. i've almost memorized every single pokemon's smogon tier. eventually i had to enlist the help of ame's patreon so i didn't die under the monotony of the whole thing. they cranked out ~500 sets which, combined with 1000+ that I had written, reached a total of almost 1600 sets. and these sets are good. I cut a lot of sets that were really similar to each other, there aren't any sets that use bullshit items like bright powder or quick claw, and there aren't any sets that just kind of sit there and harden until they get killed. these sets are made to kill you and kill you good. and, honestly? it's probably still on the lower end of what we could put out. there's probably more creative sets, especially towards the end, that i just missed out of exhaustion. i could've probably drawn from a wider pool of items. hell, we don't even have z-moves and megas implemented. (hey, that's why this is v1.0, y'know.)
but 1600 is a lot. if a trainer could pick any set with the only limitation being that you can't pick the same species twice, you would have 203,114,206,600 ways to fight that trainer. and yes, that trainer does exist! it's a clown.
if each trainer was allowed to have four pokemon, the number of possibilities would increase to over 160 trillion. TRILLION. gosh, look at all of that content.
speaking of content: trainers.
the original trainer system, as i mentioned earlier, draws sets based on their line number in the PBS. this is a good method for picking and choosing your sets very specifically. however, it has a pretty key flaw. as I mentioned earlier, we could easily put out more sets. and i definitely plan to. but if we do, where would we put them? want to organize by difficulty? sorry, fucko. the moment you change a single line, you have to change every line after that for every trainer. it's a goddamn nightmare. to fix this, Nerd Captain Marc of the Cello wrote up some scripts to change how trainers drew set from by line number to by pokemon species.
and it was a miracle.
now, all the trainers from before were coded for sets made in gen 3, and we have massively expanded the set list from there. constructing sets based around individual trainers would have taken a lot of decision making on each individual pokemon they should be able to use. in order to make set creation easier, i extracted some data from btpokemon. i grabbed the number, species, types, total number of sets, and added a value for the relative difficulty of every single pokemon on the list and threw it all in a spreadsheet. i added some checks to eliminate pokemon of certain types, and used the sheet to manipulate the list into only spitting out pokemon that matched certain types and only pokemon of a certain difficulty level.
after this i could whip out trainer sets like they were nothing.
see this trainer here?
had to type in six words and click maybe 10 things and boom. four lines of pokemon.
there's still a few problems with this method. it doesn't really play nicely with alolan forms with completely different types. if i make a mistake somewhere on the spreadsheet, i have to correct it 20 times. the difficulty could probably be stratified a little better. but, like, this is still definitely the preferred way to have to remake 300 trainers.
next time this will absolutely be handled by a script. i'll just have to plug in some types and difficulties and boom. every trainer completed while i sit and play more three houses. what a good game.
so. it's time for the good stuff.
you, dear player, will find the battle tower on the upper level of the nightclub. it's a little more like a battle arena than a battle tower, but, y'know, details.
currently, the tower is only setup for singles. the sets are specialized for singles, the scripts function with singles, and we really have no idea how well anything works with doubles. it's ok, that's why this is v1.0.
but it's okay because boom:
it's an actual arena and not just some fuckin floor of a tower. we got seats. we got colors.
and we got
(also please excuse the text we're still working on it)
that's right, kids. every seventh battler is not a randomly generated trainer, but a precoded, randomly chosen boss.
i won't spoil the list of bosses for you.
but you saw which one i fought up there, right?
we live in a world where they are in the boss list.
anything can happen.
...well, not anything.
there are simply some toys you just aren't allowed to bring into the battle tower:
pokemon with a base stat of 671 or higher
kyogre and groudon
terrain change abilities
the ability power construct
the ability beast boost
other things are cool though. feel free to bring marshadow in with you. idc.
you'll also have the option to fight with or without fields. fields would be randomly generated with each trainer, throwing yet another layer of RNG into the mix. we understand you might not be into that. so we won't make you deal with it.
...so imma be honest here, i've spent so much time on the battle tower and on pokemon and on bosses and on trainers and on this post that i literally don't know what to talk about anymore. so the rest of this post is just going to be an ongoing Q & A. feel free to drop a question in the comments! i'll respond there too, and then copy my answer into here. i'll also add in questions and answers that i think of along the way.
Q & A:
Q: Cass, do you plan to add in Gen 8 when it comes out?
A: fuck no. i am not redoing all of this because some new move came out and fucking broke everything.
Q: Okay, sure, but would you consider adding minor things like moveset changes?
A: so our current position is that, for all intents and purposes, gen 8 will have no impact on the gameplay at all. only doing a partial implementation of the new mechanics and movesets would be confusing to players since you'd never know if something was included or not, and a complete implementation would add a lot of work to e19. and, like, i'm sure y'all actually wanna play this some day. it also gives a slight advantage to the pokemon that are in swsh over the ones that aren't.
so, y'know, maybe when the gen 4 remakes come out and they have all the pokemon in it. kinda like in the GBA days.
Q: Madame Meganium is a boss!? Gosh, who else are you going to have there!?
A: mr bigglesworth
Q: Which Patreon submission made you groan the loudest, but you still put it in?
A: toss up between
Q: Are y'all gonna incorporate items or some other kinda rewards into the battle tower?
A: you bet we are. we just...haven't gotten that far into thinking about it yet.
Q: Does Madame Meganium's ownership of other Pokémon count as slavery?
A: no. they are a team united behind the common cause of kicking your ass.
Q: Aside from battle tower, battle factory is probably my favorite format in the battle frontier so will that ever be implemented considering all the new sets you created?
A: so i mentioned that it took a lot of work to get the battle tower functioning despite the basic framework being there.
battle factory does not even have a framework to start off with.
we also think it'd be cool
but it'd be so much additional work that it's not really worthwhile.
Q: Just so I'm absolutely clear on restrictions, the Mega-Z Ring is pretty much disabled during Battle Tower matches for BOTH the player AND the AI correct? Meaning no Mega Evolution for either side and no Z-Moves for either side?
A: okay, this is a good question and i should've said this earlier: z-crystals and megas do not work with team generation. they are banned for you mainly because they aren't an option for the generated trainers.
Q: I know it will take still a lot of time but will there be a lvl cap for the pokemon for example 50 or 100?
A: both of those will be the level cap.
Q: Will it only be 6vs6 or will we be able to choose the number of pokemon we want to battle against for example 3vs3?
A: the battles will also be 3v3 only since a.) making the battles too long would make the climb to get to a boss significantly more difficult, and b.) if we did 6v6 i'd feel legally obligated to tell you how many combinations there were- and the 4v4 calculation literally took an entire day. 6v6 would take three years to calculate.
Q: Why does Madame Meganium wear specs?
A: madame meganium is a professional who requires glasses to read small print.
Q: Also, what how can a tower/arena fit on top of such a smol building?
A: it goes down instead of up. it's like an inverse tower.
Q: How did you manage to get bosses added in?
A: Script Maniac Nerdcello whipped out some cool new methods to get that shit up and running.
Q: What kind of things will we get from the battle tower?
A: good things. like that stuff earlier in the game where you were all like "man i so wish i had more of those" yeah well you're gonna get more of those k
Q: Are the battle tower bosses only fightable in the battle tower?