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rhae joined the community
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Can't catch prism pokemon
mcd replied to Wrennifer's topic in Official Rejuvenation Club's Troubleshooting
You need to run the updater in the files -
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Just beat the game in vanilla mode. Lunatone fusion absolutely steamrolled Lin on New World field. Omg. Cosmic Power + moonlight + Meteor Beam literally beat all her Mons.
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Episode 2 Part 2 of my Pokemon Rejuvenation Challenge Run is here! This is a long video folks!
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uboa started following V13.5.6 Risa Raider Initial Fight Won't Trigger
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Im getting an error message every time I successfully catch a prism pokemon, I have a screenshot of the error message but the game itself won't let me copy the message and im not sure how to make the screenshot a url picture I can email the pic if a dev messages me but it means im stuck in the old player sprite which is not my favourite and im not sure what to do
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Yeah, what you're describing sounds infeasible for... possibly the foreseeable life cycle of this project. Performance is one thing, and after our various updates, I'm not personally aware of non-hardware-based optimizations or severe performance deficits that need to be fixed. But increasing the FPS at which the game runs by default unhappily does require a pretty substantial overhaul of the back end and animations... and I agree with your assessment that the small resolution (matching the DS screen size by stylistic choice) makes the impression of movement somewhat intractable. I think either upping the resolution of the FPS is decidedly out of scope at the time. Feel free to make a thread with your suggestions and to see if other people have similar frustrations, but I have to respectfully suggest tempering your expectations in this regard.
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My bad OG. Discord fucked up my link that was set to not expire, ig. I've updated the link in the post and here it is: https://discord.com/invite/8p2rtNGatc
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discord link expired :(
- Yesterday
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INTRODUCTION "The year is 202X. The world has seen countless innovations and quality of life improvements since the dawn of the new millennium. This rapid abundance of prosperity is all owed to the continued symbiotic relationship between humans and Pokémon. Together, we live, we learn and we grow and eventually... we understand one another and form the most powerful of connections. Through this bond, my father's dream of everlasting utopia may finally become a reality. However... There are others who use Pokémon to aid in their nefarious goals. It's profoundly sad that there are some who have no moral boundaries... But... Thankfully... There are those who choose to stand up to the wicked and cherish the ideal of peace just like us. Though my time here draws closer to its end... I know deep within the inner confines of my heart that you will crystalize a new, brighter reality for us all." The peaceful region of Omeyria is in danger of being compromised by unknown invaders... Cities and towns all across the region have been locked down without any explanation... Citizens have been disappearing left and right... The city of Asteria has been hit with a brutal crime spike... With townspeople and government officials paralyzed by fear, the region needs a lionheart who can liberate it... The clock has started ticking and the stage is set... All that's left is for our heroes to take the spotlight. Will you heed the call in Omeyria's time of need, or will you ignore the people's pleads for help? Pokémon Ar:Syncronía is developed using Pokémon Essentials v20.1 and RPG Maker XP. FEATURES Doubles Battle Format: Most of the battles in game will be doubles-centric. Only a handful of battles will be in singles format, and most of them are at the beginning to ease the player into the format change! An ever-expanding new region comprised of 5 districts, filled with secrets, side quests and optional areas! Reasonably big regional Pokédex consisting of Pokémon from Generations 1 through 8. Various QoL improvements for a more refined Pokémon experience, both in the OW and in-battle. (e.g. an easily accessible hub area for various Pokémon optimization services/EXP All/Pokémon Storage System accessible from the field/Hidden Abilities being able to be acquired in normal wild encounters/etc.) The Omeyria League Circuit, consisting of 18 optional gyms! Acquisition of all 18 Omeyrian Gym Badges allows the player to participate in the Nexus Circuit Cup with a chance to dethrone the Circuit King. Increased Shiny Rate, up to 1/100, with the idea to have fully custom shinies for each available Pokémon. KNOWN ISSUES Miscellaneous animation bugs. Miscellaneous tile bugs. Miscellaneous text bugs. Cotton Guard doesn't work as intended. SCREENSHOTS DOWNLOAD MEGA: Mirror 1 Google Drive: Mirror 2 SOCIAL MEDIA Ar:Syncronía Twitter Ar:Syncronía Discord
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Maybe I will get to creating a forum post going into detail of this matter, for all it's worth I kindly suggest to use external monitoring software such as RivaTuner Statistics Server (RTSS) or Intel PresentMon in order to observe the changes in frame rate and most importantly how the frame time graph looks like. I had also noticed the speed-up function increasing overall performance, albeit with some diminishing returns the higher the value, hence why the standard (I believe) 3.0x multiplier realistically speaking ends up being about 2.5x instead, also resulting in a more bearable presentation given the static not smooth camera. Perhaps part of that also comes from the fact so many games are using a measly 256x192 native resolution, making any bit of movement even more apparent to the eyes.
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Dev blog-only people right now:
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Not sure what you mean in terms of engine performance, because afaik all parts of the game run quite smoothly even on high turbo speed values. About the fps -- It is possible and we have considered it, but changing the number of frames the engine renders per second is likely to need a lot of adjustments (particularly with animations), and we just have other priorities
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Thank you so much
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Is there any timeframe on when the randomizer will become functional? It's one of my favorite ways to replay the game.
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God damn it! Almost reached the one year mark of zero dev blog updates; Oh well. But I am by no means complaining about what you delivered. These sprites look so much more refined and up to modern standards, great improvements shown. On another note: Do you have intentions to eventually fix the horrid performance of this ancient game engine? 40 FPS avg with mid 20s low% (those matter for "smoothness", especially camera movement) may have been decent on a decade old monitor running at 60 Hz with some really bad TN panel but since upgrading to a mid-range system and higher refresh rates became mandatory as to not chuck pills down my throat to deal with an recurring migraine, maybe a dev or two can genuinely agree with (I sure hope). I believe this applies to all games hosted here iirc, so quite a major problem to be clear
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Pokemon Reborn Español 19.5. / / PK Reborn Spanish 19.5
tavros12 replied to Clyonor's topic in The Mod Market
Buenas, se pueden modificar pokemons y compilar el juego de nuevo para joiplay? Gracias- 26 replies
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OWs are definitely the trickiest parts of spriting a character i feel. there's so much detail you need to figure out how to abstract down to a tiny frame and still have things be somehow legible. a big pit i fall into is using too many dark colours in an attempt to make things stand out from each other and then oops, whole thing looks a mess, start over xoxo. these new ones are excellently done and i adore the hair swoosh, esp alice also dev lp is not dead yay!!!!!
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gosh, it's dusty here, isn't it? well... i suppose that's the nature of a finished game. most of my efforts in recent times have gone to things that are not reborn... but most is not at all. in our last post, orsan teased the following about finally updating the protagonist OW (OverWorld) sprites for 19.6: today, we're going to show and talk about these in a bit more detail. (a note for our blind players-- this is a purely visual update most and so this is probably not for you. with apologies, i will be sparing myself the task of IDing each image). OW updates were something that, in an ideal world, i would have done with e19. only, i was soooooo tired by the end of it, and we did a lot of shampoo-ing of VS and battle sprites, i truly did not have the stamina. however... these sprites appear in virtually every screenshot of the game ever, and so the mistakes of my past continued to haunt me until i was cow-prodded into doing something about them. fortunately, there was a lot that i wanted to fix, and my skill in spriting had grown over time, so it was quite rewarding to do. to see them in action, let's post a dizzying array of gifs: above includes both walking and running variants. our old sprites were made with very, very minimal effort to make the run sprites; i only moved the head forward and down a little bit, which is what sometimes resulted in the ability to spam the run button and appear to dance in place. i don't know if that's still possible these days, but i think that having a more dynamic running pose will feel nice anyway. truthfully, i want to develop my skills to push such poses to even more exaggerated animations than this. but alas, that is not for this little update project. when updating our protagonists, i wanted to choose a 'style' of animation and stick with it for consistency between them. this consistency was a flaw in the previous set of sprites. they were made at various times and levels of skill, and so they are not always consistent in their dimensions and animation. this is also why the shape and size of some of them will appear to have slightly changed. this was also an opportunity to fix some of the issues that had nagged me with our previous style of sprites. compare these frames. new vero (left) vs old (right): old decibel (left) vs new (right): the issue is clearer on decibel's-- the way the feet are positioned ends up making a solid black line across the bottom of the sprite. on vero's, there is a one pixel notch, which i would consider better but still visually awkward. i'm not going to claim that the updated sprites are perfect, but i think we succeeded in refining the walk and run cycles to help silhouette the feet better in all frames of animation. here is another example, demonstrating a change in the animation style i mentioned before. in the above screen, pay attention to the relative placement of the sprites' hands. in each step frame, i wanted to increase the action of the movement by making the hands appear to move more widely. i think this helps 'running' vs 'walking' come across much clearer. for aspiring spriters: I find that starting with the positions of the hands is a great way to tackle these little bodies. it'll help you refine the silhouette early on. also look how much better alice looks! i haven't liked her very much in the past-- and with her OW sprite previously looking so different from her other graphics, it's no wonder! it looks like she had buns or something. i hope everyone enjoys the new hair-floof. i think i'll be using her more in the future myself. perhaps the most notable new detail of the animation overall is the hair animation. in the current set of sprites, most character's hair hardly animates at all. much as we love lucia, hers in particular has been very awkward in the past. bouncy hair is a nice way to add a lot of life to sprites, and it's also one of my favorite things to do in sprites now. it's fun to make it go swoowsh-swoosh-swoosh! here's some frames, and how i think of animating them: frames 1 and 3 are always identical in these sprites, the work is on 2 and 4. in either case, i choose a direction, either clockwise or counter clockwise to think of each 'tuft' of hair as moving. then it's just a matter of moving the pixels as little as possible while finding a shape for the points that looks nice in pixel form, and doesn't create awkward movement when applied to the height change (frames 2 and 4 bend at the knees, and thus the head sinks 1 pixel lower, which can make some animations look awkward. testing is important!) on a different note, did you notice from the first gifs that kuro is looking different? in my view, he's kind of been the least popular protagonist. originally, i imagined him having kind of a deliberately shaggy hair style, but i don't really like that as much these days, and more importantly it doesn't really seem to be a hit with players either. so i took the opportunity to kind of shore his hair up to a nicer shape in general. here's his updated VS sprite: we wouldn't want to change him tooooo much for the players that are used to him as he is, but i felt this would generally be received as an improvement. and hey, we finally got his sunglasses into his OW too! because of how many variations and alterations player OW sprites have, this ended up being a significant undertaking! there are many little pieces-- walking, running, biking, fishing, surfing, tauros-riding, minecart-riding, etcetcetc... i would not have had the stamina to do all of the animations over myself-- in the end, i just made the base walking and running sprites, and then others in the community initiative helped out with the finishing details. big shoutouts to moonpaw, nephilinite, meteors, not_aza, and inserobite102. in addition to the extra animations, they also helped refine some of the cross-sprite details... enu oversaw it and contributed some scripting to avoid having to make redundant graphics (surfing, fishing while surfing, diving were all very similar...) too! thank you all! speaking of diving... i think, but i'm not sure? that the main games are doing this these days too... but we also took the opportunity to answer the question of "how does the player breathe underwater when diving?" let's close out with some before-and-after references. for fun, i also included the original versions of Alice and Vero, back in the earliest episodes when they were the only protags. if you are looking to improve your spriting from others' example, i suggest studying the differences in these images and seeing how they changed over time. softer colors, flatter hair shading, brighter outlines... what else do you notice? this kind of analytic exercise is a good way to improve your own skills. by the way, for anyone still interested in the eventual postgame continuation of our dev let's play-- it is not forgotten. only life has been getting very in the way for a long time now, and at this point i would at least wait until 19.6 anyway. thank you all, as ever, for caring about the game at all stages of its lifecycle, and i hope you can look forward to the update
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I keep getting this error message when trying to open Crystal cavern notes. [AllGen Reborn 0.8.9 19.5.42] Exception: Errno::ENOENT Message: File Graphics/Icons/type??? not found. Scripts/DrawText.rb:686:in `initialize' Scripts/DrawText.rb:686:in `new' Scripts/DrawText.rb:686:in `getFormattedText' Scripts/SW Subclasses.rb:542:in `command_dimensions' Scripts/SW Subclasses.rb:568:in `block in render_commands' Scripts/SW Subclasses.rb:568:in `map' Scripts/SW Subclasses.rb:568:in `render_commands' Scripts/SW Subclasses.rb:573:in `getAutoDims' Scripts/SW Subclasses.rb:510:in `initialize' Scripts/FieldNotes.rb:280:in `initialize' Scripts/SW Subclasses.rb:523:in `new' Scripts/SW Subclasses.rb:523:in `newWithSize' Scripts/FieldNotes.rb:194:in `prepareFieldNoteCommand' Scripts/FieldNotes.rb:217:in `prepareFieldNoteSprites' Scripts/FieldNotes.rb:394:in `main' Scripts/Utilities.rb:527:in `pbLoadRpgxpScene' Scripts/PauseMenu.rb:181:in `block in pbStartPokemonMenu' Scripts/PauseMenu.rb:152:in `loop' Scripts/PauseMenu.rb:152:in `pbStartPokemonMenu' Scripts/Scene_Map.rb:242:in `call_menu' Scripts/Time.rb:197:in `call_menu' Scripts/Scene_Map.rb:214:in `update' Scripts/Scene_Map.rb:70:in `block in main' Scripts/Scene_Map.rb:67:in `loop' Scripts/Scene_Map.rb:67:in `main'
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pathoflear started following Pokemon Reborn: Sandbox Mode
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Episode 2 Part 1 of my Pokemon Rejuvenation Challenge Run is here! This is a long video folks!
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error_macro started following Jan
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The Pokemon League Is No More?! Pokemon Opalo Playthrough!
J-Awesome_One replied to J-Awesome_One's topic in Pokémon Fan Club
Episode 8 of Pokemon Opalo is here! Please enjoy! -
ManicAntics started following AllGen Reborn Mod
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Trying to get hisuin avalugg but I have *no idea* what to do The documentation doesn't say how to evolve things that don't evolve with an item
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