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Amethyst

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Reborn Development Blog

Rejuvenation Development Blog

Starlight Divide Devblog

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  1. Hi, yes! If you go into the game files /Audio/SE/Bump-npc is the offending file and you could replace it with a different one (such as the normal bump) or perhaps remove it altogther!
  2. Hello, gentle denizens of the much-ravaged internet. The age is long and dark, and little end is in sight. Nothing I have to say can change that for you. But I do have a small update to a video game which can maybe help keep the ennui at bay. Will you accept that? no, no new gens sorry not sorry Today's update is a long time coming, having been forged by our hard at work new team under the capable management of enu, plus some not insignificant help from generous benefactors and patricians of talent within the community. Much love to you all. The focus of this update is primarily on quality of life improvements; it is not a content update. Legacy 19.0 downloads are available on the download page for those seeking to play with older mods. But if modding is your thing, please consider checking out enu's new suite of mod tools, available here: https://github.com/enumag/eevee/releases And if you are experienced with modding or game dev and the idea of helping out sounds good to you, please consider checking out the community cooperation initiative and maybe applying! Anyway, have some changelog. It is not complete, because no list of words can ever equate to the monumental amounts of work the team has put in. But it does have some neat Tidbits. And finally, some parting notes on updating, including a list of places that you probably don't want to update. And by "you probably don't want to update" I mean "we definitely don't want you to update there" and "if you do that and break your game and then complain to us, we will throw metaphorical tomatoes at you". Okay. Downloads are on the download page. We'll have more for you in the future. Not more story content... The game's done. But we're still cooking, and fam we got some Chefs up in here. Much love, have fun... stay safe out there. You dressed warm, right? Did you bring a snack? Okay. Just checking... Until next time.
  3. The server has been reset again. Thanks for the ping!
  4. hi it took me a month to see this because im really good at life the server has been reset! however it might be simpler for you to use 19.5 going forward.
  5. I've reset the servers again. They go down periodically, sorry about that. It should be good now.
  6. It tagged me... I just didn't check the site, oops. The servers have been reset today.
  7. I'm glad you enjoyed it! I'm not aware of any web based recreations and unfortunately that was my remodel... but do you really have to make a new file each time? I believe I made it so you can take that quiz any number of times in game on a single save
  8. Hi, I'm real! So, firstly, wow, I apologize for the radio silence. I took the better part of last year off for personal reasons. Still, I should've made a post here sooner than this. Not doing so was deeply unprofessional of me, and I don't really have an excuse beyond the general sense of not having my shit together. People have been wondering whether the project has been dropped. Absolutely not. As part of my break last year, I did set all my expectations down. I had to look honestly at myself and ask if making this game was still something I still wanted to do. The answer was and is still "yes; I will literally go insane if I don't". I have been wanting to make a tRPG ever since I first played one. That wasn't even the case for Pokemon. If I ever drop this project, I will be dropping a part of myself, and something will be very wrong. Although I would love to hop in here and point to all the progress we've made when I haven't been on break, I cannot do that. If I could, I probably would've posted sooner, haha... Actually, it's the opposite. As part of my consideration last year, one of the things I had to come to terms with is the graphical scope of the game is definitely a significant impediment to the pace of development. Or, to say it more reasonably, making all those fancy combat animations is a pain in the ass, and if I'm always waiting for those to be done, we're never gonna get anywhere. So, I've made the decision to step back from that commitment. So, in the demo, every fighting character had this style of animation for combat, right: As of our changes, now not every character has to have that. In the long term, we'll probably spare ourselves from making full combat models for minor enemies (such as the snack cart in the demo, which we otherwise would have had to animate in order to make it attackable). In the short term, we may release some community/test versions with notable characters lacking models. For those familiar with Fire Emblem titles, this functions much the same way as it does when you skip animations or when NPCs fight-- it is just a small animation on the overworld. To contextualize this with the demo, let's talk about Nova and Veivax. In the current demo, Nova is programmed to be untouchable. I would actually like to make her beatable, but have Veivax come down when she's defeated to pressure the player out instead. The reason we didn't do that for the demo is because we needed Veivax to have a combat model for that to work. With this change, we could have released the demo with no combat model for Veivax, while still letting her participate in the battle. Either way, we would hope to eventually get a combat model for her, but at least this way progress and gameplay do not have to be tied to depending on it. Cons of doing this: We had to refactor a lot of shit Maybe less cool immersive combat art scenes, sucks Pros of doing this: This lightens the strain and prioritization of development Combat models can always be added in later as we get them The aforementioned refactoring sped up the pace and processing of battles a lot. To elaborate on that last one, in the demo battles and combat are fully separate scenes. Whenever you move to combat, it has to load and draw the models and entire scene, and when you are done with combat, it does not simply restore the existing battle scene (as we expected when first programming it); it has to recreate the entire thing. For a while during demo testing, this meant it was recreating the giant entire map after every combat, and this led to a lot of weaker computers crashing. We were able to fix map-redrawing during demo testing, but recreating the battle scene was still a notable strain. As of the above refactor, combat and battles happen on the same scene-- we just hide the battle behind the curtain of the combat background. This means that there are fewer mid-battle load times, and we can snap in and out of them faster than ever. Between this, the previously mentioned switch to Spine models, 1080p resolution, and various other refactors both large and small, it is sort of feeling like we are rebuilding the entire engine from the demo. This was not supposed to be the case. In fact, it was explicitly supposed to not be the case. But the demo version was never going to be scalable or stable despite my hopes, and it has served its purpose. Since returning to the project, another focus I've had has been on making the eventing tools we've had easier for myself to use. For instance, in Reborn, if I want to have one character face another, I have to manually know where they are relative to each other and account for the difference in positions. Or, if I want to want have a character walk to a specific part of the map, we need to know exactly where they are positioned and specify the exact path that they will follow. We also generally need to know what ID numbers said characters' events are assigned to, and those are always arbitrary. So for Starlight, I've spent some time improving my options so I can now say things like "please make whatever event is named Aulyra face whatever event is named Raine". Or, "please have whatever event is named Star move as close as she can to whatever event is named Karus". This is much easier and more intuitive to work with when blocking a scene, so it helps keep the pace of development moving. I've done the same thing with the display of characters and message arts in conversations as well. In the demo for starlight, I had to manually specify (by ID number), when each character should open their mouth, or close their mouth, or look in a certain direction, or so on. Especially the opening/closing.... this was not sustainable. Also, all of those character images were pre-rendered. Now, we are able to compile character arts on the fly. I have set up the message system so that when one character starts talking, the other characters stop. This is also done automatically by name, so my work with eventing message cutscenes is halved. I can also say "have Raine face Aulyra" for message arts, and they will automatically correlate the ID number and positions and just take care of that for me. Also, we've been able to implement some requested qol features for message scenes after the demo: Characters that are not talking are now slightly dimmed, to give focus to the speaker, and the speaker will slightly move to help feel the flow of conversation. With all of these improvements, I would desperately like to say that we have made progress on the content of the game, but we have not. Reworking the systems has taken the majority of my effort since returning to the project. While we are starting to get on top of the initial art debt, and we are in better shape than ever to start moving forward, there is still a mountain of work to be done. More suffocatingly, we now suffer the inevitable slings and arrows of, uh, every single other thing being broken post-refactor. C'est la vie. The dev life. Regardless, we'll still be cutting a path forward as best we can. I've still got the determination for the long haul. Thank you so much to everyone who has kept interest in the project all this time, it really really means a lot to me to have people patiently caring about this. I don't wish to promise a post schedule for now because I'm still working out my personal routines, but I sincerely hope to never have anywhere as long of a gap again. Re: Sidebar. It is not forgotten. I'm not reviving it just yet ( after all, the current post is only three months old :] haha yes ) until I'm confident in a balance of rhythms between that and patreon, but we'll get there. As always, much love to everyone here, and everyone who's helped keep us going <3
  9. The one in game has dual types too! I tweaked how common they were and added fairy type, and smoothed out some inconsistencies with the question weighting. It -should- just be a straight upgrade!!
  10. holy shit um hi welcome back i'd say "wow it sounds like you've been through hell and back" but i guess we can't be certain that that's not literally true. i don't think i have sufficient words for this situation but i hope you uhh, enjoy your time here.,,,,,,,, gosh.
  11. Although what Dred said is true, and it has been a constant nuisance for us, we do still have to account for it, so it's fine to report cases where you think the game has broken as a result. That said, I am pretty sure we did account for it here. It's not a very... compelling chain of events, but I don't think this is a sequence break or bug in this case either.
  12. The Reborn Devcomm LP has reached the Elite 4!!! Ame faces through main game's final gauntlet today!
    https://www.twitch.tv/amethystblack

  13. You can just talk to her once you've started it to skip it!
  14. Hi there! I'm impressed you're still trying! I wish we could have done more before the release, but hopefully the left/right hit sounds are working better for you now. I passed this onto the team, and it sounds like while it's theoretically possible, it might be a little out of reach for the time being in terms of the difficulty of the integration vs other priorities. I'll keep this in mind though in case that changes in the future. Or perhaps someone in the community again can work on it as a mod?
  15. These are wonderfully done, I'm super impressed. Keep it up! It might be an issue for some other projects (romhacks? I'm not sure), but as far as fangames and usage there goes, the color limit is arbitrary, and I sure never once cared about it for Reborn. Not that it's not good practice... but it's also a technical limitation that Pokemon used to be designed around, and increasingly no longer are.
  16. Wow this took me too long to notice. Sorry about that. Our link counter was being blocked on some machines, so I've now replaced the links with the counter we use for Reborn. Hopefully that should fix it all. Sorry for the issue and thank you so much for being interested in trying the game!!
  17. Just like the weather! Nothing weird, we just have a spare vowel because angels are Extra. i-- ................ i............................................................ ////mom can you come pick me up
  18. art is slow, but time is fast. for much of the previously-prescribed [unit of time since prior blog post], we've been quietly chugging along with art of all kinds, including concept art, tile art, character art, map art, life as art, and art of otherworldly entities as likely to hold you against the ground and stare coldly into your eyes as you burn to death as they are to nuzzle the top of your head and give you lill smoochies because who's the cutest little mortal creature this side of the ethereal void of existence??? you are!! oh, yes you are!!!!!! but today we're only going to be talking about two of those things: map art, and character art. Map Art mapping in reborn is fairly straight forward. gen 3 and reborn uses 32x32 pixel tiles, which are at 2x resolution so they are actually 16x16 tiles. this does not leave much room for detail, but it does make tiles very quick and easy to pixel on the fly. so we slap some tiles down, passability is automatically generated from them, aaaaand that's basically it. it's quick and fast to match gen 3, but it's also fast to produce a lot of maps unless you use a bunch of cliffs because you hate yourself which is great because pokemon games are all about exploration, and we really want to have a lot of different varies maps for you to explore!!! mapping in starlight is the same in that we are still putting tiles down................................ but that's about it. for one thing, the process of creating those tiles is much more time-consuming than before. our tile size is 48x48 which i used to feel like i was too big, but now that we've made the jump to 1080p part of me almost wishes they were bigger. only part. anyway, pixeling tiles of that size would take approximately much longer than for reborn since they are effectively 9x the size, so instead we draw the tiles out in smooth digital art, and shrink them down to the size we need. this takes a while! i kind of hate it! once we have our tiles, we place them as normal. and then we spit the map out as a raw image file which we can separate in layers, do any kind of other visual editing work we need and re-import. this process is called parallaxing! it might sound like a lot of work, and it definitely is extra work, but the balance between [Extra Work] vs [This is fun to do and looks very cool] is tipped highly in the latter's favor. After doctoring the map, we reimport it and manually set the passability per map, since we won't have tiles to do it for us anymore. This process is actually much quicker than it sounds! For a project like Reborn with hundreds of maps, it would definitely be less efficient than auto-generating passability. However, doing it this way is actually faster when we have fewer maps, and tRPGs definitely spend much more time on a small set of maps as opposed to an exploration-based RPG where you nyoom through them at the speed of speed-up-mode. It also means there will be very few passability-based tile errors! In short, it is very much a map-quality vs map-quantity type of thing. Episode 1 of Reborn had about 80 maps in it. The Starlight demo had 3. While Reborn's maps are amazing by gen 3's standards, I have eagerly awaited the chance to do better. So, here is an in-game look at the first map we've made for the intro! In the near future, we'll be breaking down the process of making this map in a much more detailed fashion on our patreon, so if that kind of thing interests you, please consider visiting us there~ As one extra note, if you are someone who is skilled at digital art, or working on learning, and you think it might be fun to make tiles like this, maybe drop me a message! The mapping is very feasible, but the tiles are somewhat time-consuming, and we could perhaps use the help. Character Art Of course, character art has also been a big focus lately! Since we're making the start of the game proper, there are lots of characters to introduce all at once. That means a lot of art has to be done all at once! Painful, but fun! I won't be talking too much about this right now as I've already gone into detail on our patreon about these as well, but I will share two recently finished arts with you from characters who we'll meet early in the game. First up is Raine! Raine is our protagonist's best friend since childhood, a serious and mature angel from a rich and stern family. She is also an archer who uses ice magic to create arrows on the fly! And then, the aforementioned protagonist...! I'm sure you've all seen her somewhere before... ...And no, it's not Star! Star is our deuteragonist, a central character to be sure, but the real main character is-- Aulyra! We've seen her once at the end of the demo already. A studious young lady who always has her nose buried in a book, Aulyra wants little more than to serve her community faithfully! Like many protagonists, she has just a teensy-weensy case of amnesia, but unlike them, she has luckily had Raine and the rest of her community to kindly help her remember and readapt to her old life. As all angels ought to, she aspires more than anything else in the world to earn her wings rightfully and bear them with pride. That will surely happen peacefully :) That's it from me this month! Thank you for continuing to watch patiently as we march forward~
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