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Amethyst

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Everything posted by Amethyst

  1. happy yesterbirthday! thanks for doing all the stuff i don't want to deal with!!!!
  2. I use Lightworks. It's free and pretty comprehensive, but learning to use it isn't the easiest thing because in-program documentation is a little lacking. There are video tutorials around though, and the basics aren't terribly difficult.
  3. The themes are being touched up 16. The menu interfaces are currently pretty set. Something like the OP is unusable because it's a 1x resolution.
  4. So I'll probably be giving this battle some very small buffs (and possibly the one before it small nerfs to compensate) but I did have to hold back on this because of the point where it's at. As brutal as this attack is supposed to be, if the third battle was a brick wall it would get reallllllly annoying for players to have to sit through that giant cutscene + two battles every time to take a swing at it. If I'm able to get a text skip feature working, I can buff this encounter. Aside from that though, as others have pointed out, the fight vs him -is- supposed to be subverted because it is doubles and at least in the particular 2v2 situation the odds are stacked in your favor. You've got a gym leader and he's got, well, Orderly John. When it's 1 on 1, it might be a different story. That said, the orderly who fights with him isn't just a generic grunt. It's the first time we see the New World Orderly class, and if you've been paying way too much attention, you'd note John in specific was Sigmund's right hand man. He's the same orderly who you fight when you first visit the orphanage, and he's the mini-boss when you storm the place. He's also present when Sigmund makes the initial deal with Sirius. While he's not the most significant character, the point is that he's sort of kissing up to Solaris quite a bit here, and potentially double-crossing Dr. Connal.
  5. The alternate park map was removed because * The "bigger on the inside" factor was way out of proportion * The level cap before Florinia was pretty tight * Aside from seeing Rini/Amy trapped, it was a really uninspired area
  6. "It's the internet, what can you do" I'll tell you what you can do. You can tell me so I can punch him in the face and ban his ass. Or tell another staff so they can handle it in a more responsible way than I would. But where's the fun in that.
  7. Yay for typing out a long reply and then it gets deleted :c Kuro is on point though, as usual. I love gimmicks. My favorite thing about Field Effects is that they can make gimmicks viable. Now, a gimmick for its own sake is goofy, but the goal with them is to bring the character to life in their battle. Let's take Kiki for an example. Her character is based around focus, zen, etc. So we've got this wonderful move called Meditate. And it's total shit. Meditate should never see competitive usage, tbh. But I add a field effect that boosts Meditate to +3 and suddenly it's the scariest damn thing she can do. That's fantastic. That's what we're going for. It's a gimmick, but it reinforces her character, and it still works. Battles like that, or when you have to deal with Julia's booms, or acting out a fai-- oops, spoilers-- are some of the best battles in the game, in my opinion. Now, Radomus. Let's make one thing clear right now. There is literally a 0% chance he's getting anything resembling his old singles team back, ever. Radomus's entire character concept is based on Trick Room, and the idea of black moving first in a chess match. The reason he ever had that singles team was because at the time Trick Room hadn't been implemented yet, and I wasn't about to give him a team that focused around a move that at the time did literally nothing. Those who faced Radomus in our online league will remember that if he got TR up, the battle was basically over. He played Triples, because TR is more effective in multi-battles, and lead with three bulky TR setters. There was almost no way to KO all of them, so as a challenger, you had to figure out which one he was going TR with, and focus that down. Guess wrong, and you get steam rolled. The first turn in Radomus battle was always the most important, and the most intense, especially on the rematches. So you get your tail kicked and come in for another try. Last time his Slowbro used TR, so you focus that down. Surprise, Reuniclus used it this time. Round 3, you find a way to take down both Slowbro and Reuniclus, but, lol, it turns out that it was Exeggutor with TR now. But more than just a guessing game, the odds were stacked in his favor. Sometimes, Radomus would have two or three of his Pokemon use TR at once. So no matter which the player focuses down, TR still goes up. Now, TR will cancel itself if used twice on the first turn. So maybe you try and bait him into cancelling his own TR by -not- focusing down a Pokemon. He doubles, cancels, and you win. Or he outpredicts you again, and despite your best efforts only uses it once, and it's another loss. Mind-games. They're fantastic. Now, the AI will never be up to mind-game level, but the field effect can help TR be more viable. Gimmick or not, it's still an ideal battle concept for him. With the Chess Arena effect, it can be balanced until it's strong enough. (I currently haven't made any effort to balance the field because there's not much point until the AI reliably uses TR. By the way, TR AI works great. In singles. The problem is not TR AI, it's doubles AI, which is so ridiculously fuckeroo'd it's literally painful to me.) But certainly he does not use a TR team because he needed to give out that TM. I will express my lamentations with TMs though. I'm not looking to change the distribution of moves, meaning I can't add any new ones. But in a perfect world, Kiki would be giving a Meditate TM, Julia would be giving Sonicboom, so on. Because this is not a perfect world, I am subject to trying to work in existing TMs. Now, you might say that he doesn't have to use Shadow Claw to give it out, but feedback I've received in the past says the exact opposite. I am certainly not going to change the core concept of a battle, as you accuse me of doing with Radomus, just for a certain TM, but as far as balance goes it is rather tedious to have to work in those moves. For instance, Charlotte gives Flamethrower, and has several Pokemon with it, but tbh she really should never use it because Heat Wave is always almost always the better choice on that field. So that sucks. But it's not breaking her character either way. Because two wrongs don't make a right. Debut Serra was strong because unless the AI flopped, or you had either Magmar or Drought Vulpix, there really weren't many effective options against her. Unfortunately, that just means you throw the level 12 Vulpix in as your lead, let the poor thing get run over, and then sweep her without effort. Raw strength doesn't constitute a satisfying battle; feeling like you outplayed your opponent does. In order to make sure there are ways to do that, I sometimes have to poke holes in previous bastions. When completed, the game will be opened up to community mods, and I imagine various difficulty mods will be among the most popular. They likely won't be adapted into the main game though, for reasons similar to the ones described above. Kuro is correct in saying that the current AI structure is pretty lacklustre, and should probably be rebuilt. That's not going to happen. What IS going to happen is we're going to -complete- that structure, as it's only half-done in the first place. And just for the record, I'm not a fan of pleasing people in itself. I'm not going to nerf something to make people happy; I'm going to change it because I recognize I don't like the pattern of play going on there.
  8. the hyper beam spam was the idea for this fight anyway. dark pulse is only there for your ghosts. so it sounds like it's working properly. the fact that it spammed dark pulse in the first place was a bug.
  9. On the contrary, it was dropped because it -already- happened. I was able to double-purpose one of them. One step ahead of you. And you. As it is, progress is currently stalled at the big 0 because I'm going through and proofing all of the dialogue in the game. Tweaks here and there, but nothing major. Mostly I'm trimming stuff to make it a little less "Reborn, city of ellipses". Anyway, as you might have noticed, there's sort of a little lot of dialogue, so it takes a while.
  10. Updated to current point. Keep it up everyone! By the way, as a request, don't edit additions into your old posts, please. It's totally fine if you're double posting with updates, but I'm likely to miss things edited into existing posts.
  11. My, my, you guys have some impressively good guesses.
  12. like i said, average time is looking like 3 months per episode currently. keep in mind that number has been increasing over time, so it may be more like 3.5 at this point for average. 16 might be a little longer time than average. If it can handle the current ones, you'll be fine. It's the same engine, just, more consistent. Five. I said six before, but I ended up dropping one. These will include fields for the rest of the game, so unless I get an amazing new idea (and I might) I'm not planning to add any more after this episode.
  13. Hey! So I alluded to this in a couple other threads, but I -was- going to have you all help out with animations directly. I'm sort of going back on that regarding the bulk of the work just because the platform's not quite as friendly as I'd like and I want to be able to quality-check everything. So that may or may not happen, we'll see. However there is something you guys can help me with. So we're doing animations, right? But that also includes sound effects. And goodness, sound effects and I do not get along... But that's a different story. So our current array of sounds for moves is pretty disorganized, and missing a ton. I also think there's stuff from the RTP in there, and most of you probably don't know this (or what that is) since this is a Pokemon game, but I detest RTP resources with a burning passion. Anyway, that's a mess and it's hard to work with, so basically I'm burning it to the ground and starting over. New sound files for everyone. Yayyyy. I found a pack of Pokemon sounds that were put up for free use (I think they might be from PMU?? idk), and it seems to be pretty thorough, so I'm looking to get through those. The problem is, it's also terribly unorganized. Almost every file is just named magic####.wav. This makes it really difficult for me to choose sounds for moves unless I want to scan through all 1500 files myself and try to match them to each move from memory. Or just pick at random until I find something acceptable. Gross. This is where you guys come in. I'm going to post the entire download of ~1500 unsorted files. Y'alls task is to, as a team, sift through these files and post here when you figure out which sound might be good for what (kind of) move. I'll then rename it locally, so that I at least have a chance of finding what I'm looking for when doing these animations. So, example: Say you open file magic12.wav and you realize, hey, that sounds like Hyper Beam. Just post here and tell me that magic12 is Hyper Beam. Now, suppose you open another random number, and you don't quite know what move it is, but you think 'damn this sounds like a sound for an electric-type move'. That's fine! Just post saying that. I'll rename the file on my end, be it to Hyper Beam.wav, or just something like Electric1.wav. Then I'll update it on my end, and periodically update a refreshed file with only unidentified sounds. You don't have to post something for every wav; even if you just do a few it helps. It also doesn't have to go in order, and we don't necessarily have to get all of them done, but I'm not likely to use any sound that doesn't get sorted. Here's the download link to the sound pack: http://www.pokemonreborn.com/soundsorting.zip (UPDATED 6/30)
  14. I do. E14-15 was pretty much the longest. I have to accept that development times will probably keep increasing since there is an increasing amount of existing game that requires polish. Animations themselves are going to take quite a time regardless of what I do, too. (That said, that 6 month period included 14.5. Without intermediary releases, we're still averaging around 3 months per episode)
  15. Pokemon Mysidia was an affiliated site/server from way back in the day. Like us, they had their own league, and like us, their admin was making a game based on their community, taking place in the Mysidia region. I don't know what became of that project, if anything, but the site and server eventually fell into decline and were retired. A number of their members came here afterwards. The reference was part because we were sister communities, and part in hopes that their admin would finish his game someday. I probably should remove those references though, since this has gone past a community project. Noted.
  16. Hello, and welcome to the update that's going to take for flucketyfluckin' forever. First off: 0% hype!!! You'll notice two categories have been added to the status thread for 16: The first is Animations. You can probably guess what that means-- Yes, this is happening... slowly. But it is happening nonetheless. I'll be dividing up the battle animations over the remaining episodes so that they should all be in by lucky number 19. I originally planned to have the community help with animations (since neither RMXP nor spriting experience is required, though both are helpful) but I'm reconsidering this.I may end up just enlisting a couple people. In short, how this gets done is up in the air right now, but one way or another, it will. Second is Music Updates. It's not a secret we're going back to the a refurbished city, so it hardly does to have all the same glum music before. The tunes will be largely the same, but you'll be surprised how well some key shifts and instrument changes brighten up the mood. Fortunately, I composed all of the city songs in the first place so that I could very easily do this, so I don't expect it to take long at all. Unfortunately, that and Fields are just about the -only- things that won't take long at all -.- Please remember that posts consisting only of "x% hype" and its variants will be considered spam, and that this thread is here to ask and discuss the upcoming episode, and not to ask how long until it's out. Status Thread
  17. ????????? Here's an explanation of what (most of) these categories refer to. Updated 10/19 Discussion Thread
  18. Point taken regarding poison jab, etc. This will be fixed, then.
  19. I've taken this before and got what Ika had. This time I got this:
  20. Remember kids, labels for sexuality are just models for thinking about them, not absolute truths. @ Aeon, from what I've seen we still are one of the most accepting communities on the whole. Even so, we're all coming in with different ideas, and sometimes they clash. Threads like this exist to provide an alternative way to think about things, a practice I believe should never stop.
  21. i didn't name them when i was younger but i used to just sleep in a bed that was just a giant pile of stuffed animals. who needs blankets. the ones i currently have are: Turquoise, a Vaporeon doll Ebony, an Umbreon Volfie, ...which is, in fact, a fox... my mom named this one :x Bran, which is actually a wolf. If you get the reference you're my new favorite person. Rose, a glittery pink cat I stole from Saya. Slutbunny, a rainbow-color rabbit. She's my newest. Faust, a valentine's teddy bear. He holds my knives.
  22. The star for shiny eggs should have been removed in the public release. Was it not?
  23. To reiterate what he said in the first place, he is just stating an opinion. That's fine. As a couple others have hinted at, the game is not for everyone. In that same line of thinking, different people play the game in different ways. As we can see, while may not enjoy the field effects, others do. This happens to be the fan-game that started field effects, so they're staying. Fortunately, there's a ton of others for people who don't like field effects, too. And he's already got that covered in the OP: The feedback is useful. While I appreciate the defense, and I'm glad that so many of our members have enjoyed Reborn, I don't think threads like this always have to turn into an argument, but they often seem to take that tone. That concerns me. In any case, it's sort of a moot point. I'll be the first person to admit that this game is flawed (as is Pokemon on a whole, if you ask me). I am making a second game, but it's not a Pokemon game. Nonetheless, I'll keep it in mind.
  24. I'm a little confused. Certainly Steel Types should not be poisoned in any case-- is that what's going on? If you're referring to the damage component, then that is intended since with spikes or needless shooting out of the ground, they're still going to hurt even if something is immune to their poison. That said they hurt much less than normal spikes, which are full stalagmites vs just needles or something
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