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crashteamalphing

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Everything posted by crashteamalphing

  1. It seems you've reached the current end of both these sidequests. So I guess you've finished the game lol. About the sidequests not being completely scripted, there's a reason: you need to make progress with the main storyline first before you can move on with them. Also about what I said with the sidequests not being mandatory: some will be mandatory at some point, it's just that most of the time, they don't need to be tackled immediately. For my part, I'm almost done patching up the game, so I'll have a 1.1 version ready by tomorrow, including: -the two freeze bugs are fixed. -couple graphical and sound bugs fixed, minor modifications here and there. -the player's house has an intelligent orientation -patch of grass at the university containing level 10 or so Pokemon. -maybe the levels are going to be adjusted, I will see tomorrow. -the ability to rename your Pokemon from the menu!!! oh yeah -the thing I said with the battle switches will be (hopefully, haven't tried yet) implemented if you have any other comments about things that should be on 1.1, now's the time to say it
  2. The main plot does continue, though not for long. I should have said this long ago, but there is a message when you reach the end of the current game. Also how it continues is really not hard to figure out, I'll let you find out.
  3. Since the guy (Byron) alludes to the fact that you can find one, it means it is possible now, yes. Where? Well, if you really wanna know, it's . Also thank you guys for your support, I will have a look at the difficulty. I don't want the early game to be that difficult actually, the difficulty should go increasing, so that may mean I've gone over the top with some levels. I will look at that and let you know my conclusions!
  4. I had no idea this part here was glitched . I will have to look onto it. However, you don't miss anything, because this is actually part of a sidequest that will be completed in the later episodes. The "Tauros" is actually a Furfrou with a Zigzagoon sprite (yeah I haven't found any Furfrou sprites yet, I'll update it when I find one). . So yeah, sorry about that, I'll make sure it is fixed for the next release, and just avoid talking to him. Also to everyone who wants to play, remember to save often, because apparently this is still bug-ridden. I'll add this in the OP. That thing you said about grinding is something I must look into, perhaps by adding a patch of grass in the University backyard, with level 10 or so wild Pokemon. That should fix the problem, + add a wider variety of Pokemon to be found. Well here I must emphasize something about this game's design. The main storyline is meant to be hard. But the sidequests are even harder, because they're optional. You -don't- have to finish them to beat the game. That's why they're extra-hard. That Darwin dude, you don't need to battle him now if you don't want to. Now, . Also all the trainer's levels aren't set to stone, I might change them to make them easier or harder. Darwin might get a nerf. What's more likely is that I will give the player better options to beat him. I will try to beat my game once again, and then decide on what to change. About the overall difficulty, and the risk of players rage quitting. My only hope is that, in the end, my game will be good enough that it will be worth the suffering. It's like life. There are fantastic parts, and parts where you have to suffer. The fantastic parts are what get you through the tough ones. The suffering ones are there to remind you how great the other parts really are. They both are necessary. Perhaps right now, my game is not that good and isn't worth suffering. But I will do my best to get there. And obviously that doesn't mean I will be completely insensitive to your sufferings and begging for lower difficulty. But still, there is a certain amount of suffering that needs to be had. You have something like 60-70% chance to beat him (assuming you don't have infiltrator), and you should just spam covet. That percentage is from the amount of time I tried to beat it. If you can't beat him, it really changes nothing whatsoever. I will probably add a potion in one of the classrooms at the beginning to help with that battle (if that's not been done already, I don't remember).
  5. Don't worry Mashew, I won't let you down.
  6. Yeah, that's because of the unintended possibility to go through Youngster Niels's path without battling him if you go from the University to September Park. Normally you shouldn't have that possibility. Considering that the possibility to not battle him right away, even though unintentional, is pretty cool, I will have to change the movements of the characters afterwards instead. Thank you for noticing that glitch. I will begin by saying that this isn't a glitch– I intended the game to be more challenging by forcing the "no switch between turns" rule on the player. Now, I really like the suggestion you made in your post, and I'm pretty sure I'd be capable to make that happen. Where I'm undecided is on whether I should do it. "getting off free hits" is called revenge killing in the competitive battling scene jargon, and is something the enemy can't do if you have the possibility to switch out your weakened pokemon. Another thing is that the computer tends to send out the Pokemon in a predictable manner. Therefore, once you have battled an opponent a certain number of times, you know more or less who they are going to send out next. Since your input always makes me ponder a lot about my choices, I have actually come up with an idea that may satisfact you : the option to switch out a Pokemon between turns will be back in the game options. Yaaay. However, during important battles against good trainers, the no switch rule will still be forced upon you. Also, I will implement a third option that allows for your suggestion: switch rule without knowing which Pokemon the opponent sends out next. Hopefully, that sounds better to you, but at the moment I'm inclined to keep certain "boss" battles as hard as they should be (in my opinion). Also, in response to your comment saying the player is at a disadvantage if he can't switch out : neither can the opponent, so in that regard, you are actually on an equal footing. Not that I care about making fair battles. The opponent is already at the disadvantage of having a stupid AI, so I have to make up for that anyway. Alright, here I'm actually totally not confident with the way I made this part. It's really silly. I will probably change it in the future into something not silly. In its current form, the labyrinth isn't a puzzle so much as it is a riddle. First, I should say that you should pay attention to character dialogue. Notably, Hera dialogue before she teleports out of the room, the two mentor's advice, and (especially) the old lady outside the dojo. I just want to see first if someone can manage to find how to get through. Out of curiosity. If you really can't find, open this spoiler.
  7. Thank you. I won't add Vero and Alice as playable characters because for plot reasons, the main character has to be a Sintar=darker skin color. I also probably won't add them as NPCs simply because I have the feeling that the 4 Reborn characters cannot exist simultaneously (if they did, then some would have died in Peridot Station bombing, which Ame didn't - at least, seriously- allude to). Yes, that is um... A mistake on my part. I don't know what went through my head when I made the PC's house entrance (actually the interior of this house is the first thing I made when I created the game, and boy was I naive back then). I will probably have to redo it with a correct orientation for the next release, because the alternative –highlighting the house in some way– still doesn't change the fact that there is no good reason for that entrance to be oriented differently than all the others.
  8. I guess so, though there is no Battle-Meteor Admin file here. So just delete the MIDI files in the ME folder. I happen to have a Mac too so I'll test it to see if it works. Aaand I've tested it, and my game crashes too as soon as I hit a wall. Deleting the files in the ME folder changes nothing to that. I have no idea how people do to play Reborn on their Macs. It has never worked for me.
  9. "If you want to borrow some characters uh, I guess that's fine with proper credit to the source." I may want to make different sprites, i.e. change the hairstyle and clothing a little bit, so in that sense the sprites are sort of placeholders. The characters of Kuro and Lucia, however, are not, since one point of my game is to tell what happened for these two characters before they stepped on that train to Reborn.
  10. "This story is of a time even the oldest trees cannot remember. A tribute of our ancestors, it has been transmitted for generations, form father to son, from mother to daughter. This is the story of the Age of Light. At the beginning was harmony. People and Pokemon living in peace, in unison with nature. There was no fear, no sorrow, no jealousy, no war. The land was filled with an ocean of golden Light, a Light that outshone even the brightest stars, for the sun had called these lands its home, and thus blessed us Sintari, children of the sunlit lands, and protected us from the shadows that would soon consume our world..." Pokemon Aegis - The Sunlit Lands version 3.2 (Change log from 3.0) Download here! Note: This is not a finished product, the game is in an early phase of development, current playtime is rather short and bugs may occur. Use this thread to report any bugs you may have encountered, as well as any general remarks about the game. DON'T FORGET TO SAVE REGULARLY! If you're updating from version 2.0 to 3.2 and you already did the Race in Anura, a cutscene will randomly play when you enter South Anura for the first time, but it won't freeze your game. Synopsis: You play as an 18-years-old Kuro/Lucia, a couple months before they take on the Adventure in the Reborn region. Your adventure starts in Aegis City, heart of the once peaceful Aegis Region, now going through a period of war and chaos. The Aegis Pokemon League has been abolished, and the City is now under the rule of one man, whose authority is contested by several rebel groups. Your role in this story will be made clear as you progress through the game and interact with people. Current Release Features: Increased shiny chance (1/700). Shinies are using Reborn custom sprites. Increased difficulty – you can't switch out your Pokemon between turns. (NOTE: this might be changed in a future release) Grinding is discouraged! Control Badges restrict the level that your Pokemon can reach. Currently the maximum level is 35. 6th Gen Pokemon are implemented. EV Training made easier with the introduction of an EV Training Center. Your Pokemon's IV are (somewhat) customizable thanks to the vitamin items (Iron, Protein, etc...). You are able to nickname your Pokemon directly from your party, no need for a Name Rater! Best trainers in the game have level 37 Pokemon, current playtime is however long it takes you to beat their team. Sidequests are available in addition to the main storyline. Game size is ~260MB, lag will be experienced, even on strong computers. The lag is strongest in the Dead Town map, and it's unavoidable due to the sheer number of events in that map. The lag in the City might be fixed in a future release, however. This game doesn't use the new version of Essentials, so a lot of things don't work yet, so some battles might be too easy because of it. Essentials will definitely be updated in a future release. The game is made for PC, though this tutorial is there if you want to play it on a Mac (you have to delete the .mid files in the Audio\ME folder). A list of all Pokemon available in this release can be found here. Planned/Possible Future Release Features: Pokemon Eggs will hatch faster than in the original games, thus reducing the grind. Fight Clubs! Several illegal fight clubs are spread throughout the city, and allow the player to battle different trainers every day. The first fight club might appear in version 5 or 6, though. Pokemon Black Market! Instead of Move Tutors (or perhaps in addition to them), the city will have a Black Market network in which you can buy Pokemon that are battle ready (EV trained, IV bred, with "rare" moves such as Extreme Speed on a dratini). This should appear around version 6 or 7. V4 Status: Credits: This game is based upon the Pokemon Reborn Game storyline. As such, some characters belong to the creators of that game, namely Amethyst and the Pokemon Reborn community. Much of the graphics and scripts are directly taken from the game. The music is borrowed from GlitchxCity. The game is made with RPGMaker and the Pokemon Essentials starter kit, credit goes for those who participated in making that kit. Finally thanks to all the people who helped play test the game, and thanks to you for playing! Pics:
  11. As I was taking a shower I realised why the code possibly wouldn't work as intended, and indeed after checking, it seems every time you load the game the light settings revert back to their default value. In its current state, if you wanted to play with "light" settings, you'd have to set that every time you load the game. So that's unacceptable lol, I will try to change that but it sounds tedious. Sorry. EDIT: I may have an idea how to fix it, I will try that now. The game remembers the options I set, so I just need to modify how it affects things in PokemonTime. EDIT: fixed, original wall of code updated with working(?) code.
  12. yeah that doesn't help, you have to be more specific about what print screen is. Anyway I won't waste time with this, and just give the code. Also I've changed it to only have 2 different tones. For the moment there may not be much difference between the two, but the decision belongs to Ame what tones she wants anyway.
  13. Three sets is just a random number, it could've been 2, 4 or 200. I don't mind taking screens but have no idea how to do it since the F8 key that is supposed to be used to take screenshots, doesn't work for me. Also, I just implemented the scripts that allow to make 3 (or more) different sets of light tones and to change them via options. I was more expecting that you'd want to define the tones yourself, seeing as you're the artistic person here. I did define them, but like, they could use some work...
  14. personally I needed a lot of time to understand how the crustle puzzle worked, but I may be just stupid... I'm also curious to know what Reborn's better puzzles are.
  15. YOOOO I just did the greatest thing right now! I successfully implemented a new option that allows to choose between three different night palettes (dark, balanced and light) from the game menu->options (and from testing it, it seems to be working!) I have needed to add some scripts in PokemonTime and PokemonOptions for that. Ame, if you want them, just tell me and I'll give them to you. #soproud
  16. Hey Ame if you really wanted, you could change the evolution level of species so that it is a few levels higher than the levels at which the unevolved Pokemon are first encountered in Reborn. I mean, Gamefreak did it with Unova and you said you liked it, so why not do it in Reborn? Obviously that's a big game change and some may see it as a sacrilege, but at least it changes nothing in terms of (competitive) metagame, which is the most important thing in my opinion. Just food for thought.
  17. poor trubbish. at least I know he got some love from me. toxic spikes+toxic+gunk shot+explosion was pretty effective against many trainers.
  18. that is actually something I agree with. Starters are too powered compared to the other early game pokemon. If I were to design a game, I would give weaker Pokemon as starter Pokemon. However, this clearly isn't something which Ame considers doing. Therefore, the whole "Pokemon get better as you move on" isn't true for the starters, which is a problem. If you started with a Weedle, things would be a lot more interesting in my opinion. "So in Reborn, Ame introduced a couple of incentives with the intention to encourage the player to use normally poor Pokemon. The unintended consequence of these incentives is that it's simpler if the player chooses to not use them anyway." If that's true, that is only because the game isn't optimally designed. The idea behind that is still pretty good, and rather than dismissing it because it doesn't work, Ame should rather focus on trying to make it work. Forcing the players to make the choice between good pokemon or tedium is a good idea, perhaps it just needs to be better implemented. Also, "trubbish is pretty garbage". Really? It has toxic spikes, which means that it does huge damage to a team when they don't have poison types. Same with SR pokemon who can destroy single handedly trainers like Shelly or Bennett.
  19. I guess I see exactly what your problem is, and how it could be fixed by doing the things you say. The question is, would those fixes really make the game less tedious while maintaining the same challenge, on average and not just for your particular case? You reason in a certain way, but many other people have a different way of thinking, and solving problems, and their game experience might be very different from yours. Every time we look at a particular situation, we tend to lose sight of the bigger picture, which is what a game developer must be looking at. For example, the game trend is to propose bad Pokemon at the start, and then progressively better ones. On average, it seems to give the choice between keeping your bad Pokemon, or changing them mid game for their better equivalent, but at the cost of having to grind them. One point this game is trying to make is that the easy way(using good pokemon) will be the tedious way, and the non tedious, non grinding way(using bad pokemon) will be the challenging way. In other words, the game discourages you from taking the easy way out. That is a general reasoning that certainly does not hold true in all situations, as you can always find specific counter examples. For example, in your case, you chose Blaziken as a starter, which means you did not have to make the choice between challenge or tedium. You chose neither. In my opinion, the mere possibility of having Blaziken at the start of the game is a major design flaw, but whatever... Still on average, probably no more than 15% of the players will choose Blaziken as opposed to the 17 other starters, so assuming everyone is going to use it is a very bad assumption to begin with. EDIT: I just realised some of this topic was about the game being too dark. I think there's an easy way to change for Ame to change that. It's just in the scripts, in the first lines of Pokemon_Time or whatever that section is called. There, the screen tones for each hour are defined, and you can make them less dark by changing the Red and Green values. Currently they're at like, -140 (out of 255). Making them -100 instead, and scaling everything proportionately should improve visibility. So, to Ame, I don't understand what problems you're having with this? I've tried to change those values, and it seems to be working...
  20. I just wanna add one thing. You say that reducing the need to grind won't reduce the difficulty, but actually, on a statistical average for all players of the game, it will. Since you are fond of statistical models and examples, let's take this simple one: 1) some players don't mind grinding and will grind if their Pokemon are underleveld. 2) some players hate grinding and, even if their Pokemon are underleveled, will still refuse to grind and will try to find ways to win despite being underleveled. I am a category 2 person for the most part (even though I did grind a little bit at points, when it was really needed, like before Noel and before Radomus, because I had just included 2 new team members and needed to grind them up to the rest of the team). So what happens if you reduce the overall need to grind? Category 1 players will still have the same team, they will not feel the effect of this change in terms of game challenge. Category 2 players, who now have a team closer to the level limit, will see that the game has become very much easier for them, and thus less challenging. On average, for all players and situations considered, grinding improves game difficulty because many players are lazy and will tend to avoid it when they can, thus choosing the challenge of being underleveled, over the tedium of grinding their team up to par with gym leaders. Also, you say that low level wild Pokemon discourage the use of new Pokemon in your team, but what I think is that everybody is using complete teams of 6 or more Pokemon, because for most that is the only fun way to play. Your problem is that you use a notoriously overpowered Pokemon (Blaziken) and, in terms of getting at the end of the game in the fastest way possible, as you pointed out, starter-soloing through the entire game or almost so, with Blaziken, will tend to be the optimal strategy, and adding other Pokemon will only slow you down since their simple presence means less EXP for blaziken, and thus reduces its effectiveness. Even if we gave you wild Pokemon at high levels, if you decided to include them to your team, you would soon become very underleveled because the EXP has to be shared between more Pokemon, OR you would have to battle all trainers, not just those who are mandatory -> you'd be slowed down.
  21. Oh right, that actually sounds more plausible.
  22. So I don't know if this idea has been posted before somewhere else, but I'm wondering if the high number of moving NPCs in agate circus in causing the lag in this part of the game, amongst other things. Has anyone ever tried to change all NPCs there to static instead of randomly moving, and seen what happens? It would probably at least help a little.
  23. Yes, apparently you have to enter the values beforehand on the STDIN Input field, each of the 16 values separated by a space. However, that won't work, I've tried already. I've also tried entering the values directly into the code, but it didn't work either. I'm presuming it's the length of the execution time that makes it not work. The thing is that even on my computer, it takes many hours for the code to execute, so I don't know about a web compiler.. A more complete program to compile and execute c++ codes might work better.
  24. well, currently all opponent's pokemon have an amount of EVs that depends on their level, but their EVs are spread around all stats evenly. I think around level 50 or so, pokemon have all their 510 EVs, but they have like 85 EVs in each stat. As for the IVs, currently it's only possible to give all IVs the same value (for example all 31 or all 30), which is a problem for the hidden powers because you can only get HP Dark or HP Fighting. Most of the Gym leaders have their Pokemon have 31 IVs which is good enough as long as you're not using Hidden Power or 0 IV speed/-SPE nature. If you think Reborn's too easy, my advice is to not EV train, since the opponents apparently don't either.
  25. Thanks for the tip Also I looked at the code section for Shell Bell and I found what I think is a mistake in PokeBattle_Battler line 2253 and 2386 : I couldn't test it on Episode 12 because I lack the PBS file to make the change and then compile the game, but I tested it in Episode 11 and it seemed to have done the trick.
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