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Happy New Year folks! Well it’s already 24 days into the year… And a lot has already happened. Hope it’s treating you well, and if it ain’t then I hope that it does soon enough. In today’s development blog I will be touching on the changes within the Desolation Development Team (we have new members! Yes.. plural.) and I will be providing a bit of an “in depth” analysis about how I proceed with the level design for the game. A lot of you enjoyed our blog regarding the creative process Darius and Rust follow in producing original music for Desolation, so I wanted to showcase a bit of my process as well when it comes to mapping! I will also be including a sneak peek at a map coming to EP7 but before we jump into that, lets discuss… changes. A new year brings along new challenges and prospects, and in Desolation’s case, new team members. Please give a warm welcome to @MaggeyAttackey and @wiresegal as they join the Development Team! Mags will be joining us as an eventer, someone who will be working alongside me developing sidequest content and giving me a hand with main story elements. He has already proven himself with his creativity in the quests he has been working on, and it has been a real bit of fresh air to see what he is bringing to the team! Wire, on the other hand, joins us as a scripter who will be giving Yumil a hand in that department (can’t believe their reveal was leaked…). Wire has been contributing heavily to the community scripts project which for those who don’t know, Desolation shares a codebase with Reborn and Rejuvenation, so any changes that happen across one game is then passed onto the others, so everyone benefits! In their short time they have been here, they have already identified areas in Deso’s scripts to be optimised and incorporated some new systems into the game, some of which we will reveal at a later date so keep an eye out! The team has really expanded in the last few years, it’s weird to think how EP5 was only myself, Ruby and Caz and now we host a team of 10 who all share the same passion in continuing developing Desolation. The year is looking bright and I look forward to what’s to come. With that said, let’s move into the next segment of this blog, mapping. The Mapping Process So let’s talk about maps. Level design is something that I was initially looking at as a career path… until I realised that my prospects were more suited for Digital Marketing and Content Creation, but I still really enjoy mapping new areas for Desolation. With that said, how do I go about my maps? The best way to start this off is by showcasing the final design for a new area in EP7, here is Astraciel Wildwood, you’ll see that this version of the map is different from what was originally mapped in our public stream back in December 2024, but keep reading and it’ll make sense! I’m really happy with how this map turned out. I worked on this map across two Development Streams which were exclusive to members of our Patreon. EP7, despite the bumps along the way, has been one of my favourites in terms of our map designs, really embracing the different landscapes Arcanius has to offer and letting our creativity spill out through our locations. But how do I decide upon the design and what we need for the Game? My initial thought process follows a simple structure: Where is this area located? What is the purpose of this area? What sort of landscape will this area be? What is roughly the size of this area? Let’s take Astraciel Wildwood as an example to explain my process and go through these one at a time. Where is this area located? So as an extension of the existing Astraciel Wildwood map, it will sit around the top left side of Arcanius near Astraciel Town. This is an area I want players to step into after they leave Chryseum Canyon from the north exit, and then leaving the area will take them to Astraciel Town, so after looking at the map, there is only really one place it can fit which fulfills this criteria, as shown in the map below. What is the purpose of this area? With the vast difference of colours and natural landscape between Chryseum Canyon and Astraciel Town, realistically it doesn’t make much sense to leave the Canyon and end up in a town full of mushrooms. The solution to this? Create a map in between the two locations that acts as a natural “transition”, an area where the player walking through can really feel the change in environment as they progress from Point A to Point B. What sort of landscape will this area be? The area in question is outdoors, and the surrounding environment includes a ton of vegetation and trees. As a transition map between the two areas, I would need to ensure that we utilise trees from both tilesets, and include Astraciel’s unique vegetation which involves mushrooms near the exit to really represent that the player has entered a new portion of Arcanius. A forest map with a variety of tree colours, plants and mushrooms. What is roughly the size of this area? A key thing to remember is that size is crucial in level design, where do you want the player to go and how far should they realistically be in this area? You see this in the difference between large cityscapes to smaller villages, a city is an area where players have a ton of places to explore and even sometimes get lost in, while a small village has a few houses with clear indications where they are to go next. You don’t want a town to be too large or a city to be too small, it becomes difficult to really capture the finer details. Let’s apply this to Astraciel Wildwood, as a transition map I don’t want this to be extremely large as its purpose is to create a natural shift in the environment. But I also don’t want it to be too tiny as it’s meant to be a forest walkway. This is something that you will pick up the more you do level design, and definitely took me a bit to get it knuckled down to the level of knowledge I have now. Okay! With these questions answered and a vision in mind, I turn to creating a rough sketch to envision the sort of shape I want the map to take, how I want the player to progress from Point A to Point B, and how I want the player to get there. It is really important that you put yourself in the player’s shoes, picture yourself traversing through this map, is it tedious? Do the puzzles make sense? Is it too long winded? Let’s take this rough sketch for an underground map I’ve created for EP7 and break it down. Coming up with a map design can be tricky, but I would just say do something rough and adjust as you go. My rough sketches do not always correlate to the final design, it's rough after all. Anyways, as you can see, I clearly mark where I want the player to enter from and where I want the player to leave from, I also indicate on the map if there are any additional entrances the player can go into and explore, these I tend to mark with a little =. I normally have in mind at this point whether or not there will be a puzzle involved to open up the exit to the player, other maps may have additional sidequest content which I factor in, for example the Old Woodland with the Rufflet Egg sidequest. After the sketch is finalised and I’m happy with all its nooks and crankies, I head into my trusted friend, RPGMaker, and begin to map out this rough sketch onto the map. I have a different process if I’m doing an indoor map or outdoor map, for outdoor maps that feature trees, I mockup the rough layout with the bottom halves of the trees next to the borders of the map, while for indoor maps that utilise cliffs, I use layer three and mockup the quick sketch with a random tile, as shown in the brief examples below, these don’t follow the sketch above as I would be here all day lmao. Yes, very small examples, but you get the gist. One thing to note with trees is that unlike the original Gen 3 games how they just perfectly line up, I really am not a fan of it. I personally feel like it’s a bit tacky which is why I always opt for the approach shown above, it adds more of a pattern to the map, and I personally think it looks and feels a lot nicer in game. After I get my basic layouts finalised, I then get to work adding the tops to the trees and the initial first layer of cliffs, the end result looks a little like this. Really starting to take shape! Once I am happy with the design layout, I will then look to develop these further. With forest maps I will start to populate with your flowers, bushes, grass, and maybe chuck an item here and there. With cave maps, I will begin to build up the rest of the cliffs to give the area more depth, and then populate with some rocks, oh and also delete the sketch layer I set up. Yes I changed the floor colour for the cliff map, I used the wrong cliffs! Now these maps have some character to them, a small meadow area which is a bit secluded, and an upper level of a cave that could include an item or even a random event for a sidequest. With the mapping done, let’s see how it looks in game? You want to see how the player will fit into the world you’re creating after all. For this, let’s take a look at our little secluded meadow! Looking good! But before we can fully sign off this map, I always do an “out of bounds check”. What this means is I hug the edge of the map and see if you can see the abyss… aka the black void, for maps like these and cave maps, it’s very important that through the player’s eyes, these are not shown otherwise immersion can be lost. So let’s see… Oh dear. Now that’s not good, what would you think if you were in this nice forest map and saw the dark void which looks like it has cut off some of the trees? This is a key detail you need to fix with mapping, countless times it has happened to me in the past, luckily now I’ve memorised how many tiles it takes from each direction for the player to see the edge of the map, it's always good to keep it in mind! When it comes to interior maps, seeing the black void is completely fine as it indicates you’re inside a smaller space. Just make sure that if you have multiple interiors to different houses on the same map, they are spaced out nicely so you don’t get a sneak peek into another house! Much better. And that is my mapping process! After a map is finalised, I will then look to populate with more items, trainers and then events for main story/sidequest content where I see fit. Let me know what you think about this style of post, I haven’t really gone through my processes like this before so I hope that this was at least a bit interesting! With that, go give our new team members a nice welcome to the team, I can’t wait to showcase more of what they and the rest of us have been working on throughout the year! Til next time. Posty16 points
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________________________________________________________________________________________________________________________________________________________ Hey everypony. If you’re here you probably want news on the games development, and what has been happening behind the scenes. It’s been half a year since the release of E1: Auld Lang Syne, so I decided it’s time to talk about the game in general, past, present and future. ________________________________________________________________________________________________________________________________________________________ First things first, I got good and bad news. THE GOOD: I am working on E2! The current goal is to reach the 4th Gym (just so you remember, E1 went up past the 2nd Gym). I feel like every update will try to aim for 2 Gyms minimum, but of course it's not a guarantee as it will fully depend on the quantity of content I add. THE BAD: I’m slow, like really slow, and I have to juggle more than I feel capable of. Mapping, eventing, general coding, plus, I don’t want to go to work, and then come back home and only focus on Divulgence. It would quickly start feeling like a job and it's the reason why I had a burn out a few years ago and didn’t touch the game for a year. I love mapping in specific, it’s the one thing I really like doing. But I am a bit too detailed and I like adding more and more, and I refuse to back down on that. As such, I am still searching for general coders (new moves, abilities, maybe a bit of AI, or anything of sort), Trainer/Pokemon Sprite artists, a second mapper, and an eventer. I despise eventing, it’s the worst thing ever. Oh! And I also recently updated the game to Essentials v21.1 which came with a BUNCH of new problems to deal with, it was worth it to fix the frame drops but man some of these errors make me mad. So yeah in general what I mean is, the game is being developed, but it’s still slow and I am sorry for that. But don’t expect E2 in 2026. ____________________________________ Here’s two random screenshots of some stuff I worked on: (dont mind the text not being positioned correctly) E2 still has no name, it’s something I’ll figure out before release since it has to fit the theme/story of that segment. ____________________________________ So about Divulgence, it’s weird to see so many people actually like the game! Honestly I was a bit worried since E1 did come out in a shaky way and lacked one or two things that I added in patches. Fun fact, Divulgence was actually named Divine Flux until 2019? The game is really old, conceptually I mean, I originally had the idea to make a fangame back in 2014, and then started on it in 2015. It’s been over a decade now, the game got corrupted three times forcing me to redo everything, and then I hated everything I was doing so I restarted twice. Divine Flux still has a thread on these forums, here you go: Up until 2020 when I finally released the original Tech Demo as Pokemon Divulgence, which I changed and made it go up to the 2nd Gym and released in 2025. The current story ideas I have were improved over the years and more interesting, in the original Divine Flux version, Will didn’t even exist as a character and instead it was mostly about Synea. Keren was also not the weird emo guy we know now, but instead an asshole rival that liked to do graffiti in every area you visit (his old sprite was re-used for the Hoodlum you fight in Steeplin City). But the basic premise of the player going out to find their mom has remained true. The story has evolved, more characters were added, some relationships became more developed and more complex and I think that’s for the better. ___________________________________________ Speaking of story, I probably have said it before but I’ll repeat myself. I do have the general idea of where the story goes, what big story moments happen and how the main game ends. Post-game I don't know much about yet. What I don’t know is exactly the order of these events, some can happen at any moment, I would just have to write dialogue and extra moments for the characters to talk about them. Other moments I have to decide when the player would be the most affects and interested in them while not fucking with the normal Pokemon gameplay. But I’ll figure it out. ___________________________________________ In extra extra news, E2 will have some tiny edits to early game (I promise I won’t do a Rejuvenation and remake the starting area fully). These edits will simply add a bit more of a presence to some of the friends that were present at the birthday party. Russel and Kevin in specific, I never intended for the friends to have a super big role, but multiple people have asked me to give them more and to not just suddenly drop them, so, I will do so! The player's dad will also have one or two extra events. And because of that, all of these characters got some tweaks to their designs. I still don’t have any Trainer Sprites for them, but I hope to get some one day (if you want to help it would be great, otherwise Ill probably commission). CREDITS TO: clairemelle Adding these new scenes and tweaking the early game will be something that will probably be done a bit later. I prioritize new content over old one, so you won’t get any screenshots of these scenes for now. There’s still some characters that need designs, like the next two gym leaders, the bodyguards, Courtney, the drunk pirate and Sonnus. I’ll update you whenever I get new stuff. —------------------------------------------------------ Route 10 Again, if any of you are interested in joining the team for any reason I’ve mentioned above: Coder Eventer Mapper Trainer/Regional/Fakemon Sprite Artist or even something as simple as rebalancing Pokémon Please DM me here, on Discord, or find me in the street, whichever you prefer! Peace hoot. PS: I got addicted to Deadlock, send help.5 points
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Very cool and informative post! Completely agree with the point about trees not aligned fully to the grid looking nicer, it feels more natural in a way. It's really little things like these which really elevate the gen 3 while keeping the familiar. Reading through the post and not realising the transition of the wildwoods until you mentioned that at which point I quickly scrolled up and went "ohhhh yeah that DOES change environments". Love the soft look of the new tilesets, they're very warm and cozy. Thank you for the meal, it was scrumptious :D3 points
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Reuploaded Spork Updates: -Isaac (as Halves) added to Darkrai quest, with rubber Psyducks made by Steffi -custom shiny Sirfetch'd made by Steffi -custom shiny Delcatty made by me -updated Holiday + Adventure Pokemon VS sprites made by Steffi -Steffi updated Isaac's eye colors -added Isaac Data Vault files -Isaac's team now have set abilities (they were meant to, I just forgot to add them before) -Isaac's Pokemon are now sent out in Dusk Balls, except for Halves who's sent out in a Dream Ball -Elite Four battle theme changed to Kamex's Sky Tower remix -added some more NPCs -team updates: Mulder: Diggersby -> Great Tusk (nickname GranbyRoll) Quinn: Farfetch'd -> shiny Sirfetch'd (nickname still Airsports) Felicia's Delcatty is now shiny Kayla's Ceruledge is now shiny Fixes: -Fling no longer causes a (non-game crashing) error message because of a missing colon before Alcremite in the scripts (similar to the Starminite Knock Off error from November) -Stick now works with G-Farfetch'd and Sirfetch'd; previously it only worked with regular Farfetch'd -corrected inconsistency where you had to find a Glaceon for the Regice quest even though ICSW has one The Farfetch'd trilogy is now complete! While the two Farfetch'd were based on Miku, Sirfetch'd is based on Len and Rin. The body has the colors of their outfits, the leek is shaped like a banana because of a meme involving Len in a banana costume, and the orange shield is because the shape of Rin's bow reminds some people of orange leaves. For shiny Delcatty, I used the colors from the Skitty Steffi made. Hopefully I was able to do it justice! In the last reupload post I mentioned that I had more ideas for events to add Isaac to, and the Darkrai quest was one of them! Isaac appears in the dreams you go through as Halves. One of Isaac's hobbies is collecting rubber Psyducks, which is what now happens in the first part of Darkrai's dreams that you go through. In addition, there's now a rubber Psyduck near Isaac at the Vitamin Factory and the Sea Star University. Steffi made the rubber Psyduck graphics in a few different sizes and I think they're very cute! I hope I can think of new places to use them in the future! The Pokemon you can play as did have VS sprites before, but they were the same as their battle sprites. Steffi updated them, and a couple of them (Adventurer Cradily and Musical Corsola) even have new bases for a more unique sprite! Adventurer Cradily's base is combined from the TCG and banefulbunker, and Musical Corsola's is from treedragon. Steffi has plans to give Christmas Slowking a new VS sprite base too! The Elite Four having a new battle theme isn't the only E4-related news! Recently, Enigma took a break from the Team Portal HQ to make the revamped E4 rooms. The battle theme change was also Enigma's idea. A different remix of the Sky Tower theme is used for Gyms, so in addition to this theme giving final boss vibes, it's like a reminder of your journey facing the Gym Leaders! About the E4 rooms themselves, even having seen previews beforehand, I was still blown away going through them when I was given the maps to test! For clarification, these rooms are not in this reupload, as there's an idea Enigma had for them that we were considering revisiting, but I was excited to talk about them! I might be moving sometime in 2026 (this is what last year's trips were related to), so it's possible the reupload times won't be as consistent later in the year. I'll let you all know when I have further details. Still, we're starting off strong, and I'm excited to see how much we accomplish with Spork this year!3 points
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I don't have a witty joke to make here for this dev blog aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa it's the last one, too. As of typing this i only have a few events left to do (Note, they are all long and complicated and I may not get it right on the first try) But what have I been cooking? Well, a lot! Renegade has been complete. Like, fully. Maybe some battles need tinkering here and there, but all cutscenes have been made, all events have been done. I may go back and add a few easter eggs, item placements etc. But yeah! After Renegade, I needed a BREAK from main story stuff. A lot of the events in Renegade were very intensive on me to make. Not really from a story/mood perspective, but from an actual development side. I really pushed the limits of what I could do in Renegade. But as a result I did get burned out a little. I mean, if you see what I cooked, you'll understand! Really wanted to drop it around Christmas time as a present, but I'd rather get it right on the first try rather than try to fulfill some funny date dream. ======================= New Early Game Content: I said there would be no side content for v14, and that's kinda not true anymore. I mean, there are a few sidequests DURING v14, and are time sensitive to that, and by a few I think literally just 1 lol. But thats a lore sidequest-- I'm getting off topic. Anyways, this is to say that I actually did a few new events in the early game because Gen 9 kinda forced me to. Game is huge, but all the encounters are very tight. First off, there are new missions in East Gearen (Minor, non help center ones) Past Regrets: The week after I finished Renegade, I was desperateeeee to get out of v14 content, so I went back to the past and came to a conclusion. Man. These maps are really held back by my decision to keep them gen 3. I think the game really shines best when I put my own spin on things. And no, before you get worried. I did not remake all of the past (again). I did give it a texture update, though! For those confused by that, I simply mean that the maps are the same, I just made custom tiles instead of using default R/S/E tiles. This includes battle backgrounds as well. A comparison of Kugearen City: Skip Skip Skip!: There are other few things I have cooked, but I'm can't give away every surprise right? Okay, that beeing said. This is most likely going to be the final dev update before v14 releases. It will not drop this year. So do not expect that. But I estimate testing will begin sometime in December if I'm lucky. Again, no promises. Also no promises on how long testing will take. It will just take as long as it needs. It's a BIG chonky version. This game is a behemoth. But it is made for crazy people like me. I bid you adieu, with one final screenshot3 points
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Pokémon Followers for Pokémon Rejuvenation This mod adds overworld Pokémon followers to Pokémon Rejuvenation, allowing Pokémon from your party to walk behind you as you explore the world. While other Pokémon games and hacks often have follower systems, to date, there has not been a fully implemented, map-edit-free follower solution available specifically for Pokémon Rejuvenation. This mod fills that gap, bringing visible party companions to Rejuv’s overworld in a way that integrates cleanly with the base game’s systems. Features One or two-party Pokémon can follow the player No map edits required Works across map transitions, cutscenes, PokéCenter healing, and partner trainers Overworld interaction with your follower Pokémon gain happiness while walking with you Follower Modes You can cycle follower modes using CTRL: Off → 1 follower → 2 followers → Off One follower uses your party lead Two followers use your first two party Pokémon Compatibility note: Using one follower is the most compatible option when a partner trainer is active. With two followers enabled, the second Pokémon may occasionally overlap the partner depending on map layout and movement. Talking to Your Pokémon Press C (Action) while facing a follower to: Show a short message based on happiness Display the Pokémon’s current happiness value Happiness From Walking While a follower is active, your lead Pokémon gains happiness over time as you walk. Default behavior: +1 happiness every 400 steps Happiness is capped at 255 Shiny Pokémon Shiny Pokémon are supported and working. Note: Most shiny follower sprites have not yet been recolored or resprited to match Pokémon Rejuvenation’s custom shiny palettes. Many shinies currently use vanilla-style colors. These will likely be updated in a future release, along with numbered graphics for Gen 9. Installation Download the zip file Drag and drop the contents into your Pokémon Rejuvenation main folder Launch the game All required folders and sprite paths are included. Download Zip Link Notes/Disclaimers Pokémon will not follow if they are fainted or eggs If the lead Pokémon faints while following, the next valid Pokémon in the party will automatically take over Followers do not block player movement Seems to be compatible with Rejuvenation Extreme and Gen 9 Encounters mod if a Graphic matching the dex number is added.2 points
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Reuploaded Updates: -added Isaac to the game -levelup and TM learnsets are updated to ZA -custom shinies updated to Spork -changed Elite Four battle theme to Kamex's Sky Tower remix -team changes: Jim: Mega Staraptor Dylan: Mega Scrafty Mulder: Diggersby -> Great Tusk (nickname GranbyRoll) DJ Ultra Beats: Emolga changed to Toxtricity Amped (nickname Yukari) Arnalda: now has Mega Chesnaught instead of Mega Heracross, and Crabominable changed to Urshifu Rapid Strike (Heracross is still on Arnalda's team, it's just no longer the one that Mega Evolves) Felicia: Delcatty is now shiny Quinn: Farfetch'd -> shiny Sirfetch'd (nickname still Airsports) Orange: Mega Dragonite Lime: Mega Meganium Strawberry: Slowbro -> Mega Clefable (nickname Pompompurin) Kayla: Ceruledge is now shiny Ivan: Mega Starmie; Palafin's held item changed from Leftovers to Punching Glove Fixes: -Fling no longer causes a (non-game crashing) error message because of a missing colon before Alcremite in the scripts -Stick now works with G-Farfetch'd and Sirfetch'd; previously it only worked with regular Farfetch'd I didn't forget about Delicia's Return to Dreamland last reupload! It was just such a big reupload for Spork that I didn't have any energy left at the end to update Return to Dreamland. It ended up taking 10 minutes at most to get everything copied over from Spork I overestimated the time it would take, but it might still be true that I wouldn't have had the energy then. Isaac's VS sprite in Return to Dreamland has a pink shirt and pink highlights! Steffi made Isaac VS sprites for the Delicia sidegames recently (two separate ones; DDDL's is different from this one), and while Isaac isn't in DDDL yet, I'll be adding em to it in the future to make use of all the VS sprites Steffi made!2 points
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¡Versión 0.8 del juego en 19.5 en español! Es una recreación hecha en colaboración con JuanJsar, basada en el mod original que tradujo el juego entero en la versión 19.0. A diferencia de esa versión, esta tiene sus extra-complicaciones y faltan aún cosas que no se han traducido siquiera debido a cómo interacciona el código. Por esto y motivos personales, he decidido llamarlo una beta en versión 0.8. Version 0.8 of the Spanish version of the game. It is a self-made recreation of the original mod that translated the entire game in version 19.0. Unlike that version, this one has its extra complications, and there are still things missing that have not even been translated due to how the code interacts—for this and personal reasons, I decided to call it a beta in version 0.8. Este mod traduce lo siguiente/ This mod translate the following: - Todos los diálogos/All of the dialogues - Tipos de Pokémon/Pokemon Types - Características del Pokémon/Pokemon Stats. - Habilidades/Abilities - Todos los ítems/All the items - Movimientos/Moves - La mitad de mensajes a mitad combate/Half of the messages mid combat - LA POKEDEX - Pokegear: Notas de campo/ Notefields in the pokegear - Diálogos en mitad combate, a veces/Mid combat dialogues Este mod aun no traduce lo siguiente/This mod still doesn't translate the following: ¡AHORA INCLUIMOS CUATRO VERSIONES! ¡El juego base y el juego con ALLgen mod, para PC y movil! NO ACTUALIZEN EL JUEGO UNA VEZ DESCARGADO. Tráiler de presentación/ Teaser: Enlace de descargas/Downloads Espero que lo disfruteis en todo lo que se pueda. / Hope you enjoy this mod as much as you can. PD: Por favor, reporten todos los bugs que encuentren por aquí./ Please report all bugs you find here.1 point
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Pokémon AllGen Reborn! (19.5 ready) Hi Everyone!~ This is the Forum Thread from the previously named "Eeveelution mod"! This is a mod that implements (almost) all the Gen 8 / 9 / Hisui content, as well as a lot of optional custom features! The story is almost entirely unaltered, so you get the usual Reborn experience story-wise with the opportunity to encounter new Pokemon. Note for Self-Modders: Modding a mod became a bit more complex with 19.5. If anyone wants to mod the mod, ideally contact me (or our mod community in general) via Discord! If the demand is high, I might decide to make a short guide on this page later. Features: All Pokémon up to Generation 9 (including Hisui) Gigantamax forms introduced as Mega forms A separate save folder to easier distinguish between your saves New Abilitiy distributions to suitable Pokemon from older Generations! Custom Pokemon and Forms! Special Feature: Sunkern Switches! - Replaced by a toggle option in the menu! You will find Sunkern sitting around certain place all across Reborn City! - You can talk to a Sunkern and choose the mode you want to play with: You can toggle the difficulty in the ingame options: Reborn: You will experience the typical Reborn experience without any changes to Trainers, events, etc. AllGen: Battles against Trainers are updated to include Gen 8 / 9 content. AnyGo: A different approach of "Casual Difficulty": Trainer teams will include Custom content, Legendaries, and Gym Leaders are not restricted to only one type! Also difficulty is ramped up a tad bit. Additionally, you cannot overlay field effects with Surge Abilities when a field already existed (e.g. on julia's gym battle grassy surge wouldn't work) Optional Custom features: Custom Megas: Currently over 60 new Custom Megas are added (ever-increasing!) Custom Mega Stones are added which can be accessed in "Marble Maniacs" in Calcenon City after beating Adrienn. It's the house left to the Poké Center. Many of them also get signature Moves or Abilities (can be checked with the Guide) 2. Ability Changes: A handful of Abilities got buffed or changed, mainly he ones that are heavily underused/underperforming Changes can be activated by talking to an NPC in Grand Hall OR in Agate Circus (Green-clothed NPC) A book is added for all recorded changes (also in the docs) 3. Eeveelutions: Eevee has now custom Eeveelutions for all types (see at the end of this post) They are not considered necessary for Pokedex completion or similar achievements You may encounter these when evolving eevee under very specific circumstances (evolution methods are listed below and in the docs 4. Custom Forms: Several Custom forms have been added Custom Fusions have been added These may be encountered independent of the game mode chosen, they are completely optional though (except for AnyGo mode) All custom forms are documented in the Guide that comes withinh the patch folder download Some examples: Special Notes: Terastalization will not be added - mainly due to balancing issues The Protean change (that it only activates once per battle) is not included Movesets may still be missing some move compatibilities (reports are welcome!) Check out the Important Notes below for a specific issue NOT compatible with these mods: Pokemon Nightmare Mod Pokemon Memeborn Reborn Sandbox mode Pokemon Reborn Yang / Reatomized / other full-overhaul mods Other mods that change ingame scripts Randomizer is not working and is a WIP Compatible mods (ONLY IF they are updated to 19.5): Aironfaar's Mod Box SWM Modular Modpack Pyrolusitium's UI Overhaul Ash-Greninja Mod -> This mod has been incorporated and fused with the Battle Bond Password! Pristine Accuracy mod Battle Music Pack -> This mod as been integrated as well (see a bit below) Important Note: Save file location For anyone wondering why the game cannot find you save file, AllGen uses its own save file directory! The New directory is usually in savedgames/AllGen Reborn, just copy contents of the original directory over there! Side Note: People from earlier versions than 0.8.0 need to transfer their save files from the previous /savedgames/Pokemon AllGen to the new savedgames/AllGen Reborn directory! The renaming happened due to conflicts between legacy AllGen version causing corruptions and errors. (The new name is also just better) How to Download / Installation Even though 19.5 AllGen is technically in a beta, it is already more stable than the legacy version! This still means, if any inconsistencies were found, please do report it here or on our Reborn Discord! In contrast to the legacy version, 19.5 mods only work via patches. Download a clean 19.5 Reborn game, OR download the specific Joiplay version for your Phone Update the main game vie the ingame updater (on the save file choosing screen) Download the patch.zip from the Link below Unzip the folder For Joiplay - empty the game's patch folder before adding the mod drop the whole folder into the main directory of your 19.5 Reborn game If you update between patches, remove the previous folder and put the new one in the folder! Profit Do NOT apply the patches' content to the folder, you do not overwrite any files. If you get asked to overwrite any, you did something wrong! Here is a small Gif for demonstration: AllGen Reborn patch 0.8.3 (Last updated 02/02/26) Important note: Some Items were removed/swapped around (mainly Mega Stones), if you have any of the following items in your bag, remove them before updating from pre 0.8.0 versions! Belliboltite, Granbullite, Linoonite, Sevipite, Azumarite, Magmortite, Crobatite, Primordial Orb https://mega.nz/file/yxJ1XTqT#jaiciye1rrXy6HCvDI1bWsuUYxgiaMJG99B1dRftR6c Google spreadsheet https://docs.google.com/spreadsheets/d/1JFgeB3OJEadA2E0nC4t0ISUQeNYmRIpq/edit?usp=sharing&ouid=117014621059890777493&rtpof=true&sd=true Battle Music Pack Compatibility patch The compatiblity patch has been removed due to the integration of a custom music pack! Thanks to all contributors, especially @Ashzure, @Karvanha and @Dreamy for their inspiration and parts of their Music Packs! https://mega.nz/file/zw4jBDrJ#y-oCW1ISSsMxJ1mKfpWg1fGsHHJY15abeeCMqoRU-a4 You can toggle the Music Pack ingame in the options menu. Note: The AllGen Reborn 19.5 Guide (Excel) comes directly with the patch download as well! Changelog: Bug Report: Please report all bugs you can find related to abilities, incompatibilities, crashes etc. in the comment section or by contacting me in the Reborn Discord in the #Reborn-Mods or #Pokemon AllGen Reborn Channel For the Eeveelutions: Sneak peeks for the eeveelutions! More details can be found in the docs! Eeveon - Normal Type Credits to Starwolff Braveon- Fighting Type Credits to Starwolff Nimbeon - Flying Type Credits to Starwolff Hawkeon - Alternative Flying Type Credits to Eleanor Brick (Design), Me and Baraayas (Sprite and polish, Discord) Dusteon - Ground Type Credits to Starwolff Basaleon - Rock Type Credits to Starwolff Titaneon - Steel Type There were no names associated with this design, if anyone may know from where please tell me! Front Sprite Credit goes to Badman#6291 form our Reborn Community (Back by me) Ephemeon - Bug Type Also no associated name for credit, however I found it here Toxeon - Poison Type Credits: Dazed Flame Sprite Credits go to The archived Eeveelution Thread Kitsuneon - Ghost Type Awesome Design Credited to OnyxBlock Sprite Credits: Kriyanceldt Drekeon - Dragon Type Design by Mykel Ryan (Sprites by me) 2 NEW additions to the Eeveelution Family! Eevee Deities~ Published under the Creative Commons Attribution-ShareAlike 3.0 License https://creativecommons.org/licenses/by-sa/3.0/ Found on Deviant Art Abysseon - Underworld Deity Sprite: Dracoyan Artwork: Eysselia Concept: Eysselia Divineon - Heavenly Deity Sprite: Dracoyan Artwork: Eysselia Concept: Eysselia Credits go to their respective creators/artists/designers. Legacy Version (19.0.16) Download 19.0.16 AllGen Reborn (Version v8.0, Last Updated: 12/12/24) https://mega.nz/file/TtAhFSqK#H87nh27pfda86-TrVwF_Ql0cXpT3O18YVWyP2POvZu8 Doublebattle mod Since the Doublebattle mod has been integrated as 19.5 Password, it has been discontinued. I will still keep it here for the Legacy version to download. Please read the ReadMe file thats in the download!! There is a certain bug that softlocks you during the Rayquaza Quest - remove the mod during that time! Take the Backup files if you want to revert them at any point! They are in the ZIP as well. AllGen Doubles mod.zip Additional Links for legacy version: Gelius Movepool compilation https://docs.google.com/document/d/104adyPqa-gHhMjCkOADQSF3N2JwgLfSQ_nhlX-1_u6g/edit?tab=t.0 Credits (contact me for missing names, they are all appreciated):1 point
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Finally downloaded Pokemon Reborn and playing it after a very long time with E19.5 on the rope. It feels almost nostalgic since it was this game where all of it began for me :)1 point
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I downloaded the mod recently, and I was excited about the custom Megas and evolutions that were added, I would like is for Linoone’s Mega Evolution to become a normal evolution, the counterpart to Obstagoon. I would also like to have a Mega Luxray and more normal evolutions for some other Pokémon, such as a male evolution for Combee and one for Mightyena. Overall, I really like the mod, and I appreciate the work you put into making it. Thank you.1 point
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MINOR UPDATE - 1/21/26 Pokémon followers should no longer block the player after any cutscene, especially when the player is moved or moving backwards. Another thing in this update I realized I had not added before is that you can now Fly and Surf without a problem when the followers are enabled.1 point
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Thank you very much! All fixed now! Cheers and to Pokémon, saw on the DC you're a dev for Overseer and I will be sure to check it out after I finish ripping my way through Aevia!1 point
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Absolutely amazing, this mod is practically flawless now! It's everything I could imagine from a Follower Pokémon mod, thank you for your hard work! One small thing I want to ask is if you could also include a 'Through On' check while it's hidden during cutscenes? I've made a mod for Rejuvenation and one of the cutscenes in it features the Player moving backwards, except the Player runs into the Follower Pokémon and is completely unable to move.1 point
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Hello to anyone who might come across this post! I'm DarkX the Dragon Knight (or just X), and I haven't been on this site for too long- just shy of a month, specifically. I haven't done much of anything with this account in the past, but recently, I've been looking to change that. See, ever since October, I have been posting installments of a screenshot Let's Play of Pokémon Reborn on my Tumblr blog; with me having gotten the third Gym Badge in the latest "chapter," I've decided now would be a good time to post stuff regarding that playthrough on here as well. After all, this site has all kinds of Reborn players like myself, so I'm sure at least some of you might be interested in seeing the writings of a casual Pokémon player trying her best to blindly play through a challenging fangame like this one. Of course, there's other stuff to this playthrough as well. It's largely my thoughts and reactions as I go through Reborn for the first time, yes, but it's also me developing my player avatar (who I named Xera Borchardt) into something more of an actual OC. It's not exactly fanfiction (I have an AO3 account for that), more so just me thinking about stuff and coming up with ideas as I go, but it's still become a significant aspect of this playthrough, so I need to mention it. Also, there are memes- lots of memes. Below are the links to the already-posted chapters, which is sure to be updated as the playthrough progresses. There's also a link to the introduction post going into more detail about myself as a Pokémon fan and why I decided to do a screenshot Let's Play at all. Also, this goes without saying, but just to be sure- since this is a blind playthrough, please refrain from replying with anything related to spoilers or implied spoilers; spoilers related to stuff I've already played through and seen are fine, though. With that out of the way- happy reading, and here's to more installments in the future! Enjoy! Updated for: Chapter 61 Number of Badges Obtained: 11 BOOK 1 BOOK 2 BOOK 3 BOOK 41 point
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Absolutely incredible work! One of the things that's been stopping me from replaying Rejuvenation again was a desire to play with follower pokemon, seeing it suddenly become reality is an amazing surprise, thank you!1 point
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UPDATE - 1/20/26 This update significantly expands the Pokémon Followers for Pokémon Rejuvenation, transforming it into a fully interactive, form-aware system that integrates seamlessly with the base game and any future update or mod. What's new? Firstly, the issue of unplayable frames when playing the game in Debug mode with this mod has been fixed. (Meaning the script runs especially crisply natively) Both followers can now be toggled off even if there is only one Pokémon in the party. Followers still hide during healing and cutscenes, making the followers integrate smoothly with the game and story with no user handling needed. Followers now handle map transitions cleanly, and update live, along with party swapping, fainted Pokémon, etc. If the lead Pokémon faints, the next valid Pokémon automatically becomes the follower, no toggling or swapping required. Moving around the overworld with both followers or with a partner trainer is now seamless and snappy. Even in tight spaces, the followers avoid occupying the same tile as each other, the player, or a partner trainer. If, for whatever reason, you end up getting stuck, then just press CTRL like normal to force the followers back. In the same sense, if the order of followers with any partner trainers is jarring, then cycling through should fix the ordering on the next move. Important note on visuals: Due to RPG Maker limitations, when two followers are enabled, they may visually overlap, especially with larger Pokémon sprites. This does not mean the followers are on the same tile, though, since their positions are handled correctly. It is recommended to have the visually smaller Pokémon be the lead if you plan on having two followers out for better quality. Followers are no longer just visual. When facing and interacting with either follower by pressing C, a menu will show, giving a few options. Talk (plays cry + happiness-based dialogue) Check Happiness (Shows numeric value) Open the Pokémon Summary Return the selected Pokémon to its PokéBall Choose a different follower from party Make the second follower the party lead A newly added feature is that if a Pokémon is holding its corresponding Mega Stone (whether it is X, Y, or G), then its correct Mega and Gigantamax form will show for the followers! Likewise, if a Pokémon is holding a form-based item, then it will also display. (Dialga holding Adamant Orb shows Origin Dialga and so on) Any Pokémon form is now supported visually as an overworld follower as long as the correct follower graphic exists. The mod dynamically selects follower sprites based on: Dex number, Form number used by the game, Gender (if applicable), and then Shiny state. If a matching sprite exists, it will be used automatically. If not, the system falls back gracefully to the closest available graphic. (If no valid graphic is found, then it defaults to the base follower sprite) Shiny Pokémon are fully supported by the follower system. However, Shiny follower sprites are not included in the Followers folder of the newest upload. Pokémon Rejuvenation heavily customizes shiny palettes, so bundling shinies would cause inconsistencies, as I have not manually edited hundreds of shiny variations yet. Players may add their own shiny follower sprites, and they will be detected and displayed automatically if their Pokémon is shiny. Even though the Followers folder provided doesn't include the shinies, the update now includes follower sprites for all Generation 9 Pokémon, Alternative, Regional, Gigantamax, and Mega Pokémon vanilla forms. (Almost all Aevian forms are placeholders, with a few being completed. If I am missing any sprites for the vanilla forms, please let me know.) If a modded Pokémon has many form branches/edge cases, these can be easily extended in: PokemonFormItems.rb However, any mega evolutions/gigantamax should automatically be detected by their held item and display their given form properly if it is only 0115 -> 0115_1 for example. Follower sprites now support 4-digit dex numbering (recommended) with Legacy 3-digit filenames as a fallback This makes the system compatible with Gen 9 content, Expanded dex mods, and Custom encounter packs. If a follower graphic is missing for a specific Pokémon variation, you can add one by naming it correctly in the Followers folder.1 point
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I added most of them as much as my file size limit can allow in the original post, so you can delete those images to save space for your attachments.1 point
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Reposted from Reddit: https://www.reddit.com/r/PokemonReborn/comments/1q30v2x/just_finished_the_entire_game_and_completed_the/ I started this game after finishing Pokemon Desolation EP6 a few months ago because I can't get enough of it, and what a wild and interesting journey this game is. I'll segment my review into several. Apologies if it sounds like I am rambling. It's late and I might format/refine my post I feel like it. tl;dr: 8/10 game. The game is extremely dense, full of locations for you to explore and quests to complete. You'll be frequently presented with interesting challenges in battle which can be satisfying when you come up with a solution. There's a huge cast of characters with a somewhat convoluted storyline, which may be hard to follow at times. I find the story and characters to be quite entertaining, but it may not be everyone's cup of tea. Gameplay Just for full context, I have played the game with the hardcaps (you can't level your pokemon past a cap where it'll disobey you) and nohms (you get access to all HM field moves at all times, which means you don't need to carry a HM slave around) passwords, as well as Set mode (no free switch after a KO in trainer battles). I don't restrict myself in any capacity, and using items in battle are allowed. Though I try not to use X items. The battles can be pretty challenging, it mainly comes down to two factors: Field effects: In these games, where you fight have a significant impact on how the battle will play out. For example, when fighting in a flammable environment such as forests and grassy fields, the environment can be lit on fire with moves such as Heat Wave. In dark places, light based moves such as Dazzling Gleam become much more effective, and so on. The fields typically impose significant multipliers to your stats and the moves they affect (around +/- 50%), so they can't be ignored, much like type effectiveness. Bosses you fight tend to have field effects that favor their team and movesets. Access to moves and Pokemon: For the majority of the game, bosses will typically have access to higher quality Pokemon and moves compared to what you have. Gym leaders and other bosses will carry coverage moves which you have no access to at the point of time to compensate for their weaknesses. Some time starting from the mid point of the game, they'll start having Pokemon with perfect IVs while you'll have to make do with inferior specimens. In the late game and post game where your access to Pokemon and moves open up, your opponents will straight up cheat and have Pokemons with 252 EVs in every single stat (thought there are some story justification behind that), making typically frail Pokemon tankier than they ought to be. And then there are those PULSE Pokemon, which are Pokemon modified by machines to be weapons of war and mass destruction by Team Meteor. When fought in battles, they effectively custom Pokemon with inflated stat pools and overpowered abilities, they are also often part of a team of 6, being the ace of some of the bosses. The game will also occasionally present you with gauntlets, which require you to fight through several full teams without being able to change members of your team, sometimes without healing in between. Taking the points above together, it'll feel like you're fighting uphill battles constantly. However, there are plenty of options you can take to overcome them, and they generally feel fun and satisfying to employ. Overcoming field effects: Firstly, while field effects typically favor the boss by default, they can also be turned against them. One early example is the third Gym leader, who is a bug type specialist who fights double battles in the forest field, which empowers her bug type attacks. She also leads with a Prankster Illumise which will set up rain immediately, mitigating her team's fire weakness and preventing you from setting the field on fire. One way to overcome her strategy is to lead with a Pokemon that can Fake Out her Illumise, preventing the turn 1 rain, allowing you to set the field on fire and watch her entire team crumble. Note in the example above, she has some countermeasure to you bringing a team of fire Pokemon and just beating them all easily with STAB fire moves. You have to consider these countermeasures when constructing a team and strategy against bosses. There's a degree of back and forth when battling these bosses and you have to at least think one layer deeper than "I'll beat them by spamming type effectiveness". Another great example of this back and forth dynamic the water type gym leader. She fights on a water surface which unsurprisingly, buffs water types. You can freeze the water to deny her the buffs, but then she carries ice move which is buffed by by the icy terrain. You can also contaminate the water with powerful poison moves, but her Swampert has Whirlpool which can clean the water and swing the field back to her favor. These are just the 2 examples that stick out in my head the most, the game is filled with interactions like these, and I think the way fields work help make the battles feel much more dynamic and fresh compared to the mainline games. On the less mechanical side of things, I think the field effects really help to realize the fantasy of Pokemon battling. Their effects are typically logical and feels like an expansion of type effectiveness. The way they work just makes me imagine how the battles are playing out in-universe. Incentives to explore: The second thing you can do to make battles easier (corresponding to the point of having inferior Pokemon and move access) is to explore, both the game world and your gameplay options. The game can be quite stingy with handing out Pokemon that are generally high quality out of the box. You're not going to find a Magikarp, Starly or Riolu lying around in the first 10 hours of the game. Many of the stronger Pokemon (as well as TMs for stronger moves) are locked behind quests, and access to them are typically restricted until later points in the game. While it can feel frustrating to some to not be able to run a Gyarados with Waterfall, Crunch, Stone Edge and Dragon Dance before the second gym, I think locking these powerful things behind quests and exploration make them feel earned and gives you a reason to explore the world. In absence of high quality Pokemon, you'll have to start looking at more underappreciated ones when devising strategies to overcome tough encounters. Pokemon is a game with extremely sharp matchups, and this is amplified with the field effects in this game. If you look around and experiment, you'll be surprised at how good certain Pokemon can be within the context of this game. Some examples I've heard of (but have not used personally) are Moxie Mightyena and Kricketune for the first and second gyms. Universal and "cheap" tactics: All that above sound too complex and overwhelming to you? Can't find of a good solution to a specific boss? There is a number of simple ways you can trivialise any encounter: Setting up with stat boosting moves, or X items for the later parts of the game. The AI simple has no idea how to respond appropriately. Toxic, which is accessible early through some Pokemon and guarantees a knockout on even the toughest opponents eventually (as long as they aren't immune). Destiny Bond. The quality of your opponents Pokemon is so superior to yours, trading one for one can seem like an excellent deal. Consumable healing items. With enough revives, cotton candies and potions, you can stall out certain move's PPs, or buy time for your Toxic/burn to eventually wear down your opponent. The game will sometimes hit you with encounters that render these tactics less effective (mostly in form of double battles, by making you fight 6v12, or forcing you to fight with an AI partner). But they'll work for the majority of the game. Given how brutal and unfair certain encounters can get, I'd say its perfectly reasonable to use every tool at your disposal to win. One point of complaint I have is how it can be unsatisfying and tedious to win through these strategies, But it's perhaps unfair to raise this as a point against the game, given that those strategies are also available in the mainline series games Reborn is based off on. So it's really up to the player to not optimize the fun out of the game. You'll also have a good grasp on Pokemon's mechanics if you want to devise your own strategies, so there's a good deal of burden of knowledge imposed on the players. But I sometimes feel like a genius when I manage to execute a strategy successfully. Puzzles I need a paragraph to rant about puzzles. If there's one thing that tells me that this game is product of passion instead of a commercial product, it's the puzzles. The devs LOVE puzzles. I haven't been keeping count but I don't think you can go through the story for 1 hour without encountering some kind of puzzle. And maybe I am dumb, but I find a lot of them to be unreasonably difficult, maybe even harder than the battles without resorting to a guide going by the time one can get stuck on them. Actually I have to give the devs some respect for this sheer lack of restraint, simply making what they want without considering if it'll appeal to people. I think there is value in making things you love, instead of what others will like even though in this specific case I don't personally agree with the devs' artistic vision. I am aware that guides exist (which I have relied on a lot after getting stuck on something for 10+ minutes, I *have* to at least give them an honest attempt) and there's a password that allows you to skip them. So the frustration is partially on me. Some of the puzzles are also pretty obtuse and could use better guidance (for example, the Giratina color puzzle and the Arceus statue noclip puzzles). Story and writing (UNMARKED SPOILERS) Man, where do I even start with this? This game has tons of characters, and a relatively simple overarching plot of trying to stop Team Meteor from collecting the 4 MacGuffins which everyone presumes will lead to dire consequences (it actually doesn't). But it's extremely lengthy, and the game has mountains of subplots going on with those characters. What I'll do here is to just give my list of thoughts on the writing, and talk about how I interpret some characters. For context I did Reshiram-Lin route. Worldbuilding: One thing that I really like the most about the game is how Pokemon are really integrated in the setting. Pokemon exist as more than tools of battle or pets. One instance that is memorable to me was the cage puzzle where you have to use an Abra to teleport various caged Pokemon to heat some iron bars, cool it and then smash it them to escape imprisonment. The gameplay traits of Pokemon and Pokedex entries are acknowledged in the dialogue and set pieces in the game (like how Blake remarking how well an Aggron can swim, and seeing a Bagon jumping off a cliff to learn how to fly). It's one of the better parts of the writing/worldbuilding that I haven't seen anyone talk about. Dialogue and styles of speech: Many characters in the main cast have distinct styles of speech. This does a lot to tell you about their personality. It actually reminds me quite a bit of Fate Grand Order's localisation where different Servants can sound modern or fantastic depending on their inclinations and background. Some might consider it cartoonish and unrealistic, but I think it fits the aesthetics of the game just fine. I do have a couple of minor complaints about the dialogue: I find some characters (for example, Ace, Ciel, Elias, anyone who speaks fancy in general) to be a little difficult to parse. There are plenty of scenes where characters just drone on for too long. I think there are pacing issues with some dialogue, and it's exacerbated by the fact that we have a silent protagonist that does absolutely nothing to break up the walls of text thrown our way. But then, maybe I am just too brainrotted from reading chatgpt too often to read properly. 3. Puppet Lin and child Lin: I find puppet Lin to actually be a pretty good villain. The sheer aura of that woman makes up for how shallow of a villainous Mary Sue she is. Literally any time she shows up you know some horrible shit is going to go down. Member of Team Meteor speak of her in fearful tones and the game sets her up as this ultimate obstacle that you must overcome. Puppet Lin doesn't need much more to be an entertaining villain in my eyes. I find child Lin to be an interesting character too. As seen in the flashbacks in the Jirachi quest, she's obviously a very unpleasant kid to be around, and she has by proxy, murdered quite a few people through Team Meteor and puppet Lin. I might be misinterpreting her character here, but I'd like to think she's inspired by the MC to be less of a shithead after observing them making connections with others and making Reborn a better place, and the events in the postgame is really her trying to help the cast out in her roundabout, messed up way. Of course, you can say she deserves death for the murders she committed and being a bad person in general. But that kind of goes against the themes of reaching out and overcoming hardships and trauma with the power of love and friendship in the story (which I honestly quite like), and she's like 14. Other miscellaneous thoughts Volcarona and Magearna are GOATED af. My favorite characters are child Lin and Taka. I don't really mind the randumb humor (i.e. Terra and child Lin), but Terra's dialogue can legitimately be hard to understand sometimes. That's it, I am going off to play Legends ZA, and I only hope it can provide one fourth the adventure Reborn provides.1 point
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That makes a lot of sense! The islands are a sanctuary for everyone while keeping it on theme regarding gameplay.1 point
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Beginning to feel festive yet? Me too. No seriously I’ve been doing Christmas stuff for work since mid October, so safe to say I’m already in the holiday spirit. Anyways hey everyone! It’s time once again for a dose of the latest in Desolation development. Before I jump into the bulk of this blog, if you couldn’t tell by the title, we’re once again recruiting for the Desolation team! Let me explain, after a discussion with Ruby, I’ve come to realise that with my now much more limited free time due to having a full time position, I need a bit more help in order to get EP7 across the finish line. As a team, over the last year there have been some changes within this cycle and our own personal lives which has ultimately slowed down progress as a whole. With this in mind, we are looking for individuals who have skills in eventing in RPGMaker. All the details will be fully explained in the application form below, if you feel like you are right for the role and want to join us, then please apply below! Applications will close in 2 weeks time on Sunday 14th December, we will then review and reach out to selected individuals via Discord. > Apply Here < The last few months have been a bit of a realisation for me, this project means a bucket loads to myself and the rest of the team, however I am just not able to dedicate as much time as I once used to when Caz was at the helm and I was… well essentially an unemployed adult who tried to keep himself busy in order to keep himself sane. We have been looking into ways to improve our processes and this is one of them. And with that said, I look forward to going through your applications! Please share it around if you know anyone who could also fit the criteria! Anyways, let’s jump into the main portion of this blog shall we? --------------------------------------------------------------------------------------------------------------------------- Following our previous development blog, I opened the floor to you, the community, to ask what they would like to see us talk about, as a way to give back a bit due to the state of this development cycle. A good few people wanted to hear more about the music process that our musical duo have in place, and then there was a bit of discussion about megas… which was mainly “add this or that”, but I’m going to take that and look at it as “talk about megas!” so I will do that. But before that, a quick update from my side of things. EP7’s story is now fully mapped out. We have a few tidbits to tie up but we have now fully shaped out from start to finish. This also means that we have started looking down the pipeline into future plot points, making notes and coming together to continue the story in our vision, and I'm really happy with what we have come up with. With the main story in mind, development will look to start picking up over the next several months, and I look forward to sharing more tidbits with you all in future updates. Anyways, let me pass over to the Music Men and they can explain to you all the process behind the new track we are revealing today, Astra Cafe! --------------------------------------------------------------------------------------------------------------------------- Happy Fall everyone! This Desolation duo has been asked to do a deeper dive into the digital design of Delica's delightful Astra Cafe. It's really touching to hear that people are interested in our work and we've put together a little timeline of our process as musicians while working on this track for you all to enjoy! Darius here! I always say that there is no such thing as original music. You may think something is original, but there are always references (subconscious or otherwise) to other pieces of media that influence how you compose and write music. I've been open about references in a lot of my music, but for those who don't know, Pokemon Conquest has and always will be my favorite Pokemon spinoff/game due to its story, graphics, and incredible soundtrack. Shinichiro Nakamura, the composer for that game, created 17 themes (one for each pokemon type) that marvelously capture the essence of each type, and his themes are a resource I often refer back to when I need to be reminded of how to incorporate elements of each Pokemon type into a track. After re-listening to the entire soundtrack for the 100th time, I wrote the Astra Cafe theme with specific reference to the following three themes: Event Theme 2 - This was the theme that really ironed out how I wanted to arrange Astra Cafe, starting in D minor, a brief Bb Major interlude, and a return to form before repeating. Violight Theme - I had already decided to write in a minor key and Violight's theme does some really interesting things theory-wise, from the jumping electro-synth to the bumpin' bassline. The last major of Astra Cafe is directly inspired by the last sequence of this theme. Viperia Theme - I like to kind of associate Delica with this kingdom so I used this theme to help figure out what instrumentation would sound the best for her cafe. That leads us to our first draft of the theme here, take a listen: Astra_Cafe_V0.9.mp3 You’ll notice this draft is very simple. I write little demos like this for most of my tracks because it allows Rust and the rest of the team to listen in and understand my thought process. In these initial drafts, the melody and bassline are written out in full with little to no harmony. I usually figure out certain themes at my keyboard and then record myself playing those themes. Then, I write each note out individually in MuseScore along with all other musical ornaments. Once I get the go-ahead from Posty and Ruby, it’s time to think about harmony. I already have a chord progression in mind here, but this is the stage where I make edits and experiment to see what sounds the best. That leaves us with this second draft: Astra_Cafe_V1.0.mp3 This second draft is what gets sent over to Rust so he can get to work on the mixing. In the file I send him, there are a lot of little notes that explain when to fade certain instruments in or out, where to add some percussion to fill in gaps, and what voices to prioritize so that the listener (you!) hears them more. I’ll now pass it over to him so he can give you guys a better view of his production process. Rust time! Hey there, it's Rust. By the time Darius has sent me the file you just heard, I’ve already been thinking of what plugins and samples to use that would be a good fit for what he wrote and what I think might need to be added to fill out the track. Actually, that thought process starts with whatever first version he sends, even if it's an unfinished snippet. I’ll try to explain the music and production jargon when it’s relevant as I talk here. With the MIDI file (this is just a file that contains instructions on how to play the music, it has no audio), I import that into REAPER, my DAW of choice (DAW being Digital Audio Workstation AKA software I use to put the music together). I then add my plugins to each instrument (a plugin can span from effects like adding reverb/echo to actual instruments like a piano). I actually wanna talk about my thought process for picking these sounds. I try to not choose super new sounds. There are a ton of modern plugins out there that sound amazing and realistic, but I feel there's a certain quality to picking slightly older sounds. Sampletank 4 Max V2 is very new but also not? It's got new stuff, but a nice chuck of presets there are actually old. You can find some classic pokemon sounds in there like the strings and clarinet from HGSS and BW/2. I generally try to pull from sounds that would have been available during the late DS-era of pokemon games. It's not a concrete rule, but it is there. This track actually features a lot of old sound modules from the 90s in the jv-1080 expansion cards (uhh DLC for physical hardware). O K. Back to this track. Putting sounds to the Instruments is really straightforward. Koto? Find a good koto from one of the many presets of my plugin libraries. In this case I mixed it with roland kotos and a soundfont (a file that holds sample data and instructions for playing them) from one of our composer friends who also works with Darius and I on Azure. He goes by DaforLynx, go check him out sometime. In the photo below you can see the plugin I use to play the soundfont plus a reverb effect to fill out the sound a bit more. I am what you might call a preset hero. I love searching through these plugins and finding what sounds they have. This also somewhat extends to mixing the music, but I modify the setting of those plugins to my taste. It really is mostly drag and drop here since we’ve done most of the heavy lifting already. The only thing we really added here was percussion. I remember Darius talking about the conquest OST, so I tried adding percussion to it that matched that. I honestly tried writing my own drum part, but I had a writing block for drums at that moment so I opt’ed for drum loops (prerecorded audio file of drums) instead. The result is what you find below. Astra_Cafe_V2.3.mp3 When we send these drafts and tracks back and forth, it's not just Darius and I making the decisions here. This is a group effort and the opinions of the whole team matter. They can listen and give us their two cents about the music. Even if they don’t know the music or production term of what they want, we can still parse what they mean. With the cafe theme, Delica is Ruby’s baby, so the final call was up to Ruby. Turns out Ruby thought it was a bit too uhh… adventurous? Outdoors-ey? Post-Mortem, oh yeah, 100% right. The drums just made it too “field theme” vs “cafe vibe.” Darius and I sat in a call for a while until we went “wait, how about Lo-fi?” Now I’d like to point out that I’ve only tried writing Lo-Fi twice about 3 - 4 years ago. Luckily, I only had to do drums for this. I found a Lo-Fi kit and wrote what I thought sounded like Lo-Fi in my head and sent that. Is it Lo-Fi? I dunno, but it sounded good and Ruby was happy that we understood her phrasing. After that it was just a few edits and nitpicks in the strings and koto. I really feel like the way I do music is a bit out of the norm compared to other composers and producers, but I feel that imbues the music with a uniqueness that gives it charm. Remember, what matters in the end is that you had fun and you think it sounds nice. Thanks for enduring my rambling, here’s your prize! This is the final version we settled on. (Lil pic of the project at the end too). Thanks for tuning in to learn more about the *m u s i c*! Please let us know what other departments you would like to see under the microscope for future updates! The most rewarding part of working on a team like this is getting to see everyone’s reactions as they experience the art you’ve created and Rust and I are forever grateful that you choose to share that with us. See you in the next one! --------------------------------------------------------------------------------------------------------------------------- How was that music lesson? One of the biggest things for this cycle has been bringing Rust onboard and really diving into an OST for Desolation, and that is something I really want to invest into moving forward. So let us know your thoughts! We love to hear them, anyways, let's talk… Megas. A Mega Performance Yes, I couldn’t think of a title for this section, so here we go. Anyways, one of Desolation’s unique selling points has always been the custom Megas we have implemented into the game. Giving some Mons the spotlight in which they would have never been given the chance before… Until Legends ZA finally released and popped out Megas we already have in the game or Megas we have planned on adding… Hi Mega Feraligatr. But how do we actually decide upon what Mons we want to give custom Megas to? Well the thought process is simple… There isn’t one. Well that’s not entirely true, at the start of each Episode we sit down as a team and look at the upcoming content, a lot of factors come into play. We look at upcoming characters that are joining the Desolation cast, locations the player will be exploring, and then go through the Dex and think about what we think could be “neat” and “unique” to get a Mega. Mega Noivern fell into this category of “we love Noivern, the Canyon is nearby, this makes sense”, and for those who… are new or missed a previous post, yes we’re adding Mega Noivern. I guess I will also reveal that 2 more Mons will be getting a custom Mega this Episode. Which 2? Well I’ll leave you all to speculate on that one. Moving on, once we settle on the Mons, Ruby gets to work with a design. We have a brief discussion regarding stats so the design can be made to look if it’s going to be a bit more of an offensive attacker or a defensive one, on top of whether or not the Mon in question is changing types. For example, Deso’s Mega Feraligatr becoming a Poison type, we had to take into account how to implement a Poison element into its design. Once the design is finalised, I would then get to work on the stat distribution, ability and making a custom move? If it makes sense, for example Cinccino, oh and that includes giving the Mon additional moves if it becomes a new type. This role is now being handed over Omens while I still oversee and have the final say after discussions. But yeah, that’s how we go about the Mega process Basically we throw a dart at a board and whatever it lands on means Ruby goes through spriting hell and I honestly love that for her. (Ruby’s note: God. Save me.) Oh and one last thing, I mentioned about Legends ZA, those Megas? Yeah we’ll be adding them. When? Well either this Episode or next, I really haven’t decided yet how to go about it, but they will come at some point. As for the Megas we have created that now have “official” ones? --------------------------------------------------------------------------------------------------------------------------- How does one end development blogs again? Uhh, go apply to join the team if you think you have what it takes! Seeing how our team has expanded from the original trio back in EP5 development to now really showcases the scale and level of growth Desolation has undertaken over the last several years, and I look forward to seeing what’s next. Until next time folks. Posty1 point
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hi everyone i successfully updated this to v 19.5.37 compatible with smw and allgen plz let me know what the best way to host the files would be if you're interested thanks1 point
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Hi, it’s Orsan here! Just a quick post for you all this time: We’re not dead! 19.6 is currently in the works. A ton of people are cooking up a ton of amazing stuff for this update! We can’t wait for you all to see it. Every time I look in the Community Cooperation Initiative discord, something new and wacky is going on. So much is being worked on, though, that 19.6 is going to take a while. Please bear with us! A few quick announcements about some of the people who have been helping out: We have a new developer on the team! Joining us from the Community Cooperation Initiative, it’s Karvanha! If you’ve played 19.5, you’ve probably already seen some of Karvanha’s contributions, such as the multiple rows of balls in multi battles and the move descriptions in battles, to name a few! Karvanha has also made an unfathomable amount of bugfixes and put a ton of work into the Gen 9 engine implementation for modders. We’re all glad to have him on the team! Returning from the old team, also, it’s Azzie! She’s been knocking it out of the park with her contributions as well, between ████████████ and █████████████████! Oh, I can’t show those yet, can I? Well, rest assured, she’s been doing great work– one of these two features wasn’t even initially planned, she just dropped in with it and we all immediately fell in love. Over on the Community Cooperation Initiative side, we recently pulled in several artists– Apophyll has been helping us with some sprites for a secret feature for a while now, and MoonPaw, bowle, meteors, Not_Aza, and inserobite102 have been helping us create many variants of existing sprites– such as our new protag sprites! These were shared on Discord a while back, but here’s a preview for you all here! They’ve been doing a great job! AiedalEclipsed, who made the initial updater for 19.0 and manages the links for the downloads of all three games, has also been cooking up an improvement to a feature of the game that’s been there since Episode 1! It’s been a little messy for a long time, and the new improvement to it is great! Thanks, Aie! Yeah, that’s… pretty much it! We’re all working hard to make this update great, between core developers and the Community Cooperation Initiative! I probably shouldn’t leave this off without a screenshot, huh… How about this? (yeah i know i don't have the updated protag sprite, it's on a different branch and i don't feel like switching) Thanks for all of your patience and support! See you all next time!1 point
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DEVELOPED BY: BIGFriv - Mapper/Eventer/Writer Aboodie - Pixel Art/UI/Difficulty The Story: It's your 18th birthday, and you finally have the chance to search for your mother, who's been missing for as long as you can remember. Taking the League Challenge is nothing but an excuse to explore more locations and search far and wide. But you soon find out there are bigger problems starting to ravage the region. You begin to learn of the origin of the Canòrr region as it's known today and the history of its current King and Queen. As the hidden secrets become divulged, the dots to your missing mother connect more and more. A prophecy older than time, ancient inscriptions, a mysterious royal plot, divination, and magic, new and old, all collide in a clash that shakes everything you have ever known. Features: Gen 1-9 Field Effects, Terrain Overlays, and Field Objects Regional Pokémon New Items galore (there's gonna be a lot, and I mean a lot) Cybernetic Pokémon & Runic Pokémon (future content) Level Caps & Updated Exp Formula EV Slider Balance Changes (to Pokémon; Moves; Abilities & Items) DOWNLOAD: Full v1.0.4 Download Here (MEGA) Patch v1.0.4 Patch (MEGA) Canorr Region : In-Depth info: Regional Forms: Credits: Discord | Twitter1 point
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Pokemon Reborn has one-thousand, one-hundred, and seventy-nine battles. Now, while a few of these are only available through illegitimate means – such as Tham the Tench Engine and Mr. Meow Mix – and many more are random trainers with no distinguishing features whatsoever, knowing your enemy and knowing yourself can carry you to victory through all of them. About three weeks ago, I decided to start a mono-Bug run, and – inspired by watching Run and Bun videos – wanted to go for as few faints as possible with clear, clean lines. As such, I would need to understand the AI's behavior. However, while the basic information about the AI – it works based off scores for each action it can take – I couldn't find a full document detailing how these scores were calculated anywhere (for good reason), so I (someone with poor reason) decided to make it myself. Anyway, here's a 125 page document detailing the 12676 lines of code that make up the Battle_AI.rb file in the Pokemon Reborn code as of v19.5.26. It's broadly organized into 3 parts: Item AI, switching AI, and move AI, with the vast majority of the doc taken up by move score calculations. I hope it's understandable, please tell me if anything is not, and I damn hope this document helps at least one other person. (Feel free to port this to Google Docs or something, I'm just a "torture myself with Microsoft Office" type of girl). Pokemon Reborn AI.docx1 point
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Hello hello! Posty here delivering you the latest instalment of Desolation Development™. It’s been a while folks and I hope you all are doing well! And not suffering too much with this heat (if you’re from the UK, you know how the weather has been lately), before I jump into this beast of a blog that I have lined up for you all, I just want to once again say thank you. The reception we received following the news of Caz’ Departure was overwhelming with love and support for myself and the rest of the team to continue carrying the torch he passed onto us. We are excited for what’s to come, and this post will showcase the changes we have been working on to improve the Deso experience, but first one last little announcement. From one departure to another, Crim has decided to leave the team. Crim joined us during early EP6 development once we decided it was about time to expand from our original 3 man band. They provided a ton of useful insight and produced some stunning work which has left an impactful mark on the game. We are forever grateful for the time and effort they put into the project and wanted to thank Crim for everything. We wish them all the best for their future endeavours! And with that, let’s move into what this post is all about… Gameplay. This blog is going to be… long, juicy! But long. So I will be splitting this into individual sections with spoiler tags, so feel free to read all of it, the sections you are most interested in, or just skip to the end and say “first” down below in the comments. Anyways, we have a lot to cover so buckle up folks, so let’s get into it shall we? Gen 9 Mega Evolution Changes Overlays Boss Mechanics Field Updates Ability Boxes Drinking at Drifblim Drinkery --------------------------------------------------------------------------------------------------------------------------- So, that was a lot of information huh? I hope these last two posts were interesting reads for you battle folk out there. We have a lot of cool updates coming to EP7, from optimisations to further gameplay balances, Desolation continues to improve with each version. We have a lot of exciting content to come and I really do look forward to sharing more with you all! Now before I wrap up this post, I have a few extra details to go over. Patreon Updates A few updates have been made as of this post going live to our Patreon tiers. For starters, I want to make an announcement regarding our Crown Tier. As you know, this was removed due to Caz’ absence. Now that he has taken a step back from development, what will happen to this tier? After a discussion with Ruby, we have decided to not bring back the Crown Tier during EP7’s development, instead we will look to bring it back once we begin work on EP8. The reason for this is due to the length of EP7 development already, adding additional workload to what is already a monstrous amount of work developing the story would only continue to delay the game coming out. I want to be able to develop side quests that our Patrons have requested to a high standard and not half ass them. So this will be something I would look to reopen once we begin EP8 development. It will function similarly as it did in the past, with only a limited amount of slots available, more information on this once we get closer to EP8’s development. Furthermore, we have adjusted the wording for our Stargazer and Rose tiers to make it a bit clearer about what you are allowed to ask for as part of your perks, the changes are as follows: Stargazer Submit your name to be an NPC in the current version of the game! Rose At this tier, you can choose some attributes for your named NPC (Class from a list, Max Team of 5, and if you would like them to appear in the Keneph Resort Fight Club) Keneph Resort Fight Club? Yes, I will reveal this now as a part of this blog, Keneph Resort will be the host of a new Fight Club. We will go more into details about this in a future update, but for now that’s all you’re getting! Anyways, hopefully these clarifications make sense, I have compiled a list of Trainer Classes you will be able to pick from, in which we have now added new ones that will be appearing in EP7! Development Blogs This one will be kept short, but starting from the post in June, we will reduce the number of development blogs from once a month to one every 2-3 months. The reason behind this is to prioritise bigger and more informative posts, similar but not the extra length to this post. I want these posts moving forward to really showcase what’s to come in EP7, while also really focusing on development without having to rush about “what to put out this month”. This will allow me to think more in advance about what I would like to include for our blogs, and spend more time writing them up. I may start dropping some teasers here and there on our Twitter or in the Reborn server, so keep an eye out! --------------------------------------------------------------------------------------------------------------------------- Woah boy this was a long post… I had to split this up into two individual Patreon posts as it was so long, but thought I would just chuck it all into one for the development blog. Anyways, I hope this has got you a bit excited for what’s to come, especially for the battle enthusiasts out there! And with that, I bid you adieu, until the next one folks! Posty1 point
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I've heard of people pitting games' trainers against each other in AI battles for the official games on Youtube, but for the Battle VR, you battle as your human player against other human NPCs, with the humans acting as Pokemon. There wouldn't be any references to the anime in Spork, as I consider the anime and the games separate canons. I'm also not confident that I can write official characters. However, there is something that may interest you in the postgame: there are simulations of trainer teams from all of the official games that you can battle! Thank you for your kind words about the game!1 point
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After battling Mulder, go north of Marvelous Marsh to the Battle Frontier (the NPC and Pinsir that were in front of it before will be gone after battling Mulder). The final blocked path in Crystal Caverns doesn't open until postgame, it goes to the peak of Mt. Spoon.1 point
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Remember seeing this on Reddit and conversation involving this pic, they certainly had dreamed for that guy in a dress Dreamt so big that it became a nightmare1 point
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I am tired and relieved and nervous and grateful, and I've said so many words already that I don't know if I want to say that many more. There's a million people I have to thank, and I haven't met most of you. But we're here, And I'm done. Rather than going on and on about my own gratitude, I prefer to let the work speak for itself. But you-- whoever you are, whenever you are-- I appreciate you for being here. Downloads are here. -- Reminders for returning players who did not participate in testing: Do not start the game from the following areas: Mosswater Factory Malchous Forest Obsidia Slums Rhodochrine Jungle Apophyll Cave Lapis Ward Route 2 Inside Pokecenters/Marts Calcenon City Route 3 Caves Agate City For returning save files, head to Calcenon City to continue the story! Some Notable Changes: Field effect changes are in the Readme as usual. -- One more bonus for anyone who might be interested. It's been a while since we put up some new wallpapers. I had commissioned a couple to help fill the three year gap between this and the previous release, but for potentially obvious reasons, I ended up not having the time to put them together until recently. So, why not take a gander here? I'll post the full versions below. If you need other aspect ratios, check the Wallpapers page. And now, it's time for me to step back. I'm not going anywhere. This is my home still. I have no intention to stop making games. Soon, it will be time for me to turn my attention back to Starlight. But as far as Pokemon Reborn goes, I'm done. I'm done. As for the game itself... who knows? Cass will be taking over development of any future polish updates. I will still be around for consultation, but I am moving on and we have no new content planned at this time. The possibility exists for the future. They say it takes a village to raise a child, and this game has been my child. You all as a community have already done so much to help it get to this point-- from modding to translation, making guides, and even just helping random newbies on the Discord-- so I leave it in your hands now. We'll see what we can do in the future to get more and more of you involved. We might have a celebration stream soon on Twitch or something. And though not soon, I also intend to do a developer commentary playthrough there as well in a few more months. Maybe look forward to it? For now, I am going to lay down and catch my breath. Love and gratitude, ~ -- hi this is cass! editing ame's post after the fact. she will never tell you this herself (which is why i gotta come in and do it) but there's a patreon for the dev team! you can support us and future work (starlight and whatever else comes up) there! also- do y'all remember that giant hand-drawn map of region that ame made? it's a poster now! you can get those here! and, finally, from myself and the rest of the dev team: we hope you enjoy the game! this is essentially volunteer work for us, so we just hope that y'all like what we put together.1 point
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First off, special thanks to lemyuuu on the new V.13 Pokemon Thread for the help in finding this thing. Second, to those that want to play V.13 completely blind, don't read any further. Many people may consider this a spoiler so turn back now if you wish to remain pure. Third, to access this 'mon you'll need a Pokemon with Earthquake, Magnitude, or Bulldoze. You will also need Rock Climb/Golden Claws and Rock Smash/Golden Hammer. Ready? Here we go! Please let me know if I missed anything.1 point
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i took the zekrom path cause i like taka and dont give a damn about titania, clearly she put herself in the situation shes in, whie taka never had a choice and is slowly realizing that he DOES have a choice...also cause, you know, battle is always better than not battle(that precious exp). i hated the desert part, i had no idea what to do, took quite some time to figure the annoying puzzle out and then find some random people, then some random place, then randomly titania and lin with no context whatsoever????yeah, this path sucks.1 point