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Hello hello, you might be wondering why I, Ruby, am posting this devblog? Well… someone decided to go to Japan again! The audacity of that man… I haven’t even been to Japan once! :/ oh well… Besides all that, the rest of this devblog was mostly handled by him. So, take it from here, Posty of the past! --------------------------------------------------------------------------------------------------------------------------- Howdy folks! Hope everyone is doing well, me? Well as of this post going out I will once again be touching down in Tokyo, Japan. Loved it so much that I’ve already returned to spend even more of my life savings on silly pieces of shiny cardboard. Anyway, enough about that, today’s blog will highlight some of the work that our newest members have been producing since joining the team, but speaking about new members, we had one more join us in recent months! For those who don’t already know… I’m pleased to welcome Twoslashes to the Desolation development team! He has joined us in the mapping and spriting department and has already hit the ground running in producing some high quality content for the game. His work I will be looking to share in a future development blog, so keep an eye out! But for now, I’m going to pass it to Mags as he walks through some of the sidequest content he has been whipping up. SPOILER ALERT, it contains frogs. --------------------------------------------------------------------------------------------------------------------------- Hey there, I’m Mags! I joined the team recently as an Eventer. I’ve been mostly working on sidequests, which is perfect because when left to my own devices I tend to add flavor text - sidequests, in my opinion, are very elaborate flavor text. Indeed, some may argue the point of the humble sidequest is to elaborate upon the world in small ways, to make it feel more lived in and fleshed out…. And some may argue its point is to give you new Pokemon. Both can be true. Also I talk a lot so be prepared for a lot of yapping. I’ll be going over the process of making a sidequest I’ve been working on that you’ll be able to find down in Blackview. To start with… that new Pokemon thing. As you all probably know, Gen 9 ‘mons are getting added to EP 7. Yay! I’m quite a big fan of Arboliva, myself. Anyway, new ‘mons means new sidequests, and new sidequests means new NPCs… Now, I could’ve been normal about it. Could’ve just had some random nameless guy be like “hey can i get your help with something” and you just get a normal Pokemon out of it. But unfortunately, I was left to my devices, and now we’ve got a whole new sidequest-exclusive NPC. Enter: Ribbert. Ribbert is an NPC with a long and storied development history, the history being that I wanted to make a frog pun and then I portmanteau’d Robert and Ribbit together. But why Ribbert? Why… him? He fulfills a few roles. His first role is that he acts as the main sidequest giver, of course. Interacting with him and hearing his spiel about frog Pokemon begins the quest “Hop To It!”, which is the sidequest that lets you catch Tadbulb. This is also the 2nd role he fulfills: everything about Ribbert is designed to make you go “okay, I see why this guy knows about Tadbulb”. His character is, first and foremost, an explanation as to how you could find Tadbulb in-universe. Tadbulb, for those who don’t read Pokedex entries for fun like I do, aren’t actually found underwater or in traditionally swamp-y places. No, their dex entries say they actually just chill mid-air. Like in the sky. Specifically when there’s thunderclouds… so they’re probably high up in a rainy place like Blackview. Obviously, for optimization and gameplay reasons, SV just has them hover above the ground, but the wonders of [ sparkling effect ] locked camera perspective [ sparkling effect ] means that we can just say Tadbulb are in the sky and have it be true without having to render dozens of frog lightbulbs mid-air whenever the player looks up. That leads to the next problem, though: if we wanna make it feel like the Tadbulb are doing what their dex entries say they do, how does the player acquire one? How many trainers DOES it take to catch a Tadbulb? The answer is two, because you’ll need help from a real FROG EXPERT. Ribbert! Ribbert just needs your help in prepping a special maneuver to get some Tadbulb down from the sky. It’s a fairly simple fetch quest, since it’s… like, I love Tadbulb, Bellibolt is really cool, but it’s not a game breaking ‘mon, so I didn’t want actually getting it to be a real chore. So a lot of the quest’s fun just comes from the stuff Ribbert says to you unprompted. Incidentally, ignore the lack of accents over the es. Bad habit of mine, I’ll put ‘em in the game later. Anyway, that’s how I got to making this Blackview sidequest. I try to think in the bounds of the world of Pokemon, especially if it’s a sidequest ABOUT a ‘mon. How does that ‘mon work, and if it’s not just milling about in the local foliage, how WOULD you get it? Then I work my sidequest around that central idea. The sidequest has to explain how you got your hands on this ‘mon. Additionally, the challenge of the sidequest should probably be proportional to the reward - in a game like Pokemon, there’s really little risk, since losing usually just sends you back to the Pokemon center. But even so, you gotta think about what the player is going to get in return for spending however much time on a specific fight or objective for a quest. If it’s not equivalent or better, then chances are they’ll just abandon it by the wayside. And of course, I love to use sidequests and flavor text to just build out the world. Even if it’s minor, the implication there’s some guy running around Aryith who just… REALLY likes frogs and is going on his own little adventures to find and catch them makes it feel like, y’know, the player isn’t the center of the universe. And it helps that mono-runs that aren’t just about Pokemon type are very common and popular in the Pokemon fan space, so an in-universe character who exclusively uses frogs felt like both a realistic thing to happen, and I felt it would be a nice nod to that type of run in Pokemon circles. Ribbert’s sidequest will be available as soon as you get to Blackview, so feel free to drop by and do his froggy bidding when Ep7 comes out! Ah, by the way… I’m not a big fan of introducing a named character just for one sidequest. While I like expanding and fleshing out the world, I also like using those fleshed out elements more than once to at least keep it from feeling like there’s too much going on all at once and also tying things together a bit neater. So… This Tadbulb quest isn’t the last you’ll see of Ribbert, I’m sure. (And here, some additional memes, as a treat…) --------------------------------------------------------------------------------------------------------------------------- Ribbert, Frogs, and even some memes, Mags really gave us the goods for this. Hope this has got you excited for the new sidequest content coming to EP7. One of the reasons behind picking up a new Eventer for the team was so we can deliver on some new sidequest content, and with my time being a bit more limited than it once was, this was an area I really want to not fall behind while I focus on the rest of the project. We have been discussing some really cool ideas and concepts for sidequests, and Mags really played a part in providing some creative direction for these. Now let me pass it over to Wire, for a brief look into a major update coming to our shops. --------------------------------------------------------------------------------------------------------------------------- Hello, I'm super excited to join Desolation's dev team! Ironic, considering I hadn't finished Desolation when I joined - E6 is unstable on Mac, so I only got most of the way through before getting too frustrated. That's been rectified, of course! I'll be acting as a general scripts developer, helping out with whatever is needed. I've also got some features of my own that have been introduced - for example, from my rejuvenation modpack, Complex Shops! All shops have been changed to use this system. This system was originally created in my modpack for Rejuvenation's Cairo, who sells things in bulk as well as for different currencies. It allows us to make any such shop interfaces, including in the future, all navigated similarly, and with far less effort on the development side. No more long menus for buying evolution stones, Pokemon, or TMs... No more trying to remember which TMs you bought... it's all just regular shop interfaces now! --------------------------------------------------------------------------------------------------------------------------- Short and sweet, sometimes that’s the best way to go about it. You don’t know how much I have been hoping for something like this for our Credit Shops, comparing what we originally had, this is a night and day difference. No longer will you have to double check the amount of credits you have in your bag as they now appear while you’re browsing the shop. And to even show the Pocket Monsters there as well, chefs kiss. This is just one of the many things Wire has been already working on and optimising for the game, which alongside Yumil, have been crushing it with the scripts. There will be more to come in terms of optimisations… and maybe new passwords? Got to wait to find out! --------------------------------------------------------------------------------------------------------------------------- As we proceed with development and through 2026, I’m going to be looking to drop some more EP7 story teasers as a little taster for what you can look to expect once we finally get round to being ready to release. Here, I offer you all some crumbs :) There’s a lot more I would like to do/experiment with Desolation as we progress forward with development, ways we can look to expand upon and develop our story telling to allow you, the player, to feel more immersed with the story. This comes from playing through some other fangames (Rejuvenation) and giving me a ton of inspiration about how we can improve our storytelling, especially without Caz at the helm. I will continue to keep you all updated on development. Desolation’s development team has really undergone a lot of change over the last 4 months, and I’m excited to continue to share more of all the amazing work they have been producing! And with that, I’ll see you all next time. Posty (and Ruby...)25 points
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gosh, it's dusty here, isn't it? well... i suppose that's the nature of a finished game. most of my efforts in recent times have gone to things that are not reborn... but most is not at all. in our last post, orsan teased the following about finally updating the protagonist OW (OverWorld) sprites for 19.6: today, we're going to show and talk about these in a bit more detail. (a note for our blind players-- this is a purely visual update most and so this is probably not for you. with apologies, i will be sparing myself the task of IDing each image). OW updates were something that, in an ideal world, i would have done with e19. only, i was soooooo tired by the end of it, and we did a lot of shampoo-ing of VS and battle sprites, i truly did not have the stamina. however... these sprites appear in virtually every screenshot of the game ever, and so the mistakes of my past continued to haunt me until i was cow-prodded into doing something about them. fortunately, there was a lot that i wanted to fix, and my skill in spriting had grown over time, so it was quite rewarding to do. to see them in action, let's post a dizzying array of gifs: above includes both walking and running variants. our old sprites were made with very, very minimal effort to make the run sprites; i only moved the head forward and down a little bit, which is what sometimes resulted in the ability to spam the run button and appear to dance in place. i don't know if that's still possible these days, but i think that having a more dynamic running pose will feel nice anyway. truthfully, i want to develop my skills to push such poses to even more exaggerated animations than this. but alas, that is not for this little update project. when updating our protagonists, i wanted to choose a 'style' of animation and stick with it for consistency between them. this consistency was a flaw in the previous set of sprites. they were made at various times and levels of skill, and so they are not always consistent in their dimensions and animation. this is also why the shape and size of some of them will appear to have slightly changed. this was also an opportunity to fix some of the issues that had nagged me with our previous style of sprites. compare these frames. new vero (left) vs old (right): old decibel (left) vs new (right): the issue is clearer on decibel's-- the way the feet are positioned ends up making a solid black line across the bottom of the sprite. on vero's, there is a one pixel notch, which i would consider better but still visually awkward. i'm not going to claim that the updated sprites are perfect, but i think we succeeded in refining the walk and run cycles to help silhouette the feet better in all frames of animation. here is another example, demonstrating a change in the animation style i mentioned before. in the above screen, pay attention to the relative placement of the sprites' hands. in each step frame, i wanted to increase the action of the movement by making the hands appear to move more widely. i think this helps 'running' vs 'walking' come across much clearer. for aspiring spriters: I find that starting with the positions of the hands is a great way to tackle these little bodies. it'll help you refine the silhouette early on. also look how much better alice looks! i haven't liked her very much in the past-- and with her OW sprite previously looking so different from her other graphics, it's no wonder! it looks like she had buns or something. i hope everyone enjoys the new hair-floof. i think i'll be using her more in the future myself. perhaps the most notable new detail of the animation overall is the hair animation. in the current set of sprites, most character's hair hardly animates at all. much as we love lucia, hers in particular has been very awkward in the past. bouncy hair is a nice way to add a lot of life to sprites, and it's also one of my favorite things to do in sprites now. it's fun to make it go swoowsh-swoosh-swoosh! here's some frames, and how i think of animating them: frames 1 and 3 are always identical in these sprites, the work is on 2 and 4. in either case, i choose a direction, either clockwise or counter clockwise to think of each 'tuft' of hair as moving. then it's just a matter of moving the pixels as little as possible while finding a shape for the points that looks nice in pixel form, and doesn't create awkward movement when applied to the height change (frames 2 and 4 bend at the knees, and thus the head sinks 1 pixel lower, which can make some animations look awkward. testing is important!) on a different note, did you notice from the first gifs that kuro is looking different? in my view, he's kind of been the least popular protagonist. originally, i imagined him having kind of a deliberately shaggy hair style, but i don't really like that as much these days, and more importantly it doesn't really seem to be a hit with players either. so i took the opportunity to kind of shore his hair up to a nicer shape in general. here's his updated VS sprite: we wouldn't want to change him tooooo much for the players that are used to him as he is, but i felt this would generally be received as an improvement. and hey, we finally got his sunglasses into his OW too! because of how many variations and alterations player OW sprites have, this ended up being a significant undertaking! there are many little pieces-- walking, running, biking, fishing, surfing, tauros-riding, minecart-riding, etcetcetc... i would not have had the stamina to do all of the animations over myself-- in the end, i just made the base walking and running sprites, and then others in the community initiative helped out with the finishing details. big shoutouts to moonpaw, nephilinite, meteors, not_aza, and inserobite102. in addition to the extra animations, they also helped refine some of the cross-sprite details... enu oversaw it and contributed some scripting to avoid having to make redundant graphics (surfing, fishing while surfing, diving were all very similar...) too! thank you all! speaking of diving... i think, but i'm not sure? that the main games are doing this these days too... but we also took the opportunity to answer the question of "how does the player breathe underwater when diving?" let's close out with some before-and-after references. for fun, i also included the original versions of Alice and Vero, back in the earliest episodes when they were the only protags. if you are looking to improve your spriting from others' example, i suggest studying the differences in these images and seeing how they changed over time. softer colors, flatter hair shading, brighter outlines... what else do you notice? this kind of analytic exercise is a good way to improve your own skills. by the way, for anyone still interested in the eventual postgame continuation of our dev let's play-- it is not forgotten. only life has been getting very in the way for a long time now, and at this point i would at least wait until 19.6 anyway. thank you all, as ever, for caring about the game at all stages of its lifecycle, and i hope you can look forward to the update9 points
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Isn't that beautiful, though? That a passion project can live with you for so long you've experienced it through so many changes in your life? Most of these get abandoned early on but Jan and the other talented people working on this for over a decade now and despite not being finished it is one of the highest quality fangames I've ever seen. When it's finally done maybe your kid will be old enough that you can share it with them. Congrats on the kid btw.5 points
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its a fangame, its not like their getting paid, its a free game, they can take as long as they want4 points
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Reuploaded DDDL and Spork: DDDL: -added color mush PC to the Party District/City Pokemon Center SPORK UPDATES: -new custom shinies: custom shiny Litwick line made by me (with feedback and revamped Chandelure from Cinna) two different custom shiny Budew lines made by me custom shiny Torchic line (Torchic front sprite made by Punkeev, the rest made by me) custom shiny Trubbish line made by me second revamp for shiny Articuno by Punkeev custom shiny Mega Malamar made by Punkeev -Nova VS sprite made by Palletite (the hand pose is custom!) -the Litwick that appears in the story is now named Beri and is the new custom shiny -added three new Nova events: one at Wonky Woods as you're leaving after the story events (you can still activate this on an older save if you're past Wonky Woods), one in the Contest Hall lobby, and she's also been added to Crolea's birthday party -changed the Umbreon Sign's main ability: it now activates "Stealth Mode", which allows you to bypass most regular Trainers (more details further down the post). The hide and seek visibility is now part of the Espeon Sign instead -Spork Art Gallery updates: added the Isaac + Ampharos and Quinn art that Punkeev commissioned from Nym; art is now displayed on statues that Punkeev made (you still interact with them for the full images); and there's a new room for Punkeev's Sporktober doodles -Punkeev added two new skin tones for Cyclists -Belinda now acknowledges Beri at Crolea's birthday party if you speak to her after Felicia brings Beri out -Windows XP, color mush, and blue screen PCs made by Punkeev -changed Draga's trainer class to Fledgling -interacting with one of Isaac's ducks now makes a squeaky sound effect -reduced the size of the Contest Hall lobby -team changes: Strawberry: Lurantis -> shiny Chandelure (nickname StrawberryKing) Belinda: A-Muk -> Shiori Novella shiny Roserade Belladonna's Roserade is now the IRyS shiny Peach: Mega changed from Gallade to Malamar Lemon: Cofagrigus -> shiny Gorebyss (nickname Light) Portal Agent Robert's Garbodor is now shiny -added a warning note not to battle Mother's + Father's Day Meowstic with only 1 Pokemon, as it'll crash the game -removed the message about not having fonts installed, because it was happening even to players who do have them installed SPORK FIXES: -the Bombirdier you get wasn't shiny if you met Isaac before doing the quest; it's now shiny both if you haven't or have met Isaac -removed white space from Cosmog's backsprite between its crest and right ear There's so much to talk about this time, so hopefully I can summarize it all well enough! Starting with the shinies: Litwick line: I saw an image of strawberry tarts someone made that looked like Litwick, and then saw a couple people made fanart of them, which inspired me to make a shiny line based on them! Thanks to Cinna for offering feedback and updating the Chandelure's front sprite as an example! The eyes and lines along the glass are more readable now, and the shading is more detailed! Also, thanks to Punkeev for naming Beri! It's strange that I never even gave the Litwick a name before Budew lines: They're based on two Hololive VTubers, IRyS and Shiori Novella! Just like Roselia and Roserade have two different-colored roses, IRyS has two different-colored eyes, and Shiori has two hair colors. IRyS was the original idea, and later I realized Shiori would also work for the two colors concept. While Roserade isn't a Dark-type, I thought Belinda and Belladonna having the two different Roserade shinies was too adorable to not do. (plus, Belinda is retired, and throwing off opponents with something unexpected is her style anyway) Articuno: Punkeev wasn't feeling the inverted color one either, so she made a new one again. We worked together on deciding a theme. This one is based on Qingque from Honkai: Star Rail, specifically her Origami Bird from the minigame. It's my favorite shiny Articuno so far! Trubbish line: These ones are also HSR-inspired. The main bodies have the colors of the Trash Cake, while the colorful bits of debris are based on some of the other Critter Pick creations (ex: the pink and blue ones shown on Trubbish above are from the March 7th one). Mega Malamar: As mentioned before, it continues the line's theme. Inkay has the original Splatoon main colors, Malamar has the Splatoon 2 main colors, and Mega Malamar has the Splatoon 3 main colors! Punkeev added a cool gradient at the top! Torchic line: Isaac has this Torchic, named Water Chicken, in DDDL, which is from an inside reference. I decided to continue the whole line as shinies! Stealth Mode: I had trouble thinking of something for the Umbreon Sign when I originally made the Eeveelution Zodiac, and making the hide and seek locations visible is very similar to the Espeon Sign showing invisible items. Recently I thought of "Stealth Mode", which shows as Halves appearing in front of Trainers, blocking their line of sight and allowing you to avoid them unless you intentionally talk to them. This does not include Trainers in Gyms, Team Portal agents, Wonky Woods, the Vitamin Factory, or the Rap Battle House. Basically, areas where I thought being able to bypass the Trainers there would detract from the story or vibes. Nova: I had so much fun writing her, especially when you first meet her in Wonky Woods! For that event, you might notice that she's wearing a black dress at first, then her sprite becomes the shiny Gothitelle dress when Robin appears. The first idea for her design had a black dress, and I thought it'd be neat to have both in game. Before you arrived at Wonky Woods, she was having an Absol vs Absol sparring match with Agne. You meet her on your way out and there's a silly conversation with a Galarian Ponyta, along with Nova's entire Pokemon team introducing her to you. PCs: The color mush ones are used in Pokemon Centers and Alumia's Gym, the blue screen ones are at the tournament lobby in the Sea Star Society and Planet Spork, and the Windows XP ones are used in every other area that has a PC. Along with the duck sound effects, these were originally in Punkeev's own game she's making for fun, and I wanted to add them to Spork! Thanks to Punkeev for so much new art this upload, and to Palletite for Nova's VS sprite! They say that April showers bring May flowers. It's now May, and Spork has new shiny flowers!3 points
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This multiplayer modification for rejuvenation is still under beta, and things might be changed soon Also beware to not save your progress in Entra Link map, you might got your game corrupted Features: Online Server Battle your friends Supports Pokémon Followers mod Instructions: Be sure to make copy of your game or use native rejuv without mods Unzip this archive and replace required files Enjoy Changelog: 0.4.2 New safety check for duplicate clients 0.4.1 Fixed issues with Pokémon items disappears after battle 0.4 Added trading system 0.3.4 Fixed issues with start new game Added safety back if you saved in entra link 0.3.3 Rewrited files to be worked directly in Data/Mods Only edited rejuv file is Battle_Online.rb Fixed z moves doesn't show and cybernav map crashes the game 0.2 There's nothing. 0.1 There's nothing. Beta v0.4.2 Download if you have any issues let me know, as i said it's beta test3 points
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3 points
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Very early Spork reupload to fix an issue where you couldn't get the Starminite if you chose the Vaporeon Sign Updates: -custom shiny Scorbunny line made by me -changed Nova's Key Stone item to Mega Ribbon Fixes: -the Starminite is now available at the Mega Stone vendor if you have the Vaporeon Sign -when changing Deoxys forms with the meteorites at Area S1, there's no longer a chance that they'll say "-1" changed form instead of Deoxys -the Paldea arena at the Battle Factory now has the factory battle background like the other arenas -the Planet Spork simulation categories with four trainers now have a "Nevermind" option in order to opt out like all the others The shiny Scorbunny line are based on Waraby, which from what I've read was a scrapped starter! I don't know whether Waraby would eventually become repurposed into Scorbunny, or if they're two separate ideas, but I've seen fanart of them together and I thought it would be cute to have the shiny fire bunnies be like the water bunny! Thanks to Marianito for all the bug reports recently, they've been very helpful! The earlier than planned reupload could be fitting since the shiny bunnies get to debut in April, when Easter is! So Spork has been visited by the Easter Bunny!3 points
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Reuploaded: -Isaac's overworld sprites in Delicia's Return to Dreamland now match trainer and VS sprites (is in the post above!) -custom shiny Litwick line made by me (with feedback and revamped Chandelure from Cinna) -two different custom shiny Budew lines made by me -custom shiny Mega Malamar made by Punkeev -Nova VS sprite made by Palletite -changed Draga's trainer class to Fledgling -team changes: Strawberry: Lurantis -> shiny Chandelure (nickname StrawberryKing) Belinda: A-Muk -> Shiori Novella shiny Roserade Belladonna's Roserade is now the IRyS shiny Lemon: Cofagrigus -> shiny Gorebyss (nickname Light)2 points
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2 points
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Always a pleasure to hear about the Deso team's work, thank you for creating such an amazing game!2 points
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Very nice development post. Nice to hear that the side quest are not being left out and curious to see what kind of frog quests and new frogmons will come available. Keep on cooking on this game. I am sure when episode 7 drops it will be another masterpiece! Also posty enjoy your trip to Japan man.2 points
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Clearly you don't know a thing about game dev. This isn't some giant triple-A dev team with hundreds of bodies working day and night to develop a game for a set time span. Its a damn Pokemon Fangame, made by passionate developers for fun. Feel free to continue on with your life while we continue to work on this. Also making an alt to post stuff like this is so original: https://www.rebornevo.com/forums/profile/135906-loverboyoskar/2 points
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2 points
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Reuploaded: -changed Nova's Key Stone item to Mega Ribbon -changed Ashley's Key Stone item to Mega Tutu; seems like I forgot to give Ashley her Key Stone from Spork in Return to Dreamland before2 points
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Very, very late to the "fan games / roms" scene, just kind of randomly got interest a few weeks ago, but Rejuvenation came highly recommended to me and I'm thoroughly enjoying the experience. The team did a great job and set the bar awfully high for me; I'm not even sure I'll want to explore many other options to get the ol' pokemon fix. There's a difficulty built in to the game that makes it much more enjoyable to me and drags the "early game" out a lot longer. Not as many revives to spam, no early legendaries, the level cap, etc. Story line has been very fun so far (I just beat the Thunder Warrior in a hilariously easy first-try, unlike Rift Chandelure that bullied me for a bunch of tries). I do think I need to do a harder run in the renegade route but I don't know if I'm ready for a nuzlocke run. Anyway, I just wanted to extend big thanks to the folks that made Rejuvenation. Love went into it and you can tell. And thank you for the expansive list of starters and the ability to easily restart in-client so I can reroll for shinies. I'm an old gen 3 player and never played anything newer so experimenting with a load of new pokemon I've never seen before has been wonderful. Still, my starter's hard carried me in every difficult fight so far. This little girl is going in my personal hall of fame for sure.1 point
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Hi I have played Rejuv, Reborn and Desolation and i absolutely love them and i cant wait for the next updates for Rejuv and Desolation. I just have one simple request can you PLEASE allow us to decorate the champion's room.1 point
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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 screenshot1 point
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INTRODUCTION "The year is 202X. The world has seen countless innovations and quality of life improvements since the dawn of the new millennium. This rapid abundance of prosperity is all owed to the continued symbiotic relationship between humans and Pokémon. Together, we live, we learn and we grow and eventually... we understand one another and form the most powerful of connections. Through this bond, my father's dream of everlasting utopia may finally become a reality. However... There are others who use Pokémon to aid in their nefarious goals. It's profoundly sad that there are some who have no moral boundaries... But... Thankfully... There are those who choose to stand up to the wicked and cherish the ideal of peace just like us. Though my time here draws closer to its end... I know deep within the inner confines of my heart that you will crystalize a new, brighter reality for us all." The peaceful region of Omeyria is in danger of being compromised by unknown invaders... Cities and towns all across the region have been locked down without any explanation... Citizens have been disappearing left and right... The city of Asteria has been hit with a brutal crime spike... With townspeople and government officials paralyzed by fear, the region needs a lionheart who can liberate it... The clock has started ticking and the stage is set... All that's left is for our heroes to take the spotlight. Will you heed the call in Omeyria's time of need, or will you ignore the people's pleads for help? Pokémon Ar:Syncronía is developed using Pokémon Essentials v20.1 and RPG Maker XP. FEATURES Doubles Battle Format: Most of the battles in game will be doubles-centric. Only a handful of battles will be in singles format, and most of them are at the beginning to ease the player into the format change! An ever-expanding new region comprised of 5 districts, filled with secrets, side quests and optional areas! Reasonably big regional Pokédex consisting of Pokémon from Generations 1 through 8. Various QoL improvements for a more refined Pokémon experience, both in the OW and in-battle. (e.g. an easily accessible hub area for various Pokémon optimization services/EXP All/Pokémon Storage System accessible from the field/Hidden Abilities being able to be acquired in normal wild encounters/etc.) The Omeyria League Circuit, consisting of 18 optional gyms! Acquisition of all 18 Omeyrian Gym Badges allows the player to participate in the Nexus Circuit Cup with a chance to dethrone the Circuit King. Increased Shiny Rate, up to 1/100, with the idea to have fully custom shinies for each available Pokémon. KNOWN ISSUES Miscellaneous animation bugs. Miscellaneous tile bugs. Miscellaneous text bugs. SCREENSHOTS DOWNLOADMEGA: Mirror 1Google Drive: Mirror 2 SOCIAL MEDIA Ar:Syncronía Twitter Ar:Syncronía Discord1 point
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Here are the three Crystal Caverns puzzle solutions. I think this is the first one you're at, but I can't tell 100%, so I'll post all of them just in case: Also, there's a puzzleguide notepad file you can consult if you need puzzle help! The solutions for the Crystal Caverns puzzles are in there too1 point
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greetings, i have played your mod and have some mixed feedback. i really liked all the QOL additions! i liked how the pool of pokemon that can be obtained is very varying and big. i have sadly quit the mod, this is not because of the level of difficulty, but of how you make the difficulty. its not very fun when the opponent has a beneficial field (not changeable in certain fights?) broken custom 3 or 4 active abilities, broken custom moves and high power variants. impossible pokemon evolutions to fight at certain levels. all the while the player has a nerfed moveset, very limited access to tms or move learners. high difficulty is fun if you actually give the players the tools to be able to beat that difficulty...1 point
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STORY AND CHARACTERS The Arpegia Region is back from an entirely new perspective. A land built on unity and strength, the Arpegian Archipelago reimagines Pokemon in a semi-medieval setting. By facing the Arpegia League Gauntlet, anyone has the chance to rise to the throne and rule over the land however they see fit. You play as a young girl named Faria and her Tinkatink from the desert island of Garmere. Her father, a former Gauntlet Crest Bearer, left the island years ago for reasons you aren't aware of. When you finally get the chance to leave the island and go looking for him, something happens that changes the course of your life and journey forever. Faria will be joined by a unique cast of characters as she goes on her journey to find her missing father. Kelvin is someone you've known since childhood, but the events of the game cause you to become close friends as he chases his own dreams away from Garmere Island. Mathu is a traveling bard who appears in Chapter 2; he's eccentric, outlandish, and too much almost all of the time, but he is a very powerful trainer with a lot of knowledge about myths, religion, and history. The new and current release has you challenging 2 Crest Bearers (Gym Leaders). FEATURES Gen 1-9 Pokemon, Anti-Grinding measures (Audino trainers, Set IV Event Pokemon), HM removal, Manually Allocated EVs Field Effect System from Pokemon Reborn and Rejuvenation Boss Battle System from Pokemon Rejuvenation Advanced Battle AI Custom Regional Forms SCREENSHOTS DOWNLOAD I recommend joining the Official Diadem Discord Server for the most up to date downloads Google Drive (RECOMMENDED): https://drive.google.com/file/d/1_nLcE0qa8OzkLE-snvJuwjtnG1JBTGoC/view?usp=sharing Dropbox: https://www.dropbox.com/scl/fi/p98nm0m19k5uhd53jggt9/Diadem-2.0.rar?rlkey=jvse80rdji61bih09kjis29ff&st=49mvh8eh&dl=0 Developed by Matt/Puff Heavily inspired by Pokemon Reborn, Rejuvenation, and Desolation CREDITS1 point
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It seems like I find you everywhere, this games looks awesome!1 point
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For Jim, it was the Farigiraf, yes. I must have not been thinking clearly and added another Staraptor to his team instead of just giving his existing one the Staraptite. For the Elite Four, it seems that I changed their theme to the newer one in the trainertypes file, but forgot to actually add the new music to the Audio folder. I'll create a new trainer class for the Delicia at the True Arena so the VS sprite for the opponent Delicia can face the player Delicia Isaac's base VS sprite is Falkner, and it seems that Falkner is facing the opposite direction of Isaac: For this one, I'll ask Punkeev if the intent was to change direction. Thanks for all the bugs you've reported, you were very thorough with finding and documenting them! I'll start on fixing these and then do another reupload for Delicia's Return to Dreamland.1 point
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This will be my last contribution to bug reports with three minor ones from Delicia's Return to Dreamland: Jim has two Staraptors (I think he is missing a Farigiraf?). The Elite Four (Seamus, Arnalda, Triston and Peach) do not have their own battle music. The VS Sprite of Delicia should be inverted (Isaac's too?).1 point
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Hi, I've been loving the mod so far for my second ever playthrough though there may be some discrepancies between the doc and the game. My apologies if these have been mentioned previously So far I've noticed: I cant seem to use the [pokephial] password using a data chip. G-Max Eevee's on the doc is listed as fluffy though in game it says fur coat (not that im complaining) I cannot seem to be able to see Eevee's G-Move (cuddle) from the summary in or out of battle (no selection option to switch between the two). This also extends to not having access of Eevee's G-Move in battle. Also some of the listed "All Eeveelutions can learn these as well" moves are not able to be learned by all Eeveelutions (for example last resort).1 point
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Just a few notes;1.The last 2 (back sprites for shadow mewtwo & shadow mewtwo x were some of my 1st recolors so they aren't 100% pixel perfect; although I think the mega x one is a little better in that regard) 2.Some of the sprites I haven't yet made back sprites for 3.The gardevoir one is a back sprite I made for the "Angel of death gardevoir" from pokemon rejuvenation. 4. The rapidash shiny was originally made by Mr.Fahzy I just added & colored the wings too it so any credit would go to him since he did (by far) most of the work on it. Anyways I just wanted too share my work with anyone who is interested in using them or leaving any feedback. (Made a few adjustments to shadow mega mewtwo x's back sprite to make it look more accurate & did some work on regular shadow mewtwo's back sprite to fix the quality (Since it was my 1st sprite recolor it's not as pixel perfect as the rest of my work but this new & improved one is I think & I also added a green glow too it).1 point
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Encounters: https://docs.google.com/spreadsheets/d/1BjtFPXn8G37j621l_68fBcoNx3Qsvrg1idjS6c_Umls/edit?usp=drivesdk Passwords: https://docs.google.com/spreadsheets/d/1UMWQWrvG-NGLXBNHQUsizrFYM1RImfydUT9WN1IZDT8/edit#gid=16197421931 point
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Mega Zoroark from Pokemon floral tempus but with rejuvenation shiny colors front + back sprite & mega Dusknoir from the same game back sprites & slightly altered front sprites (I had to alter the front sprites a little bit so I could efficiently make the back sprites) & mega Cofagrigus from Pokemon soulstones but with rejuvenation shiny colors front + back sprites.1 point
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I made some back sprites for rift Aelita & dufaux from rejuvenation but they are kind of beta like (As in there is definitely room for improvement) But I did the best I could do if anyone wants to work on them & make them better feel free; I'm not the most talented sprite maker so.. I will add the front sprites with them upon anyone requesting them I just don't want to get in any trouble since I didn't make the front sprites1 point
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Some of the shinnies I made on this list are just slight modifications (or edits) too ones made by others (like the garchomp; the beedrill; the rapidash & the bisharp which is from a game called daybreak "king's bisharp") the rest I just used an already existing sprite (original sprite I think they are called) & changed the colors. Anyways here is one I forgot in my original post; I'll share some more once I make them too.1 point
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Hmm, not sure if I'm missing something, but it seems like the "flashing" effect inside of the Paradox Jungle in T4 post game that isn't cleared when leaving the area. After entering paradox jungle and leaving, there is a CONSTANT subtle yellow "flashing effect" anywhere outdoors. The only way I was able to clear it was resetting weather in the debug menu. Not a big deal, but can be a little tedious when returning for Flutter Mane & others.0 points
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Yeah dont worry guys. Janichroma is definately engaged in this project. Patch was supposed to be out before 2026 btw. This late behaviour is normal so I can't even complain. I literally would bet money, I am 99.99% sure he has never been on time, actually. No hate, Janichroma is cool and the people like Zumi working at this project are really fucking smart but... Timeline: I started playing Pokemon Rejuvenation -> Started High School -> Had my first kiss -> Got a PhD -> Got Married -> Had a child -> Bought a house -> Expecting another child -> Still far from the game end. This is not normal!0 points