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Bug report: Game freezes when Chespin evolves. Sorry if there's a solution that I've missed. Can't move forward on the game. Otherwise enjoying gameplay.
My Tepig evolved with no problem. For me the game did freeze on certain occasions which I think is related to using the speed up button. It usually started lagging and if I left it alone, it sometimes started again.Hey i have a bug with the music,and i'm not in fast forward
Also when my pokemon evolve it get stuck at the end i don't know if it does it with other pokemon but it does with Tepig
Bug report: Game freezes when Chespin evolves. Sorry if there's a solution that I've missed. Can't move forward on the game. Otherwise enjoying gameplay.
Bug: game freezes when a shiny pokemon (shiny Spearow in this case) is encountered.
I am unable to reproduce these on my end. It could be due to emulator speedup, that has a tendency to glitch the game. Or it could be the Emerald file you applied the patch to. Make sure you patched a clean copy of Emerald (U) (TrashMan).Also when my pokemon evolve it get stuck at the end i don't know if it does it with other pokemon but it does with Tepig
That's a warp error that will be fixed in v0.2. For now if you're still playing on v0.1, just avoid the sand temple.When I go to the sand temple on route 87, I exit from a green temple on route 78 and I can't go back. Is this a bug or a feature.
I've run into this a few times, still trying to figure out what might be causing it. For now you should be able to fix it by saving and resetting the game.Hey i have a bug with the music, and i'm not in fast forward
can a discord be made?
I'll look into making a discord once the next version is out. Stay tuned.That would certainly make it easier to follow release updates.
The point of the exp nerf is to force the player to fight at a level disadvantage for most of the game. You're not supposed to do an excessive amount of grinding. Think of it like the level changes in BW2's challenge mode, except instead of boosting the enemy levels, you're nerfing the player's.I'd would like to drop some two cents from the Hardcore and Insane difficulty. While I would be fine for the money decrease and pokemon center fee, the exp gain shouldn't be decreased. If anything it screams lazy in the difficulty department, as instead of focusing on good teambuilding for the AI, you just force grinding towards the players which is literally just designed to waste your player's time. It doesn't feature any skill required unlike creating teams that would require strategy and actual SKILL to beat. Remember, grinding is not a skill, and the difficulty should come from the opponents teams, not negating player exp. There's no game that would be better to look at than Pokemon Unbound, which features an Expert and Insane mode which pushes players to think instead of grinding, and would be a good benchmark for this games difficulty modes.
This is peak. I hope old save file still usableNew release coming soon! This version will go up to the 6th gym and include several new features like hidden grottos and a quest menu.
I'm looking for a few volunteers to playtest an incomplete build for me while I finish polishing it up. PM me if you're interested.
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I would say its a questionable way to make the game difficult. The difficulty of the battles shouldn't be because you're nerfing the exp, it should be because of the team building of important trainers. If anything it's quite, for the lack of a better word, lazy way to make the game difficult. Like I said, you have multiple ROM hacks as a benchmarking tool for the higher difficulties. It's just unfun, especially in the early game where Level advantages are important. I am also baffled by this decision because you have the power of the Emerald Decomp at your disposal which can help with the AI.The point of the exp nerf is to force the player to fight at a level disadvantage for most of the game. You're not supposed to do an excessive amount of grinding. Think of it like the level changes in BW2's challenge mode, except instead of boosting the enemy levels, you're nerfing the player's.
That said, I'm still fine-tuning the specifics for the higher difficulties, and I haven't playtested them much myself. If someone wants to run through those and give me detailed feedback, especially what levels they are at various points, I'd greatly appreciate it.
Unfortunately they won't be. I had to add/move a bunch of flags to implement new features, trainers, etc. which will break old save files. There are a few new areas/changes in the first part of the game, so the experience will be slightly different if you've already played through v0.1.This is peak. I hope old save file still usable
Well I'm already using AI flags on Normal difficulty, and I don't want to throw endgame level enemy teams/movesets at the player right from the start. That's just not the kind of game I want to make. I wanted to experiment with how to increase the difficulty while keeping a more or less vanilla feel to the game. An exp nerf is one idea I've seen tossed around and implemented in several engines but not in a complete game AFAIK. It has the advantage of being easy to change and I'm hoping to fine-tune it in future updates. Maybe you consider that "lazy" but for me it's just efficient. I'm one guy doing 99% of the work here.I would say its a questionable way to make the game difficult. The difficulty of the battles shouldn't be because you're nerfing the exp, it should be because of the team building of important trainers. If anything it's quite, for the lack of a better word, lazy way to make the game difficult. Like I said, you have multiple ROM hacks as a benchmarking tool for the higher difficulties. It's just unfun, especially in the early game where Level advantages are important. I am also baffled by this decision because you have the power of the Emerald Decomp at your disposal which can help with the AI.
I have multiple experience in ROM hacks/fan games with unfair difficulty, but they didnt need to put endgame movesets and mons to be difficult, all they did is utilize mons (sometimes even Route 1 mons) well with the right team building. They didn't need to punish the EXP Curve because that is a method only made by fan games made in the early 2010's, which are frowned upon nowadays as AI updates and powerful battle engines have already been released. Idk, maybe its you who thinks this is good, but I would like to say that no one will play the harder difficulties because of your game design decision, as it was only designed to waste the players time, not actual strategy. Hope it sinks in to you that grinding doesn't equate to player skill, especially if you're forcing the player to do so just to be on par with the AI especially in the early game. Last, if its not fine tuned, why release a mode that isn't even balanced? Lmao.Unfortunately they won't be. I had to add/move a bunch of flags to implement new features, trainers, etc. which will break old save files. There are a few new areas/changes in the first part of the game, so the experience will be slightly different if you've already played through v0.1.
I will try to make this version compatible with the next one which will go up to the elite four, but again no guarantees that it will be. It's hard to predict how many flags I need for a new area before I actually make it.
¯\_( ´・_・`)_/¯
Well I'm already using AI flags on Normal difficulty, and I don't want to throw endgame level enemy teams/movesets at the player right from the start. That's just not the kind of game I want to make. I wanted to experiment with how to increase the difficulty while keeping a more or less vanilla feel to the game. An exp nerf is one idea I've seen tossed around and implemented in several engines but not in a complete game AFAIK. It has the advantage of being easy to change and I'm hoping to fine-tune it in future updates. Maybe you consider that "lazy" but for me it's just efficient. I'm one guy doing 99% of the work here.
I will say that the higher difficulties, Insane especially, are not intended to be fun for everyone. They're supposed to be punishing and unforgiving. With enough mistakes, the player might even end up in a situation where their save file is essentially uncompletable. Here's my rule of thumb guide for which difficulty you should pick:
Normal: for people who want something close to a regular Pokemon game
Hardcore: for people who want an extra challenge and don't mind being handicapped in various ways
Insane: for people who really want to torture themselves and face the possibility of a total game over scenario
Nah it's okay. That mean i can re experience the adventure 👍🏻😊Unfortunately they won't be. I had to add/move a bunch of flags to implement new features, trainers, etc. which will break old save files. There are a few new areas/changes in the first part of the game, so the experience will be slightly different if you've already played through v0.1.
I will try to make this version compatible with the next one which will go up to the elite four, but again no guarantees that it will be. It's hard to predict how many flags I need for a new area before I actually make it.
¯\_( ´・_・`)_/¯
What is the difference between difficulty options, i mean is one of difficulty not allow us to use item like that or maybe have perfect iv mon as enemy trainer?Unfortunately they won't be. I had to add/move a bunch of flags to implement new features, trainers, etc. which will break old save files. There are a few new areas/changes in the first part of the game, so the experience will be slightly different if you've already played through v0.1.
I will try to make this version compatible with the next one which will go up to the elite four, but again no guarantees that it will be. It's hard to predict how many flags I need for a new area before I actually make it.
¯\_( ´・_・`)_/¯
Well I'm already using AI flags on Normal difficulty, and I don't want to throw endgame level enemy teams/movesets at the player right from the start. That's just not the kind of game I want to make. I wanted to experiment with how to increase the difficulty while keeping a more or less vanilla feel to the game. An exp nerf is one idea I've seen tossed around and implemented in several engines but not in a complete game AFAIK. It has the advantage of being easy to change and I'm hoping to fine-tune it in future updates. Maybe you consider that "lazy" but for me it's just efficient. I'm one guy doing 99% of the work here.
I will say that the higher difficulties, Insane especially, are not intended to be fun for everyone. They're supposed to be punishing and unforgiving. With enough mistakes, the player might even end up in a situation where their save file is essentially uncompletable. Here's my rule of thumb guide for which difficulty you should pick:
Normal: for people who want something close to a regular Pokemon game
Hardcore: for people who want an extra challenge and don't mind being handicapped in various ways
Insane: for people who really want to torture themselves and face the possibility of a total game over scenario
Replaying the game again in anticipation of the update. I don't know if it possible or not but i think you should use more custom tileset to make the world more fresh because most tilesset is original from the game frlg and emerald if I'm not wrong. Other than that i think i love the female character protagonist outfit more because the outfit give more character the male character seems like swap color of red although it's not the caseUnfortunately they won't be. I had to add/move a bunch of flags to implement new features, trainers, etc. which will break old save files. There are a few new areas/changes in the first part of the game, so the experience will be slightly different if you've already played through v0.1.
I will try to make this version compatible with the next one which will go up to the elite four, but again no guarantees that it will be. It's hard to predict how many flags I need for a new area before I actually make it.
¯\_( ´・_・`)_/¯
Well I'm already using AI flags on Normal difficulty, and I don't want to throw endgame level enemy teams/movesets at the player right from the start. That's just not the kind of game I want to make. I wanted to experiment with how to increase the difficulty while keeping a more or less vanilla feel to the game. An exp nerf is one idea I've seen tossed around and implemented in several engines but not in a complete game AFAIK. It has the advantage of being easy to change and I'm hoping to fine-tune it in future updates. Maybe you consider that "lazy" but for me it's just efficient. I'm one guy doing 99% of the work here.
I will say that the higher difficulties, Insane especially, are not intended to be fun for everyone. They're supposed to be punishing and unforgiving. With enough mistakes, the player might even end up in a situation where their save file is essentially uncompletable. Here's my rule of thumb guide for which difficulty you should pick:
Normal: for people who want something close to a regular Pokemon game
Hardcore: for people who want an extra challenge and don't mind being handicapped in various ways
Insane: for people who really want to torture themselves and face the possibility of a total game over scenario
There is now a FAQ in the OP that includes an explanation of difficulties. I have more ideas I want to try in the future, so keep an eye on it for updates.What is the difference between difficulty options, i mean is one of difficulty not allow us to use item like that or maybe have perfect iv mon as enemy trainer?
Edit: already try the difficulties and turn out that is the case, you should put difficulty explanation on the front page of this thread
The next part of the game will be more "open" (think Johto after Morty), so the player can in theory catch most new Pokemon before the 4th gym.Suggestion: put more original Pokémon in early route so more player excited to use it, if it on middle and route of the game there no incentive to catch because the player party already strong and training new Pokémon take time
There will be more custom tiles in the next part of the game. Personally I like most of the default gen 3 tiles which is why I've mostly stuck to palette changes so far. I never cared for Gamefreak's washed out grass colors.Replaying the game again in anticipation of the update. I don't know if it possible or not but i think you should use more custom tileset to make the world more fresh because most tilesset is original from the game frlg and emerald if I'm not wrong.
I might change him down the road, but overall I'm satisfied with how he currently looks. I'm not very good at spriting, so I doubt I could make any significant improvements. If a talented spriter would like to redesign him, I'm open to including it (with credit of course!).Other than that i think i love the female character protagonist outfit more because the outfit give more character the male character seems like swap color of red although it's not the case
I appreciate the grammar nazism. There's a lot of text in the game, so I'm bound to make mistakes :)Sorry for the double post so quickly, but I found some grammar stuff 😅
"seeing you what you record" should be "seeing what you record" lol
I'm sure a lot of ppl have caught it, but I didn't see it mentioned here. No one wants to be that guy that comes off as a grammar nazi and ass Cx But Idc personallyy~
But the brain is good at automatically omitting stuff like this when you read. So it's understandable
Being a sequel and also because Issho doesn't have a "true" professor, I decided to leave Birch in the new game intro. To me it's no different than GSC reusing Oak. As for the dialogue, it's like you said. It's pretty much the same in every game. I didn't see a reason to change it aside from a few lines.I just have one question. For the most part, the dialogue for the intro from Professor Birch is unchanged except for key terms which seem to just be replacing other stuff from a vanilla Emerald. Is there any plan to alter it? It's more of a minor nitpick, but if this is a sequel, it makes more sense to change it up, even if the formula for them is pretty cookie-cutter from generation to generation in the official Gamefreak games. I was also surprised to see the intro movie was cut out, tho it makes sense with it being a different game with different characters and settings. It's not an issue just thought I'd point it out. I shrugged it off and started the game.
Okay, cool!(: that is true and fair. Thanks for your explanation. And anytime on the grammar. Anything else I find, I'll be sure to share on here!I appreciate the grammar nazism. There's a lot of text in the game, so I'm bound to make mistakes :)
Being a sequel and also because Issho doesn't have a "true" professor, I decided to leave Birch in the new game intro. To me it's no different than GSC reusing Oak. As for the dialogue, it's like you said. It's pretty much the same in every game. I didn't see a reason to change it aside from a few lines.
I took out the intro movie with Rayquaza simply because it has nothing to do with my story. It would be nice to have a custom intro, but I don't have the spriting skills to do it justice. Maybe I'll add one some day. Who knows.