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TooMuchAbstraction posted:Like I said previously, just because something spent a long time in development doesn't mean it was being actively worked on for that entire period. There have been movies that have been "in development" for multiple decades because they keep having trouble finding writers, directors, actors, etc. interested in working on the project. I've had some woodworking projects "in development" for over a year because I put in a few days of work, put them in the corner, and am waiting until I feel like coming back to them. Likewise, our Awful Emblem project has been "in development" for 4 years now but if you only include the time where we're actively working on it it's more like 1 1/2 years. Probably won't stop us from touting it as "The product of X years of development!" if we ever finish it though.
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# ? Jul 21, 2017 18:26 |
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# ? Jun 5, 2024 08:42 |
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FPzero posted:Likewise, our Awful Emblem project has been "in development" for 4 years now but if you only include the time where we're actively working on it it's more like 1 1/2 years. Awful Fantasy 3 was in development for like 5 years by that rubric, wasn't it? I vaguely remember the newest version being released in 2006.
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# ? Jul 21, 2017 20:09 |
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CascadeBeta posted:I just finished catching up on this LP. Holy moly, Uranium is... Not great. Uranium would be better if it either ditched the nuclear Pokemon junk and focused on being a regular Pokemon game, or ditching the usual formula completely and focusing on what it did different. No one cares about or remembers any of the gym leaders or the rival outside of maybe Sheldon and his backhoe dragon, but stuff like Anthell and the boss fight it had to offer, the nuclear power plant dungeons, and CURIE are actually kind of memorable and leave a pretty lasting impression. Granted, that impression is "why is this in a Pokemon game", but even that is still a bit better than the complete mediocrity that the rest of the game has to offer.
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# ? Jul 22, 2017 08:08 |
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I remember Tino and his skirt.
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# ? Jul 22, 2017 11:21 |
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CascadeBeta posted:Well, I'm just an idiot then. It's easy with bad fangames to attribute poo poo fans say about it as the creators behavior. FPzero posted:Likewise, our Awful Emblem project has been "in development" for 4 years now but if you only include the time where we're actively working on it it's more like 1 1/2 years.
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# ? Jul 22, 2017 11:34 |
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Golden Goat posted:I look forward to having the first Fire Emblem game I play/finish be a awful romhack. I've entertained the idea of a Shadow Dragon LP, one like Tenacrane's that embraces the janky death march elements.
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# ? Jul 22, 2017 12:29 |
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alcharagia posted:I remember Tino and his skirt. Good for you, Uranium, helping those of us with short attention spans
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# ? Jul 22, 2017 12:39 |
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I remember the seventh Gym Leader's awful sprites. Just not his name...
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# ? Jul 22, 2017 13:39 |
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Waffleman_ posted:Get Lucky is a song by Daft Punk off of their most recent album. It was kind of the song of the summer of 2013 and I'm surprised you didn't catch it. There is a very simple reason for why I didn't: I don't listen to the radio. Like, ever. Or, really, have much interaction at all with most music scenes. I probably couldn't identify most popular songs/bands by listening. Probably a personal problem, and I'm sure it's made me miss out on some good stuff, but I went to grade school in the '90s, so I was inundated with Backstreet Boys/NSYNC/Brittany Spears/etc. and just got so sick of it that I never went back.
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# ? Jul 22, 2017 15:28 |
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Orange Fluffy Sheep posted:I've entertained the idea of a Shadow Dragon LP, one like Tenacrane's that embraces the janky death march elements. Actually, LordHippoMan just recently finished an LP of Shadow Dragon that contains just such a death march, and it's freshly archived.
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# ? Jul 22, 2017 17:16 |
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Orange Fluffy Sheep posted:I've entertained the idea of a Shadow Dragon LP, one like Tenacrane's that embraces the janky death march elements. Shadow Dragon is terrible because it encourages you to kill characters. What kind of monster plays FE without everyone surviving?
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# ? Jul 22, 2017 17:46 |
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krisslanza posted:Shadow Dragon is terrible because it encourages you to kill characters. What kind of monster plays FE without everyone surviving? Counterargument: What kind of monster lets Malakov live?
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# ? Jul 22, 2017 20:21 |
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chiasaur11 posted:Counterargument: What kind of monster lets Malakov live? makalov is actually a really solid unit & a cool guy & my friend
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# ? Jul 22, 2017 20:24 |
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yeah!!! Makalov is cute and my friend.
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# ? Jul 22, 2017 20:26 |
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Did he mean matthis? That statement works for matthis
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# ? Jul 23, 2017 06:59 |
You're all wrong, every permutation of recruiting or killing characters is correct and good and a faithful playthrough of an excellent game.
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# ? Jul 23, 2017 10:41 |
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Especially in light of the discussion of Awful Emblem: are there or have there ever been any goon-made Pokemon fan games?
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# ? Jul 23, 2017 16:18 |
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EclecticTastes posted:Actually, LordHippoMan just recently finished an LP of Shadow Dragon that contains just such a death march, and it's freshly archived. Oh hey, another series I could catch up to. Cheers for linking that.
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# ? Jul 30, 2017 13:27 |
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Incidentally, the Pokemon Sage people released the 2nd demo.
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# ? Jul 30, 2017 13:31 |
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Dr. Fetus posted:Incidentally, the Pokemon Sage people released the 2nd demo. yeah, i was kinda surprised by it. had meant to link it but forgot to. http://capx.wikia.com/wiki/Demo quote:This Demo Features:
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# ? Jul 30, 2017 17:34 |
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One of the original Uranium developers, Involuntary Twitch, started an AMA on the Uranium subreddit about 11 hours ago: https://www.reddit.com/r/pokemonuranium/comments/6ryq5c/im_involuntary_twitch_one_of_the_original/ I'm not sure how well more critical questions would be received (probably poorly), but maybe if they're phrased nicely, he would have good insight to share about some of Uranium's questionable choices.
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# ? Aug 7, 2017 02:55 |
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quote:[Telard is] a combination of Terra + Lizard. But I can see why it doesn't sound that good to you. It's one of those names that stuck around since the early days when we weren't very good at naming things, like Chyinmunk and Tricwe and Gararewl. We were too sentimental to change it (and also it's everywhere in the game's code, so changing it would be a hassle). quote:The quiz was inspired by Pokemon Mystery Dungeon. It's one of the ways we made the intro of the game feel different from the traditional Pokemon game... and also, it's a way to make it so that Theo always gets the starter with the type disadvantage to yours. People complained it made it harder to get the starter they wanted, so that's why we color-coded the answers and I added the Aide NPC that explains which answers to pick in order to get the starter you want.
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# ? Aug 7, 2017 03:01 |
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Haifisch posted:Now I'm no programmer, but wouldn't it be easier to put the name in the code once and reference that instead of putting it in the code a bazillion times? The safe thing to do is assign it both an internal ID and a name that the player will see, even if you just make them the exact same thing. Use the ID throughout your code, but look up the name whenever you need to display it. Then if you decide the name is terrible, you can change it, but the internal ID stays the same so stuff doesn't break. It's not remotely surprising that Uranium didn't do this.
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# ? Aug 7, 2017 03:13 |
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Look up magic numbers
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# ? Aug 7, 2017 03:18 |
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iospace posted:Look up magic numbers The kinds of people that wrote Uranium are the kinds that would name a constant SEVEN instead of DAYS_IN_WEEK.
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# ? Aug 7, 2017 03:20 |
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But, but... Uranium does have a separation of internal IDs and fancy names! How the hell is any of that poo poo a problem?
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# ? Aug 7, 2017 03:21 |
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Because in the direct text they were too lazy to go /v[pokemonname].
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# ? Aug 7, 2017 05:16 |
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I'm not a programmer, so a lot of this is flying over my head. You're saying there's a way to have the game call a variable that says [Pokemon#blahblah] and then set #blahblah to whatever name. So, if you wanted to change what #blahblah was, all you'd have to do is change it once, and every time that Pokemon was called in the code, it would use the new name? And the Uranium guys didn't do that?
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# ? Aug 7, 2017 19:02 |
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Silver Falcon posted:I'm not a programmer, so a lot of this is flying over my head. You're saying there's a way to have the game call a variable that says [Pokemon#blahblah] and then set #blahblah to whatever name. So, if you wanted to change what #blahblah was, all you'd have to do is change it once, and every time that Pokemon was called in the code, it would use the new name? And the Uranium guys didn't do that? Basically correct. And the Uranium guys said "Oh we're nostalgic for this shitass name. Also we can't do that anyways."
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# ? Aug 7, 2017 19:06 |
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Silver Falcon posted:I'm not a programmer, so a lot of this is flying over my head. You're saying there's a way to have the game call a variable that says [Pokemon#blahblah] and then set #blahblah to whatever name. So, if you wanted to change what #blahblah was, all you'd have to do is change it once, and every time that Pokemon was called in the code, it would use the new name? And the Uranium guys didn't do that? You don't even need to do anything fancy for it. This is a default feature in pretty much every version of RPG Maker I can think of.
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# ? Aug 7, 2017 19:56 |
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Keep in mind this is the same technique used for things like adding the player's name to dialogue or filling in "[Pokemon] used [attack]". It's a basic tool for making the game interactive. (It's also the foundation for the Missingno bug in Red and Blue.)
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# ? Aug 7, 2017 19:56 |
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The comment that changing it because it was all over the game's code makes no sense whatsoever. Find and Replace All has been a feature in even the most basic text editors for over a decade. They're really trying to blame their really poo poo taste in names on technical limitations that don't exist.
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# ? Aug 7, 2017 20:18 |
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Solumin posted:(It's also the foundation for the Missingno bug in Red and Blue.) So what you're saying is that Uranium can't even break itself in half as well as the proper Pokemon games.
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# ? Aug 7, 2017 20:21 |
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Rainuwastaken posted:So what you're saying is that Uranium can't even break itself in half as well as the proper Pokemon games. Memory was at a premium on the Pokemon cart because it was so crammed full of everything in that game. So when the Old Man teaches you how to catch a pokemon, it copies your name into the region encounter table, and changes the name register to "Old Man", when it's done it copies the region encounter table back into the Name Register.
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# ? Aug 7, 2017 20:25 |
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The basic principle (in an object-oriented sense, anyway) is that you'd have a table or dictionary where each Pokémon has a unique ID, and then you'd pull the Pokemon "object" from that dictionary. So your team is basically a list full of instances of those Pokemon which have their moves and held items, which would be referred to in the same way. Encounter tables are just the IDs and assigned chances to get that Pokémon, presumably with a bit of randomisation behind it. The fact that the programmers of Uranium are too incompetent or lazy to do this is astounding, and I'm a lovely programmer.
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# ? Aug 7, 2017 20:35 |
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Kurieg posted:Memory was at a premium on the Pokemon cart because it was so crammed full of everything in that game. So when the Old Man teaches you how to catch a pokemon, it copies your name into the region encounter table, and changes the name register to "Old Man", when it's done it copies the region encounter table back into the Name Register. And of course this event happened inside a town, so the theory was that it was OK to just treat the region encounter table as temporary free space since there were no random encounters in the area and as soon as you crossed the border into a new route it would reload the encounter table with the proper data. The problem is, the encounter table doesn't get reset when you Fly to another city (because again, it's not expected that it would be used inside a city) and there happens to be a different city that accidentally had some tiles with random encounters available. So a weird but theoretically harmless space saving trick grows into a huge glitch due to a couple of other oversights.
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# ? Aug 7, 2017 20:47 |
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The reason those water tiles don't have an encounter table is also pretty wild. See, in pokemon RBY tiles are divided into four sub-tiles. You can see this pretty easily if you look closely. This image shows a bit of a grass tile and you can clearly see it's three grass sub-tiles and one flower sub-tile (in the lower right): In Japanese Red/Green, the game used the lower-left sub-tile to determine the encounter type of the whole tile, so for instance if a tile was water on the right half and land on the left half, you'd get a land encounter. The edge of Cinnabar island is water on the right half and town on the left half, and town has no encounters, so that strip would never have any encounters in Japanese RG. This apparently caused some issues with tiles getting the wrong encounters, so for the international versions (plus I think Japanese Blue/Yellow) they switched it to checking the lower right sub-tile, which mostly worked...except on the east coast of Cinnabar island, which would suddenly have water encounters while still being in a town and thus not having a defined encounter table. The sub-tile shenanigans also mean that the tile in the image above will never ever have an encounter, because the lower right sub-tile is a flower, and flowers don't have an encounter table.
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# ? Aug 7, 2017 21:17 |
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That mismatches with what I remember for the Cinnabar layout. I'm pretty sure the shore tiles have two shores tiles on the left half, two water tiles on the right half, and the 'shore towards land on the left' tile accidentally happens to have a Grass encounter type instead of a Water encounter type. Since the Route it's on has no Grass encounters, it doesn't overwrite the Grass encounter table, but still triggers Grass encounters on the shore tiles.
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# ? Aug 7, 2017 21:22 |
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The way I understand it, it concludes that since the lower right sub-tile is water, it needs to look up the water encounter. But since Cinnabar island doesn't have a water encounter table, it just uses whatever junk is in the encounter table already (which is why you can get safari encounters, or junk if you just did old man). I could have the details wrong though. The glitch definitely has to do with sub-tiles and the fact that those tiles are half water and half land.
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# ? Aug 7, 2017 21:25 |
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# ? Jun 5, 2024 08:42 |
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Okay, according to this we're both half right. The big tile is two shore left and two water right, the game uses the bottom right subtile to determine if an encounter should happen (water: yes) but the tile the trainer is on to determine the encounter type. The shore tile does not count as water, so it loads a 'regular' encounter, which is not defined on Route 20. Japanese RBY does indeed use the bottom left tile to determine if an encounter should happen instead, for some reason, so the glitch doesn't happen there.
Admiral H. Curtiss fucked around with this message at 21:32 on Aug 7, 2017 |
# ? Aug 7, 2017 21:30 |