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Sage Sunday: Bench Sitting Edition

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Thread replies: 58
Thread images: 12

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Hi /vp/! It's Sunday and it's an update thread.
Most of what's left is writing, playtesting, and bugtesting, but it's easier to just give you a list of what we're still doing:
http://pastebin.com/raw/TpL3bKZA

We'll be playtesting a new version soon, and that's the final one before the release.

Have a great Sunday!
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Here's stuff
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>>30501308
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>>30501322
>>
>>30501274
looking at the catalog i thought you guys were adding a shitting mechanic
>>
So this game will come out in two weeks?
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>>30501391
Bench Shitting
>>
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This is Route 11. There's two other pieces to survey: A beginning area linking the swamp to the Cycling Road, and then the Cycling Road itself.

>>30501391
heh

>>30501418
no
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>>30501462
Here's the upper area
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>>30501488
And here's the Cycling Road.
Next up in mapping is Route 13 and Vivace. Tiles for both are still being made, though.
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>>30501274
Did those bug fixes I wrote for following Pokémon and Ice terrain ever make it in?
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>>30501629
i think so, i'll ask
>>
>>30501274
At least Sage has sitting and goatmons, unlike SM. Flairees is one of my favourite fakemon.
>>
Battle Simulator with mons from Sage, Aus, and Clover versions when?
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>>30501814
IIRC clovermons are on Sagedown.
>>
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Numbah One Sage Dev here
Ask me anything.
Please.
Thread is dead.
>>
>>30503115
Just wondering about
>>30501629
Also free to work on any other fixes or material you guys need.
Schedule's opening up for the first time in months
>>
>>30503162
I'm like 80% sure it's been implemented. But Pawmage isn't around at the moment so I'm not totally sure.
>>
>>30503162
from the playthroughs i've seen online, the mons always seem to rotate to face the player's back. is that suppose to happen?
>>
>>30503115
will 2.0 come out before spring?
>>
>>30503232
debatable
>>30503213
the script is borrowed, so anything you see with it is the intention of the guy who originally made it
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>>30503232
who the fuck knows.
We make no promises.
>>
>>30501274
you mean that's the final one before release of the 2nd demo?
>>
>>30503115
>Thread is dead.

HMMM I WONDER WHY THAT IS.

Sorry, I'm being mean, I'm legit looking forward to/following Sage's development.
>>
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>>30503367
Because Sage is dead. RIP Sage.
>>
>>30503232
2.0 comes out never ever
>>
Is this alive?
>>
>>30501274
Can someone redpill me on Sage's development? I mean like from its conception to where it is now. All I know is it started on /vp/ and then left /vp/ because they couldn't get anything done if they stayed or something.
>>
>Pokémon Sage is named after a term used on 4chan. To "sage" a thread means that you reply to it, but that reply does not "bump" the thread (i.e. move it back to the top of the thread list, which makes the thread last longer as it will only die once it falls off the bottom of the thread list). A person would sage a thread if they wanted to reply to a thread, but did not consider their thread to be important enough to prolong the life of that thread.

This is surprisingly apt.
>>
you guys are moving levels around depending on when mons show up, right? some of those evo levels are pretty weird
>>
>>30503213
Yeah, that's the original script's intent
I'm working on a way to take that out by playing with the facing component.
I can make edits the script I posted here:
http://pastebin.com/raw/XdKu5hcr
>>
>>30501462
>>30501488
>>30501627
Screenshots are all very nice looking. Where did the graphics come from? Are they completely custom or are they altered versions of stuff found in Gen IV?
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>>30503436
started as a create a pokedex thread, evolved into a game.
Spent roughly 2 years designing the dex, was finally finished and msotly locked in 2014.
Some time during that time a Skype group was made for some reason.
Eventually 90% of the workforce ended up in there.
Threads slowly devolved into nothing but shitposting, anger and petty arguments.
We tried to shift development away from Skype back to the threads but that failed spectacularly.
Morale got super low, production almost halted, threads became 90% shitposts.
Skypeluminatti said "fuck it we're just gonna go off site since we do all the work anyway. If anyone wants to come, feel free".
And now here we are. It's been like 2 or so years since then.

>>30503481
99% original assets.
>>
>>30501274
Before release of a full game or the next demo? Cause this is good news!
>>
>>30503536
>>30503346
We're gonna have an internal playtest version up by the middle of the week, then 2.0 should be out after that.
>>
>>30503504
Thank you. It's cool to see it started as a create-a-pokedex thread. I assume making a pokedex is much easier than actually designing the game proper. I don't know what the shitposting, anger, and petty arguments were about, but I can see it definitely hampering development. Sorry that happened and godspeed to the developers.
>>
How is Sage even still alive, in terms of development? How many people even work on it at any given time?
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>>30503474
yes
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>>30501629
What did you fix about Snowy Terrain?
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Does ice rink still crash on non-windows systems?
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>>30504084
There's a fix up on the Demo page, I want to say. It's a soundfile issue.
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>>30504061
I made Pokémon go in their balls upon sliding on ideas, as well as fix some collision issues once on the ice.
Pokémon can also follow the player properly on bridges that are over bodies of water.
The last edit got fixed the last script update apparently.
>>
>>30504156
Oh, when you say "Ice terrain", you meant ice tiles in the overworld, not the move which was called "Ice Rink" and is now called "Snowy Terrain" (and was notorious for being arse to code).
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>>30504213
Right
I didn't know the battle terrain had issues
What was the problem?
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>>30504364
It was originally just difficult to program. I don't think there are any problems with its new effects, but you don't have access to the newer version yet so I thought you'd found (and fixed) a bug with the old effect.
>>
>>30503115
do you guys have a island route? do you have dive?
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>>30504881
island route will probably be r13.
dive exists as an HM
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>>30504881
We do have Dive, yes, and we're quite keen on using it.

We have a couple of water routes, and frankly, it's quite difficult to NOT put islands all over the place, because plain water routes alone are just dull. At least islands break them up a little.
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>>30504881
Route 13 will be a chain of islands because a water route that fucking long would be boring as hell.
We'll have dive, yeah.
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>>30505190
>a water route that fucking long would be boring as hell.
There are people who will still defend making the player go around that part of the region clockwise.
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>>30505253
b8
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>>30505253
>he seriously likes anticlockwise
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This is the first time I've heard about this. I Idon't suppose there's an easy way for a programmer to contribute?
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>>30506528
What do you know of Ruby and RPG Maker XP?
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>>30506570
No real experience with Ruby (plenty with Python and a bit with other scripting languages, I've just never had a reason to use Ruby), I used RPG Maker XP before I learned how to program properly; never managed to just, like, make game, though.
>>
>>30506528
There isn't, really. RPG Maker's coding system is cumbersome to programming, because the entire damn thing needs to be shipped between people every time an update is made.
The current programmers are a married couple, which makes things easier.
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>>30506776
>The current programmers are a married couple
And the guy who develops the game engine we're using.
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>>30506776
> The current programmers are a married couple, which makes things easier.
That's actually very cute.
Thread posts: 58
Thread images: 12


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