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You know what's super embarassing??

yeah, you do, cuz you read this post title. 

but i made the hecking topic title yesterday '56' and it turns out not only is it not actually 56, it's not even close to 56. i'm not even sure where i got 56 from. 

45. well, i guess it was 46 before. so maybe i just failed a tens place. anyway i mentioned last night that the only front sprite we were missing was Busted Mimikyu so i figured i'd go ahead and knock that right out, and the back while i'm at it. these are the mimikyu sprites we'll be going with.

i had a little fun with this... you might notice the li'l sweat drop on the back sprite of the busted form. i wouldn't normally do that but mimikyu has just enough personality forced upon it that i thought it'd be cool. i imagine it's not only worried about its defense being down, but maybe it's also worried that you as its trainer might think worse of it that way. 

it's so cute... i love mimikyu. i was neutral on it at first but... i can't not love it. please take care of it... it needs love.

...anyway i'm not here just to gush about mimikyu

...yes i am.

...but also other stuff. i've started QC'ing the sprites i gathered yesterday... did a number today, so far 9/107 are 100% ready to go, front and back. would not expect that pace every day since it's hit or miss on how much work each gathered sprite needs. 

also went through almost all of the bugs reported for the reborn's community release so far and fixed most of them; still a handful + some minors + some script errors that we need to sort out before public but i'm hopeful that we can do that within the next few days

can you tell i'm typing this while i'm manic

cuz i can

ok bye ily all <3

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Comments

Therrester

I wasn't around when Gen 6 needed to be added to Reborn, so I've been wondering: When it comes to adding an entire generation of new pokemons, what's the hardest/longest/most tedious part of the process? Obviously spriting takes a big chunk of time, with having to design front and back sprites, as well as shiny variants for both. But what about encoding the new mons in the game's dex, determining where to obtain them, going back and redesigning trainer/gym battles to include the new additions, etc.? Also, since with Reborn you're taking extra care to ensure nothing too game breaking is available to us early on in order to preserve difficulty, what about balancing? I guess I'm asking for extra insight on the process, from a game/coding perspective. Really been enjoying these daily updates, by the way! As a software developer myself, I know how many hours can go into a single feature, so its always amazing to see how much daily progress one can achieve.

Amethyst Liddell and Chasing Selene

the hardest part is by farrrr getting the sprites together. although there's a lot of work involved with the data side of things, we had the community help with that and will do so again so it's not so bad for us! availability/balance (including trainers and such) can be a lot of work too especially with how much game is made so far... but that part's more fun so i dont even mind. i'm glad you're enjoying the updates too! (edit-- hahaha i didnt realize enter would send the message immediately)