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[Released] Pokémon: Kanto Reloaded (Now in Open Beta)

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  • Okay, I've made a decision here. I have a LOT of work to do behind-the-scenes - most notably evolution method overhauls, movesets, the TM list, and my replacement for breeding (which has given me no end of trouble, and might end up scrapped entirely). I had initially planned to do all of it piecemeal, bit by bit as I progressed the actual game. Thing is, that method was... problematic. I felt like I owed it to you fine folks to stick to some sort of a regular release schedule, but I'd end up doing so much work on the backend that an update weeks in development would unlock maybe an extra half-hour of gameplay. So I'd focus on the plot progression and put off all that backend work, which would just wind up creating more work for me, in a rather vicious cycle. I want to enjoy designing a new encounter table without worrying about making sure that all the newly-catchable Pokemon can learn the correct TMs, for example.

    So! Tomorrow, I'll be releasing a small update that will unlock the Vermilion Gym, and I will be calling this Alpha COMPLETE. The map will be fully self-contained, after all, without the ability to Cut, and it just seems like a good spot to end what is, at its heart, a demo. I'm going to revert the half-finished changes to move functionality, as well, to make the Alpha more of a complete package. From there, I'm going to take some time to get as much of the backend work done as I can, to ensure that, when I return to work on the game itself, everything is better laid out for me. I don't want to completely stop updating, but I simply need to get this big pile of work done so that I can get back to the fun part of making the game.

    What this means for anyone who's been playing the game so far is, updates are going to stop for a while (I do not have a timetable), and when they resume, the game will be out of Alpha and into Beta - nearly all proper functionality will be included, and the Alpha features like the bicycle in Pallet Town will be gone. I apologize for what will be a bit of a hiatus, but it will benefit the game in the long run.

    In the meantime, I would still love to hear feedback from any new players, and of course please still report bugs! I can push out a hotfix any time if need be.
     
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  • Alright, here we are, v0.2.0, the official full demo of Kanto Reloaded: Download HERE

    This unlocks Vermilion Gym, though that is as far as you will be able to progress in the demo version. In addition, five new Gen IX Pokemon have been added (Nacli/Naclstack/Garganacl and Shroodle/Grafaiai), and - this is a big one for me - the game will (finally) remember the team of the trainer you most recently lost to. So if you challenge them again, their team will stay the same (unless you lose to a different trainer before facing them again).

    As I said above, this will begin a short hiatus for new releases. I'll post some small updates here and there, but I'm going to be working exclusively behind-the-scenes on the code for a while, so it would be pointless to push out new versions. Once everything is in order, which will probably take at least a couple months, I'll return to expanding the game itself again.
     
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    Reginald Cosmic

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    It's sad that I gotta wait for future updates, but I understand. Good luck with the beta.
     

    Reginald Cosmic

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    I'm putting this in spoilers in case you wanted it to be a surprise.

    Spoiler:


    Also, I'm not sure if this is a bug or not:

    Spoiler:
     
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  • Not really meant to be a major surprise, but yes, the kid trades you a random starter (excluding those of your actual starter's type).

    As for the Mt. Moon thing... I'mma send you a PM.
     
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  • One order of business is done; the evolution overhauls have been (mostly) finished. Figured I'd post the full list here for people to peruse if they so desire.

    The rundown:

    • The vast majority of regional forms can either be encountered completely separately from each other (like Vulpix), or as a percentage spawn from the original Pokémon (Grimer), based on whether or not the forms would live in the same habitat. A few Pokémon have been given new variants that are functionally the same but visually different, to indicate they will evolve into their regional counterparts.
    • Pure Trade evolutions have been given the traditional "Link Stone" item evolution; this may or may not be a temporary designation. I have a neat idea, but it feels a little pointless to code in an entire new evolution method for a grand total of 10 species to use (Trade + Hold Item evolutions are now just Hold Item evolutions).
    • Speaking of, all Hold Item evolutions now have a Level requirement as well as the Hold Item requirement. They do not consume the item on evolution.
    • All evolution items besides evolution stones have been completely done away with. Eight evolution stones are included in-game, each evolving 9 different Pokémon. All 8 of Eevee's evolutions use one of these stones.
    • The new "ecologically similar" Pokémon (Toedscool, Wiglett, and Poltchageist) are now just regional forms of their counterparts. It was much simpler this way.
    • Many small tweaks have been made to Level requirements; all of these are for balance purposes or to keep certain Pokémon "equivalent" to others.

    I also made a couple of major changes to some evolution lines. I have tried to keep complete overhauls to a minimum, but here are the explanations for the few exceptions I made:

    • Tyrogue's evolution has been slightly altered. The game now checks its Attack, Defense, and Speed stats, and evolves it to Hitmonlee if its Attack is the highest of the three, Hitmonchan if its Defense is highest, and Hitmontop if its Speed is highest. The Attack and Defense having to match for Hitmontop always felt hard to pull off to me. This simplifies the requirements a little.
    • Dipplin has been changed to be the middle evolution for the Applin line. I had always planned to have Applin use Sun and Moon Stones, respectively, for its Flapple and Appletun evolutions, and then Dipplin was announced and threw the whole thing off. Using another Stone would ruin the balance I'd created, and I couldn't come up with any other fitting evolution method, so I've dropped Dipplin's stats and put it smack in the middle.
    • Alcremie's number of forms has been reduced to 8. Milcery evolves when holding any berry; the Alcremie form it evolves into is determined by which berry Milcery is holding. This accounts for every berry in the game (40 berries; 5 for each form). I like the idea behind Alcremie's forms, but there were just too many of them for no concrete reason.
    • Tatsugiri now evolves into Dodonzo. One of my personal rules for this game is to not make double battle strategies mandatory for any Pokémon (abilities like Plus and Minus will be getting tweaked, for example). That left me with a little conundrum regarding these two Pokémon, which are themed entirely around being in battle together. I wanted to keep the link between the two, but needed to remove the double battle requirements. So, I decided one should just straight evolve into the other. It's not perfect, but I like it better than having them being completely unrelated.
    • Luvdisc now evolves into Alomomola, for purely personal reasons. I hate Luvdisc because it's useless; I gave it a use.

    Full List of Evolution & Form Changes
    Spoiler:
     

    Reginald Cosmic

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    I'm assuming these "evolution method" updates will not be made available until the game is in public beta. Since I actually caught a Milcery, I must ask: Do you think I should keep the Milcery on my team, or do you expect the saves from the demo now to be incompatible by the next big update? I never used Alcremie in Sword, and I don't expect to replay that title for quite some time. That's why I kind of want to use one in this game.
     
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  • I'm assuming these "evolution method" updates will not be made available until the game is in public beta. Since I actually caught a Milcery, I must ask: Do you think I should keep the Milcery on my team, or do you expect the saves from the demo now to be incompatible by the next big update? I never used Alcremie in Sword, and I don't expect to replay that title for quite some time. That's why I kind of want to use one in this game.

    Yes, any updates from this point will be covering what will be coming in Beta & the final release.

    I expect saves from the Alpha to be - mostly - compatible with the next release. I cannot foresee everything, so it's very possible I'll miss something amidst all the changes, but you should be able to continue your save with only minor blips (such as having a Bicycle already, which could lead to a sequence break). I will be leaving things like deleted moves in the code for a while, to avoid those kind of major incompatibilities.
     
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  • I'm still alive and working on this! Man, I seriously underestimated how much work was going to have to go into the move list, and I haven't even touched actual movesets yet, just made the functionality changes. The break from constant updates has been good for me, though; it's allowed me to get a lot of custom code working that had previously been held together with duct tape. Next step will be movesets and the new breeding mechanics, and from that point it's a clear path back to working on the game itself.

    In case anyone wants to torture themselves by reading through a very bland list of small move changes (seriously, the VAST majority of these are tweaks to accuracy or PP), here you go. I've highlighted new moves and changes I deem important by bolding them. There are a few signature moves listed here, even some from legendaries - those will be included in the general move pool, available to a wider range of Pokémon.

    Full List of Changes to Existing Moves
    Spoiler:


    The following moves will NOT be present in the final iteration of the game (if any move, barring Z-moves and Max moves, from Gen 1 to 9 doesn't appear in this list or the list above, it is learnable in-game with no alterations to it).

    Full List of Deleted Moves
    Spoiler:
     
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  • More of a show-off update than anything, the Pokemon cloning mechanics (my more-convenient replacement for breeding) are working!

    The Daycare on Route 5 has been converted to the Hawthorn Research Lab, wherein you'll find Professor Hawthorn.

    Pokémon: Kanto Reloaded (Now in Open Beta)


    Select a Pokemon from your team...

    Pokémon: Kanto Reloaded (Now in Open Beta)


    And the Professor will begin the cloning process. She's also an avid coin collector, so if you happen to have a rare coin on you...

    Pokémon: Kanto Reloaded (Now in Open Beta)


    She'll be able to teach your new Pokemon an egg move of your choice.

    Pokémon: Kanto Reloaded (Now in Open Beta)


    Hatch the egg you receive as normal, and enjoy your new Pokemon!

    Pokémon: Kanto Reloaded (Now in Open Beta)


    A couple notes here:

    • This does get rid of the main mechanical use for Pokemon genders. They now kind of only matter for Attract and certain evolutions. While that feels iffy to me, the point of this system (mainly the fact that you have immediate access to egg moves) is to discourage complicated breeding chains in the first place. You're not intended to waste time creating a "perfect" or competitively-viable team. Because of this, I've decided to do two things: first, any species that doesn't require gender for evolutions will be changed to a 50/50 gender split. Second, I'm eventually going to give every species some kind of cosmetic gender difference. Some big, some small, but enough to make gender matter a tiny bit, if only for the sprite. I may even give some species small stat differences between genders (think Nidoran), though I haven't settled on that yet.
    • Yes, this eliminates any reliable way to choose your new Pokemon's nature, IVs, ability, etc. This is intentional (see above), though you will have chances to acquire Mints and Ability Capsules later in the game, for customization.
    • The Professor currently teaches egg moves in exchange for two new items: Silver Coins (for common moves) and Gold Coins (for rare moves). I am leaning heavily towards changing this to Tiny Mushrooms and Big Mushrooms, since I don't currently have a use for those collectibles yet. As of the Beta release, it will still be coins, in case I find a spot to use the mushrooms, but if I don't, it will likely change.
    • Part of the point of this system is to make breeding faster, so you're discouraged from spending all your time on Route 5, waiting for new eggs. There is a "cooldown" period of 1 hour, so you can't just clone an army, but I'm also mulling over the idea of getting rid of eggs entirely and just giving the player a Lv1 Pokemon. I keep going back and forth on this. The main reason I've landed on eggs is to keep the hatching animation, in case you receive a shiny. Kind of anticlimactic to not find out until you open the party screen.

    With this major hurdle out of the way, plus all the HM items now working as intended, I'm getting much closer to returning to updating the game itself. What I'm going to do regarding movesets is continue to work on them piecemeal - probably every Beta update will see a couple species having their movesets updated. That's just too big a project to tackle all at once. I'm tentatively scheduling the first official Beta release for some time in January. The next part of the game I'll be working on is going to be completely custom, though, so it could wind up taking a little longer. We'll see.
     
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  • Getting closer now, I promise. All of my back-end work is done and I'm back to working on the game proper. As beta updates progress, I will also be working on finalizing Pokemon data (movesets, TM compatibility, sprites, gender differences, Pokedex entries...), one species at a time. Likely a couple of evolution lines per update. It's a hefty project, one that can take a couple hours for one single-evolution family, and that's why I've decided to space it out and work on it here and there during the beta.

    To give you a quick peek behind the curtain at what exactly I'm doing, well, it has been REALLY bothering me for some time now that a Pokemon's battle sprite, icon, and overworld character quite often use three completely different palettes:

    Pokémon: Kanto Reloaded (Now in Open Beta)


    So, since I'm implementing gender differences anyway, I figured I might as well make all the sprites match while I'm at it. What that resulted in was this monstrosity...

    Spoiler: Large image


    ...where, as you can see, my perfectionist ass decided to render the physical gender differences in both the icon and overworld sprites in addition to the battle sprite. And while I have fun doing sprite work and like the result... that's a lot of work. Hence why I'll be doing a species or two at a time.

    You can see a custom shiny in that image (there will be a good amount of those), as well as one of my favorite gender differences I've come up with so far: like a lot of real-world birds, male Pidgey/Pidgeotto/Pidgeot have brighter plumage than their female counterparts. And this difference will be visible in all renderings of the Pokemon in-game:

    Pokémon: Kanto Reloaded (Now in Open Beta)


    Anyway, that's the last news from my Alpha-Beta break. Just wanted to post something here to keep this thread going. Next time you see me, it will be with an actual, physical update!
     
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  • I know, I KNOW I'm a month late and I said I'd have the Beta release ready by now, but there always seems to be JUST ONE MORE THING I have to get done. Plus, I want to have some actual content beyond Vermilion in addition to the updates, so I'd like to get Route 9 finished, at least. New ETA is Leap Day, February 29.

    In the meantime, a quick peek at some of the features I've added that will be present in the upcoming Beta:
    • 60 FPS for a much smoother-looking game
    • Multiple save files
    • The ability to transfer Pokemon between save files (with minor limitations)
    • Pokemon encountered via Honey will scale with your party level, have a higher chance for rares, and have a better chance to be shiny, have their hidden ability, or have one perfect IV
    • Working move animations thanks to the recently-released Gen 9 Animation Project
    • All music tracks updated to remixes or remasters (an option to use the old GBA music instead will be provided)
     
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    Reginald Cosmic

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    Wait. I'm confused. When is the next playable version of this game coming out? I thought the beta would be playable from beginning to end by the time you released it. I'm not really sure what you mean by Beta.
     
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  • Wait. I'm confused. When is the next playable version of this game coming out? I thought the beta would be playable from beginning to end by the time you released it. I'm not really sure what you mean by Beta.

    Woof, no, I'm a one-man team. Sorry for the confusion. Everything will be working in the Beta (ETA Feb. 29), mainly a lot of things that were held together by duct tape in the previous releases. Actual gameplay content will still be coming piecemeal, like it was beforehand. With the code up-to-par, I'll be able to focus primarily on the game content itself, which will make for more consistent updates. I also plan to have a Discord server ready, as well.
     

    Reginald Cosmic

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    Woof, no, I'm a one-man team. Sorry for the confusion. Everything will be working in the Beta (ETA Feb. 29), mainly a lot of things that were held together by duct tape in the previous releases. Actual gameplay content will still be coming piecemeal, like it was beforehand. With the code up-to-par, I'll be able to focus primarily on the game content itself, which will make for more consistent updates. I also plan to have a Discord server ready, as well.
    Ah, yes, thank you for the clarity.

    I just went back and continued where I left off (right before Cerulean Cape), and I actually really enjoy seeing the gym leaders do stuff outside of their gyms. I got Erika as Gym Leader 2. I also caught a shiny Patrat tonight (though, I don't plan to use it like I'm currently using my Alolan Rattata)

    Actually, what's the latest word on save file compatibility from the alpha? I don't wanna hound you about it since you're providing this game for free. I just thought I'd ask.
     
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  • Saves SHOULD be 100% compatible, unless I missed something. With the exception of the potential sequence break of having the bicycle when you're not supposed to. I can't completely guarantee anything, but I'll also have the Discord server up, like I said, so if there's any issues reported, I can troubleshoot straight away.
     

    Reginald Cosmic

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    Did I... forget to patch the game? Whoops.
    Spoiler: Does this count as a spoiler?

    I should be fixing it now.
     
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    I've been resetting around Viridian Forest multiple times but I still can't get a Pikachu. Sometimes, it shows an empty spot on the monitor that shows what Pokemon appears. Could that be a Pikachu but it's a bit of a glitch?
     
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  • I've been resetting around Viridian Forest multiple times but I still can't get a Pikachu. Sometimes, it shows an empty spot on the monitor that shows what Pokemon appears. Could that be a Pikachu but it's a bit of a glitch?

    So I moved the Pikachu spawn to Route 3 instead of Viridian Forest (sacrilege, I know). Assuming you're looking at the bottom-left on the Viridian Forest page, the empty spot you're seeing is because you rolled Blipbug. Since it evolves at Lv10 instead of Lv7 like the other bugs, you won't be encountering its evolution in the forest, effectively blanking that slot.

    If you're gunning for a Pikachu, it's an option in the Jigglypuff slot on Route 3, alongside Milcery, Munna, and Chingling. I will (eventually, whenever I finally get around to it) be putting together a doc that lists these details.
     
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