Charas-Project

Off-Topic => Archive => Old Game Discussion => Topic started by: Meiscool-2 on June 11, 2006, 11:27:59 PM

Title: Metal Tears
Post by: Meiscool-2 on June 11, 2006, 11:27:59 PM
Metal Tears Plot:  Introduction

In the year 13047, war waged between the two greater powers of the world. No victor was chosen ever after year of struggle between the two. They both got restless, and sought to end the war, mattering not if one lost or won. A final battle between the three greatest warriors of each land was held.

During the battle, so much magical energy was generated that time warps began to open. Time magic, though forbidden, wasn’t uncommon, but these warps however were different. No one summoned them, and no one knew how to close them.

13051, the year of the final battle between the two empires known as the land dwellers of Aroncore and the floating sky islands of Exsire, was the day it all began… The fight was held on Exsire soil, or rather floating soil. In the end, the island on which the battle was fought on was blown to pieces, leaving only one of the 6 fighters left standing.

7853, several years before the climax shifts and magical disruptions of the world’s balance, many years before the lands began to split and float, trapped in the earth’s gravity yet never coming back down. Time warps begin to open in this era, and the warps rain pieces of the broken floating island down from the sky, tormenting the lands below.

Now, the last standing fighter, who was also warped to the year of 7853, must find a way to change the future, not for the victory of the war, but to ensure that the disruptions of time end and the flow is naturally restored.

Introduction Summary Close.

Your tale will start not with the last standing warrior, but with a young girl in a town that suddenly feels the wrath of the sky. Strange things start happening, weapons of unknown Tec knowledge falling from the sky, tears of metal so to say, meteors crashing, smoke clouds ruining crops, and the most puzzling thing, the sudden change in climate due to the magical interference.

Several things happen due to magical interference, and among those are the returning of “monsters”, and people suddenly able to use magic in greater quantities. “Monsters” will be things that are overflowing with magical energy. An example would be a flower that got hit with an extra dose of magical powers. It grows, becomes more intelligent and alive, and begins to hunger more as well. These unnatural creatures will be prime enemies in the game.

This girl, wielding a weapon that fell from the sky, is out picking crops when she’s attacked by several of these creatures. Out of the blue, our last standing hero charges in and protects her, saving her from certain death. As repayment for saving her, he requests that he take her to the nearest town… when…..

Yay, cliff hanger.

Anyways, I really like this plot. I have most of the strong points required to make games; mapping, coding, imagination, unique ideas, ect. However, I always felt (and have been told) that I lack story in my games. I'm hoping this is unique enough. It's very hard to make a story that's not cliché but still follows a medieval approach.

This game features:

Random Encounter ABS System
-This basically means that on maps, you walk around and run into enemies like you would in a Final Fantasy game. However, once you go into battle, in changes more into an ABS style, such as Zelda. You controll only yourself, and can have up to two other AI controlled people helping you in a battle-

Dash System with running poses

Over 60 spells to use in ABS Combat

Several special coded mini games

Special Scroll System (skills you can buy that cost no MP to use BUT can only be used once)

Custom Text Menu system

Custom Menu System

Custom Job Class Choice System

Custom Status leveling system.

Bunch of other stuff that I don't feel like posting.

Anyways, about Combat:
You have 100 health points throughout the entire game. That total number can never be decreased or increased. Your method of increasing your health is gaining greater speed, defence, and healing/defending skills. Your stats are raised by finding magical jewels that your friend can use magic to infuse them into your body, and give you strength. You find these jewels in chests, or can buy them with EXP at a Jeweler.

If anyone has played that FF7 fan game that used a custom battle system done by Jedisomethingorother, then you'll know how part of my gameplay is going to be. It's a runoff of the game targeting system, with improved AI and a new weapons system inputted into the game.

Also, should you damage an enemy, or be damaged, a number will show telling you how much damage was done. I'm stuck for pictures, so damage over 99 is reverted to just 99.

Screens:

My Battle System is basically finished. I still have all the spells and various attacks to go, but you can play unlimited battles (meaning untill you die) with it's current state. The only problem is you can't see your health or MP at the moment, and that's because I'm trying to get someone good with photoshop to make me a decent HUD.

http://i26.photobucket.com/albums/c105/Meiscool2/MetalTearsBattles1.png

-Fire Pillar-
http://i26.photobucket.com/albums/c105/Meiscool2/MetalTearsBattles2.png

-Victory!-
http://i26.photobucket.com/albums/c105/Meiscool2/MetalTearsBattles3.png

All maps from my pervious thread are used in this game. If you want to look at them, search for my other game.

New Maps:

Due to the magical Disruptions, the water in the town of Citdel has begun to rise.
http://i26.photobucket.com/albums/c105/Meiscool2/MetalTearsCities1.png

Very Small snipit of the floating islands of Exsire
http://i26.photobucket.com/albums/c105/Meiscool2/MetalTearsCities2.png

And just some random screens of the job class choice system. Total of 12 different jobs to choose from! Depending on your job, is what jewels you'll find in treasure chests, and what skills you'll begin the game with. Expect the same ammount of effort to go into the CMS!

-Knight-
http://i26.photobucket.com/albums/c105/Meiscool2/MetalTearsChoice1.png

-Assassin-
http://i26.photobucket.com/albums/c105/Meiscool2/MetalTearsChoice2.png

-Paladin-
http://i26.photobucket.com/albums/c105/Meiscool2/MetalTearsChoice3.png

Yeps.
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Post by: Bluhman on June 11, 2006, 11:32:13 PM
Hey, I remember those portraits for the classes you've got there. Roco was a great artist.... Is that your old avatar I spy in that 1st job choice screen?

Looks wicked, your game, by the way.
Title: Excellent
Post by: aboutasoandthis on June 12, 2006, 12:11:25 AM
You say you don't write good storylines but what I see there is very nice. Time travel is hard to write about so be careful.

FF Fanboy and yes I played that fangame. That battle system was pretty good, but this looks a lot better.

You really were using the screenshot forum weren't you? Maps are perfection as always. The chipsets make sense now and they match. The CMS already looked nice.

What else could I possibly say? If this gets finished, it'll be something to remember.
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Post by: chocobomaster09 on June 12, 2006, 12:18:41 AM
Looking good..
Looking forward to this.
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Post by: Big_Duke on June 12, 2006, 12:39:14 AM
You know, that game can't sound any better even with Chuck Norris, looking foward. And I see a computer!
Bad joke........

Anyway looks awesome!
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Post by: Desimodontidae on June 12, 2006, 12:48:08 AM
Nice story. Dont like the maps.
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Post by: Meiscool-2 on June 12, 2006, 02:50:29 AM
Wow, ya guys liked it more then expected! Thanks for the feedback.

And yes Bluhman, that dude was my avatar for about 1500 posts worth, but I edited him to have black hair and a brown coat.
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Post by: ZeroKirbyX on June 12, 2006, 03:36:12 AM
Another game man? For the luvva Mike!

Looks cool though.
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Post by: DragonBlaze on June 12, 2006, 03:41:39 AM
I really like the story, I think you have something going there. Everything else sounds good as well.

There are a few things about the battle system that I find kinda funny. So you get experiance from battles, but all experiance is used for is so that you can purchase jewels or whatever to get stronger. So say you walk into a jewlery store or whatever and want to purchase a jewel that will raise your stregnth by one. Since your so generous, you give the jewler 100,000,000 gold pieces for it. Only, he won't sell it to you because its worth 5 exp points. Two days later, the jewler dies of hunger because he doesn't have any money because all he has are exp points that don't do squat for him. That whole part doesn't make much sence. Maybe you could make some like trainer guys around the world, and they agree to train you in a certain area (such as stregnth), and that costs experaince points because, well, inexperianced people won't be able to learn complicated stregnth upeining thinies.. Anyway, I think the whole buying stuff with exp points is messed up.

Another thing I think is wierd is the health being at 100. Its just kinda wierd that you can increase how strong your are, increase how much defence you have, but can't touch how much life or vitality you have. And since the max damage is 99, and the health is 100, you can never kill anything in one shot (and you can't be killed in one shot). Lets say your at the end of the game, and your characters are god like. And for some odd reason, you get into a fight with a little catapiller. A 5 year old could step on it by accident and kill it in one shot, but your characters wouldn't be so lucky..

Oh yeah, and your years. There so big and precise. If someone says (in any game) "A thousand years have passed...", people think that sucks, but why? Would saying something corny like 1002 years have passed make any actual differance? I think my house is a little over 100 years old. If I would tell someone my house is 100 years old, they get the idea. I just think its very stupid on how people get so upset about that stuff, after all, if you say a number like that, its pretty much assumed that it was an estimate, or rounded or whatever. If someone meant exactly 100 years ago, they would probably say something like '100 years ago from this day' or something like that. I don't really know how that relates to your years. But I'm tired, and bored, and I'm kinda just rambling off about nothing..

So umm yeah, your game looks great, I'm looking forward to playing it :)
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Post by: Meiscool-2 on June 12, 2006, 04:48:21 AM
Quote
Originally posted by DragonBlaze
I really like the story, I think you have something going there. Everything else sounds good as well.

There are a few things about the battle system that I find kinda funny. So you get experiance from battles, but all experiance is used for is so that you can purchase jewels or whatever to get stronger. So say you walk into a jewlery store or whatever and want to purchase a jewel that will raise your stregnth by one. Since your so generous, you give the jewler 100,000,000 gold pieces for it. Only, he won't sell it to you because its worth 5 exp points. Two days later, the jewler dies of hunger because he doesn't have any money because all he has are exp points that don't do squat for him. That whole part doesn't make much sence. Maybe you could make some like trainer guys around the world, and they agree to train you in a certain area (such as stregnth), and that costs experaince points because, well, inexperianced people won't be able to learn complicated stregnth upeining thinies.. Anyway, I think the whole buying stuff with exp points is messed up.


Yeah, I know. It's a ton better then having your enemies drop gold though. Maybe I'll put someplace like a trainer that turns exp into gold through a mini-game or something, but the jeweler idea is staying because it's already coded.

Quote
Originally posted by DragonBlaze

Another thing I think is wierd is the health being at 100. Its just kinda wierd that you can increase how strong your are, increase how much defence you have, but can't touch how much life or vitality you have. And since the max damage is 99, and the health is 100, you can never kill anything in one shot (and you can't be killed in one shot). Lets say your at the end of the game, and your characters are god like. And for some odd reason, you get into a fight with a little catapiller. A 5 year old could step on it by accident and kill it in one shot, but your characters wouldn't be so lucky..


No no no no no lol.
YOU only have 100 health. Enemies have pre-generated health. Your first enemies have 35, with a random varible addition to the health between -2 and 2. Aside from that, you can easily kill things in this game in "one shot". There are several skills and attacks that hit more then once (so far, my highest hitting one is the Fire Pillar attack at the top, which hits 5 times) . So yeah...

Quote
Originally posted by DragonBlaze

Oh yeah, and your years. There so big and precise. If someone says (in any game) "A thousand years have passed...", people think that sucks, but why? Would saying something corny like 1002 years have passed make any actual differance? I think my house is a little over 100 years old. If I would tell someone my house is 100 years old, they get the idea. I just think its very stupid on how people get so upset about that stuff, after all, if you say a number like that, its pretty much assumed that it was an estimate, or rounded or whatever. If someone meant exactly 100 years ago, they would probably say something like '100 years ago from this day' or something like that. I don't really know how that relates to your years. But I'm tired, and bored, and I'm kinda just rambling off about nothing..



Well, I never said that 5084 years passed did I? I just said many years. I'm just telling the exact year things took place. Example, it wouldn't be right if I said WWII happened in 1900, would it? Nope, you need the exact years. Now, I could say it happened round 70 years ago and still be close. So, in my game, I'm not gonna say It happened 5634 years ago, just gonna say 1000's. The exact year is there just for reference, and it's a random assortment of numbers because I don't want things happening on exactly 11000 or 8500. Catch my drift?

Quote
Originally posted by DragonBlaze

So umm yeah, your game looks great, I'm looking forward to playing it :)

Haha, thanks. I'm working on the intro right now, which, is by far, my best intro to a game ever. I've actually got credits this time :p
Title:
Post by: emiiru on June 12, 2006, 04:54:40 AM
If I knew what you wanted and a sort of example, I could give that HUD a shot.
Title:
Post by: Meiscool-2 on June 12, 2006, 05:01:49 AM
Quote
Originally posted by emiiru
If I knew what you wanted and a sort of example, I could give that HUD a shot.


That would be fantastic! If you've got MSN (I checked your profile, so I dunno) we could talk over that or we could do it through PMs.

Thankyou.
Title: Meiscool
Post by: lonewolf on June 12, 2006, 09:37:37 AM
Meiscool
can you get me the ling to your game
when you have it all made
thank you
as it,s looking good
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Post by: Blazingheart on June 13, 2006, 11:13:30 PM
Looking really forward to this game,I just love your stories,think we oculd talk sometime by MSN?
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Post by: Meiscool-2 on June 14, 2006, 12:12:46 AM
Quote
Originally posted by Blazingheart
Looking really forward to this game,I just love your stories,think we oculd talk sometime by MSN?


Sure. My MSN is in my profile. Just add me whenever you want.
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Post by: Meiscool-2 on June 16, 2006, 05:01:01 PM
After a brief period of time, I found someone to create a HUD for me. ZKX, naturally.

It's now fully coded, and totally uber.

Tell me what you guys think:

http://i26.photobucket.com/albums/c105/Meiscool2/ThankyouZKX.png

The Bar above the HP is where your player name will go. If anyone has played XFIXIUM's Legend of Zelda game, then you'll know how you will name your character. It will be something like that.

The orb next to the health is your MP. MP can be increased durring the game. Right now, your MP is completly drained in that screenshot. If a spell is active, that orb will also be flashing... just a little extra thingie.
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Post by: Linkforce on June 16, 2006, 07:21:15 PM
As your other games, looks good.  Systems are wow, but I have yet to witness any of your creations.  Hopefully you'll finish this one?
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Post by: Meiscool-2 on June 16, 2006, 08:00:46 PM
Yes. Unlike my other ones, I actually enjoy making the story to this, and it's fun to play through. I expect I will get somewhere in this.
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Post by: Desimodontidae on June 16, 2006, 08:12:32 PM
MP orb... cool.
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Post by: Fang_of_blades on June 16, 2006, 10:43:17 PM
Good gravy and biscuts MIC ^_^ the game looks awesome.

story, sound cool and looks original.
maps done by you are pretty much always cool.
and the fighting system looks cool too.
can't wait for you to finish it up so we can play it  :D
*waits patiently* :jumpin:
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Post by: Meiscool-2 on June 17, 2006, 04:13:01 AM
Score. The intro is finished'ed!

It's about 3 minutes of flashbacks basically, 1 of blank screens with picture text flying about, and 3 minutes of you running after a person and saving her in battle. The battle you save her in suits has the tutorial battle. You start the battle with all your skills as healing items, and monsters do between 0 and 2 damage to you. If you die, you suck. The tutorial also points out what your health gage and magic gage are, in the event that you didn't know to begin with.

Yeah, intro picturez:

Year: 13047 'The seige on Advera'

http://i26.photobucket.com/albums/c105/Meiscool2/FlashbackScreen1.png

Year: 13052 'Battle of the 6'

http://i26.photobucket.com/albums/c105/Meiscool2/FlashbackScreen3.png

Same Year: Battle of the... 5?'

http://i26.photobucket.com/albums/c105/Meiscool2/FlashbackScreen2.png

Tut: That thing with the numbers.... that's your health!

http://i26.photobucket.com/albums/c105/Meiscool2/TutScreen1.png

Tut: You start out with 60 health, so you can experiment by using a potion or two to recover.

http://i26.photobucket.com/albums/c105/Meiscool2/TutScreen2.png

I have my cousin over right now, and I had him try it out, and he says he really like this. He's not that hard to impress, but normally he'll do anything to spite me, so I'm gonna guess it means it's decent looking so far at the very least. Might be a bit cliche, but it works and looks like an intro to me. Kinda really fast paced though.
Title: Very Nice
Post by: aboutasoandthis on June 17, 2006, 01:17:14 PM
Your graphics look very nice to me. (HP Bar, Maps, Charsets, ETC.)

The way you're giving the tutorial is good to.

Everything looks awesome and I'm happy cause I've got RPG Maker back so I can play it.:D

BTW: I have some questions. That AWESOME BEACH where did you get it? Is it a panorama or do you have the chipset? + You're using a lot of Rudora and stuff. Have you heard of Atelier Lune? His site has a lot of chipsets and stuff that you might like to use. It already looks like you're using them.

http://members.lycos.co.uk/lune/

I don't know if the link works. You might have to take off the br on the end or something. Credit him if you're not already using his stuff. Last question, when I get most of my resources back, can you teach me how to map slopes? I've been practicing but I want mine to be 45 degrees like yours.

Looking Great. :bend:
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Post by: drenrin2120 on June 17, 2006, 02:34:57 PM
Wow, I'm thoroughly impressed. Very nice graphics, looks like a genuine RPG. :)
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Post by: the keyblade master on June 17, 2006, 03:25:48 PM
Look's excellent!
I liked the whole thing
Keep at it Mei! :vict:
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Post by: Meiscool-2 on June 17, 2006, 04:29:20 PM
Quote
Originally posted by aboutasoandthis
Your graphics look very nice to me. (HP Bar, Maps, Charsets, ETC.)

The way you're giving the tutorial is good to.

Everything looks awesome and I'm happy cause I've got RPG Maker back so I can play it.:D

BTW: I have some questions. That AWESOME BEACH where did you get it? Is it a panorama or do you have the chipset? + You're using a lot of Rudora and stuff. Have you heard of Atelier Lune? His site has a lot of chipsets and stuff that you might like to use. It already looks like you're using them.

 http://members.lycos.co.uk/lune/

I don't know if the link works. You might have to take off the br on the end or something. Credit him if you're not already using his stuff. Last question, when I get most of my resources back, can you teach me how to map slopes? I've been practicing but I want mine to be 45 degrees like yours.

Looking Great. :bend:


Great scott! I've never seen that site before. Thankyou very much.

Sure, I can teach you sometime. If you've got MSN, add me (mine's in my profile) and we can talk over that. It would be easier then PMs and ect.
Title: oO No clue.
Post by: aboutasoandthis on June 17, 2006, 07:02:29 PM
I lack internet intelligence (which is okay because I have my original intelligence). Still a noob remember? I went to MSN and got this thing called Microsoft Passport. Is that what you're talking about? Plus what is PM. I think that's like chat through a forum. PLEASE TELL ME FOR THE LOVE OF GOD I MUST KNOW!!!!!

 Originally posted by Meiscool

 
Quote
Great scott! I've never seen that site before. Thankyou very much.


Oh. Your welcome. I don't have UPaint downloaded yet so I can't take PNG screens right now. I should have it by monday. By then I should be ready to talk.

EDIT===========================================

BTW that's the site where I get my tiny spriting goodness. Now I don't have to make rips anymore!
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Post by: Shadowless1 on June 17, 2006, 08:22:56 PM
Nice story Meis, i like it, and the battle system, its simmular to FF12 if you dont know, i read on some sites, keep up the good work ;)
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Post by: Meiscool-2 on June 17, 2006, 10:03:41 PM
About: MSN is MSN Messanger. Just go to MSN.com and you should find a button that you can press that says something to the sort of "Download msn messanger."

PM is 'personal message'. They can be viewed in the profile section.
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Post by: gios on June 18, 2006, 03:55:50 PM

WOW this seems a really good game  :bend:
hope it will be public soon  :jumpin:
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Post by: Meiscool-2 on June 21, 2006, 02:58:29 AM
Just a small annoucement.

I have sent an intro demo out to one person and a battle demo out to a few more.

A few said they might come here and review it.

What does this mean? Well, for one, they all report that my battle system has no bugs (YAY!). Two, this means that I'm not far from a playable demo. So yeah, I'll continue to make reports after I recieve feedback from my other testers.
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Post by: Fang_of_blades on June 21, 2006, 12:04:19 PM
thats good news  :D i want to try the demo soon as it comes out he he
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Post by: Robotam on June 21, 2006, 12:49:30 PM
I've tested the battle system myself.
And I can only say, well done. I've got no bugs to report and it was extremly fun to play.

I absolutely can't wait for the full demo.
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Post by: Revolution911 on June 21, 2006, 01:14:52 PM
Quote
Originally posted by Desimodontidae
Nice story. Dont like the maps.


Rofl. Excuse my offbeat sense of humor.
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Post by: Red Oyster on June 21, 2006, 03:33:04 PM
Love the graphic design.
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Post by: Meiscool-2 on June 22, 2006, 08:10:44 PM
While people are testing the battle system, I thought I might as well post and explain how it goes.

For the most part of the game, battles will be random encounters. When you get into a battle, it goes into an ABS mode, and you must defeat all enemies to proceed (untill I put in the run feature). Once you do that, you gain exp and sometimes items.

In battle, you've got three main attacks. Skills, Sword, and Techs.

Sword: Basic slash. Does pretty much nothing. I'll probally put special swords in the game that do certain things, like knock enemies back or shoot projectiles, but other then that, the sword is just a hack attack.

Skills: For the most part, it's magic. Elemental effects do apply here. Water will do no damage to water, thunder will do greater damage to water, ect. However, a thunder spell won't always be better then a high powered fire spell against water, so remember that. You can however, equipt scrolls that by-pass magic hindering status effects, and potions that you can use to heal.

Techs: They are special attacks you can use with the sword. They include (and probally won't change, though they will be upgradable) a Whack Attack (knocks an enemy back, but only does half damage), Flare Strike (sends a fireball out of your sword. This can be "upgraded" in the game. By "upgrade" I mean change it's features. You can speed it up, but it will lose attack power. You can also make it to where if it hits an enemy, it keeps going instead of exploding on inpact, but it will also lose attack power for that.), and lastly: Flare Blade. Flare Blade sends out a huge beam in front of you that damages enemies from 3 to 5 times your normal attack swing. This can only be used when you have full MP, and costs quite a bit to use. It's wasted on a single enemy, so it's best used in many enemies are lined up in front of you. This has a knock-back effect as well.

Flare Blade:
http://i26.photobucket.com/albums/c105/Meiscool2/BattleExplaining1.png

Techs can be "charged" by holding them. The longer you hold the tech key (which is enter so that you don't have to move far from the shift key, which is your sword slash), the better the attack. You will start to glow when you attack mode changes.

Lastly in the game are status effects. I've only got 3 so far, as they are harder to code then you'd think.

They are:

Silence
http://i26.photobucket.com/albums/c105/Meiscool2/BattleExplaining2.png

While Silenced, you can't use magic. You can still use potions and scrolls however. If you're in the middle of a spell while silenced, the spell ends. If you are targeting an enemy with a spell, the targeting ends. That is why it pays to have fast reflexs, because it would be a waste to use the magic to cast a spell, then have it canceled while you're targeting.

Torrid:
http://i26.photobucket.com/albums/c105/Meiscool2/BattleExplaining4.png

Torrid basically means dehydrated. While dehydrated, you can't use any Flare Strike or Flare Blade attacks. If you're in the middle of charging, you lose your charge and revert to a Whack Attack. If you're in the middle of using the Flare Blade, I allow it to finish. Torrid can be cured using any potion or drink (meaning that an Antiode that would cure poison would also cure Torrid)

Poison:
http://i26.photobucket.com/albums/c105/Meiscool2/BattleExplaining3.png

Poison is a highly nasty attack, and will have you wishing you equipt a heal-poison spell or item. Poison presists untill it's drained you to 1 point of health. After that, it cures itself. It does 2 points of damage every second (1 every half second), but can really rack up over time.

All status effects will cure themselves automatically after a battle has ended. I believe status effects will add a large ammount of strategy to the game, because if you don't go into combat armed with a healing spell or anti-toxic for poison, and you get hit by it, you're basically screwed if you still have two enemies left to fight. This way, you won't just be able to bring your best spells into combat all the time, you'll have to bring one-time-use scrolls for enemies with silence, probally one potion at all times for healing/Torrid, and a healing spell for poison. Meaning, you'll probally only have 1 or 2 attack spells at a time.
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Post by: aboutasoandthis on June 22, 2006, 08:18:50 PM
cool.
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Post by: drenrin2120 on June 22, 2006, 08:28:44 PM
Nice
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Post by: Bluhman on June 22, 2006, 08:38:26 PM
Yay
Title: Small Info Update.
Post by: Meiscool-2 on June 23, 2006, 07:41:39 PM
More testing is being done. So far people seem to like my battle system, so I guess I'm going to work on getting more intro-beta-demos out to see how that is liked.

Also, I'm currently working on the custom shop system.

Buyable items so far include scrolls, potions, fruits and plants used to cure aliments, clothes (your character's looks will change when you equipt different clothes) and swords that change the variation of the Flare Strike.

I've got the Flare Strike all coded and finished (as in, all upgradable forms).

The three basic ones that you can buy include:

Force Bullet: Normal attack strength, moves at normal speed, when it hits an enemy, it knocks them back.

Piercing Shot: Normal attack strength, moves at normal speed, when it hits an enemy, it passes through them and keeps on going, meaning it can damage mutiple enemies at a time.

Quick Blast: Normal attack strength, moves at double speed, no added effects.

Other, better ones that combine these abilites (such as both high speed and knockback) can be found in the game, but can't be bought. Only one sword can be equipt at a time.

Armor: Wearing different clothes won't change much your stats, but they will help greatly. Different ones will increase your magic, defence, and attack by one or two points, but what's most important about them, are their resistances. The mage's gown will protect you against silence, and increase your magic, but nothing else. The desert cloak will protect you against torrid (unless it's an item that you eat, such as a bitter weed, which cures silence but causes torrid), as well as reduce damage from fire attacks.

Armor and Hair Dying Example:
http://i26.photobucket.com/albums/c105/Meiscool2/Meh.png

Various things will do various stuff against various enemies. So yeah, varity!
Title:
Post by: aboutasoandthis on June 23, 2006, 07:57:28 PM
This sounds very professional. It sounds better than a lot of the RPGs out there (excluding the high profile ones).
Title: ****ing DEMO BITCHES!
Post by: Meiscool-2 on June 30, 2006, 02:28:19 AM
Alright guys! I have absolutly no idea if I did it right but...

http://rapidshare.de/files/24524717/Battle_Demo_MT.rar.html

PLEASE don't spam the projectile weapon. I have yet to make something that limits the usage of it.
Title:
Post by: aboutasoandthis on June 30, 2006, 02:52:38 AM
I hate you. I hate you SO much.
Title:
Post by: Meiscool-2 on June 30, 2006, 02:54:17 AM
Can't download Rars?
Title:
Post by: aboutasoandthis on June 30, 2006, 03:03:21 AM
Win friggin' rar ate my computer twice before because of the thirty day limit. Nomatter when I deleted the program, how many caches I deleted, the protection virus inside got out.

If you can tell me where to find a better RAR zip program please do so. Or please put up a ZIP file. I'm DYING to play this game.

If you don't "I hate, hate, hate.... hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate...
hate, HATE you!"
Title:
Post by: drenrin2120 on June 30, 2006, 03:05:24 AM
Hm. I downloaded and am testing now. I find the battles surprisingly hard, but most definitely well scripted. Amazingly scripted. Some of the best I've personally seen in rm2k3. I'll give a full synopsis later.
Title:
Post by: Meiscool-2 on June 30, 2006, 03:05:42 AM
http://www.rarlab.com/
Title:
Post by: the keyblade master on June 30, 2006, 03:12:23 AM
I'm downloadig now.
It looks like it'll be really good!
I'll report when done.
Title:
Post by: drenrin2120 on June 30, 2006, 03:21:10 AM
Okay, here we go.

Graphics: 8/10
Real good my friend. They were really well put together. Everything flowed pretty smoothly with no lag. Theo nly problem I had was that you could walk on water... I get that you were trying to have the effect that you could walk in the water, but I think you forgot to add it. lol. Otherwise, very good.

Battle System: 9/10
Again, smooth with no lag at all. I liked it's creative and unique feel. The only thing I didn't like, was that it seemed like there was too much going on. A lot of the time I found myself getting my *** handed to me on a silver platter by some crab like thing. V_V But really, if you fix that up, it'll be very good. BTW, that giant monster was great, a little too hard, but the movement was great. Especially since I'm bettingy you used all events.

I can't really rate anything else. lol But overall, you've proven to me your scripting abilities and I look forward to a longer demo and possibly full game.  :vict:
Title:
Post by: Meiscool-2 on June 30, 2006, 03:24:37 AM
Thankyou. I had a feeling it would either be to hard or to easy....

I forget that what's easy for me, is harder for others, because I'm the maker and know how things work.

BTW, how many different enemies did you run into?
Title:
Post by: drenrin2120 on June 30, 2006, 03:26:40 AM
Yeah, I have a problem with that too sometimes. As for the monsters, I'm pretty sure I ran into all four. A mermaid, a crab thing, a thing in a pot, and a bigger thing.
Title:
Post by: Meiscool-2 on June 30, 2006, 03:28:54 AM
There we 6.

Octopie (probally your crab)
Merman
Shadow Jelly
Froggy
Rolly
and Da big beast.
Title:
Post by: aboutasoandthis on June 30, 2006, 03:32:09 AM
I can't download it. Rapidshare won't let me. I used both AOL and Internet Explorer. Even with that, when I follow the rules and click the download link, the download stops. :cry:

Why the **** did you point me to rarlab anyway? Didn't I say I can't use WinRAR?
Title:
Post by: drenrin2120 on June 30, 2006, 03:34:38 AM
Quote
Originally posted by Meiscool
There we 6.

Octopie (probally your crab)
Merman
Shadow Jelly
Froggy
Rolly
and Da big beast.


Ah, I forgot about the frog and Rolly. Yes, in that case, I ran into them all.
Title:
Post by: aboutasoandthis on June 30, 2006, 03:44:23 AM
Can you please condider what I posted in ancara's thread. Some people can't use rapid share. I am NOT downloading a rar file.

I'm going to bed pissed. G^night. _sweat_
Title:
Post by: coasterkrazy on June 30, 2006, 03:54:20 AM
Well, well... We FINALLY get something from Meiscool and it's just as I expected...

FRIGGIN' AMAZING!!! :D

Just... WOW. Now I hope by now you wouldn't think of me as one to steal a code. I'm just saying this for what I'm about to say. I opened it just to see how ridiculously complicated and over my head it was, and it's stunning! By looking at it, it shows me how much effort you put in to making that! Damn... that's just enough variables and crap to make one's head spin. It's just pure brilliance. Perhaps I wouldn't be so dazzled if I knew more about coding in RM, but I did have many expectations after what you've been showing off in all the screenies and such, and this tiny little demo exceeded all of them.

All in all, job well done. The only negative side I can find is the same thing that dren mentioned, but I assumed it would be different playing the actual game, in that there will be healing items and spells and teammates and the like.

So bottom line: 9.5/10. 9.5 for that room for improvement that will always be there until you've truly created RM perfection (which this is obviously very close to).

I knew I was going to give a long speech once you released it and I knew all along it would be one that expresses my amazement.

Anyway, DB should've gotten one like this from me, but that was before my speech giving days and besides the point. :p

Oh, yeah also I noticed this is much like that battle system that person Seraph made, although he never really became a full-time member. However, I think this is much more refined in terms of how smoothly it flows.

Well, good luck with the rest of your project!  :vict:

(Man, I hope that didn't sound too nice to be suckup like, but what else was I to say... oh well...)
Title:
Post by: the keyblade master on June 30, 2006, 04:06:41 AM
Ok I played it and here is my report:

Graphics: 8.5/10
Battle animations made me go: wow! a real nice job.
You made good usage of pic's and Charsets, Such as that big dude.
The HUD and skill menu are also well desighned.
Mapping, as always, Great gob! (although there was only one map)
Only problem I got to find is the lack of trasparecy I think that should be when walking in water.
Other than that, nice job!

Battle system: 9/10
It clearly shows you've put a lot into it.
the AI is really good, Both enemey attack and skills were very well programed.
You made good usage of event, switches, varibles, and such.
The variety of skills and attacks the player can use is very fun, enjoyable and cool.
Only part I didn't like is that some enemey skills are either very hard or impossible to dodge. That results quick death. I died about 3 times untill i finally managed to win, and i stilled cotninued to die every 2 battles.
But overall the system is really good.

I'm really looking forward to the game. ;)
Title:
Post by: Meiscool-2 on June 30, 2006, 04:16:52 AM
Has anyone tried running from a battle yet? I never included that in a post, but you can. Just sorta "Walk off" the edge of the screen.

I just want you guys to test it once or twice for possilbe bugs is all.
Title:
Post by: the keyblade master on June 30, 2006, 04:18:39 AM
I tried it, went bug-free.
Title:
Post by: Bluhman on June 30, 2006, 04:29:40 AM
I ran. I was running out of health.

Come to think of it, why do you move so slowly in combat? You move at a faster pace when just walkin' around!
Title:
Post by: Meiscool-2 on June 30, 2006, 04:35:34 AM
Well, if I had you move faster, I'd have to have the enemies move faster, and if they moved faster, you're spells and attacks would rarly hit.

Aside from that, 1/2 speed produces fewer Sprite Changing bugs then 1 speed.
Title:
Post by: Rikushinblade on June 30, 2006, 05:36:42 AM
hmm that does'nt sound to bad
Title:
Post by: Linkforce on June 30, 2006, 05:54:31 AM
Well, I played this demo, and I have to say, that all the systems work real nice.  You proved up to your word, and it all played out very nicely.

There isn't really much story to review and talk about since the demo was so short.  But I believe in you Meis.  ;)

The animations are clean, and the fights are well balanced.  I found myself having to run around and watch my step, but at the same time, choose an attack so I didn't become dinner.

I think this game has good potential.  The only thing I dislike is that the maps are very hectic.  You've toned it down since before, and that's good.

Anwyas, good luck on the rest, and to infinity and beyond!! :jest:
Title: I played it.
Post by: aboutasoandthis on June 30, 2006, 03:27:51 PM
After wasting 4 hours of getting Firefox, getting Winrar, Making Backup copies of my stuff, and uninstalling Winrar, I downloaded your game.

I gotta say I am impressed. It was really fun. I did have 2 things I really didn't like with the game.

+I would have LOVED strafing. You know, holding down one button and staying in that direction as long as it's held down.

+I would have liked to change directions while I was charging up that sword attack. Since you can only move up/down/left/right but your enemies have attacks that FOLLOW YOU, it would be a good idea to do this.

I LOVED THE MUSIC. WHERE DID YOU GET IT?!

Way to distract me from coding FFR today! :bend:
Title:
Post by: Meiscool-2 on June 30, 2006, 03:47:24 PM
Well, there were 5 midis, the map one was just a random midi I through in there called CThesa from the game Chrono Trigger, the battle midi was custom made for me (at least I think it was that one), and the the two victory things arn't from any game I think. As for the game over, I got that from a Zelda website, though it doesn't sound like something from a Zelda game.

Thankyou everone that reviewed this! It means a lot to me that I finally got out one of my creations and that you people review and enjoy it. I especially enjoyed reading your post CK.

I thought that by now I should put up some character bios. These are probally the people that will aid you in battle. I'm stuck figuring how many though ( 1, 2, or 0), because the battles are cramped enough as it is.

Credits to Dot.Shoot Workshop for all Sprites and Super Sprites
Main Characters: http://dots.hp.infoseek.co.jp/materials/face_ariel.png http://dots.hp.infoseek.co.jp/icon/I-ariel.png
Name: You get to choose it.
Weapon: Sword
Magic: Can learn any magic, and use any scroll. The only reason as to why I'll limit your other characters as to what magic they use is to add some flavor to battles. EX: When you're in a fire area, one character with water abilites might be better to bring with you then a thunder character.
Origin: Land of Besair, Present time. Farm girl.

http://dots.hp.infoseek.co.jp/materials/face_topaz.png
Name: Gallen.
Weapon: Sense he is wounded in the intro, you never use him in combat till the end. Probally a sword.
Magic: As said above, you won't be able to actually fight with him untill the end, hence I just give him all magic.
Origin: Land of Exsire, Future. General in the army.

Sub Main Characters:
http://dots.hp.infoseek.co.jp/materials/face_relich.png http://dots.hp.infoseek.co.jp/icon/I-relich.png
Name: Derek.
Weapon: Sword... yay.
Magic: Thunder, some fire. Always stocks "cure poison" items himself.
Origin: Land of Besair, Past. Employed as a protection mercenary. When you take him from his time to quest with you, a lot changes in Besair.

http://dots.hp.infoseek.co.jp/materials/face_izayoi.png http://dots.hp.infoseek.co.jp/icon/I-izayoi.png
Name: Mia
Weapon: Katana
Magic: Water, some ice. Always stocks potions herself.
Origin: Current land of origin unknown, but she's from the future. She's incredibly intellegent, and knows much about the history of the world. When you get her, expect a lot of: "Do you see that over there? Well, years from now it will..." and ect.
Title:
Post by: Desimodontidae on June 30, 2006, 05:11:39 PM
Not bad. It actually took awhile to figure out a stradagey. I like how the projectiles home in on the hero. But, uh... is it possible to dodge them when you're in their range?
Title:
Post by: Bluhman on June 30, 2006, 05:31:24 PM
Sword this, sword that, BAH. I wish you had chosen more creative of weapons, like a lance or something.
Title:
Post by: Meiscool-2 on June 30, 2006, 05:52:40 PM
Quote
Originally posted by Desimodontidae
Not bad. It actually took awhile to figure out a stradagey. I like how the projectiles home in on the hero. But, uh... is it possible to dodge them when you're in their range?


I've got different armors that do that, however, they arn't in the demo, because a lot of them arn't complete.

I'll probally add an evadsion feature or something where if your projectile hits the enemy projectile it destroies it.

As to the swords... I chose what the super sprites came with XD. But, I suppose that it wouldn't be that hard to edit them to be holding a spear and an axe.
Title:
Post by: aboutasoandthis on June 30, 2006, 06:12:43 PM
No strafing? dammit...
Title:
Post by: Meiscool-2 on June 30, 2006, 06:21:03 PM
I suppose I could make it to where if you press the Esc key it locks your facing... Though I don't really see any major importance to it.
Title:
Post by: aboutasoandthis on June 30, 2006, 06:40:24 PM
Well, it was kind of about speed. Like when I was fighting that fish enemy and it was popping up in about 2 spots in a straight line. You had to move to in front of him, press up to face him, then use a projectile or something to hit him because he disappeared to fast, then still dodge his attack. The after he attacked, you had to move over again, face him again, then scoot back again when he popped up again.

I mastered dodging attacks like that, but strafing would have been a nice feature there.
Title:
Post by: Meiscool-2 on June 30, 2006, 06:53:33 PM
It's finished. Took about 5 minutes to make it flawless.

So long as I don't ever need the esc key in battle for something, I guess from now on you can strafe by holding the esc key while you move.
Title:
Post by: Brave_Heart on June 30, 2006, 07:05:07 PM
Holy poopie! This game is going to be awesome!
Meiscool, tell me when the demo is out!
Please!

Really good mapping! Good story!
Good screenies!

 [GLOW]BraveHeart[/GLOW]
Title:
Post by: aboutasoandthis on June 30, 2006, 07:33:33 PM
 :D
Title:
Post by: DragonBlaze on June 30, 2006, 08:12:37 PM
Very impressive. :)

I had a very hard time downloading and playing it. I have a wireless keyboard and mouse, both take two AA batteries. Well the batteries in my mouse died, so I had to keep switching the batteries that were in my keyboard back and forth between my mouse and keyboard. It wasn't all that bad untill I started playing the game and the damm sticky keys warning minimized the game 3 times, then the batteries got stuck and it was getting pretty fusterating. But I think it was worth it.

You always bragged about your ABS's, but you never actually got any demos of them out until now.

Overall, well done. :)

There are a few things I saw that could be improved.

The first, and for me the most annoying, you could only hit enemies that were dirrectly in front of you with the normal attack. All in all, thats fine, but there was this one stupid frog guy that was constantly moving, and he moved really slow. So I was standing there swining the sword, the sword went through his sprite, but since he was a few pixals off to one side, it never hit. I don't know how you have it set up, but I'm guessing you're using the x and y coordinates. You should increase the area of effect slightly for the normal attacks to hit enemies that are slightly off center or whatever.

The second thing is the AI. It just seemed like they walked around randomly. They never changed their attacks, and they got to be very predictable.

Lastly, I think you should make an HP bar instead of just showing a number for the health. Its easy to do, and it usually looks good too.
Title:
Post by: DarkFlood2 on June 30, 2006, 08:23:04 PM
This is an awesome battle engine! Too bad I'm not good at enemy AI and projectile attacks. The best I could do is a halfway okay ABS with a weapon.
Title:
Post by: Meiscool-2 on June 30, 2006, 08:43:49 PM
Darkflood: Well, if you can make the swords, you can probally make projectiles just as easily. It's really not as hard as you think.

DragonBlaze: Bad enemy AI? I failed....

Well, I got the Hud for your little AI helper friend done. Now do code him/her being able to get damaged, and to code it's attacks. AI Magic is gonna be a bitch!

http://i26.photobucket.com/albums/c105/Meiscool2/485d6e0d.png
Title:
Post by: DarkFlood2 on June 30, 2006, 08:50:59 PM
Actually it's the AI part that I can't really do.. Other than simple AI like "Follow this guy and kill him" and such.
Title:
Post by: Raen Ryong on July 01, 2006, 12:00:04 AM
All-round awesomeness. What would be a really nice addition, however, is a HP bar above the enemy's head.

I think you should keep the HP numerical as the HP bar was what annoyed me with Kingdom Hearts. I prefer to be able to see numbers and gauge the damage then have to measure in "about a 1/3 of a bar, near a 1/4"... I find it more precise. A HP bar behind the number, however, would be nice :)

I have to honestly say this is the best ABS I have yet encountered, very nice work :D, although the coding looks like a bitch.

That said, lots of coding always is :p; tis normally the thing that makes me leave my RPG Maker project for a while, like now lol.

So yeah, good job!
Title:
Post by: DragonBlaze on July 01, 2006, 03:20:40 AM
Yeah, the hp bar behind the numbers is what I meant.

The AI isn't really bad, I just think it could be a bit better :p
Title:
Post by: Meiscool-2 on July 03, 2006, 03:52:41 PM
I suppose I could consider putting a bar behind the HP.

As to bars over the enemy's heads, I'd rather not. I could make it show a bar over an enemy's head right after damage (like BOF2) then erase it...

I've been working on making skills in the game. So far I've got three types: Tornado skills, consealing skills, and single/double hit skills.

The tornado skills were like the fire pillars. I've made thunder and water ones for that now, as well as an earth variation.

Consealing skills make your enemies immobile for awhile. Meaning, while the skill is active, they can't attack, move, or anything else. Most of these will be earth elemented.

Single/double hit are basically the same as the name, they either hit once or just twice.

I guess I've got enough single panal skills, so I'm going to start working on 3X3 panal skills, or skills that effect in a straight line. Magic would be boring if it where all target and shoot!
Title:
Post by: shadus on July 03, 2006, 04:54:51 PM
Stupid Bsafe...

I can't download it....


Title:
Post by: MrMister on July 03, 2006, 06:01:32 PM
Bada ba ba baa I'm lovin it. Keep up the good work.
Title:
Post by: Meiscool-2 on July 11, 2006, 05:17:17 PM
Alright. I'm not gonna bother updating this a whole lot now that I'm planning on putting various demos out, but I'll update it a little.

Right now I'm working on the world map. I've only got a few areas done, but I think it's time I started on the world.

It will be kinda like FF10. Just a picture where you move from place to place. I kinda like Illusion of Gaia's world map system more, but that would take a bit more work then I'm willing to deliver at the moment.

It's really rough looking, I know, but this is basically how it's going to look:
Title:
Post by: drenrin2120 on July 11, 2006, 05:35:03 PM
Wow, how did you ever make that? Or did you find it somewhere. Other than that, it's pretty good so far.
Title:
Post by: Meiscool-2 on July 11, 2006, 06:49:05 PM
It's a huge Gaia edit... Whatever the hell Gaia is. I'll leave it at that.
Title:
Post by: Raen Ryong on July 11, 2006, 09:30:05 PM
Hmm... the world map system used in FF10 was the biggest disappointment in the game, in my opinion. I really enjoyed the epic sense it gave to the game in previous installments of the series, and it's easier to have secret areas and minigames (for instance the Chocobo Racing in FF7 which then allowed you to access the hidden caves on the world map).

It looks very professional, but I think it may reduce the scope for secrets and sidequests. Despite the fact world maps often are the least aesthetically-pleasing of all maps, I still think they should be included in games for the reasons I've just mentioned.

Looking forward to this game in any case :)
Title:
Post by: Meiscool-2 on July 12, 2006, 12:12:22 AM
Well, secerts will be revealed by talking to people, or fullfilling certin things in the game. Kinda like Shadow Hearts.

I've just always liked the idea of a picto-map.
Title:
Post by: drenrin2120 on July 12, 2006, 01:05:48 AM
Quote
Originally posted by Meiscool
Well, secerts will be revealed by talking to people, or fullfilling certin things in the game. Kinda like Shadow Hearts.

I've just always liked the idea of a picto-map.


I think it will work good considering not many rm2k3 choose to do this for their world map. Change is good, especially when it comes to making RPGs. I've learned that throughout my years. Even if it's odd, as long as it makes sense, is decent, and different, it can add a lot to a game.
Title: Hello
Post by: Meiscool-2 on July 18, 2006, 04:10:59 AM
Well... I can't believe I'm doing this, but I've got...

ANOTHER DEMO!!!!

This has no battles in it. Instead, it's got one town (some people wanted to see what one of my maps look like) and a nearly complete dungeon. I tested it myself, had two beta testers complete it, and it SHOULD be bugless. BTW Beta Testers, this one has more puzzles then I showed you before, so you may want to try again :p

Again, this has no battles, and no plot (I took out the events where you characters talk about the plot). This only has a town, and Puzzles. My testers said the puzzles were very well done, some were hard, but doable. Any bugs you encounter, please tell me (i know about the text in some places, I'm to lazy to fix it). Other then that, enjoy!

http://rapidshare.de/files/26143439/Puzzle_Demo.rar.html

EDIT: While playing I noticed a mix-up in teleports. After you enter a room with a star-shaped puzzle, don't leave out the door you came through.
Title:
Post by: DarkFlood2 on July 18, 2006, 01:23:29 PM
"Demo Over. Press F12 you idiot"

XD

The puzzles were really interesting, but would it be possible to make the teleporter puzzle (the one in the cave area) to be less annoying?

Edit: I like the new title music.
Title:
Post by: Meiscool-2 on July 18, 2006, 03:04:32 PM
Most warp puzzles are annoying. It will probally be even more annoying once I put random encounters in. However.. I plan on that being a MAJOR dungeon, so that's to be expected. It unvails a lot about the plot of the game. The music for the title is from Golden Sun.

BTW, how long did it take you to get through the entire thing? Also, did you try out the town? All you gotta go is set the hero start in the middle.
Title:
Post by: drenrin2120 on July 18, 2006, 04:51:15 PM
Played it, beat it, liked it. Very nice puzzles. Your mapping surprised me though. Some part were sketchy and didn't look so good though. Overall, though, pretty good. I liked the puzzles a lot, they were interesting and kept me thinking. But more importantly, they kept my attention and didn't get boring. It got frustrating though when it came to the teleporting nad that pentagram teleport. I had no idea what was going on with the pentagram teleport. lol

Very nice job. Just one question, how did it suddenly go from a temple to some kind of floating dungeon.... thing?
Title:
Post by: Meiscool-2 on July 18, 2006, 05:07:29 PM
Temple -> floating thing is revealed in the plot. It's supposed to be the Earth's Core.

sketchy en? Well, I've started putting a lot less effort into maps so that I can make more of them rather then a few really good ones. Did you look at the town though?

EDIT: Hey dren.. did you like the music? :P
Title:
Post by: drenrin2120 on July 18, 2006, 05:38:20 PM
Quote
Originally posted by Meiscool
Temple -> floating thing is revealed in the plot. It's supposed to be the Earth's Core.

sketchy en? Well, I've started putting a lot less effort into maps so that I can make more of them rather then a few really good ones. Did you look at the town though?

EDIT: Hey dren.. did you like the music? :P


lol, the music was AMAZING. Especially that one at the Pentagram puzzle. Did you get it from a Final Fantasy game? lol, jk

I didn't open your project up and look at those maps, I mean the temple. The Earth's Crust was actually really cool, just felt random to me. lol, but now that I know, it makes perfect sense.

EDIT: Wow dude, I went through the town, Besair? And wow, awesome dude. You are an insanely good mapper. The only thing I didn't like was the amount of birds flying through the air. WAY too many, other than that. The lighting effects were astounding dude. Your maps flowed good too. Two thumbs up for graphics my friend! :D
Title:
Post by: Meiscool-2 on July 21, 2006, 05:20:55 PM
More people try demo, rawr!!!!
Title:
Post by: Shadowless1 on July 21, 2006, 07:42:28 PM
just downloading
Title: Make a Winzip
Post by: aboutasoandthis on July 21, 2006, 07:55:43 PM
I'm not going through that bull**** again just to download this. Make a Winzip, and upload it to zshare.net if you want me to play.

Looking at the message above, I'm assuming you will ignore it.
Title:
Post by: neb87 on July 21, 2006, 11:07:23 PM
i played it u can walk on the angel statue on the temple
Title:
Post by: Meiscool-2 on July 22, 2006, 01:40:43 AM
I forgot to put X's over it. No bug, just forgetfulness.

About: I'll see what I can do. I've got a bit more done now, so the one I put out for you might have more in it, if I do put out another one.
Title:
Post by: aboutasoandthis on July 22, 2006, 01:58:49 AM
YAY!!!!! :D
Title:
Post by: Raen Ryong on July 22, 2006, 10:19:08 PM
One fault I found (besides the odd typo): in the map "Right Leading", you can walk on the black hole in the top-right of the map. Also, there is a green "jump" arrow there but no jump place... or have I misinterpreted the function of the arrows?

I'm very impressed. The puzzles are actually some of the best I've seen used in RPG Maker games, and some of the statue puzzles made me think a bit. Unfortunately, I couldn't proceed beyond the first star puzzle as I didn't have the file "healing1", but then I don't have the Advocate's RTP.

As to random encounters, I suggest you do not use them in the statue rooms. Random encounters during puzzles are terribly off-putting and often frustrating.

I thought the water puzzle in particular was nicely designed: you left it to the player to work out the function of the switches and it didn't take long to work out their purposes: but still made the player think. Some games patronise the gamer too much, this isn't one of them.

On a minor point, I liked the way many of your rooms led to nowhere, but still looked like they once had a purpose.

Overall, very nice work and I am expectantly awaiting another demo.
Title:
Post by: Arcanagirl on July 22, 2006, 10:28:53 PM
I havent been on this topic before due to my absences, but wow I am very very impressed and envious of a few tricks in codes you have obtained.

I would love to play this when it is ready. I shall keep an eye on this game.

Again, love the work, the graphics, the maps are awsome, the system is sweet, reminds me of my favorite game. Also love the job menu and the text box looks great and not sure how you managed that, unless it is custom pics and not using the text box. :flower:
Title:
Post by: Meiscool-2 on July 22, 2006, 11:48:50 PM
Quote
Originally posted by Raen Ryong
One fault I found (besides the odd typo): in the map "Right Leading", you can walk on the black hole in the top-right of the map. Also, there is a green "jump" arrow there but no jump place... or have I misinterpreted the function of the arrows?

As to random encounters, I suggest you do not use them in the statue rooms. Random encounters during puzzles are terribly off-putting and often frustrating.



Thanks. I changed the tiles at last minute, and I know I missed a few places on where you can and can't walk.

The arrow was there so you go down there BEFORE you unlock the silverguard, as there is something.... after you enter that room. I want you to save first... but why would you need a savepoint in the demo?

As to random encounters, I wouldn't put them in the puzzle rooms. Just the floors you walk in.
Title:
Post by: Arcanagirl on July 23, 2006, 06:04:14 PM
I am so Jealous of oyur maps...Man I swear everyone makes better maps then me. Not fair.:yell:

No but I love how you maps are done up. Simply divine!!!! :flower:  
Title:
Post by: Shadowless1 on July 24, 2006, 03:30:38 PM
what the hell is u with it, i dont knwo if its bugs or not, i could not unlock those flame statue thing, so i held ctrl to get past, also the room before the puzzle to the pentagram thing, when i exited the portal room, i tried entering it again but i teleported me to the start of that room!
Title:
Post by: DarkFlood2 on July 24, 2006, 04:15:08 PM
Are you talking about those flashing blocks? Because you need a key to "open" those.

EDIT: Any projections on a story demo release date?
Title:
Post by: Meiscool-2 on July 24, 2006, 05:11:34 PM
Quote
Originally posted by Shadowless1
also the room before the puzzle to the pentagram thing, when i exited the portal room, i tried entering it again but i teleported me to the start of that room!


Quote
Originally posted by Meiscool
EDIT: While playing I noticed a mix-up in teleports. After you enter a room with a star-shaped puzzle, don't leave out the door you came through.


I already answered that.

As to the ones with Flames, that's a side quest that makes you go to another ruins to get the key. If you picked up the Map, then a location is unvailed on the world map that you can go to to get the keys to unlock the blue and red flames. However, you don't need a key to get by the Red Flame, use can use a teleporter that is very noticable and not hidden at all.... I don't know if anyone noticed that or not.

Quote
Originally posted by Darkflood2
EDIT: Any projections on a story demo release date?[/B]


Not yet. However, I am in the middle of making your first Boss at the moment, and Tomi made me some poses that were vital to the game (attacking poses), so I could begin coding the battles again.

Sense I brought it up, I'll post screens of the Boss Battle:
(BTW, Don't post: "ZOMG IT'S DARK!!!" This is one thing I want put in, and it's a lot easier to see in the actual game)

http://i26.photobucket.com/albums/c105/Meiscool2/Boss1.png
^ Poison Mist Attack.

http://i26.photobucket.com/albums/c105/Meiscool2/Boss2.png
^ Strafing Added.

http://i26.photobucket.com/albums/c105/Meiscool2/Boss3.png
^ Random Screen.

http://i26.photobucket.com/albums/c105/Meiscool2/Boss4.png
^ AI Helper Mia finishes casting a spell and begins to recharge.

The AI won't act on it's own yet, I have to tell it what to do, so I also need to finish that before the story demo gets put out.

More to update, is that I've been more, or less, Eventing the story. I've got most of the maps I need done. (I still need to make caves that link up some of my maps together) I've made an intro, but now that I've gotten farther into the game, I don't think I'll keep that one. Linkforce has played the Intro, Maybe I'll be able to get him to post about it. I've got a few minigames, most of which are there just to play rather then actually get anything at, but you do win stuff that is vital to your quest, such as skills and status enhancers.


Title:
Post by: Shadowless1 on July 24, 2006, 05:15:01 PM
how do i get on the world map?
 ive tried exiting south of the enterance but it dont go anywhere
Title: ZOMG IT'S DARK!!!
Post by: aboutasoandthis on July 24, 2006, 05:17:53 PM
I love it.

The map is good. The charasets are good. WHERE THE HELL DID YOU GET THAT AWESOME BOSS?.

I only have one complaint. Do you have to make the 4 spells at the bottom get darker too? I don't mind the lights and the darkness there, but when it's just info stuff, I want that to be bright like the HUD at the top. It's even tinted in the 4th pic WTF?
Title:
Post by: Meiscool-2 on July 24, 2006, 05:20:01 PM
There's no reason to go on the world map, so I took it out.  All the demo has is one Town and The Dungeon. If you want to go to the town, open the game in RPG Maker and set the start in Besair: Changed Past

EDIT:

@About: Yeah, I notice that. I use Charasets for the Skills instead of pictures. I know I should use pictures, but it's a lot easier to use Charasets, it saves me file space from having to make 70 different pictures and ect, and it also gives me more room for pictures. I've got between 10 and 15 pictures left, and I still don't know if I'm done using them or not. People want me to add health bars and stuff, so there's a few pictures... blah blah.

The boss was a REALLY crappy rip by a guy named "Hate Sphere". He rips BoF Enemies and puts them into charasets, but he's very sloppy at animating them, so I had to go in and change things around myself. I'll give you the one he made if you'd like it.
Title:
Post by: DarkFlood2 on July 24, 2006, 06:32:34 PM
I knew that boss looked familiar.. Anyways, keep up da good work.
Title: Okay.
Post by: aboutasoandthis on July 24, 2006, 06:41:52 PM
That makes sense. I have the same problem. Eventually I'll make Tetra Master, so I'm trying to figure out how to set up my game without having an extremly high file size. I see what you mean.

And no thank you about the monster. I've already planned most of my bosses. I just wanted to know where that boss came from. It's animated isn't it?
Title:
Post by: Meiscool-2 on July 24, 2006, 06:43:42 PM
Yes, it's animated. All 13 of the charas it takes to make it are animated.
Title: My Last Off-Topic Post
Post by: aboutasoandthis on July 24, 2006, 07:51:09 PM
How about using a Picture instead of a Tint? This way, your charasets won't get messed up.
Title:
Post by: Meiscool-2 on July 24, 2006, 08:19:07 PM
It's not a tint, it's a flash. And pictures still go over Charasets.
Title:
Post by: Tomi on July 26, 2006, 12:04:19 AM
Well, I just played the Battle demo, and it was awesome.  I love how you combined random battles with a Zelda like fighting system.  A$$some.
Title:
Post by: Meiscool-2 on July 26, 2006, 12:18:58 AM
^ Thankye.

Anyways, the boss fight I was scripting the other day is pretty much complete. I'm having a few people test it at the moment. Gary already tested it, and wasn't able to beat it, which I expected. Your Player 2 AI is nearly complete as well. Once I get/ have the poses for it's attacks finished, I can start scripting it's projectile and melee attacks. So now, the AI will do things without me having to press F9 and tell it to do something. At the moment I've got Player 2 Magic done (if it's magic is full, it prioritizes magic over everything else but healing), and I've got Player 2 Healing (if you or the AI's heal drops low enough, then it will using a healing item. These items are normally weak though, so you can't count on them to keep you alive) . Healing is prioritized over everything.

I'll probally make setting where you can choose if you want your AI to be more distance/magic oriented, or to be more melee oriented. The AI will be smart, as it will only attack if it has a chance of hitting. However, I don't yet know how to make the AI smart in the area of Moving. So, I guess it will be like Sword of Mana. The AI will be smart in attacking, but really dumb in movement. Might even get in your way a couple of times.
Title:
Post by: DarkFlood2 on July 26, 2006, 01:40:08 AM
If it's possible, (not sure if it is) you could make it so you can walk through your ally. That would help when you get into sticky situations where your helper "traps" you.
Title:
Post by: Meiscool-2 on July 26, 2006, 02:40:07 AM
Of course I'll add something like that.
Title:
Post by: Jek on July 27, 2006, 12:49:57 AM
gj
yknow thats one perfect rpg


Title:
Post by: Meiscool-2 on July 28, 2006, 10:47:20 PM
Quote
Originally posted by DarkFlood2
EDIT: Any projections on a story demo release date?


Alright, I'm quoting this again for a very good reason.

What I tend to do is.... make something untill I require something that I don't have, stop there and work on something else while I wait/search/make/etc for the resources I need to complete the previous job.

While waiting for something, I started making a dungeon for my game that consists of you walking through a run-down, beat up, old, haunted house. And, basically, it's complete.

Now, it wouldn't have a real high ammount of storyline to it, and any it does, you probally wouldn't understand. It would, for the most part, be you walking through a dungeon, with battles and events that would be in the actual game, and a boss fight at the end. It would have updated skills (as last time, all the spells I had were "target" skills, now I have area effect skills and summoning spells) . It would be MUCH easier then the battle demo was as well. By waking through it, you'll get a feeling of what most the maps in the game will look like completly finished, and how you'll interact with things in the real game, as well as (probally annoying) short bits of dialog here and there.

So... basically... I just wanna know if people would like to play this, or just rather wait untill I finish the intro and stuff.

I'm telling you all now, I'm pretty far away from completing the intro though... or at least everything that I want included in the intro.
Title: Me personally...
Post by: aboutasoandthis on July 28, 2006, 11:04:34 PM
I can wait for a demo if you are planning to release a non-rapidshare winzip version. You know me.

I'd say it's up to you. I'd be willing to play it, but if you want reviews and stuff, I'd wait until you've added the intro. Sounds cool.
Title:
Post by: Raen Ryong on July 29, 2006, 01:05:53 AM
I would wait until you've finished your intro. You've already released two demos, of sorts, and you should leave those as demonstrations of your puzzles and of your battle system.

Otherwise, people playing through the game with the intro added after releasing a couple of more sub-demos will find doing the same section again less fun. That's how I see it anyway.

I think it's better to play a structured game, rather than a collection of areas. I don't really care how long the intro will take to finish properly IF it means I can become more immersed in the game due to its storyline, the atmosphere etc.

My opinion.
Title:
Post by: DarkFlood2 on July 29, 2006, 01:41:45 AM
Agrees
Title:
Post by: Meiscool-2 on July 29, 2006, 01:45:03 AM
That's what I thought. Thanks for your opinions.
Title:
Post by: Meiscool-2 on August 04, 2006, 06:44:15 PM
Well, the demo is coming along very very hastily. It will consist of one dungeon, boss fight, intro, two towns, and should have the world map in it. I have to finish the world map and the intro as well as some events in the dungeon. Other then that, it's all good.

I had someone do something just sorta extra for me, and Trevlac was happy to help. He has made some art for my game, and I wanted to post it. I like it, and he says that for the image I gave him to work with, he likes the outcome as well.

Title:
Post by: omegarirue on August 04, 2006, 07:12:57 PM
sounds good
Title:
Post by: StarBeamAlpha on August 05, 2006, 02:13:22 AM
I think you maps are very well done!
Title:
Post by: Meiscool-2 on August 15, 2006, 09:48:14 PM
Yay. I finally have a title screen.

http://charas-project.net/forum/attachments/23495_1155677063.png

This was made by none other then ZKX. Clap for him.

Photobucket - Video and Image Hosting

And more Art. Note now, that the only one I made is Gallen, and ever then, it was just coloring. These are all made by .dotzoot workshop. Also, I made the lance Derek is holding.
And more Art. Note now, that the only one I made is Gallen, and ever then, it was just coloring. These are all made by .dotzoot workshop. Also, I made the lance Derek is holding.
Title:
Post by: Linkizcool on August 15, 2006, 09:58:50 PM
This game = Pwnage.

That art looks awesome, good job Mr.Sandwich guy.

The title page looks a little empty at the bottom two thirds. I know thats where the menu is, but you could add maybe a floating island, like those you had in the "Core" part of the demo.

One question.
Whats .dotzoot?

Title:
Post by: Meiscool-2 on August 15, 2006, 10:01:40 PM
Quote
Originally posted by Linkizcool
One question.
Whats .dotzoot?



The place where I get a lot of the resources for my game, such as the charasets and facesets. The guy is an excellent spriter and pose maker. Sadly, it's all in Japanese.
Title: I forgot to tell you.
Post by: aboutasoandthis on August 15, 2006, 10:19:38 PM
Windows product activation will mess up my computer soon (Everything's backed up and safe away in several CDs), so I went ahead and played you're second demo before I left.
 
I liked it. The puzzles were well thought out and understandable. I had no trouble beating them. The maps were nice. I even went into Besair and I loved the graphics style.

The only thing I didn't like was the dialogue. I don't know exactly how to say this...it was like some one names Percillius Alexander Storingrade wrote it. They were talking extremely proper for there ages and they didn't really have emotion. I'm guessing you were going for an Elizibethan style dialogue.

I know this isn't a story demo and you probably changed it on purpose, I'm just worried the characters will lose emotion.

Let me say now I'm using that style of dialogue for most of the characters in my game so it'll be pretty hard. Vagrant Story and Final Fantasy 9 are good references.
Title:
Post by: Meiscool-2 on August 16, 2006, 01:00:21 AM
Yeah, they do all sound overly intelligent. I'm going for them all to be smart, but in their own ways. But really, I know what you mean. Character Dev will be hard to make.

Basically:

Kara: Lacks common sense, overreactive, but has alot of trival knowledge.

Gallen: Overall Meh. Knows a lot about the past, will tell you stuff from time to time. Pretty much the leader.

Mia: Brainiac. Somewhat sarcastic from time to time.

Derek: Intellecutal (sp?) Hot heated. Makes lame jokes.

---------------------------
That's what I've got on them so far. I really haven't gone far into the story yet, hence I don't know how exactly I should make each character different. I found a huge bug that makes spells last forever sometimes, and I've spent awhile trying to fix it, and haven't been working much on anything else. However, I did finish elemental magic and a better damage randomizer, so that's one step up.

Originally, on each battle map, I had a different magic event that divided, added to, subtracted from, doubled, zeroed, etc, the damage from elemental spells. But now, I can use the same event on every map without worry of messing something up, but I've made varibles for monster elemental resistance. Kinda bad that I had to make 10 varibles for each monster though just to gage how much damage they take from a magic attack :|
Title:
Post by: Linkizcool on August 16, 2006, 03:09:12 AM
Quote
Originally posted by Meiscool
quote:
Originally posted by Linkizcool
One question.
Whats .dotzoot?



The place where I get a lot of the resources for my game, such as the charasets and facesets. The guy is an excellent spriter and pose maker. Sadly, it's all in Japanese.
]

That explains why it got two google entries.
Title:
Post by: coreystranick on August 16, 2006, 03:36:13 AM
Quote
Originally posted by Meiscool
quote:
Originally posted by Linkizcool
One question.
Whats .dotzoot?



The place where I get a lot of the resources for my game, such as the charasets and facesets. The guy is an excellent spriter and pose maker. Sadly, it's all in Japanese.


What exactly is the url? I want to check this place out.
Title:
Post by: EXO Muffin on August 16, 2006, 03:37:08 AM
Wow; in real life, I'm like Kara, Mia, and Derek; all in one. Heh.

Also; I, too have the same dillemma as Aboutsoandthis. Could you at least make a neutral PHP? I think I can convert it into winZIP. Help a n00b out.
Title:
Post by: I Have a Sandwich on August 16, 2006, 03:39:33 AM
Dude. Juicy, Hehehe.
Title:
Post by: Meiscool-2 on August 18, 2006, 04:28:35 PM
Alright, so, I've started on the menu. I desided that it should be put in the game.

http://charas-project.net/forum/attachments/17112_1155917333.PNG

This was created by about@. I probally could've done it myself, but I really like his way of making menus, so I PM'd him and he was glad to help. Thankyou about about@.

Here, you will be able to acess every funtion you should need. I'll have a scrolling box that will allow you to Change the Flare Sword funtion (if you played the battle demo, then you'll know what the Flare Sword is) from On to Off. Why would you want it off? Well, say you don't like using the Flare Sword because of it's MP cost. You can turn it's funtion off, so instead of the Projectile atttack charging up to become a Flare Strike, it will remain a Projectile attack.

Scrolling down more, you'll be able to change your weapon and your armor. Weapon changing DOES NOT effect actual attack power. It changes your Flare Sword attack and your Projectile attack, nothing more. Most people will probally stick with the original weapon, but some might rather have a projectile that travels at twice the speed of a normal projectile then a projectile that causes Knockback on impact. Hence, changing your weapon changes what your projectiles can and can't do.

Below that is the armor option. This ties in with the elements in the lower right corner. In that picture, you have the WaterSkin Tunic on. This prevents any Water Damage from reaching you, as well as halfs any Alchemic Magic damage that involves water. Alchemic Magic is the combination of two elements to create a third effect. However, you take double damage from thunder attacks.

Next is the Stats box. Vigor is sword Str. Stamina is Phy Defence. Spirit is magic attack/defence. Faith is magic defence/attack. This is a little extra in the game, but some certain skills will go by different stats. Example, a fire attack is cast by you. This attack's damage will be based on your Spirit power. However, say you cast a Holy attack. This will be based on your Faith power. How, say you cast a Darkness attack, this will be based on how LOW your Faith is. There's more too. Say you take damage from a Holy attack, then instead of your defence being Faith, it switches to Spirit.  Also, the lower your Faith is, the less damage you'll take from Darkness.

Below there is the Gem box. You can use these gems that you find throughout the game (you saw them in the Town Besair) to improve stats. You break the gems basically, and fuse them with your body. Earth raises Attack, but you can use it on more then just that. For example, Earth is primly used to raise Attack, and by doing so, you spend only 1 gem. However, you can also raise the other stats with Earth gems as well, but it costs 2 gems. If you don't like melee attacks, then you might want to spend your Earth gems on upping magic rather then Attack. Many people might find a High Defence useless because it's very rare that you get hit with a physical attack, so maybe you'll put your Water Gems into Magic Defence.

To the right is the Skill Set-up. On the map, this menu is enabled with the Esc key. However, you can press 1,2,3, or 4 to go straight to the skills menus. This will probally be the longest one to code, but I've already got an idea that will shorten the ammount of time I have to spend with them.

I'm hoping that this will all be done using Picture, as I don't like the events resetting once you leave/enter a map.
Title:
Post by: EXO Muffin on August 18, 2006, 09:53:54 PM
Statistics screen looks great. The equipables seem a bit limited, though.
Title:
Post by: Linkizcool on August 25, 2006, 10:36:31 PM
Sweet CMS. If you need help with that, just ask. I'm pretty good at making CMS's.
Title:
Post by: Meiscool-2 on August 26, 2006, 01:42:00 AM
Quote
Originally posted by Linkizcool
Sweet CMS. If you need help with that, just ask. I'm pretty good at making CMS's.


Thanks for the offer, but I'm alright. I've got it coded where you can move your cursor around in the menu, and I've got it coded to where it shows your current skills, status, and elemental resistance. I'll I've got now is to put in the numbers for the ammount of gems you have, and the heath/hp pictures. Also, I plan on having an explaination of each spell next to the spell equipted, that's if I have enough pictures left.
Title:
Post by: DarkFlood2 on August 26, 2006, 01:51:21 AM
or you could make a submenu for your spells. A "spell book".
Title:
Post by: Meiscool-2 on August 26, 2006, 02:08:45 AM
Quote
Originally posted by DarkFlood2
or you could make a submenu for your spells. A "spell book".


I've got that. I mean having an explaination of the currently equipted spells placed next to the icon of the spell in the status menu.
Title:
Post by: Tomi on August 26, 2006, 04:45:36 PM
Cool CMS.
Title: Metal Tears Game Banner
Post by: Meiscool-2 on August 28, 2006, 10:32:54 PM
Metal Tears Banner

Meh, some games have it, some don't. Here's a promotional banner I was working on.

If you've been keeping track of me, which I'm sure most of you do, you'll know I've been doing random stuff with photoshop to try and get better. So, I thought: "Why not do two things at once?" and I made this using what I know so far.
Title:
Post by: I Have a Sandwich on August 28, 2006, 10:41:06 PM
Its pretty col, but I'd fix up the text, its too bright and a bit hard to read. Plus ad banners tend to be short and long. 100x3/400 px.
Title:
Post by: Arcanagirl on August 28, 2006, 10:51:35 PM
It looks great, but I agree, the text is blending too much with the banner you can almost miss it.
Title:
Post by: m a k o on August 29, 2006, 11:23:39 PM
This looks great!!! Havent played teh demo yet but will get to it soon when I do Ill give you my opinion ;) .
Title:
Post by: Linkizcool on August 29, 2006, 11:30:12 PM
Really nice, but ya the text is kinda too blendy
Title:
Post by: m a k o on August 29, 2006, 11:43:32 PM
Played the demo, 1 thing is when you escape from a battle your hair changes... but other than that perfect :)
Oh, and a cool idea would be a boss with a large scrolling area, and you have to find him. Or there could be like a pack of wolves that chase you across the whole map. And for a map you could like have a bunch of bridges/ladders and have to climb and stuff to follow the enemy, with jumps too like in the puzzle demo :) It would be teh shiz!
Title:
Post by: Meiscool-2 on August 30, 2006, 04:52:04 PM
Thanks for playing it. Hope you enjoyed it :D
Title:
Post by: emiiru on August 30, 2006, 05:30:03 PM
stfu fool ur almost banned and evry 1 hates you my new maps r 10x better then urs and i have a new menu map system which ur to retarted to make
Title:
Post by: Robotam Plus on August 30, 2006, 05:58:46 PM
The banner looks great.
Title:
Post by: EXO Muffin on August 30, 2006, 07:06:30 PM
Quote
Originally posted by Robotam Plus
The banner looks great.
Title:
Post by: Arcanagirl on August 30, 2006, 08:39:56 PM
This is going to be one of those top 10 rpg games of the year.
Title:
Post by: DarkFlood2 on August 30, 2006, 08:49:35 PM
Until DB's CBS comes out and I can start on my game!  >:

But this game is awesome too.
Title:
Post by: m a k o on August 30, 2006, 09:40:39 PM
Ya Ill probably use it too :), thats one of the most confusing things to code, battles eh?
Title: Remember...
Post by: aboutasoandthis on August 30, 2006, 09:45:43 PM
Work on that dialogue! That wass extremely disappointing!:happy:

What happened to the :victory: smiley? That was my favorite.
Title:
Post by: m a k o on August 30, 2006, 09:52:02 PM
Ya you gotta make sure ppl know what youre saying, it waspretty hard to understand.  :guns:  :frag:
Title:
Post by: Meiscool-2 on August 30, 2006, 09:53:52 PM
Quote
Originally posted by aboutasoandthis
Work on that dialogue! That wass extremely disappointing!:happy:



RAWR! It was only one part!
Title:
Post by: m a k o on August 30, 2006, 10:01:20 PM
lol I know its okay, it just made the battle system seem a LOT more confusing than it is! :P
Title:
Post by: Meiscool-2 on August 30, 2006, 10:02:30 PM
Quote
Originally posted by m a k o
lol I know its okay, it just made the battle system seem a LOT more confusing than it is! :P


Actually, he's talking about the Puzzle Demo. The text in the Battle Demo was just there to explain what keys do what.
Title:
Post by: m a k o on August 31, 2006, 12:55:23 AM
Oh, well... I didn't know, anywho what you said for the battle tut thing made it pretty confusing, but it's simple! Also you should say something about being able to use shift, and z to do the attacks.
Title:
Post by: m a k o on September 02, 2006, 09:53:00 PM
bump
Title:
Post by: I Have a Sandwich on September 02, 2006, 09:55:54 PM
Quote
Originally posted by m a k o
bump


The hell man? Bumping after 2 days is stupid. Especially in a topic thats not yours.
Title:
Post by: m a k o on September 03, 2006, 04:59:18 PM
Sry I dont quite know how to do it, anyways next time I wont.
Title:
Post by: Meiscool-2 on September 03, 2006, 05:09:09 PM
Well Mako, this is my game thread, so you don't have to worry about bumping it. If you want to bump stuff, make your own thread please.
Title: Metal Tears Review!
Post by: Arcanagirl on September 04, 2006, 02:25:53 AM
I recently had the pleasure of testing a small demo in the makings. And I would like to post my reviews on it.

Graphics 10/10

I must say, these graphics blend nicely, are well put together, and shows that a great deal of effort was placed into them. Many games sometimes lack these qualities, therefore I give them a 10/10. It also takes a great deal of skill to understand different color blendings and layouts.

Storyline 10/10

From what I have played, even though it wasnt very long, it held a great deal of story that was clear and easy to understand. Based on what areas held these aspects, it was very smooth. Not a single detail was left out in the storyline and so I rate the Storyline a 10/10. Mostly due to the fact of smoothness and matching the concepts of the events to the story. Some stories tend to go off in bad directions and things might make no sense, that is clearly not the case in this game.

Battle System 9/10

The battles really pull you in when your playing this game, I didnt notice any flaws at all, which means it is well coded and planned out. How the battles flow is very intense which to me, made it more interesting and exciting. The only issue I felt might need a little tweeking is the encounter rate. It was too short, causing too many battles, was close to, maybe 5-8 steps and your in battle again. Encounters like this tend to cause annoyance to gamers. Reminds me of an rpg for PS2 that had a short encounter rate, which drove many mad.

On another note, I really liked the slot system for items and spells. easy access to them for when your in tight spots, and the animations where very nice as well.

Edit: Forgot the Boss battle - Pain in the you know what, I tell you, it is truely a boss battle. Why? Cause it holds higher intel then normal battles, and....It shoots homing fireballs that follow you till your hit. Evil boss evil! I died many times. lol. Now that is what you call a freakin boss. Not like some games where the boss is very stupid and hardly hits you right, or what not. This was a suprise, since not many go the lengths to make thier bosses any different then the original battles. If all bosses are like this, then stock the hell up with loads of potions and status heals.

*Jenna: "I have been owned by Metal Tear's Boss!"*

Basic systems 9/10

The basic systems are very nicely handled, and the menu system is nice, and very unique. Besides a few grammer and spelling mistakes everything is great and placed nicely. I give this a 9/10 for the fact it is a beta, and somethings that should be coded in before the real beta demo comes out, like adding chests that give items or monsters that drop items, or somehow getting items, but as I said, it was just a small beta test and looks like it still has work to be finished. This game has great potential, and to me may be one of the greatest rpgs made from rpgmaker programs.

Puzzles and Challenges 10/10

Well when you get into this game and face the puzzles and challenges, you will be suprised at some of the unique and exciting events laid out. I have played very few games that hold challenging puzzles and events. I use Awsome to describe how well placed these things are. Great job!

Overall 9/10

This concludes my review, and I must say, this is a game I would recommend to any rpg gamer out there. :corn:
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Post by: m a k o on September 04, 2006, 04:21:42 PM
You called it Metal Gears, XP anyways I agree with her.
Title:
Post by: Meiscool-2 on September 04, 2006, 07:09:28 PM
Thanks for the review Jenna. You might've over rated it a bit, but it's really nice to know that you liked it that much:p

For those of you that were wondering, she played a BETA demo of the Haunted House. It had little difference from the battle demo other then: More Spells, Less Difficulty, Summoning attacks, Smarter Monsters (monsters will take time to evade attacks sometimes), AI helper, status effects, and in-battle traps. It contained a door puzzle and one Boss.

Now, she told me she really liked the boss.. and she reacted kinda funny when I told her that that's not one of the game's "real" bosses.

If you've noticed, most games have a lot of bosses, but only a few Major Bosses or actually Tough Bosses. Most bosses in a game will just be important enemies or end-of-area fights. However, unless they are majorly important like the end of a game fight or something, they all go the same way. This won't be the case with my game.

Major-boss-battles will be parallax set. They will have different requirements to defeat the boss other then "Attack the dude". Uncompleted example below:

http://i26.photobucket.com/albums/c105/Meiscool2/TheTrueBosses.png
^UNCOMPLETED OMG I KNOW SOME THINGS LOOK BLOCKY AND ARE MISSING^

In this, you fundamentally have to find the reason a forest is suddenly eatting traders and passer-byers. When you get to the center, you see this beating-heart-plant, and you find it's the cause. So, you gotta kill it. It itself won't attack you, but it will controll plants in the area to attack for it. You won't get ANYWHERE if you don't kill the plants first, which can be a pain to do, because I have them continously respawn:p.

Little more then that to update. Yays.
Title: Nice.
Post by: aboutasoandthis on September 04, 2006, 07:20:57 PM
That screen looks a little freaky, but it does look nice. How's the story demo coming along? Or it the haunted house demo the story demo?
Title:
Post by: Meiscool-2 on September 04, 2006, 07:24:40 PM
Quote
Originally posted by aboutasoandthis
That screen looks a little freaky, but it does look nice. How's the story demo coming along? Or it the haunted house demo the story demo?


I got bored with the story demo for awhile. However, this is part of the story demo, just the very end of it.

The haunted house was just a test to see how things worked and played out. If she found an error in the battles of those, for example, that would mean there would also be an error in the story battles as well.
Title:
Post by: Arcanagirl on September 04, 2006, 08:01:12 PM
Good thing everything was glitch free... :) That screenshot is kewl, and I mean as a whole, and if it was finished it look even better.

Bosses need to have challenges, gives the game more enjoyment. Who wants to play a game you just rush through :P
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Post by: m a k o on September 04, 2006, 08:45:33 PM
Cant wait 'til thats released, thats like fusing all demos into one, and is like a full demo.
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Post by: m a k o on September 10, 2006, 04:48:02 PM
CANT BEAT THE PUZZLE DEMO DAMMIT!
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Post by: Meiscool-2 on September 10, 2006, 05:17:11 PM
That's nice.

It would help more if you explained what area you need help with, where you are at, ect.
Title:
Post by: Linkizcool on September 10, 2006, 05:22:03 PM
I got up to the part where you have to change the colour of all those hexagram things before the flames die out, but then I had to go and I never got back to it. Whats the order you have to go through?
Title:
Post by: m a k o on September 10, 2006, 09:15:19 PM
Sam is LinkIC
Title:
Post by: Meiscool-2 on September 11, 2006, 01:09:37 AM
You just choose any random one you want and keep stepping on the circle to the left of it. Basically, you step on them counter-clockwise or clockwise.
Title:
Post by: I Have a Sandwich on September 11, 2006, 09:49:15 PM
You know, I probably should try this out, now that I've had it downloaded for a few weeks.
Title:
Post by: Meiscool-2 on September 16, 2006, 12:04:59 AM
Meh, small update.

First off, your helper AI, with the help of Arcanagirl completing the poses I needed for the AI's sword swing, has been completed. It has magic, healing, projectile attacks, melee. It will smart-target the exact enemy that you have targeted, which I will get to in a second. Also, depending if you do or don't have a target active is what kind of magic it will attack with. Targeted will result in either a Pillar Attack or a Seeking Missile. Non-targeted will result in either a Pillar Attack or Single Strike.

Targetting: Strifing has been taken out. Instead, you now have targeting. In the screens below, it shows a small orange ring around enemies that you are close to. When that ring shows, you can press Esc to lock on to the nearest enemy. You can then move around as you'd like, but you'll always be facing the enemy. Also, all spells you cast will start with your pointer on the enemy you have targeted, and you can use Seeking Spells when you have a target locked on. Seeking spells will probally be your best friend, as I'll have them do high damage with a low recharge and cost.

Title:
Post by: Arcanagirl on September 18, 2006, 05:58:29 PM
Looks like the game is coming along nicely. The screens look great, Glad the AI is smarter lol. I couldnt stand games that gave you stupid AI as allies, but had uber AI for enemies.
Title:
Post by: Pixelmaster on September 25, 2006, 10:38:21 AM
I was looking for other things done by you and I found PACT and it's a lot like my game :( Do you think I should discontinue as you've already done something like it? I dont really because my battle system would be different but its you choice because the story is similar? :jumpin:
Title:
Post by: Meiscool-2 on September 25, 2006, 06:21:55 PM
PACT was never finished, so go ahead and make your game. I'm sure it will be awesome anyways :)
Title:
Post by: Pixelmaster on September 25, 2006, 09:53:39 PM
THANKS SO MUCH!
Title:
Post by: Pixelmaster on October 05, 2006, 10:37:17 PM
Is the demo arcanagirl played gonna go public? And anynews?
Title:
Post by: Meiscool-2 on October 05, 2006, 10:42:10 PM
The demo she played is a beta demo, so no, it won't go public for quite awhile.

However, the demo of the intro, which I will probally have be from the point of Introducing Gallen to the point of getting caught in a time warp. (10 or so minutes)

If anyone cares or needs proof that I'm working on the events of the intro... then here you go: http://www.filefactory.com/file/0361e4/

That's two of many events that happen when you enter the castle walls.
Title:
Post by: Pixelmaster on October 05, 2006, 10:55:53 PM
Can you repost the Demos my comp crashed and I need them (While i'm sad this game isnt out I play them).
Title:
Post by: I Have a Sandwich on October 06, 2006, 12:05:57 AM
MIC yur a god, yur so awsum.
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Post by: Pixelmaster on October 06, 2006, 09:50:54 AM
Its fixd and in the right section
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Post by: Pixelmaster on October 08, 2006, 09:27:23 PM
Sorry for the double posat but again, could you please repost the  demos (Anyone). Thank You in advanced
Title:
Post by: Meiscool-2 on October 09, 2006, 12:12:47 AM
I don't have them anymore. I deleted them off my computer. If rapidshare's demo is already expired, then you're going to just have to wait.

Sorry dude.
Title:
Post by: Pixelmaster on October 09, 2006, 12:11:53 PM
Eh, I'll just commit suicide now. *twitch*twitch*No...more...MetalTears...*twitch*twitch*
Well somebody else might have it, so if you do...HELP MY TORMENTED ***!
Title:
Post by: DarkFlood2 on October 09, 2006, 12:48:04 PM
Erm, you COULD just wait for the story demo..

Patience is a virtue.
Title:
Post by: Pixelmaster on October 09, 2006, 02:25:18 PM
Ya I guess so...
Title:
Post by: Black Massacre on October 09, 2006, 06:58:02 PM
Quote
Originally posted by DarkFlood2
Patience is a virtue.


Not for people like me.
Title:
Post by: plightofthepureblood on October 09, 2006, 08:27:26 PM
Meis, Id like to play your battle demo....
But I cant download it.
This makes me sad.

But I am patient.


I fianlly got winrar, and now its not posted anymore.
Alas.....Ill have to go dye my hair black now.
Title:
Post by: Pixelmaster on October 09, 2006, 10:35:23 PM
I have to be patient to :( lets go slit our wrists.
Title:
Post by: Pixelmaster on October 18, 2006, 08:51:17 PM
Sorry for the double post but MIC could you post your stuff in here and in Screenshot Central, I think it would make it easier to keep up with the development
Title:
Post by: I Have a Sandwich on October 18, 2006, 08:58:31 PM
Quote
Originally posted by Pixelmaster
Sorry for the double post but MIC could you post your stuff in here and in Screenshot Central, I think it would make it easier to keep up with the development


This isn't your thread. Here's a stick, there's your ***. I hope you can figure out what to do.
Title:
Post by: Pixelmaster on October 19, 2006, 10:44:35 PM
I was just saying it would make it easy for all, then we wouldnt have to check screenshot central everytime there was a post to make sure it wasnt MEISOHSOCOOL!
Title:
Post by: Meiscool-2 on October 19, 2006, 11:06:19 PM
Please refrain from kicking my topic anymore.
Title:
Post by: Pixelmaster on October 21, 2006, 12:07:48 AM
kicking? Watchoomean?
Title:
Post by: Linkizcool on October 21, 2006, 12:35:12 AM
He means that.
Title:
Post by: Pixelmaster on October 26, 2006, 09:44:29 PM
Okay, so still whats kicking I'm not kicking a thread as in the sewing thing.
Title:
Post by: DarkFlood2 on October 26, 2006, 10:36:50 PM
Kicking: Posting in a topic that is old and hasn't been posted in for awhile. Usually kicking starts counting after 5 - 7 days.

Quit kicking this topic! You're just adding frustration which will make meis not work hard enough and we'll have to wait longet for the story demo!
Title:
Post by: Pixelmaster on October 28, 2006, 12:15:30 AM
Oh thats what kicking is well, I didnt know and I really am just checking and asking and whatever well sorry and Im useless here so I dont think my opinion matter anyways.
Title:
Post by: Meiscool-2 on October 28, 2006, 12:34:56 AM
I'm going to have to request that you stop posting in my topic Pixelmaster.

I'm working on the game. If I feel I have nothing worthy to update, then I will post nothing. This game is my worry, not yours.
Title:
Post by: I Have a Sandwich on October 28, 2006, 12:35:34 AM
Pixelmaster got PWN'D!!!!!!
Title:
Post by: m a k o on October 28, 2006, 01:22:50 PM
May i please keep posting in your thread, I just get inpatient so please allough me 1 more chance. I wont kick anymore. If you say no then this will be my last post. Well just in case I have one question, am I aloughed to veiw the page at least and look at progress? And in case I dont get this chance SEE YA!
Title:
Post by: drenrin2120 on October 28, 2006, 02:15:13 PM
Quote
Originally posted by m a k o
May i please keep posting in your thread, I just get inpatient so please allough me 1 more chance. I wont kick anymore. If you say no then this will be my last post. Well just in case I have one question, am I aloughed to veiw the page at least and look at progress? And in case I dont get this chance SEE YA!


Jesus, stupid n00bs. There are many other good games out there just like Meiscool's, which is sweet game, but you always get attatched to that one game.
Title:
Post by: I Have a Sandwich on October 28, 2006, 03:31:34 PM
Quote
Originally posted by m a k o
May i please keep posting in your thread, I just get inpatient so please allough me 1 more chance. I wont kick anymore. If you say no then this will be my last post. Well just in case I have one question, am I aloughed to veiw the page at least and look at progress? And in case I dont get this chance SEE YA!


Well, you could always, y'know, stop making stupid posts. That usually works.
Title:
Post by: Meiscool-2 on January 28, 2007, 08:04:15 AM
Alright. Big Bump. Blah.

I got the most recent file of Metal Tears that I could find back. It's got some stuff in it that some of you guys may want to play, but for the most part, I just used it to get back some of my resources. However, I worked hard on this, so I thought I might as well share.

This demo has three parts in it. The first two are probally the best, the third pretty much sucks. They are all actual parts from what the game used to be though, so they had plot and ect.

The haunted house has puzzles, battles, and a boss in the end. Basic gameplay.

The desert island is a stealth thing I was screwing around with. Find your way past all the guys and I'll give you an internet cookie.

The third thing was part of the intro, where you climb down a mountain. Has battles, and if I remember right, a boss. Real shotty if I remember right.

If you play this, there are a few things to remember: First off, this was originally a beta demo that I wanted tested for suckiness and bugs so that I could send out a non-buggy version. However, this is the most recent one I could find, and I'm not going to bother fixing it, so you'll have to play with bugs, spelling errors, and bad dialogue in some places. Second, don't bother mentioning any coding errors or problems to me, because as said before, I'm not gonna do anything about it.

This is just for you guys that liked the first metal tears demos to enjoy. I don't need any reviews of this, but if you play it, a small review would be nice. Meaning, I don't want you guys to play this so you can tell me how the game is. I want you to play it because you liked the other ones and think this might be fun.

Enjoy: http://w10.easy-share.com/828021.html
Title:
Post by: Dominicy on January 28, 2007, 05:55:38 PM
nice giga bump.  lol, anyway looks cool, well, sounds cool, I just downloaded it so when I'm done doing homework I'll check it out.
Title:
Post by: VahnGrave on January 28, 2007, 06:57:07 PM
BWAHAHAHA! You used the windmill song from Zelda in the haunted house!

Awesome game so far man, but I didn't exactly read the whole thread, so I don't know how to use potions and all that jazz.
Title:
Post by: ForeverEternal09 on January 31, 2007, 01:47:42 AM
I love the way your game looks... but i have a question, how did you make the water for the town that the water is rising in?
Title:
Post by: Meiscool-2 on February 01, 2007, 02:27:43 AM
Quote
Originally posted by VahnGrave
BWAHAHAHA! You used the windmill song from Zelda in the haunted house!

Awesome game so far man, but I didn't exactly read the whole thread, so I don't know how to use potions and all that jazz.


I like it :p Good midi.

As to using potions, I have what skills and Items you get to start set to random. You could have no potions and all magic, you could have four potions and no magic. Magic/potions are used with the 1-4 keys.

As to the water effect, I made that with charasets and pictures. The charasets are in the complete resources, so you can find them there.
Title:
Post by: Archem on February 01, 2007, 02:41:21 AM
What, the windmill song? Yeah, that's my favorite song in the whole series.
Title:
Post by: MrMister on February 01, 2007, 02:45:18 AM
Then you should know it's called the Song of Storms o_o