Charas-Project

Game Creation => RPG Maker => Topic started by: drenrin2120 on June 04, 2008, 02:12:53 AM

Title: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
Post by: drenrin2120 on June 04, 2008, 02:12:53 AM
Apathy of Angels

UPDATE as of July 22, 2012:
So, I've been plugging away at this game slowly for a few years without much to show. The only thing keeping me going was that I genuinely enjoy what I'm doing. Nothing's really happened in the past few months except a few game plan changers. Some of you may know of Cherry's DYNRPG, well, it's awesome, but there aren't too many developers working with it. Which ends up being fine because the few patches that exist for it are pretty damn awesome. Particle effects, animated monsters, place text at any x,y, date and time... really neat stuff. I'm currently working with particles and animated monsters.

What's new? Nothing too much really, but here's an update anyway.
- I will be continuing to work with the DBS and have some ways of getting around default battle algorithms. Which leads me to...
- Combat skills! A new subset of skills which replaces the attack command. The basic idea is, instead of a normal attack, you're allotted combat skills with varying kinds of costs, anything from HP or MP, to reducing a characters DEF in order to use the combat skill. In this subsection will be custom algorithm making acquiring new weapons actually useful.
- Custom experience system is a go. Monsters give varying amounts of XP based on your level compared to theirs.
- Animated monsters! Yay, I've already got a few examples but my crappy laptop can't record video. One thing I can tell you is that, if all goes well, I want to create custom monsters with their own animations.

- One final system MAY be implemented. I'm working out the kinks but I think it'll add that last bit of variation that'll really improve gameplay. Basic concept, a class/job system that effects what techs and combat skills a character learns as well as point requirements for magic. If any of you remember, any character can learn any magic through a skill tree I already have set up. But as it is, requirements are the same for every character based on points you get in battle. The main idea is selecting a class/job for a character will reduce or raise point requirements for certain branches of the skill tree on top of affecting specific combat and tech skill.


Trailer (http://www.youtube.com/watch?v=lNnSJCAdSJM&feature=share)






(http://img.photobucket.com/albums/v244/drenrin2120/Aug162011-1.png)

Credit section not up to date.

CREDITS
Music
Me, drenrin2120, aka, Lance Matos

Samson, Elliot, Aerial, Martha, and Hector sprites
[drenrin2120
Jake sprite
InsaneJP
Seren sprite
xJericho

Parry Battle Animations

InsaneJP

Timber Facesets
Emilejon
Rool Facesets
Lucas irineu

Chipsets
Mac and blue
Various SNES game rips

Other character sprites and graphics
Unknown =/

Patches
[indent]Hyper Patcher 2, NoAuto Battle, Pics in Battle, RPGMaker Ultimate 2009, Auto Entry[/indent]
by Cherry

Special Thanks
Every single members at charas-forum.net
Title: Screenshot
Post by: drenrin2120 on June 04, 2008, 02:28:44 AM
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/November620111.png)
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/November620112.png)
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/November620113.png)
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/November620114.png)
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/November620115.png)
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/November620116.png)
(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/May1620112.png)
(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/May162011.png)
Title:
Post by: Linkforce on June 04, 2008, 07:31:07 AM
Wooooooooo!!!!!  Yay!!!!!!!  I'm so glad this is back!  Super great game!  Lol :D  I'll def keep checking this often.  Glad you're back dren! :)
Title:
Post by: Dragonium on June 04, 2008, 11:53:55 AM
Awesome. Looks really nice. I will keep watching it.

Also, is that a custom font?
Title:
Post by: drenrin2120 on June 04, 2008, 01:02:33 PM
Thanks guys. Cool to see someone excited. =P As to the font, yes, I'm pretty sure I got it from Meiscool. He was using it in his game.

Also, I'm looking for one person that would like to beta test the first two chapters and maybe even post a little review or something. If anyone's interested, let me know via PM or something.
Title:
Post by: Dragonium on June 04, 2008, 03:04:18 PM
How'd you manage to change the font? I've been wondering about that, and I've tried what everyone's suggested but nothing seems to work.
Title:
Post by: Brieg on June 04, 2008, 04:08:28 PM
Who did you make the sprite of the dude in the robot pants!? It looks incredible, the whole game, really!
Title:
Post by: drenrin2120 on June 04, 2008, 09:13:41 PM
Drag: I'm pretty sure I just copy pasted the .exe file from his game system. If you're wondering, I did ask him before hand. If you want I can send it to you and you can try and see if it works. But if you want a different font, I don't know how to do it. There's downloadable patches or something.

Brieg: Um... do you mean the FF6 Magitek Armor rip? If so, that was really simple, if not, you'll have to be a little more specific. But other wise, thanks. :)
Title:
Post by: Dragonium on June 04, 2008, 09:27:51 PM
I'd be real grateful if you'd send it to me. Thanks. :D

Also, out of curiosity, is Samson's battlechar the same one I knocked up for you?
Title:
Post by: drenrin2120 on June 05, 2008, 01:11:21 AM
Yeah, I'll send it to you and you can give it a shot, see if it works. Just let me upload it to rapidshare or something and I'll pm you with the link.

EDIT: And yes, that would probably be your sprite, I haven't changed much graphic wise, it's just gotten longer. I saw no need for graphical editing. I'm gonna be honest 100% honest here, I started this game years, and I'm not trying to make excuses, but over the years, I have utterly failed to keep track of crediting everyone's work. If anything, simply because I've gone through so many different sprites, chipsets, animations... It's really crazy the amount of resources needed.

Anyway, if anyone made me something, I'm real sorry for being a jackass about credit, just let me know, chances are, I'll remember.
Title:
Post by: Linkforce on June 09, 2008, 07:50:12 AM
So how's the game coming along?
Title:
Post by: RockJohnAxe on June 09, 2008, 11:36:20 AM
Looks Pretty Good man. I would love to test run it for you. Im very good at balance issues and very good at finding possible Exploits. Ive had lots of Work Reviewing/balancing games.

Keep up the Good work!!

As for the battle backgrounds... did you just screen shot a created Patch of Chipset and then make it as a Battle Background? Cause that is a Genious idea!!
Title:
Post by: drenrin2120 on June 09, 2008, 01:02:02 PM
Linkforce: The game's coming along nicely. In fact, I'm gonna release a demo soon. It'll be a long demo and it'll run through two chapters. I'll announce a date soon.

RockJohnAxe: Thanks, if you want to do up a review of the demo that'd be awesome, of course, if anyone wants to do up a review and post it in this thread or whatever, it would be awesome.

As to your question, yeah, that's all I do, really amazingly simple but looks just fine. =P
Title:
Post by: Moosetroop11 on June 09, 2008, 05:46:56 PM
Looking good. There were a lot of these 'sprite battlechars, facemaker faces and chipset backgrounds' games around at one point, but you've really exploited the style, and all the monsters and everything look great.
Title:
Post by: Crazetex on June 09, 2008, 10:46:01 PM
How long are the demos? The characters seem to fit nicely into standard RPG roles, but it looks like a fun game overall.

I'll try this out pretty soon.
Title:
Post by: A Forgotten Legend on June 10, 2008, 12:44:10 AM
OMG.

(OMG)2
Title:
Post by: drenrin2120 on June 10, 2008, 01:32:29 AM
Quote
Originally posted by Moosetroop11
Looking good. There were a lot of these 'sprite battlechars, facemaker faces and chipset backgrounds' games around at one point, but you've really exploited the style, and all the monsters and everything look great.


It's a very easy style for someone like me who sucks with pixels. So I figured, why not just take it and run with it? I owe a lot to InsaneJP for his ideas and templates and just getting me off the ground. If not for him, the graphics in this game would be far less aesthetically pleasing. Also, have to admit some credit to Meiscool for guiding me in the right direction when it comes to mapping.

As far as demo length goes, if I had to guess I'd say anywhere from 6 to 12 hours? I really don't know, it's hard for me to tell since I know where every secret is, every treasure chest, what's coming up next, what to prepare for, etc. There's a lot of unknowns right now, all I know is I've played through it too many times and I need an outside opinion.

THUS: I announce I'll release the demo this Friday! Maybe earlier if I get antsy.
Title:
Post by: Linkforce on June 10, 2008, 04:43:52 AM
Huzzah for a demo!  Lol, but take it from me, someone who has rushed things and ended up phaylingz <- (failing XD).  Just take your time and release it when you're ready.  :D  I look forward to it!
Title: Demo Released
Post by: drenrin2120 on June 13, 2008, 05:37:06 PM
I posted the download link on the first page under a new category. Unpacked, total size is almost 22 MB. And there's even a cool little custom icon! So, if that ain't reason enough to download and play this demo, then I don't know what is! Anyone that plays through it and wants to leave their review on this page is more than welcome. I'm gonna actually encourage it. Have fun, and if there are any crippling bugs I missed, let me know ASAP.

Hell, I'll post the link here too... NEW LINK: Apathy of Angels Demo (http://www.savefile.com/files/1616989)

Demo Info

It's a pretty long demo. You'll play through two whole chapters and know you're done when you reach an "end" screen, which would be the beginning of Chapter III in the full game. Also, I personally find the beginning of my game to be a tad bit boring, but by the end of Chapter I things pick up, and it's my hope that by the end of Chapter II you'll wish you could keep playing. Sooo, yeah, that's really all.
Title:
Post by: Linkforce on June 13, 2008, 08:10:43 PM
Downloading now!  If you post the demo in the new Game Reviews section I'll gladly review it!  :D
Title:
Post by: A Forgotten Legend on June 13, 2008, 08:23:04 PM
...

...

...

...

...

Yes.  My life is almost complete.

---

EDIT:

I found a passability issue.
In Juniper(?) City, the armor shop, you can walk on the treasure chests. =P

I miss the piano music at the beginning.  It felt more... epic than the new piece.  it was like reqium of the something...
Title:
Post by: Moosetroop11 on June 13, 2008, 11:04:04 PM
Downloading...

EDIT: Well, every now and then it tells me it can't find an rtp file, so I'm just gonna put all the rtp into it and try again XD
Title:
Post by: A Forgotten Legend on June 14, 2008, 12:51:51 AM
you might not have the same version of the rtp.

...try RPG Advocate RTP.
Title:
Post by: drenrin2120 on June 14, 2008, 01:21:58 AM

AFL:
Haha, how'd I miss that? well, atleast it's not crippling. And about the piano music, I changed a lot of things because I thought they would be better, but deep down it was prolly cuz I was sick and tired of hearing it or seeing it or reading it or whatevering it. lol The piece was called Sing with the Harlequin.

MT11: that sux =/ I have no idea what type of RTP I have installed. I installed it years ago. =[
Title:
Post by: A Forgotten Legend on June 14, 2008, 02:06:13 PM
MT11: I have the rpg Advocate.  And it works so. =P  If you have the S something trans. then it's a different rtp.  I noticed that because i had both.

Dren: Lol. Oh well ;)  That makes sense.
Title:
Post by: CoolZidane on June 14, 2008, 02:38:37 PM
That custom font doesn't appear to be working for me. I'm getting that "squished-letter" look that comes from not having the font.
Title:
Post by: Moosetroop11 on June 14, 2008, 02:46:23 PM
Hey, no problem. I just copied all the rtp folders into it and it works fine.

At the moment I'm off to get a ship to travel to the mines. Everything's really great ^^

I love the amount of effort you put into this. The amount of maps that are there just to flesh out the world and do nothing for the story astound me. It really helps the game but it's definately a lot of work. Well done :D
Title:
Post by: A Forgotten Legend on June 14, 2008, 03:04:53 PM
Quote
Originally posted by CoolZidane
That custom font doesn't appear to be working for me. I'm getting that "squished-letter" look that comes from not having the font.


Same.  I think we may have to install that font. =P
Title:
Post by: drenrin2120 on June 14, 2008, 03:09:02 PM
Awesome, glad to hear people are enjoying this!

MT11: Thanks, I figured if I'm gonna do it, should do it to the fullest. Though I really started to hate making Juniper after a while, lol. And just curious, how long did it take to get to the mines part?

AFL and CZ: Sorry to hear that, I figured it would work no matter what. =[

Does the font work for you MT11?
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: Moosetroop11 on June 15, 2008, 07:16:16 PM
Works fine. It took me quite a while, but I did explore a lot. I can't remember the exact amount of time though, sorry >.>

Also, I found another file problem. The 'Right arrow' picture is missing. I made one of my own and put it in so that should work but yeah, I had to start the mines again >.>
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: drenrin2120 on June 15, 2008, 11:12:29 PM
Works fine. It took me quite a while, but I did explore a lot. I can't remember the exact amount of time though, sorry >.>

Also, I found another file problem. The 'Right arrow' picture is missing. I made one of my own and put it in so that should work but yeah, I had to start the mines again >.>

Damn't, must've happened by accident when I was reducing file size. I'll reupload the demo with the missing file, for those of you who already downloaded and are playing the demo, I'll post a link to the exact picture missing in action. Just save it exactly as "Right Arrow" into the "Picture" folder of the game.

Missing File (http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Misc/RightArrow.png)
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: InsaneJP on June 16, 2008, 01:34:40 AM
And here i was thinkin you were 100% done with RPG maker lol and your back! well im Dwnloadin now.... let me know if you ever need anything
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: drenrin2120 on June 16, 2008, 02:30:58 AM
Thanks, I would've thought the same for you! =P But it's just one of those things, I can never really throw it away. Too much time dedicated to just give up now. Hope you enjoy it. :)
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: aboutasoandthis on June 16, 2008, 05:46:22 PM
Just wanted to let you know, that I'm very likely to review this game Dren. I think I'm almost done with Chapter 1 and I'll stop after I beat Chapter 2. It's fun!
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: Moosetroop11 on June 17, 2008, 09:00:00 PM
Finished it!

Well, that was awesome. I don't really have time to review (what with the revision I was supposed to be doing and all) but... Yeah. It was fun running ahead and finding all the bugs :p

Come to think of it, I found some odd problems that most people wouldn't find. You can walk up between that abusive soldier in the bar and the woman, and not talk to him from behind. Not only does that make all the movement weird, but the hero's walk speed is permanently slowed. I did that twice before I thought of talking to the guy from the other side XD

Also, one of the 'dying mech driver' charsets is a bit screwed up. On the roof of the fortress, one of them turns into one and a half mechs when he dies. It's not really a problem but you could look at it.

When you land on the beach, go up into the forest and then into the cave... You'd better be stocked up because after you wake up in the ship, there's no way to heal other than with what you have. Kinda sucks if someone dies before you fight the boss. It's kinda cool that you have to survive on what you've bought in preparation, but at the same time, could be really annoying for someone at some point. Particularly if they only use one save file.

Dudey... What's his name? The guy with the wolf. Yeah. He starts off at level 2 nature but he only has one skill. That means that until you get spite, he can only really attack.

They're the things I can remember right now...
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: drenrin2120 on June 17, 2008, 10:06:34 PM
You can walk up between that abusive soldier in the bar and the woman, and not talk to him from behind. Not only does that make all the movement weird, but the hero's walk speed is permanently slowed. I did that twice before I thought of talking to the guy from the other side XD

Also, one of the 'dying mech driver' charsets is a bit screwed up. On the roof of the fortress, one of them turns into one and a half mechs when he dies. It's not really a problem but you could look at it.

Dudey... What's his name? The guy with the wolf. Yeah. He starts off at level 2 nature but he only has one skill. That means that until you get spite, he can only really attack.

They're the things I can remember right now...

Thanks, I never discovered these things. The skill problem with Jake surprises me, but I did forget to give him a skill he should have being at level 2 Nature.

Thanks for playing, glad you liked it! When you have time, I'd love to hear your opinion on game play, music, and all that ****.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: RockJohnAxe on June 18, 2008, 12:02:10 PM
Wow man... Im playing through it atm. I shall Write a review for you when im a bit further.
Thanks for all the Awesome chipsets btw lol :P  /steals castle

Gotta say this is pretty impressive. You can tell a **** ton of work as gone in. Something most ppl wouldnt even know is all the little Events you put in just to round out a mountain... or cause a tree was missing a small puff of Green.

Also the intro Blew my Fuxing brain! i swore the whole time saying "This **** isnt RPG maker 2k3... hes a frigging hacker"

Im very good and efficient at making stuff... but my cinematics skills are just plain pitiful. I would love if someone could show me how to make text stuff on the Screen... like when it does the Sweep over Loki at the intro and the Texts that appeared at the intro before the stuff exploded.  and when it was exploding how did you make it all wavey and stuff. God damn pretty impressed atm.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: RockJohnAxe on June 18, 2008, 12:14:28 PM
O yes... how do i fix the font again? Also what do i do when it cant open a certain file and crashes the game lol?

It wont let me into Juniper due to a file not loading.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: RockJohnAxe on June 18, 2008, 12:28:51 PM
ahhh i gota put the crap into my RTP folder... durr...
Also.... i get the Text on screen stuff now... Flippin genious
sry for the triple tard post lol
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: Moosetroop11 on June 18, 2008, 12:36:25 PM
There's an 'edit post button' so you don't have to post several times in a row. It's better for everyone if you just use that next time you want to add something to the post please.

Also, he does the titles, planets, etc with 'pictures'. There's tons of options for pictures, and although they're a bit fiddly, they can be used in loads of situations.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: coasterkrazy on June 18, 2008, 09:51:04 PM
Well, I was playing it and enjoying it, but I got a different missing file. Right outside Mt. Lian it said it couldn't find Area_Mt_Lian or something.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: aboutasoandthis on June 19, 2008, 12:55:32 AM
I got one too. Try going in through the cave entrance and not the side of the mountain. It'll work eventually.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: coasterkrazy on June 19, 2008, 08:02:40 AM
OH. MY. GOD.

That had to be the single most engaging RPG Maker game I have ever played. Sure, other games may show off their technical prowess, artistic style, etc, but I've never seen such a perfect balance. I couldn't stop playing tonight, which is why it's almost 4:00. It was all simply incredible.

FOR ONCE, the stats seemed to be correctly balance. Everything moved along at the right flow. Enemies' difficulty increased equally with your party's power, especially if you did the one little sidequest you threw in there, which made a few of my characters powerhouses for that point of the game haha.

I think the only thing I didn't really like was how you ended chapter 2. Tacky comes to mind, but I'm not sure if it's the right word. I dunno, it all moved a bit fast for me. Everything just kinda happened at once at the end of chapter 2. I also wish I could've saved because that last boss was the hardest one for me, considering I had to fight it with my worst characters who I didn't train nearly as much as the others. I still made it though, barely, and I'm sure I can do it again.

The last thing I'm wondering is, how long will this game be? If the third chapter is the last, then I suppose you meant it to be the short-style RPG, which is perfectly cool, don't get me wrong. I was just wondering because all of my characters are still under level 15, which is usually a sign that I'm not that far in. I understand, though, as it takes a lot of work to do what you've done and making it as long as the professional RPGs would take a ridiculously long time.

Basically, I loved everything else. The music was fantastic and the class system works well. My only suggestion would be to somehow make a slower transition into what you did to set up chapter 3. I'm not sure if it would be worth the work to you, but I would throw in another chapter before that happens, or rather, a chapter where it takes place, rather than it all just happening.

Here's some specifics:
[spoiler]First off, the fact that Tsulu was actually a servant of Bemnonth came out of nowhere. Tsulu was just a passing mention and then that just sorta happened. I don't think Loki should be suddenly affected like that so fast. There was too much happening at once. I was perfectly content with the attack on the castle, the fight between Parry and Demetrius and the fight against Mowser. I just thought the whole part that followed it was overdoing it for that point.

Also, I don't think Seren was incorporated enough into the story to play such a key role at that point as well. Aside from the fact that I felt it was a bit unnecessary to have all that happen so fast, the simple fact that it was Seren who caused all of that made it seem rather random. I felt like the sudden introduction of Bemnonth was also a bit random.

I guess overall what I'm trying to say is I could tell that scene was very nicely scripted, but I thought it could be saved for later, like possibly part of the next chapter (and then whatever you were planning for chapter 3 could be chapter 4).[/spoiler]

Once again, you don't need to take my word for it or put the work in to change all of that, as it's just how I feel.

Overall, though, besides that, I simply loved it. 9.5/10 only for that one point that bothered me.

Great job, dren! :) Now go get yourself a treat if you read that whole wall of text haha.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: Moosetroop11 on June 19, 2008, 03:39:12 PM
Oh by the way Dren... I noticed you were getting a bit thin on monsters with matching charsets. I made these to go with some monsters in my game a while ago so you can use 'em if you want. I put the monster sets on there too so people don't have to search for them but you'll have to reassemble some of them >.> :p

(http://i23.photobucket.com/albums/b377/Jimeth/MagicMonsterset.png)
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: drenrin2120 on June 20, 2008, 03:53:16 AM
Wow, I'm really glad you liked it so much! It makes me happy to see all that work wasn't for nothing. =D Thanks for the awesome review.

Now, to talk about the ending. First off, to answer your last question, no, Chapter III is far from the end of the game. I have big plans for this game, which could bring it down in flames, make it amazing, or just never get it done. But basically, seven chapters and at least two very different endings. [spoiler]And yeah, I know that everything at the end happened real fast. That was one thing that bugged me a bit too. But considering the rest of the story, I should say that neither King Lessard V or Demetrius are major characters. But I can see why you'd suggest splitting up the event or making another chapter. I guess I never took into account how big of an event fighting Demetrius and Mower was for the player, especially when I was thinking of the later events to come. An additional chapter is something I'm gonna take into account, and possibly even more chapters if I find similar spots in the storyline where everything might just kinda happen too fast. It's hard trying to look at the game through the players point of view. =P[/spoiler]

So yeah, thanks for the review and do keep tabs on this. I don't know if you checked the database, but if you did you may have realized there's two characters yet to be revealed. I mean, I didn't do a GREAT job preventing people from spoiling the fun and finding out who those characters are, if you really want to you could find out but I mean, that's up to you?

But anyways, now I'm just ranting. My point is, there's a lot to come. Last question: Roughly how long did it take you to beat?

Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: coasterkrazy on June 20, 2008, 04:23:19 AM
Thanks for your response! And seven chapters!?!?!? YES!!!

PLEASE never give up on this! I literally played through all of chapter 1 tonight with my friend (or rather he played through I guided/helped), and got him interested in the game. I sent him his save file so he could continue it after he left.

Hmm... as for how long it took, I guess I'll try to add up how long we spent tonight and how long I played for chapter 2 (though I took extra time in chapter 2 to do some leveling up and to get money for the best weapons available). I'm just gonna guess it was around... 5 hours? I would say give or take an hour from that guess, but that seems about right. I feel like I may have taken closer to 6, but that's with the extra time I spent.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: drenrin2120 on June 20, 2008, 03:49:03 PM
Haha, that's great to hear. Six hours is about how long it took me to beat it, so yeah, you played through it real well I'm guessing! Now, taking the ending into account, does it bother you as much knowing there's still five more chapters? Just wondering how that looks from the player's standpoint.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: Fisherson on June 20, 2008, 04:22:06 PM
Hey,dren,is there lot of flashing in it?If so i'll have to edit.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: drenrin2120 on June 20, 2008, 04:32:14 PM
Um... the intro has some lightning effects and one big flash. Hm... I think other than that, you should be fine. There's no real crazy, whole screen flash after flash scenes, so I think you should be all set.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: Fisherson on June 20, 2008, 04:42:56 PM
Thanks i'm downloading it now.I play slow though so expect a review in week.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: drenrin2120 on June 20, 2008, 04:50:01 PM
Don't worry, just have fun with it.  :)
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: coasterkrazy on June 20, 2008, 10:01:44 PM
Now, taking the ending into account, does it bother you as much knowing there's still five more chapters? Just wondering how that looks from the player's standpoint.

Sorry to say, even with the 5 chapters, I don't feel any differently. I just think the plot could use more of a segue [spoiler]into the shift in antagonists[/spoiler]. I know you probably spent a lot of time scripting that part, and I'm sure the game will be great anyway even if you don't change it, so I wouldn't say it's absolutely crucial. It's just my opinion. Maybe you should get more opinions? I'll ask my friend what he thinks when he's done.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: drenrin2120 on August 14, 2008, 05:36:10 PM
KICK

Yeah, so I'm still working on this, of course. I just took a summer break I guess. Only got two things for today. One is a question, be honest, would you hate me if I used this song in my game for a mini game... This one here (http://www.vgmusic.com/music/console/nintendo/n64/jtSM64PeachSlide.mid)

And the second is this screen.
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/4.png)

Fully functional menu that allows you to view specific stats and change your party at any time. (of course, somtimes this menu will be disable for obvious reasons which is why there is another menu for the sole purpose of viewing Class Statistics).

I have begun working on Chapter III. That is all.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: Moosetroop11 on August 14, 2008, 06:24:56 PM
I'm playing music and can't be bothered to click the link, but I'm pretty sure I won't wate you no matter what it is :p

As for the end of the 'summer break': Yay!
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: A Forgotten Legend on August 14, 2008, 06:46:25 PM
"SM64PeachSlide.mid"
...
Maybe if you remix it a little?

edit: maybe not....
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: drenrin2120 on August 14, 2008, 06:59:07 PM
Well, it's a mini game, mini games aren't usually serious.

So here, just a taste of what I'm working on.
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/5.png)
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: Meiscool-2 on August 14, 2008, 07:24:53 PM
Looks fun. What do you do in it?
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: Uberpwn_w00t on August 14, 2008, 07:27:35 PM
<smartass> Well, it looks to me like you ride a mine cart. </smartass>
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: A Forgotten Legend on August 14, 2008, 07:42:10 PM
Well, it's a mini game, mini games aren't usually serious.

So here, just a taste of what I'm working on.
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/5.png)
Like the thing in Mario 64 only it was Ice?  Ok.  Maybe I think that the music works.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: Fisherson on August 14, 2008, 07:46:42 PM
His eyes say it all lol. Seriously, though. Make the bottom darkness or bottomless pitt a little brighter so that it
dosn't meld with the cieling.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: A Forgotten Legend on August 14, 2008, 07:58:14 PM
actually, I would say the ceiling should have a lighter tint, i think the bottomless pit looks better complete darkness.
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: drenrin2120 on August 15, 2008, 06:34:18 AM
As for the aesthetics of the scene, I try not to worry about it too much, but I did edit it a little. Instead of just complete black void, there's walls surrounding the void. Not much, but it makes a difference.

I would explain the mini-game, but I'm lazy, and it's very simple, so instead I show you a video sample of how it works. Very quick, very easy to understand.

Video Sample (http://www.youtube.com/watch?v=5RWjRVZBdWM)

EDIT: I'm not very good at my own game XP
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: mironic on August 15, 2008, 07:20:34 AM
         _      .-"--._
        / \     /   ____\
        ||\\   /  /`(
        || \\ _| '``'-.
        | \_\\ `      9\              ,
         \_      9    _ '-.=     .--'|}
          |  _        \)   |     /    /}}
           \/   = \   ;_.'/   .=\.--'`\}
           |       `-`__.;---.//` '---./'
            '.___.-'`        `|
             _/        __.-.__/
         .-'      .-'   |||
      .-/         /      |\\
      {  |        /_     /  \|
       `-\          `\--;`
          '-.         |  |
             )       / _/
     jgs    /    __.'  '--.
           (      '--. ___)))
            `-.____)))

i love you this mutch
Title: Re: Apathy of Angels (DEMO AVAILABLE)
Post by: drenrin2120 on August 15, 2008, 07:28:42 AM
Creepy and unnecessary, but thanks anyways.
Title: Re: Apathy of Angels
Post by: drenrin2120 on November 17, 2008, 05:05:01 AM
*KICK*

Just poppin' in to say this is not dead, when I've been able to dedicate some time I've been working on a system that improves the DBS tremendously. It's a good amount of work though, trying to operate around the boundaries of the DBS. Here's a taste of what I'm doing.
<img src=http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/7-AdrenalinePreview.png>
Very simple, or at least it would be if the DBS wasn't so limiting.

Anyway, I just wanted to wake this out of its grave and tell you all it is alive. I plan on posting an updated, less buggy Demo with new DBS system, and a few other non-important features that just make it that much cooler. Uh... Yeah, that's really all.
Title: Re: Apathy of Angels
Post by: fruckert on November 17, 2008, 05:12:28 AM
Looks fun
Title: Re: Apathy of Angels
Post by: coasterkrazy on November 17, 2008, 06:11:28 AM
:)

I just hope limit/overdrive/rage/whatever attacks don't make things too easy.
Title: Elaborating on Adrenaline System
Post by: drenrin2120 on November 17, 2008, 08:38:45 PM
not really, they make it a little harder actually. I've made it so Techs are only usable when in "Adrenaline" state. They cost no MP. You gain TP (I guess that works, Tech Points) when you Attack or use Magic. Attack does some weird formula pitting your attack against foe's defense. The end result is a number 1 through 20. The goal is to reach 100, then you are in an Adrenaline state, which gives you twice the speed and the ability to use Techs or Magic. Using either will put you out of the Adrenaline state. When magic is used, the formula calculates intelligence verse foe's intelligence. Therefore, generally, the stronger you are compared to your foe, the more adrenaline gained in using Attack or Magic.

I'm also working on making it so when you finish the battle using Adrenaline, you stay in the Adrenaline state until you attack again next battle. So, in theory, if you had the right techs, you could stay in Adrenaline state for an infinite amount of time. There are also techs that do more good out of battle, than they do in battle(for example: healing Techs) but they are only usable while in an Adrenaline state.

The battle has changed greatly, but it's still a bit buggy. I'm confident though when this is finished, it will be well worth the effort.
Title: Re: Apathy of Angels
Post by: Linkforce on November 19, 2008, 12:46:58 AM
Looks great.  Glad to see you're still working at it!
Title: Re: Apathy of Angels
Post by: drenrin2120 on February 28, 2009, 05:53:38 AM
Nothing crazy. Just a new improved Class System and view class stats menu. I'll elaborate more on the new class system if anyone is interested.

(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/ImprovedMenu1.png)

By pushing enter you can view more detail on each character.
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/ImprovedMenu2.png)

I haven't been working too hard lately. Wrapping up Chapter III (which is a long *** chapter) has been slow going. Lots of weird glitches and switches/variables misfiring that I've been slowly tinkering with off and on the past few months. I'm playing through the whole game right now though, debugging the major things. Once it's completed, I'll release a demo which will allow play up to the end of Chapter III, Chapter III being the longest chapter in the game. After that, it should be as easy as copying and pasting your save file into any further releases folder to play other Chapters.

Once Chapter III is finally done, I'll be really happy. Kind of excited, not gonna lie.

EDIT: Damn... I had not realized my last post on this was back in November. holy crap.
Title: Re: Apathy of Angels
Post by: fruckert on February 28, 2009, 06:09:06 AM
Class elaboration plz?
On...well...all of 'em?
Title: Re: Apathy of Angels
Post by: drenrin2120 on February 28, 2009, 06:20:16 AM
I spent a good time rethinking the classes.

Class Hierarchy
Not always followed 100%

Electric > Water > Fire > Ice > Wind > Earth > Electric
Mystic > Cosmic > Kinetics > Nature > Wild > Mystic

Class Training and Level
Each class has levels 0 through 5. Each number represents a character’s skillfulness in that class. 0 means the character has no experience with this class and knows no skills from this class. 5 is the Master Level. To gain levels, one must acquire AP from monsters in battle. AP is similar to EXP, once enough AP is gained, the character gains a level in the class they were training and learns a new skill. The amount of AP required to gain levels in Classes is the same for each class.

0>1 requires 200 AP
1>2 requires 600 AP
2>3 requires 1500 AP
3>4 requires 3000 AP
4>5 requires 6000 AP

Level 5 is the highest level for any class. Players can take on any Class they want at any time without forgetting learned skills.

Elemental and Specific Classes
Classes are divided into two groups, Elemental Classes and Specific Classes.

Elemental Classes:
-Electric
-Water
-Fire
-Ice
-Wind
-Earth

Specific Classes:
-Kinetics
-Cosmic
-Mystic
-Nature
-Wild

Classes Analysis

Elemental Classes: All elemental classes are offensive.
-Electric
-Water
-Fire
-Ice
-Wind
-Earth

Specific Classes:
-Kinetics: Defensive.
-Cosmic: Offensive.
-Mystic: Curative.
-Nature: Status effecting.
-Wild: Offensive and/or status effecting.

Master Skills
Master Skills are special abilities obtained only from finding Items called compounds. For example, to learn the master skill for the Electric Class, one must find the Electric Compound and use it on a character who has mastered the Electric Class. Only one Compound exists for each class in the game and can only be used on one Character.



I find the system is very similar to Tactics. I may even make it so you can only use certain abilities for one class at a time. For example, if Samson has mastered Kinetics and Fire classes, you can only use Fire or Kinetics skills at one time, not both at the same time. Right now, as it stands, any skill you learn for any class can be used at any time. I may keep it like this though. Any input on this?
Title: Re: Apathy of Angels
Post by: fruckert on February 28, 2009, 06:36:37 AM
That is very well thought out dude
Congrats on making a really good system
Title: Re: Apathy of Angels
Post by: drenrin2120 on February 28, 2009, 06:43:55 AM
Thanks, I wasn't sure what people would think of it.
Title: Re: Apathy of Angels
Post by: Rahl on February 28, 2009, 08:40:46 AM
Looks good. alot of classes but beyond that I think its gonna be a good game.

PS: the guy in the very middle of the charater screen seems to vere to the left a bit more than the others.
Title: Re: Apathy of Angels
Post by: zuhane on February 28, 2009, 11:39:52 AM
Parallax the bottomless pit...
Title: Re: Apathy of Angels
Post by: Fisherson on March 01, 2009, 01:45:07 AM
Looks awesome man! New class system look's intimadating, but at least you can keep cross class skills, which was the only problem I had with the first one.
Title: Re: Apathy of Angels
Post by: drenrin2120 on March 01, 2009, 02:20:44 AM
Quote
PS: the guy in the very middle of the charater screen seems to vere to the left a bit more than the others.

Huh, I hadn't noticed that before.

Quote
Parallax the bottomless pit...
You mean the minecart screen thing? Yeah, that pit is a bit out of place. I may do something more with it.

Quote
Looks awesome man! New class system look's intimadating, but at least you can keep cross class skills, which was the only problem I had with the first one.

Yeah, it's not that bad though. I mean, it's the exact same thing as before, just more organized, classes are better specialized for different purposes instead of all doing random things, and now any character could potentially learn every Magic skill in the game.
Title: Re: Apathy of Angels
Post by: Moosetroop11 on March 01, 2009, 02:49:54 AM
Just want you to know I'm still following this. Keep up the good work!
Title: Re: Apathy of Angels
Post by: Muraiko on March 01, 2009, 04:34:51 PM
Looks great so far! Can't wait for the next download link!
Title: Re: Apathy of Angels
Post by: FourPieceBars on March 08, 2009, 04:42:08 AM
I'm really interested in playing through this demo...Any idea when you'll make the upload available again?

(Unless it's somewhere in this thread and I missed it like a total noob)
Title: Re: Apathy of Angels
Post by: drenrin2120 on March 08, 2009, 05:27:27 AM
Don't worry, like I said in the pm, just working out some bugs and making sure it's what it should be then I'll release a demo up to (at the least) the middle of Chapter III (which is kind of big, I may cut it into two chapters)

And just so this post is interesting.
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/13.png)
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/14.png)

I dare say to expect a second demo by the end of the month.
Title: Re: Apathy of Angels
Post by: Fisherson on March 09, 2009, 01:38:35 PM
Don't worry, like I said in the pm, just working out some bugs and making sure it's what it should be then I'll release a demo up to (at the least) the middle of Chapter III (which is kind of big, I may cut it into two chapters)

And just so this post is interesting.
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/13.png)
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/14.png)

I dare say to expect a second demo by the end of the month.

I love the mapwork in that snowy villiage the world map looks pretty good to.
Title: Re: Apathy of Angels
Post by: Linkforce on March 10, 2009, 05:12:21 PM
Glad to see this game is still coming along nicely.  Your screens are good too, very consistent with the rest of your game.  I look forward to this release.  :]
Title: Re: Apathy of Angels
Post by: arcaine91 on March 10, 2009, 06:54:12 PM
Pretty interesting...

Man, seeing all of you guys' and girls' good games just reminds me how lame mine are. I seriously gotta step up the "cool" factor somehow.

BTW looking forward to playing this.
Title: Re: Apathy of Angels
Post by: drenrin2120 on March 10, 2009, 11:20:26 PM
Thanks!

Also, I'm going to be putting a few cameos into this demo. If you want to be in it, send me a charaset via PM and a name to use. You're character may or may not play a less than minor role. In other words, some cameos will take part in the story while not being a necessary element and others will just be side quests or unimportant random happenings.
Title: Re: Apathy of Angels
Post by: Myownpath on March 14, 2009, 04:47:57 PM
Love the mappings, faces for people(I love it when people use facemaker), battles look cool, monsters eh they are allright, This game is made of win dont quit on it please! ;D  look forward to this release.  :]
Title: Re: Apathy of Angels
Post by: coasterkrazy on March 17, 2009, 05:28:08 AM
Wow. It's been months since I've even been here at all, but by random sheer boredom tonight I decided to visit and I get to see this treat that you are still working on this game. The demo for this game was probably the most memorable RM game I've ever played and I'm so glad to see you're still going with it. I still look forward to the day I can play the full version. :)
Title: Re: Apathy of Angels
Post by: drenrin2120 on March 17, 2009, 01:37:06 PM
Wow! CK? Holy crap. More and more awesome returning to charas every day!
Title: Re: Apathy of Angels
Post by: zuhane on March 17, 2009, 03:08:37 PM
It's looking really nice!
Title: Re: Apathy of Angels
Post by: drenrin2120 on April 11, 2009, 01:50:07 PM
Just letting you all know I didn't flake on you guys, my computers been screwed up lately and I haven;t been able to wrap up the rest of the demo. So for now, AoA is on hold until I fix the problem.
Title: Re: Apathy of Angels
Post by: Fisherson on April 11, 2009, 02:08:54 PM
Just letting you all know I didn't flake on you guys, my computers been screwed up lately and I haven;t been able to wrap up the rest of the demo. So for now, AoA is on hold until I fix the problem.

Nooooo! Just kiding I remeber you telling me this already, but I just love AoA so much that it's sad to see it delayed. Although, If I was a betting man, i'd say you feel the same way about Warped.
Title: Re: Apathy of Angels
Post by: Linkforce on April 20, 2009, 08:25:17 PM
How's the game coming along dren?
Title: Re: Apathy of Angels
Post by: drenrin2120 on April 24, 2009, 05:35:43 AM
I'm so close, I've only got a few things to wrap up, but every time I go to test, RPG Maker crashes. =(
Title: Re: Apathy of Angels
Post by: Rahl on April 24, 2009, 07:00:35 AM
keep at it, theres a way you can find out if your missing a resource. Just download rm tool, it gets rid of uneeded ones and find missing ones.
Title: Re: Apathy of Angels
Post by: Linkforce on April 26, 2009, 09:13:24 PM
I'm so close, I've only got a few things to wrap up, but every time I go to test, RPG Maker crashes. =(

Crashes you say?  That sucks but try and find a way around it!  I'm very eager to play this lol
Title: Re: Apathy of Angels
Post by: drenrin2120 on July 17, 2009, 06:29:38 PM
0_X

Been a while. Um, Yeah, well my computer died and I haven't had access to rm2k3 for a long time. I finally convinced my parents to let me upload some stuff off CD onto their computer. Which is funny, but whatever. Important thing is I have the demo I promised months ago, and I guess I'm back? Did I really leave though? Whatever. Here's a link, everything should be fine, read the README if you're at all confused.

Baleeted! (http://BALEESHUN)
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: Fisherson on July 17, 2009, 07:07:04 PM
0_X

Been a while. Um, Yeah, well my computer died and I haven't had access to rm2k3 for a long time. I finally convinced my parents to let me upload some stuff off CD onto their computer. Which is funny, but whatever. Important thing is I have the demo I promised months ago, and I guess I'm back? Did I really leave though? Whatever. Here's a link, everything should be fine, read the README if you're at all confused.

AoA Beta Demo 1.0 (http://www.megaupload.com/?d=FLUCR7KY)

You're back! And you have anew demo of my favorite RM2k3 game with you! Awesome.
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: Uberpwn_w00t on July 17, 2009, 07:15:04 PM
I'm sorry Drenrin, I can't hold it in anymore.







The escape pods in your signature look like red Guitar Hero notes.




But yeah, cool story bro.
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: drenrin2120 on July 17, 2009, 07:51:59 PM
But Uber, that's what they are. You gotta go out and bring back all the Guitar Hero Notes and get the star power to defeat the almighty 100%... :dry:

I wouldn't say I really left, Fish, just kinda disappeared... >.>
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: Fisherson on July 17, 2009, 09:56:13 PM
But Uber, that's what they are. You gotta go out and bring back all the Guitar Hero Notes and get the star power to defeat the almighty 100%... :dry:

Best crappy game idea ever.

I wouldn't say I really left, Fish, just kinda disappeared... >.>

What did you fall down a rabbit hole or something? Actually in all seriousness I though maybe you're band had finally gotten noticed and you just didn't tell us.
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: A Forgotten Legend on July 18, 2009, 02:14:03 AM
Downloading demo right now...  I may get enraptured into the music though....
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: Linkforce on July 18, 2009, 04:20:12 AM
HOORAY!!!  Life was bad but now its good!  I'll download the demo and play it asap and I'll give you a full review dren!
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: drenrin2120 on July 18, 2009, 04:33:30 AM
Yay! I can't wait to get some criticism. Fish, my band? Getting noticed? Kinda funny actually, we're not together anymore, and thankgod for that.
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: fruckert on July 18, 2009, 06:15:32 AM
*goes and downloads*
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: RockJohnAxe on July 18, 2009, 05:47:31 PM
Noice! i love this game Drenrin!! You da man!
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: Fisherson on July 19, 2009, 03:20:25 PM
Yay! I can't wait to get some criticism. Fish, my band? Getting noticed? Kinda funny actually, we're not together anymore, and thankgod for that.


Oh well. Most garage bands break up anyway. I have to say you've changed alot of the first chapter and I like it. The new cinematic Intro is cool, makes it feel real.
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: drenrin2120 on July 19, 2009, 06:13:40 PM
Oh, I just remembered. Some controls I never pointed out. When on the world map, pressing the '+' or '-' on the number pad will move the map to each corner of the screen and enlarge it at the center.
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: Fisherson on July 19, 2009, 07:02:52 PM
Oh, I just remembered. Some controls I never pointed out. When on the world map, pressing the '+' or '-' on the number pad will move the map to each corner of the screen and enlarge it at the center.

Sweet. I'll have to give that a try.
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: drenrin2120 on July 20, 2009, 03:30:07 AM
Alright, little demo update. Sorry guys, should've had this fixed before I released. No biggie though, mostly stuff deep in the game. If you download the new version, you should have no problems copying save files.

Demo under some renovations
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: Fisherson on July 20, 2009, 11:24:55 PM
I lost my save file so I can't, but you've added so much new stuff love playing it again. I'll have to remove a few flashes though I think.
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: zuhane on July 21, 2009, 04:25:13 PM
That looks VERY nice!
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: ellie-is on July 21, 2009, 04:31:46 PM
I lost my save file so I can't, but you've added so much new stuff love playing it again. I'll have to remove a few flashes though I think.
Hey fish. If you die when you see flashes, how come you are a star war fan? I am pretty sure those explosions flash a lot :/
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: Fisherson on July 21, 2009, 05:01:22 PM
Hey fish. If you die when you see flashes, how come you are a star war fan? I am pretty sure those explosions flash a lot :/

Yes they do and that is why I have to squint when I think it's about to flash. I even have to do this playing vidoe games I own. It's very anoying.
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: Uberpwn_w00t on July 21, 2009, 05:58:34 PM
Yes they do and that is why I have to squint when I think it's about to flash.
That's a dedicated fan if I've ever seen one.
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: drenrin2120 on July 21, 2009, 06:35:58 PM
Gah... Hate to do this to you guys, give me a day to zip through the game, it turns out there are more problems with it then I originally thought. =\ Sorry bout this.

If you downloaded it and started playing, then I'm really sorry. I thought it was all under control, but it's been a while since I played it, so there was more things I changed months back and never tested that were buggy than I thought. Hold tight, I patch it up asap.
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: Rahl on July 21, 2009, 09:13:40 PM
Be quick, for we wish to play this.
Title: Re: Apathy of Angels (DEMO UP! Finally!) Oh, and new screens!
Post by: drenrin2120 on July 21, 2009, 09:19:59 PM
Yeah, don't worry, I won't disappear like last time. =P
Title: Re: Apathy of Angels (DEMO under quick renovation UPDATE SOON!) Oh, and new screens!
Post by: Fisherson on July 22, 2009, 04:27:50 PM
Yeah, don't worry, I won't disappear like last time. =P

You'd better not. I'm almost addicted to this as I am to Final Fantasy.

That's a dedicated fan if I've ever seen one.

I guess I'd better not tell you about 150$ I spent on Star Wars guide books for the Exteneded Universe....And the piramid of Books I own which fills a small packing box.
Title: Re: Apathy of Angels (DEMO under quick renovation UPDATE SOON!) Oh, and new screens!
Post by: Uberpwn_w00t on July 23, 2009, 05:14:16 AM
I guess I'd better not tell you about 150$ I spent on Star Wars guide books for the Exteneded Universe....And the piramid of Books I own which fills a small packing box.
If I had money to spend, I'd probably have a custom Hyperblade Force FX saber, along with a bunch of other replicas and collectibles. I already have a ton of action figures from my youth(er).
 
/theadhijack

SO WHAT ABOUT THEM APATHETIC ANGELS
Title: Re: Apathy of Angels (DEMO under quick renovation UPDATE SOON!) Oh, and new screens!
Post by: Fisherson on July 23, 2009, 03:01:17 PM
If I had money to spend, I'd probably have a custom Hyperblade Force FX saber, along with a bunch of other replicas and collectibles. I already have a ton of action figures from my youth(er).
 
/theadhijack

SO WHAT ABOUT THEM APATHETIC ANGELS


Well it's not that I had the money, I just know how to shop. (AKA Booksamillion coupons and membership discounts. ;) )
Title: Re: Apathy of Angels (DEMO under quick renovation UPDATE SOON!) Oh, and new screens!
Post by: drenrin2120 on July 23, 2009, 05:32:29 PM
If I had money to spend, I'd probably have a custom Hyperblade Force FX saber, along with a bunch of other replicas and collectibles. I already have a ton of action figures from my youth(er).
 
/theadhijack

SO WHAT ABOUT THEM APATHETIC ANGELS

I'm playing through it as quickly and thoroughly as possible. Another major thing I'd forgotten about was I changed the experience per level and a few stats, so some of the monsters need a bit of tweaking and the bosses do as well. Don't worry, It'll be worth waiting for. ;)
Title: Re: Apathy of Angels (DEMO under quick renovation UPDATE SOON!) Oh, and new screens!
Post by: drenrin2120 on July 27, 2009, 01:47:55 AM
*mini kick!*
DEMO UP!

http://www.megaupload.com/?d=EWBD5HN3
Title: Re: Apathy of Angels (Demo v1.2 is up and downloadable)
Post by: Linkforce on July 27, 2009, 02:08:06 AM
What's the difference in this demo again?
Title: Re: Apathy of Angels (Demo v1.2 is up and downloadable)
Post by: drenrin2120 on July 27, 2009, 05:51:02 AM
Longer, more story, two new systems implemented, adjusted Stats, a mini game. Basically it. Unless you meant from this and the one I just released a few weeks back, the difference between those and this one would be, I fixed a bunch of crippling bugs and I adjusted awkwards stats on characters and monsters. So I would not recommend copying and pasting any old save files from older demos to this one. I promise though, in the future, you will be able to copy paste save files from here on out.
Title: Re: Apathy of Angels (Demo v1.2 is up and downloadable)
Post by: Emerates on July 27, 2009, 11:31:35 AM
I just finished the last demo...  Will I still get Parry after that meany Demetrius takes him, or did you fix that as well?
Title: Re: Apathy of Angels (Demo v1.2 is up and downloadable)
Post by: drenrin2120 on July 27, 2009, 07:05:47 PM
Haha, well, I don't want to give anything away. Uh... haha, I guess you'll find out? =P
Title: Re: Apathy of Angels (Demo v1.2 is up and downloadable)
Post by: drenrin2120 on August 09, 2009, 12:54:10 AM
*bump*

Just wondering if anyone played through it and what they might have to say...?
Title: Re: Apathy of Angels (Demo v1.2 is up and downloadable)
Post by: Emerates on August 09, 2009, 03:32:49 AM
Not yet, too busy with REAL LIFE.

So far, though, haven't run into any of the major glitches from the first demo.  Especially the Parry Paradox.

EDIT:  Although, sometimes you forget to change music back after a cutscene, so you walk around for awhile in total silence.
Title: Re: Apathy of Angels (Demo v1.2 is up and downloadable)
Post by: drenrin2120 on August 09, 2009, 03:37:47 PM
Hm.. never had that problem when I played through, or maybe I did and just never got around to fixing it... haha.
Title: Re: Apathy of Angels (Demo v1.2 is up and downloadable)
Post by: Linkforce on August 10, 2009, 02:27:21 AM
Hey man, I'm still playing it....I have the first demo not the new one you edited and fixed.  I'm probably going to delete that one and download the new one you have.  I'll try and get a review ASAP man I promise!!
Title: Re: Apathy of Angels (Demo v1.2 is up and downloadable)
Post by: drenrin2120 on August 12, 2009, 12:36:16 AM
kk man, it's highly recommended that you get the up to date one. Lots a bugs in the old one, just so you know.
Title: Re: Apathy of Angels
Post by: drenrin2120 on February 04, 2010, 02:47:31 PM
Hey! Been a while! Just gonna post an update! I'm 99% done with Chapter III. I don't have a title screen for Chapter IV yet, but it is entitled, "The Ghosts of Heart Lake". This may bring back some memories for some of you oldies. ;) Hard to believe it's been five years in the making. I also want to announce I plan to have a full game release by the end of the summer. It will probably be a little delayed. Sooo, for now, no specific date. I am confident I can achieve this deadline, because the remaining chapters aren't as long as Chapter III. Plus, I have more than half of the maps done. Okay, now on to the fun stuff!

Screenshots from the end of Chapter III

(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/ChapterIIIe.png)
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/ChapterIIIf.png)
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/ChapterIIIg.png)
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/ChapterIIIh.png)
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/ChapterIIId.png)
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/ChapterIIIi.png)
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/ChapterIIIc.png)
(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/ChapterIIIa.png)

That's pretty much all for the update. I'll keep updating on my progress through Chapter IV, but screenshots will be few as I don't want to give anything away. After a few Beta Testers go through the demo I'm preparing, I'll release to you guys. But I really want to make this perfect before I release, so bare with me guys.
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: Fisherson on February 04, 2010, 05:13:09 PM
The fith and 7th screen shots are pretty epic....Say isn't that the effect I used on my Charas Action figures: Battles thing? The traparency effect I mean XD
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: drenrin2120 on February 04, 2010, 05:48:51 PM
Thanks! And uh... I wouldn't know. 0_o you mean the thing the wolf is doing?
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: Muraiko on February 06, 2010, 12:50:18 AM
Love the game and I'm glad to see you're so close to a final release!

I'm not sure if you're aware of this glitch or not, but I guess I'll just state it anyway:

In Battle, if you choose "AI" Instead of "Fight", then all characters will be doing their limit attacks regardless of their adrenaline.
I'm not really sure how to fix that, unless there is some way to disable the "AI" command.
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: drenrin2120 on February 06, 2010, 02:11:05 AM
I do, I had just forgotten about it... =( I'll have to edit the battle commands somehow. Otherwise, thanks!
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: Drakiyth on February 06, 2010, 08:59:42 AM
Drenrin, dude, this is looking awesome.  I really like the characters and your mapping is good too.  Finish this **** dude.  You got a Drak's 2 Horns up!   :Plight:
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: drenrin2120 on February 06, 2010, 08:17:09 PM
Drenrin, dude, this is looking awesome.  I really like the characters and your mapping is good too.  Finish this **** dude.  You got a Drak's 2 Horns up!   :Plight:

Thanks for the support!
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: Linkforce on February 10, 2010, 07:00:40 AM
Your mapping looks spot on dren!  I especially like the screen with that frozen lake monster.  Even though it's bland it's still pretty cool!  lol  Glad to see you still working on this!
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: drenrin2120 on February 12, 2010, 02:43:10 AM
Thanks for the support! I really hope I can finish this, there's still a lot left, but I've gotten so much done. It seems tangible at this point.
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: drenrin2120 on February 24, 2010, 10:52:31 PM
I have been toying with the idea of creating a CBS. I'm afraid of the amount of work, yet I'm sick and tired of the DBS and it's bullshit. I'm frustrated by the picture limitations, yet I've coded so much crap into the DBS already(And it is STILL glitchy).

Bottomline, a CBS would kickass. But if I'm gonna do this, I'm gonna do it right. I've started working on a potential HUD and other graphics that would be required in a CBS. Here's what I've got so far.
(http://img.photobucket.com/albums/v244/drenrin2120/HUDUsage.png)

ADREN stands for Adrenaline. I may reduce the font size on that to fit the entire word and other status effects in there. The smaller number would be used for the amount of an item you have and the amount of MP to use a magic skill.

One of my biggest complaints with the DBS is the algorithms. They don't make any sense... If your character has low AGI, that character is gonna be SLOW AS BALLS. It also doesn't seem to care how high your Strength stat is. A character with 999 Strength against a monster with 10 Defense, will do about 1500 points of damage... That's ALMOST reasonable. Now what happens when the monster has 100 defense? You'll probably end up doing 500 damage...

On top of that, the item options are all screwy. You can't set a resistance percentage against a skill type. You CAN however set a resistance percent for a condition... It makes no sense. Plus, the skills and items options are limited. A single skill that would allow the player to "analyze" a given foe would improve gameplay phenomenally.

So, I have many more problems with the DBS, and I'm really at my rope's end. But I'm also wary of coding a CBS. That's why I'm meticulously planning out every detail I can think of before actually coding this monstrosity. Here's what I plan to include in the CBS:


Honestly, if I didn't have so much time invested in this project on rpgmaker, I'd probably switch to Gamemaker and just take some time to learn code basics and go nuts... -_- I feel I can do this though as long as I work all the details out before hand.
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: Muraiko on February 25, 2010, 01:31:02 AM
Creating a CBS for the game would be an amazing idea. Only problem is that you have so much of the game made already, you'll have to worry about creating the battle system AS WELL as editing all existing battles to match but if you have the determination, it'll work out fine. (I had to go back and re-edit my own battle system countless times myself over the years)

Another thing you should keep in mind is to make sure that you aren't showing too many pictures at once or have too many events running at the same time or else it's going to lag big time. I attempted making an Artifical Intelligence CBS for another project of mine, but whenever anyone in the party got damaged and his/her HP gauge changes, the whole game started to lag really slowly for some reason.
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: drenrin2120 on February 25, 2010, 01:40:33 AM
Yeah, I know what you mean. As few as possible parallel processes, as few conditional branches, and recycle as many pics as I can, stuff like that. Algorithms are giving me a hard time, ill have to check different sites.
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: InsaneJP on February 25, 2010, 04:48:35 AM
drenrin i totally forgot you were using my coak character! lol everything looks good man! the CBS idea is always good but not always worth it if your that far into it.... look at me i use the DBS and half the time people think its a CBS lol pictures are tricky cuz you need to use them in battle animations instead but its possible and if your having glitches maybe i can help PM me if ya want i can try to figure them out cuz thats the first thing i did for my game so far i have about 60pgs of battle events... no glitches =)
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: drenrin2120 on February 25, 2010, 07:32:08 AM
lol, I told you I was using your coak charaset just recently in a pm. =P Remember I told you he had nun-chucks and that it was a shitty weapon choice. haha Well, anyway. I hate the DBS, JP. I hate copy pasting a massive event just for my Adrenaline system and still having glitches. I hate the algorithms and HUDs used. I hate how fast paced it is, it feels so rushed and sloppy. and I'm so annoyed with messing with stats radically to get what I want in battle. And as for the pictures, I'm not sure what you mean. Battle animations can remain battle animations, as far as I know. With a CBS, I can even make combo attacks. I'm really enticed by the possibility for a wider variety of skills and enemy skills. It just allows me to greatly increase the strategic value of my battles in many different ways. As well as the aesthetic value.

Muraiko, my last reply was via phone, so it was short. I know what you mean about refining the events even once I have them. Hopefully if I plan it out well enough, I can reduce the amount of coding needed, thus reducing the lag and I have an idea to make the battles as least specific as possible. What I mean for example is, have certain variables which are designated monster IDs. These variables alone will decide what monsters the party will fight. Have another set of variables to determine where the monsters are placed on the battle field. Another set of variables that are designated character IDs, etc. Things like this reduce the amount of repetitive code. I can also use one single map for all the common battles throughout the game. Obviously, I'll want to use separate maps for bosses and such, but those will be fun and easy to code once I have the battle system done and set in stone.

May I ask what type of event you were using to keep track of HP/MP bars? Was it a parallel process event? I think a common event that resets HP and MP stats, and is called every time a monster's or hero's turn passes, would work fine.

Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: Muraiko on February 25, 2010, 12:44:40 PM

May I ask what type of event you were using to keep track of HP/MP bars? Was it a parallel process event? I think a common event that resets HP and MP stats, and is called every time a monster's or hero's turn passes, would work fine.


I have a switch that turns on whenever you are in battle, and it activates teh HP/MP gauges which are Common Events set to Parallel Process. Since I have twenty picturers for the gauges, it divides the hero's hp into 20ths and records that into a variable, checks to see your current HP in relation, and shows the corresponding picture appropriatly. My way requires three variables for one gauge, HP Max, HP Current, and HP Step (HP Step is just 20th of the hero's Max HP.)

It's constantly running with a .1 wait command, so I guess that can account for the lag, Since I have HP processes running for all four battle participants, as well as MP for each one. On the bright side though, since it's constantly going, it'll work right away if anyone were to get damaged, lose MP, heal, or level up.

Since you're using more pictures than I did, lag could be a problem. Your idea to set up the common event to "call event", and just calling it manually after anyone's action in battle should reduce lag by a long shot.
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: drenrin2120 on February 25, 2010, 02:37:09 PM
Yeah, if I used a parallel process event o constantly update 28 pictures, I think it's safe to assume I'd have some serious lag. Manually calling event and having separate from the event allows me to edit that event without having to do a lot of copy paste. The only problem I can see is when there are status problems such as poison, "regen" or mp draining status affects. I'll find a way around that though.

Also I've updated the Damage calculator to include a separate branch specifically for Magic attacks.



EDIT: I'll post the following update of the CBS Outline here at around 1 PM on February 25, 2010.

~~~CBS~~~CBS~~~CBS~~~CBS~~~CBS~~~CBS~~~CBS~~~CBS~~~CBS~~~CBS~~~CBS~~~CBS~~~CBS~~~CBS~~~CBS~~~CBS~~~




~~~~~~~~~specs~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

80 pixels = width of hero HUD
80 * 4    = 320 pixels (Width of rm2k3 screen)
13 pixels = Width across Adrenaline and Timer Bars.
16 Pixels = Event square size.
24 Pixels = Possible space that can be taken up by any given event (4 pixels bleeding into events on
            the right, and 4 pixels bleeding into events on the left.)

~~~~~~Pictures~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

HP/MP stats for Heros = 28
Damage Numbers        = 4
Hero HUDs             = 4   (this includes ALL POSSIBLE battle options)
Monster Pics          = 6
Skills Name Display   = 1
Status Display        = 4
All Display Background= Events (Skill Display/Attack Option HUD)
Subset Skills         = Included under Hero HUDs
Timer Bars            = Events (Theoretically)
Adrenaline Bars       = Events (Theoretically)
Skill : Analyze       = Message windows over rides pictures
Notifications         = Battle events (Notifications include: "Ready!" when a character's time bar is
                        full, "Max HP!" when a character's HP has been filled to the max, "Max MP!"
                        when a character's MP has been filled to the max, etc)

TOTAL                 = 47


~~~~~~Hero Battle Options~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Tactic     >     >     >     >Opens>     >     > Attack (or Tech if in Adrenaline state)
Magic                                            Defend
Items                                            Escape
Run


_Tactic_
Options for Tactics include the following basic commands optional
for every hero in battle:

Attack - A normal attack dealing damage dependant on the user's equipped
weapon and their base Strength.
Defend - An option which allows the user to take half physical damage
from any attacking foe. This takes up a full turn and does not allow
an attack by the hero.
*Other options may become available that are dependant on the hero.

_Techs_
Option that replaces Tactics command when a character reaches full
Adrenaline. A list of Tech maneuvers that the hero knows will appear
under this option if selected. Techs can be used once at full adrenaline.
After use, adrenaline drops back to 0.

_Magic_
Allows a hero to use a magic skill provided they have enough MP to do so.

_Items_
Allows a hero to select and use an item.

_Run_
allows the entire party to attempt to run.


~~~~~~Status Hierarchy~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In battle, you can only be afflicted with one status affect.
If afflicted with a status affect which is considered "higher priority"
than another, the other status affect will dissipate and the higher
prioritized affect will take place. Here is the status hierarchy."<"
representing "Less than".

Normal < Sleep < Blind < Stun < Poison < Paralyze < Infected < Berserk
< Confused < Purge < Silence < Drunk < KO

Adrenaline Note: While in Adrenaline, no status other than KO can afflict
a player. However, if afflicted with Stun, Paralyze, Berserk, Confused,
or Drunk, the resulting player cannot gain Adrenaline points. If afflicted
with another status affect other than the ones listed previously, when
the character reaches the state of Adrenaline, their status will be
recovered to normal.


~~~~~~Status Affects~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Normal
Sleep
Blind
Stun
Poison
Paralyze
Infected
Berserk
Confused
Purge
Silence
Drunk
KO


The following are technically status affects, but operate outside of the status affect hierarchy.
They are called Special Affects. A player or monster can be affllicted with both a special affect and
a status affect.

Slow
Haste
Chronic
Cypher

-----Display-----
Special affects are not listed under the status affects. Instead, special affects cause monsters or
party members to glow different colors.


Slow    Player or monster glows green
Haste   Player or monster glows yellow
Chronic Player or monster glows red
Cypher  Player or monster glows blue

The Special Effect hierarchy works like so.

Slow < Haste < Cypher < Chronic < KO

~~~~~~Time-Based System~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The proposed CBS would be time based. Depending on the hero's
speed stat, the hero would have to wait for the time bar to
fill up in order to attack. No monster or player shall attack
faster than every 5 seconds or slower than every 7.5 seconds unless
afflicted with Adrenaline or Haste, in which case Adrenaline would allow
the player to wait half the time, while Haste will allow the player to
wait 3/4 of the time.

Each hero's Agility will be pitted against the Enemy Party's average agility (which is attained
by averaging all the enemies Agility into one number) Suppose y equals the difference in percent,
x is equal to the enemy party's average Agility and z is equal to the hero's agility.
The equation would be as  follows:

y=(z-x(100))/Z


EXAMPLE A1: Hero has more agility than enemy party's average agility.
If x=50 and z=60 then,

y = (60-50)(100)/60
y = 1000/60
y = 17               NOTE: rm2k3 rounds up and does not use decimals. This is why we multiply by 100.

17 is the percent difference.

EXAMPLE B: Hero has less agility than enemy party's average agility.
If x=60 and z=50 then,

y = (50-60)(100)/50
y = -1000/50
y = -20

PROOF OF CONCEPT

17% = .17

60(.17) = 10.2
10.2 + 50 = 60              NOTE: Given the rounding, the answer will not always be perfect.
                                  In this case it was right on.
 
-20% = -.20
50(-.20) = -10
60-10 = 50

THE USAGE OF PERCENT DIFFERENCE

If both the hero Agility and the enemy party's agility average are the same, than both the hero
and the enemies would have to wait the same amount of seconds (provided the enemies had the same
agility). The amount of time one must wait can deviate upto 50 percent from the default wait time.
The default wait time is 5 seconds. That means, the fastest a player or enemy can attack is within
2.5 seconds and the slowest a player or enemy can attack is within 7.5 seconds.

First, y is divided by 2. This reduces the affect of the percent difference, which would otherwise
be massive even in small agility differences. If after this divsion process, y < -50, y is
automatically set to -50. If y > 50, y is automatically set to 50. Wait time can now be calculated.

EXAMPLE A2:
x = 50, z = 60, and y/2 = 9 (due to rm2k3 rounding up)

500-[(500*y)/100)]

(500*9)100
4500/100
500-45

=455

From this we can determine the hero would have to wait 4.5 seconds before being allowed to attack.
Again, since decimals are not allowed in rm2k3, we must find other methods. A looping event adds 10
to a variable every .1 seconds. This allows it to count up to 4.55, which would indicate that 4.55
seconds had passed by. We can also use this variable as a whole for the time bar to fill up by.

EXAMPLE B2
x = 60, z = 50, and y/2 = -10

500-[(500*-10)/100]

(500*-10)100
500+50


=550

From this we can determine the hero would have to wait 5.5 seconds before being allowed to attack.

The full equation would look like this, where y = [z-x(100)]/Z,
x is equal to the enemy party's average Agility and z is equal to the hero's agility.


500-[(500*{[z-x(100)]/Z})/100)] = the time to wait.

-----Timer Steps-----

1)  y=(z-x(100))/Z


2a) If character is afflicted with Haste: t = 300

2b) If character is not afflicted with Haste or Slow: t = 500

2c) If character is afflicted with Slow: t =700


3) y/2=P


4)  t-[(t*p)/100)]




~~~~~~Items~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The LIST PROBLEM
For items, magic and techs, there's a problem that presents itself when listing them in a custom
menu. Not every player will have all the items, magic or techs. This presents gaps in the list
where items, magic and techs the player doesn't have should be. To avoid this, a "variable Id slot"
system is implemented.

Each item is assigned a variable ID, 1 through infinity. These ID numbers represent slots in the item
selection screen. For example, if you have potionx5, tonicx1, golden phoenix cupx2, and Red Herbx17,
potion would be assigned ID slot 1, tonic ID slot 2, golden phoenix cup ID slot 3, and Red Herb ID
slot 4. They would appear in this order, one after the other. This avoids the "list problem".

They are assigned through a system of conditional branches checking to see what items, magic or
techs have been assigned an ID and which have not, starting with ID slot 1 being filled. This a
simple process of elimination. When an item, magic or tech is assigned an ID, a switch specific to
that item, magic or tech is flipped ON. This prevents the system from assigning an Item, magic, or
tech to more than one ID Slot.

At the end of the battle all variable ID slots are set to 0 and all item, magic or tech specific
switches are turned OFF. The system repeats itself before the beginning of each battle. If a player
finds a new item, tech or learns a new magic skill in between battles, the new item, magic, or tech
will be assigned an appropriate ID slot. This also assigns different ID slots to all following items,
magic, or techs that have not been assigned ID slots.

No switch is necessary to ascertain whether or not a player has acquired a certain Item, Tech, or
magic because there is an option under "conditional branches" called "Have Item" or "Have Skill"
(which can be used for both Magic and Techs."

ITEM AMOUNTS

Returning to the example of a player having the following items...

potionx5, tonicx1, golden phoenix cupx2, and Red Herbx17.

you will notice the number after the x, "x" referring to "times" where the name of the item is
referring to "1" of that item. Simply put, Potionx5 is the same as 1(potion) x 5 = five potions.
...I guess that didn't need to be explained. Moving on... Through a system of module events, the
number of Items had is reduced to two digits. The tens digit, and the ones digit. If the number of
items had is less than 10, the tens digit would equal 0. This digit is never displayed considering
the max numbers of items allowed is 99.

Take Red Herbx17 for example. The tens digit would be 1 and the ones digit would be 7. These digits
would be displayed next to each other as "17". This allows the use of only 10 digits pictures,
0 through 9. Instead of 99 individual pics 0 through 99. The downside is, each item requires 3
pictures to be displayed properly as opposed to 2.. The upside is, the amount of coding needed is
dramatically reduced. At this time, when displaying items, there are 7 number pictures not in use.
(The HP and MP pictures that would be displayed for the character trying to use an item, that are
now not visible due to the item screen being displayed over their stats.) As well as 1 status display
picture.

ALSO, damage pictures could be used THEORETICALLY. As no attacks will be allowed while a player is
selecting a magic, tech, or item to use. This means there are 15 total available pictures at my
disposal. All 15 may not be needed, however, and using the damage pictures might present problems.

5 rows availabe
5 pictures for item names
2 picture for amount, displayed in a seperate box above items.

Each Item in small size font takes 7 pixels in height a letter, including an empty pixel above the
letters and below the letters, and 6 pixels wide a letter, including an empty pixel space to the right.
The item menu screen is 35 pixels high and 74 pixels wide.

7 * 5  = 35
6 * 12 = 72

The maximum allowable number of items is 5, and the maximum letter length is 12.

The math works almost perfect. These same specifications can be applied to magic display. 12 letters
can fit across length-wise. 3 must be reserved for amount display. One is an empty space seperating
the name of the item from the amount and two for the amount. 9 letters remain for item names.

Golden Phoenix Cup should be changed to Gold Pedals in order to fit in the space allowed.
Other items will have to be changed as well. Magic and Techs have the same limitations since there is
an MP Cost, which is displayed in a seperate box above, but still takes up pixels.


SUGGESTED NAME CHANGES

                                                 NEW LETTER TOTAL
White Phoenix Cup      to     White Pedals           12
Golden Phoenix Cup     to     Gold Pedals            11
Company Tonic          to     Company Meds           12
Plaster Tonic          to     Health Vile            11
Milk Weed              to     Antidote                8
Fenailya Weed          to     Vaccine                 7
Magic Mushroom         to     Magic Shroom           12
Cave City Brew         to     Cave Brew               9
Mountain Spring Ale    to     Mountain Ale           12


ITEMS ALLOWED IN BATTLE (The following is listed in the order they will be ID'd)


Berry
Herb
Red Herb
Tonic
Rich Tonic
Company Meds
Health Vile
Max X Tonic
Violet Herb
Maroon Herb
Elixer
Ether
Max X Ether
Angelixer
White Pedals
Gold Pedals
Antidote
Vaccine
Potion
Magic Potion
Magic Shroom
Cheap Brew
Cheap Rum
Pale Ale
Moonshine
Cave Brew

TOTAL = 26

~~~~~~Enemy Setup~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



-----Decision-----

Enemy decisions will be determined by a variety of different things. The most common will be by
random selection.

EXAMPLE:

Goo has an
80% chance to perform a normal attack
20% chance to just ooze all over the place and do nothing


Other decision making processes will be more concise. Conditional branches that will include,
how many members are in the hero pary, how many ally's are still alive, how much HP does the enemy
have left, how many time has the enemy used a certain attack, is the party resistant to a certain
type of magic, how much HP the hero party has left, what switches are turned, what variables equal
what... the options are there to create intuitive enemies that do more than attack and ooze all over
the place accomplishing nothing.

-----Stats-----
Stats will include

HP
MP
Attack
Defense
Intelligence
Agility
Experience
Loks (money)
Hit Percent
Equipment Slot 1
Equipment Slot 2
Held Items
Drop Items


Stats will be recorded eternally in a common event "enemy database". Before each battle this event
will be called. Battler IDs for enemy's 1...6 on the battlefield will be assigned Enemy ID numbers.
The enemy database will be organized starting with enemy 1 and going down until the last enemy.

EXAMPLE:

If Battler ID 1 is set to 45, whatever enemy has the ID 45 will have their stats "loaded" to other
variables that will be used specifically for battle under the Battler ID 1 set.


Say Enemy ID 45 is...

Skeleton
HP                    250
MP                    90
Attack                46
Defense               45
Intelligence          16
Agility               57
Experience            362
Loks                  134
Hit Percent           90
Equipment Slot 1      Cuttlass +30 Attack
Equipment Slot 2      
Held Item             Bone Necklace
Drop Item             Potion 5% Drop Chance      


That makes 13 variables for Battler ID 1. That means all 6 Battler IDs will have 13 corresponding
variables. Since Items are already assigned IDs, no database is necessary for them.

Just looking here, we can determine that a character could steal a Cuttlass and a Bone Necklace from
the Enemy 'Skeleton'. There's also a 5 % chance a potion will be dropped at the end of the battle.

Beyond that, we see that the party will gain 362 Experience and 134 Loks (money) for defeating the
skeleton. These base statistics allow equations such as "Damage Calculations", "Escape Chance",
"Time", etc, to be executed correctly.


~~~~~~Queue Line~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Queue lines will be used to organized the party's and the foes' party's commands. Only
one monster or party member can execute a command at a time.

EVERY command, whether by a foe or party member, passes through the Queue Line. There are ten spots
in the queue line, ten variable "Queue IDs" for every possible character and monster that could be in
battle. Every time a command is executed, the Queue Line is updated. When a command is decided upon,
whether by monster or party member, they are given an appropriate Queue ID. A Queue ID is the number
in line the command is from being executed, 1 being the first in line, 10 being the last.

That makes TEN variables, "Queue ID 1, Queue ID 2...Queue ID 10", Character IDs and Monster IDs are
assigned to a Queue ID. When the line is updated, Character IDs and Monster IDs will move "up" in
the line.

EXAMPLE: If Samson has a normal attack command and is number 3 in line, when the line is updated,
his Queue ID will become 2.

There will be a pause in between commands being executed. During any time, the execution
of commands or the pause in between, a player may select a new command. The main idea is to select
commands before the foe can make a selection and take a position on the Queue Line ahead of you.
It's important to note that when any command is being executed, timers will NOT stop, and commands
will be continually added to the queue line.




~~~~~~~~Damage Calculator~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


PHYSICAL ATTACK or AURA TECH MADE BY CHARACTERS or MONSTERS
Attack            = Attacker's Attack
Defense           = Defender's Defense
Attack Equipment  = Monster only (total Attack boost of monster's equipment)
Defense Equipment = Monster only (total Defense boost of monster's equipment)
*NOTE: Tech damage is calculated as a physical attack, unless the tech is aura tech. If the
attack is an aura tech, then Attack = Attacker's Intelligence and Defense = Defender's Defense. Aura
techs have the advantage of hitting even transient monsters.



-----STEP 1-----
1A   {([Attack+Lv]100)/150}*2 = Damage


-----STEP 2 Random Variance-----
(Attack Variance * Damage)/100
Attack Variance can be anything 1...200. A normal attack is always 95...105. Techs vary.                    


-----STEP 3 Defense Modification-----
If Ignore DEFENSE option is ON. This STEP is Skipped.

3A   Damage - [Defense/2] = Defender's Defense Modifies Damage
If Damage < 0 after this calculation, Damage is set to randomly 0 or 1.


-----STEP 4 Target Defending-----
If target is in a defensive stance: Damage = Damage/2     Skip to STEP 7


-----STEP 5 Target Row-----
Option A: If target is in the back row: Damage = Damage/2     Skip to STEP 7
Option B: If the attacker is in the back row: Damage = Damage/2   Skip to STEP 7


-----STEP 6 Friendly Fire-----
If target is an ally or self: Damage = Damage/2


-----STEP 7 Class Modifier-----
If attack has a class attribute, the following steps are applied. If one of the following conditions
are met, the following conditions are not checked and the the process skips to STEP 8

1 If a resistance is apparent due to an item, magic, tech or natural resistance:
Damage = Damage - [Damage*resist percent/100] Skip to STEP 8

2 If a class attribute absorption is apparent due to an item, magic, tech or natural absorption:
HP Recover = [Damage*absorption percent/100] Skip to STEP 8

Instead of dealing damage, this would recover HP.

3 If a weakness is apparent:
Damage = Damage + [Damage*weakness percent/100]


-----STEP 8 Hit Determination-----
If any one of these conditions are met, the rest of the conditions are skipped.

1 Check if defender is transient (Ghosts for example). If attack is physical, attack misses.
Attack hits a transient foe if the attack is an Aura Tech.

2 Check if a Deflection move is preventing successful hits on the target. Deflection moves
successfully block unblockable moves.

3 Check if the attack is unblockable.

4 If Target is afflicted with Sleep, Blind, Stun, Paralyze, Confused, or Drunk, the attack will
always hit.

5 If the attacker has a Hit Percentage of 100, then the attack will always hit.

6 If Random Value 1...100 > Hit Percentage, the attack misses. For example. If hit percentage is 90,
and the random value is 94, the attack would be considered to have missed. Weapons determine the
accuracy of a normal attack. Techs have predetermined accuracy.

-----STEP 9 Critical Hit Chance-----
NOTE: CritHit Chance is 4/100. It can be adjusted according to equipped items.

1 This STEP is only applicable if the attacker is using a normal attack.

2 If Crit Chance increasing items are equipped:
TRIBAL WAR AX           Crit Chance +21
DEATH DEALER            Crit Chance +21
Dragoon Bracelet        Crit Chance +46

IF Crit Chance is greater than 100, Crit Chance equals 100.

3 Attack is Critical if:   1...100 < Crit Chance

4 If Critical is successful: (Damage*250)/100

Basically multiply Damage by 2.5, but again... rm2k3 is gay.

If Damage succeeds 9999, Damage is set to 9999.



MAGIC ATTACK MADE BY CHARACTERS or MONSTERS
OffInt = Attacker's intelligence
DefInt = Defender's intelligence
Spell Power = Damage Spell inflicts
Spell Variance = Any number 1 through 200.


-----STEP 1-----
{([OffInt*3]100)/150} + Spell Power = Damage
If spell power = 0, then Damage is set to 0 and Steps 2 through 6 are skipped.


-----STEP 2 Random Variance-----
(Spell Variance * Damage)/100      
NOTE: Spell variances are not commonly as wild as 1...200. A common spell variance would be 95...105,
with 100 serving as a point of origin. No matter what the spell variance, if it equals 100,
the magic attack will not deviate (or variate) from STEP 1.

Spell Variances differ between magic attacks and are predetermined.


-----STEP 3 Defense Modification-----
If Ignore DEFINT is ON, this STEP is skipped.

Damage - [DefInt/2] = Defender's Intelligence Modifies Damage

If Damage < 0 after this calculation, Damage is randomly set to 0 or 1.

Healing Spells use this equation
Damage + [Defint/2] = Ally's Intelligence Modifies Damage


-----STEP 4 Target Defending-----
DEFENSIVE STANCE DOES NOT AFFECT MAGIC DAMAGE


-----STEP 5 Target Row-----
ROW DOES NOT AFFECT MAGIC DAMAGE


-----STEP 6 Friendly Fire-----
FRIENDLY FIRE DOES NOT AFFECT MAGIC DAMAGE. MAGIC DAMAGE IS UNFORGIVING! RAAAAAWR!!!


-----STEP 7 Class Modifier-----
If attack has a class attribute, the following steps are applied. If one of the following conditions
are met, the following conditions are not checked and the the process skips to STEP 8. If the spell
is a healing spell, all these conditions are skipped.

1 If a resistance is apparent due to an item, magic, tech or natural resistance:
Damage = Damage - [Damage*resist percent/100] Skip to STEP 8

2 If a class attribute absorption is apparent due to an item, magic, tech or natural absorption:
HP Recover = [Damage*absorption percent/100] Skip to STEP 8

Instead of dealing damage, this would recover HP.

3 If a weakness is apparent:
Damage = Damage + [Damage*weakness percent/100]


-----STEP 8 Hit Determination-----
If any one of these conditions are met, the rest of the conditions are skipped.
If spell is a healing spell, the spell will not miss, unless otherwise specified.

1 MAGIC ATTACKS AFFECT TRANSIENT FOES.

2 Check if a Magic Barrier move is preventing successful hits on the target. Magic Barrier moves
successfully block unblockable moves.

3 Check if magic attack is unblockable.

4 If Target is afflicted with Sleep, Blind, Stun, Paralyze, Confused, or Drunk, the attack will
always hit.

5 If the magic attack has a Hit Percentage of 100, then the attack will always hit.

6 If Random Value 1...100 > Hit Percentage, the attack misses. For example. If hit percentage is 90,
and the random value is 94, the attack would be considered to have missed.

If Damage succeeds 9999, Damage is set to 9999.


~~~~~~~~Special Combat Tactics~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-----Escape-----
Enemy's can escape whenever they want. Not so much luck for the party.
Party Average Agility  = PA
Enemy Average Agility  = EA
Escape Chance          = EC


(PA * 100) / EA - Random 1...20 = EC

If EC < 100: Random number 1...100 < EC for a successful escape.

If EC > 100: party successfully escapes regardless.


-----Pre-Emptive Strikes and Ambushes-----

If you engage a foe from behind, it is consided a Pre-Emptive Strike.
If you are engaged from behind or by surprise it is considered an Ambush.

--Pre-Emptive Strikes begin with your party member's time bars full. The enemy's time bar doesn't
begin to fill until the first action is made by a party member. The enemies are also facing the
opposite direction. Once an action is made, they all turn to face the party.

--Ambushes begin with your party facing the opposite direction. The enemy's time bars are full and
the party's time bars will not begin to fill up until the first enemy action is made.


Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: InsaneJP on February 25, 2010, 10:22:31 PM
Well if your having issues that bad i mean you can do a CBS more power to you as far as im concerned with the DBS ive learned ways to get around things... even to have the enemies move =) just recently learned that! CBS is some work id say if your doing that try not to have to many characters or skills items etc. so you dont get overwhelmed with variables and what not besides that hell go ahead and do it! BUT! id try it in a new project so you keep your already made project in tact
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: drenrin2120 on February 26, 2010, 12:17:00 AM
Yeah, I know there's ways around the dbs defaults, but not all of them, and some things are simply not very smooth. And that huge list isn't problems its just an outline to reduce future problems once I start coding this monster.

 I plan to make a copy of my project as it is and use that as a beta for my cbs. If coding and bugs become too much ill revert to my back up. Thanks for the support guys! Ill likely need it. :)



EDIT: I was thinking, Muraiko, and you know that wait times on parallel process events actually help reduce the amount of work rm2k3 has to do? Parallel process events loop themselves somewhere around 8 times a second. If you put a .5 second wait at the end of that event, it will only loop itself 2 times a second, severely reducing lag and workload, allowing rm2k3 to do other things. parallel processes aren't bad, they just need to be controlled.

And that looping 8 times a second, might be 8 times every .1 second. I'm gonna look that up.
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: Muraiko on February 28, 2010, 08:27:52 PM
Making the wait commands longer does make the game lag less, but it also takes longer for it to react to any changes (which is a total killer for me). Since you're making a turn based battle system, it shouldn't be too much of a problem for you. I just tried putting the wait command at 1.0 and it seems to keep up well for one turn. Since the event will constantly be on, it means it'll take less than a second to show changes to HP or MP, so that should be fast enough.

Also, for recording HP changes due to poison or regen, if you just make the conditon subtract or add HP per turn instead of per second, then the call event should be able to take that into account that before the turn's over.
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: drenrin2120 on March 01, 2010, 10:39:56 PM
I've managed to use events to display the character's HP and MP. This makes everything a lot easier. Less pictures means more stylized graphics, less lag. And now I can use pictures for poison damage or other things and blah blush... My brain is kind of fried from thinking this out so much. and HOLY **** am I using a lot of variables. 300 variables so far... just for the battle system.
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: drenrin2120 on March 10, 2010, 05:21:33 PM
Okay, so its been a month without an update. I've been plugging away at the CBS, making decent headway. No official test yet. As I may have stated earlier, I've changed all pics displaying HP and MP for charcters to events. This freed up something like 27 pictures.

The more I code, the more complicated ut gets. The queue line is nearly complete. I have an enemy database of sorts set up, an enemy and hero command list set up too. Adrenaline bars and time bars are primed and waiting for events to give their cooresponding variables numbers. After finishing the timer equations and **** ill be moving on to command selection for heros. Sadly, until the basics of all these are done, I can't test the systm. I've left notes everywhere tho, so that should help.

So that's the update for march. If anyone has questions and doesn't want to go through that giant wall of text for an answer may or may not be there, ill gladly answer it.
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: drenrin2120 on March 12, 2010, 04:39:31 PM
I recorded the new intro to my game. Sorry bout some of the video quality and lag.

AoA Intro (http://www.youtube.com/watch?v=pV0WNds59ng)
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: InsaneJP on March 13, 2010, 01:42:54 AM
XD cockandball! well i will say my friend it is a very well put together intro with suspense and keeps me intrigued due to its almost gloomy mysterious vibe i get from the combination of the music/sounds characters and dialog... good going man!
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: drenrin2120 on March 13, 2010, 02:50:41 AM
Thanks JP! The old intro was so boring it made ME sick.
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: Linkforce on March 15, 2010, 08:52:56 PM
Lol cockandball.  So wait, did you ditch the whole planets zooming past you intro thing altogether?
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: drenrin2120 on March 15, 2010, 09:18:06 PM
Yeeeah, it just didn't work well. This intro makes a lot more sense amd eludes to the story in the beginning of the game.
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: InsaneJP on March 16, 2010, 03:24:59 AM
Yeeeah, it just didn't work well. This intro makes a lot more sense amd eludes to the story in the beginning of the game.

I Agree
Title: Re: Apathy of Angels - Last Update: February 4, 2010
Post by: ZeroKirbyX on March 16, 2010, 04:13:46 AM
You're still running on this dude? Excellent.
Title: Re: Apathy of Angels - Last Update: 3/16/10 (Calling all Beta Testers!)
Post by: drenrin2120 on March 17, 2010, 12:50:03 AM
Yeah man, I've been working too long to just give up now, though it's hard with so many other things going on right now. I may ditch the CBS just so I can get it done. I always do that, lose focus by trying to improve details and just end up wasting time. =\ Thanks for the support though! Hopefully I wrap this monster up within the year and put it to bed.


ATTENTION
Who is interested in beta testing the game Chapters 1 through 3? Be warned, it's a hefty amount of gameplay. A timer will be included as a key item, so i'd like to know exactly how long it took to get up to and through chapter 3, as well as all the secrets you discovered and sidequests you did (there aren't many). But I'm sure you charasians are up to the task! ;)

Certain things will not be included in this beta test:
-The CBS
-Crossbow thing
-Jake's side story in Eastern-Demi
-some theatrical events will be lacking

I'm looking for major fatal errors here. So, anyone willing to give this a shot, just let me know! I still need a bit of time to set up the Beta, but it shouldn't be much longer than a week or so. Just enough to rally some test subjects.
Title: Re: Apathy of Angels - Last Update: 3/16/10 (Calling all willing Beta Testers!)
Post by: InsaneJP on March 17, 2010, 01:15:50 AM
Im down im free all next weekend and the weekend after
Title: Re: Apathy of Angels - Last Update: 3/16/10 (Calling all willing Beta Testers!)
Post by: SaiKar on March 17, 2010, 02:32:42 AM
Count me in.
Title: Re: Apathy of Angels - Last Update: 3/16/10 (Calling all willing Beta Testers!)
Post by: Bluhman on March 17, 2010, 03:33:17 AM
I'm in! I have spring break back in Rochester (AKA: Away from my 8gb RAM computer), so I'll have something I can play properly to keep me occupied over the week break.
Title: Re: Apathy of Angels - Last Update: 3/16/10 (Calling all willing Beta Testers!)
Post by: drenrin2120 on March 17, 2010, 03:50:09 AM
Okay, sweet! I got replies faster than expected. Two more beta testers would be great, get an even difference of opinions.
Title: Re: Apathy of Angels - Last Update: 3/16/10 (Calling all willing Beta Testers!)
Post by: Bluhman on March 17, 2010, 03:53:28 AM
Hopefully you'll have the beta out by next week. That's when my break starts. And I depart from this computational awesomeness.
Title: Re: Apathy of Angels - Last Update: 3/22/10 (Awaiting Beta Test results...)
Post by: drenrin2120 on March 22, 2010, 03:58:22 PM
It shouldn't take long, I'm on my spring break now. Mostly, I just want to fix an error with the CBS and such. You guys will have some debugging tools at your dispense, I'm trusting you'll only use them when needed. Ill explain which ones are which later but basically the numbers 1 through 8 provide options for auto save, fix hero transparency, reset battle music, etc.

NEW

I'll be sending you all the links today via pm. Let me know that you get it. I left a little read me in there, you don't have to read it all, but it does have some Debug controls that would be helpful as you make your way through. I know there's a ton of grammar or spelling errors, so try not to worry too much about those. Try doing things I wouldn't think of and see if I covered all my bases, etc. I'm sure you guys know what you're doing. Happy playing!

EDIT: ALSO, if you come across an error that is simply too much of a hastle, or a boss that is too hard or whatever, and you feel it necessary to edit the event, you are welcome to do so. It would be greatly appreciated however, if you just let me know what the problem was and how you edited it.
Title: Re: Apathy of Angels - Last Update: 3/22/10 (Awaiting Beta Test results...)
Post by: Linkforce on March 22, 2010, 08:10:15 PM
Good luck on the betas dren hope everything works out great!
Title: Re: Apathy of Angels - Last Update: 3/22/10 (Awaiting Beta Test results...)
Post by: drenrin2120 on April 08, 2010, 11:38:27 PM
Okayyyy, so as of now there is one person actively testing my game. I need some more volunteers!
Title: Re: Apathy of Angels - Last Update: 3/22/10 (Awaiting Beta Test results...)
Post by: fruckert on April 08, 2010, 11:45:04 PM
I'm up for it, I have loads of spare time.
Title: Re: Apathy of Angels - Last Update: 3/22/10 (Awaiting Beta Test results...)
Post by: drenrin2120 on April 09, 2010, 01:15:52 AM
Okay, I'll get a link to you tomorrow, fruck.

Still accepting anyone who wants to Beta Test this.
Title: Re: Apathy of Angels - Last Update: 3/22/10 (Awaiting Beta Test results...)
Post by: Muraiko on April 09, 2010, 12:15:31 PM
Sure, I'll give it a whirl. Not sure how much free time I'd have to do so, but I'll try to get around to it.
Title: Re: Apathy of Angels - Last Update: 3/22/10 (Awaiting Beta Test results...)
Post by: drenrin2120 on April 09, 2010, 04:44:20 PM
Quick note, if any of you guys find the black market in Juniper, DO NOT BUY ANYTHING. I forgot to do... well, anything with it. So you can buy ridiculous items for about 2 loks each. I know it's tempting, but don't OP your characters with those items. XD
Title: Re: Apathy of Angels - Last Update: 3/22/10 (Awaiting Beta Test results...)
Post by: drenrin2120 on May 06, 2010, 02:38:12 PM
UPDATE:

So it's been two months. Still awaiting test results. In the mean time, I've been working on graphics, as some of you may have noticed in the screenshot section. Here are some of the screenshots I posted...

(http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20IV/TerraDome-one3.png)

(http://img.photobucket.com/albums/v244/drenrin2120/ALBase1-3.png)

(http://img.photobucket.com/albums/v244/drenrin2120/ALBase1-1c.png)

(http://img.photobucket.com/albums/v244/drenrin2120/TreetopTest2.png)

Also, I've been looking around for vehicles of the futuristic/modern sorts. I've searched far, but turned a few good graphics. Some of the ones I've edited so far include...

(http://img.photobucket.com/albums/v244/drenrin2120/TruckColorChange.png)

(http://img.photobucket.com/albums/v244/drenrin2120/TheSalmon1.png) >>> (http://img.photobucket.com/albums/v244/drenrin2120/TheSalmon2.png) >>> (http://img.photobucket.com/albums/v244/drenrin2120/TheSalmon3.png) >>> (http://img.photobucket.com/albums/v244/drenrin2120/TheSalmon4.png)

The original ship design was by some guy named, Salmonman. I know it's kind of.... awkward, but I think with a little color swap it could look good. Even just a darker, rustier red

So, that's the update as it stands so far. Any help with the graphics and where I can locate some more would be very helpful.

EDIT: This fourth design is probably the last of all the edits, save the tiny details. The cock pit is a little more boxier than I'd prefer, but I think it'll serve its purpose well.

Title: Surprise Announcement
Post by: drenrin2120 on May 17, 2010, 02:43:09 PM
I am done with RPGMaker 2003. I am not done with Apathy of Angels. I've got a battle system, a menu system, a class system, a detailed story (that still needs revising but is finally coming to a definitive plot), characters (who need some more fleshing out but are finally coming to life). This game is pretty much the culmination of years of working with various game making engines, writing music, learning about game design, story writing, character development, etc. Where I stand in my life, this is my life's work.

So, I'm done settling with rm2k3. I've let my characters become less then they are fully capable of being. I've let my story fall to the way side and become muddled by my indecision. My systems are half-*** as I struggle to work around rm2k3 restraints while refusing to sit down and create a couple hundred conditional branches, a thousand switches, and a few thousand more variables.

Basically, ****'s gettin' old.

I'm hoping Stencyl comes out this year, as I've read it is expected to. When it does, I'm raping that program for all it's worth.

In the mean time, some character/story/plot/system/music development is in order.
Title: Re: Apathy of Angels - Last Update: The future of AoA
Post by: Linkforce on May 17, 2010, 04:30:44 PM
What about all of your maps?
Title: Re: Apathy of Angels - Last Update: The future of AoA
Post by: drenrin2120 on May 17, 2010, 07:13:36 PM
Screw the maps, half the reason map making took me so long was compiling graphics. Though, making all of them again will be tedious, it's not unfeasible.
Title: Re: Apathy of Angels - Last Update: The future of AoA
Post by: Linkforce on May 18, 2010, 12:51:12 AM
Personally I think you should just stick with rm2k3.  It's such a waste to just start over with maps.  I think you would lose a lot of energy and time remaking those maps.  I mean...you have a lot!!
Title: Re: Apathy of Angels - Last Update: The future of AoA
Post by: A Forgotten Legend on May 18, 2010, 01:10:06 AM
Good luck whatever you do Drenrin.  I'm thinking about the same thing, but I am going to keep chuggin' along with my stuff.
Title: Re: Apathy of Angels - Last Update: CBS Demo
Post by: drenrin2120 on November 04, 2010, 10:19:34 PM
Front Page'd
Title: Re: Apathy of Angels - Update: CBS Demo
Post by: Muraiko on November 05, 2010, 02:26:10 AM
Played through it. I was impressed that you had so much done already and it was functional from start to finish!

I personally think that when damage is taken or if you miss, the delay is a bit long. As for the gameover, the menues don't fade to black as the screen does nor the monsters.
Title: Re: Apathy of Angels - Update: CBS Demo
Post by: drenrin2120 on November 05, 2010, 03:18:57 PM
Yeah, the fading is a bit awkward, shouldn't take too long to fix. As for the lag when attacking, I think I know how to fix that, ill play with it.
Title: Re: Apathy of Angels - Update: CBS Demo
Post by: drenrin2120 on November 10, 2010, 02:29:37 AM
Cool updates are cool.

So, around 80% finished with the Item menu. I've managed to successfully code clean scrolling and automatic scrolling. Taking tips from both Sai and Prpl, it's currently set up where simply by holding the up or down key, a half a second later, the cursor will automatically scroll through the items at a slightly faster rate. Seems simple, but it was plaguing me for a few days.

I still have to code multi-target attacks. This encompasses healing skills as well as items that heal the whole party. STILL, my excitement is palpable. After items are 100% done, I'm moving on to coding skills and, ultimately, actually moving heroes to the target they're attacking. I'm planning on using pictures to achieve this, since charasets can't move to "variable" locations. After this, it's on to the "adrenaline" system then finally to status affects and the CBS should be done.

Then to code the Skill Tree system. Which I haven't talked about too much. The skill tree system will be a cakewalk, just time consuming, as all things are with rm2k3.

So, as it stands

CBS Progress Report


Skill Tree Progress Report



Oh yeah, and these are cool.
(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/Nov920101.png)
(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/Nov920102.png)
(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/Nov920103.png)
(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/Nov920104.png)
Title: Re: Apathy of Angels - Update: CBS Demo
Post by: zuhane on November 10, 2010, 02:44:36 AM
Looks brilliant. All custom, too!
Title: Re: Apathy of Angels - Update: CBS Demo
Post by: SaiKar on November 10, 2010, 04:00:19 AM
Quote
Overall : 7.28350013%
:dry:
Title: Re: Apathy of Angels - Update: CBS Demo
Post by: Fisherson on November 12, 2010, 08:30:50 PM
Cool updates are cool.

So, around 80% finished with the Item menu. I've managed to successfully code clean scrolling and automatic scrolling. Taking tips from both Sai and Prpl, it's currently set up where simply by holding the up or down key, a half a second later, the cursor will automatically scroll through the items at a slightly faster rate. Seems simple, but it was plaguing me for a few days.

I still have to code multi-target attacks. This encompasses healing skills as well as items that heal the whole party. STILL, my excitement is palpable. After items are 100% done, I'm moving on to coding skills and, ultimately, actually moving heroes to the target they're attacking. I'm planning on using pictures to achieve this, since charasets can't move to "variable" locations. After this, it's on to the "adrenaline" system then finally to status affects and the CBS should be done.

Then to code the Skill Tree system. Which I haven't talked about too much. The skill tree system will be a cakewalk, just time consuming, as all things are with rm2k3.

So, as it stands

CBS Progress Report

  • Basic Menus and HUDs : 95 %
  • Item Menu : 80%
  • Skill Menu : 0%
  • Adrenaline System : 0%
  • Multi Targetting : 0%
  • Status Effects : 0%
  • Alternative Tactics (Defend: 0%, Escape: 0%)

Skill Tree Progress Report

  • Overall : 7.28350013%


Oh yeah, and these are cool.
(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/Nov920101.png)
(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/Nov920102.png)
(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/Nov920103.png)
(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/Nov920104.png)


Dude o.O You've come realy far. Building your own CBS and not a bad looking one too! ^_^
Title: Re: Apathy of Angels - Update: CBS Demo
Post by: drenrin2120 on November 14, 2010, 03:50:44 PM
Thanks a bunch! I hope to finish by this year, get that menu done then finish the game. =D
Title: Re: Apathy of Angels - Update: CBS Demo
Post by: Fisherson on November 18, 2010, 08:51:18 PM
Thanks a bunch! I hope to finish by this year, get that menu done then finish the game. =D

Good luck man. Hey do you mind if I peak at your codding? I tried one of these a while back and had it working for a bit...but I lacked true understanding of most of the codding. Heck I could get to game over well enough...Just not do a custom one XD Had more luck with Warped and TAJAD
Title: Re: Apathy of Angels - Update: CBS Demo
Post by: drenrin2120 on November 18, 2010, 09:34:49 PM
Yeaahh, by "finish by this year" I meant the cbs, not the actual game, =x lol

but, yeah, I don't mind if you take a look at the code. There's a lot of notes in there that may or may not be helpful. If you want to look at a more current version of the CBS, I could upload it for you. That wouldn't be a problem.

And, I used a lot of the defaults to make coding simpler. Like, all the stats are stored in the database, all the skills each characters know is stored in the database, the gameover is default. I just had a big problem with the CBS, the algorithms were all... wrong. You could have a 1100 strength fighting a crappy goblin or something with 5 defense, and you'd deal a max of like 600 damage. =\ That's not acceptable. Plus, intelligence didn't really affect magic skills, making characters with weak attack and defense, but high intelligence, useless.
Title: Re: Apathy of Angels - Update: CBS Demo
Post by: drenrin2120 on November 21, 2010, 07:11:32 PM
Small Update:

I had some pretty big issues with the magic system. Scrolling through a list 60 skills long with 20 viewable skills at a time was just too much for rm2k3. I also couldn't figure out how to use the "move picture" command in place of the "show picture" command, which likely would have solved the lag problem. So, I got frustrated and settled for this display...

(http://img.photobucket.com/albums/v244/drenrin2120/Nov2120102.png)

You can only view 5 skills at a time, but by pressing left/right, you can scroll past 5 skills at a time and make it anywhere on the list very quickly. Of course, pressing up/down scrolls through 1 skill at a time. =P

Also, implemented a custom title screen, which I posted in screenshot section.
(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/Nov212010.png)

I got some hackzors for rm so I can use any key on the keyboard and the mouse. This means, far more interesting, easy to code, mini-games, and the possibility of implementing skills which require key input. (i.e. combos, similar to Sabin's Blitz, or just a random key entry)

Got a lot of ideas rolling around in the old head, so, we'll take it one step at a time so I don't plan too much for myself to handle and give up again, but I'm still pretty excited about this whole thing. So, quantitative progress update:

CBS Progress Report


The Skills
I have a lot of boring, repetitive code to do so every character, all with their different skills, can be used in battle, with their different skills.

Also, I have to code the actual execution and targeting of skills.

The Items
Items hasn't progressed because status affects hasn't progressed. I can't code status affect healing items until I code status affects.

Status Affects
Some progress has been made here. I split status affects up into five, practical groups. Queue-Line Affects, HP/MP Affects, Command Affects, Targeting Affects, Wait-Time Affects. It's all about what the status affects do to the hero (or monster). There are some exceptions (for example KO nulls all other status affects and Sleep can only be in effect if it's the only status affect) but for the most part, a hero/monster can only have one of each of the five different status affects.

However, to the player, there are only three kinds of status affects (physical, mental, biotic). This system is organized based on less practical reasons and is meant to implement a small strategy aspect. There are no items or skills that cure specific status affects (excepting one), there are only items and skills that cure status affects of the aforementioned kind (physical, mental, biotic).

Skill Tree Progress Report


Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: A Forgotten Legend on November 21, 2010, 07:45:08 PM
I enjoy progress reports with percents like your skill tree progress. Haha

This is looking really good!  The title screen hack is very interesting looking.  Where did you find it?
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on November 21, 2010, 07:48:36 PM
=P

It's very important to be specific, if I'm off by millionth of a percent, who knows what kind of hell would be unleashed.

And, can't really post a link, but a quick google search of "rm2k3 cherry tree" and "rm2k3 power mode" will get you just as far.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: Moosetroop11 on November 21, 2010, 09:37:17 PM
I remember liking one of the earlier incarnation of this, though I can't really remember what happened anymore :p

Keep up the good work, and I look forward to the next release!
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: A Forgotten Legend on November 21, 2010, 10:48:34 PM
Okay, I searched around a bit and there was something on UI I found.  Although, you confirmed a name for me.  Thanks.  I'll have to explore that.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on November 22, 2010, 01:55:39 AM
"Power mode" gives you the mouse control, custom title, and some other features (there's some feature with the pictures and some special algorithms you can perform but I don't know how they work). It has to do with the first nine variables. Really cool how it works, and I've encounter zero bugs and no one who's complained about it yet.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on November 27, 2010, 12:47:16 PM
opinion central

Here's a lowdown on the basic mechanics of the game.

AP is central. You gain AP in battles just like exp. AP is used for several. A skilltree system allows a player to learn any magic skill out of 60 out of 12 separate classes. These 12 classes all have something special about. Whether it be a class attribute, which monsters can be weak/resistent to or absorb, or specific functions like creating barriers, taking down barriers, inducing stats, removing stats, etc. These skills have requirement before they can be learned based on level and AP.

AP is also used to give bonus points to desired stats. This is especially important for Max Mp, as this will be the only way to increase that stat, while other stats do go up upon gaining a level.

Finally, AP is used to learn Techs in a similar fashion to skills. Techs do not require MP to use and each character has their own set of Techs only they can learn. Techs are based on a similar system to limit breaking.

So that's AoA's gameplay mechanics in a nutshell. Thoughts?
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: Moosetroop11 on November 27, 2010, 02:46:24 PM
So basically AP gives you fun stuff and exp goes on mostly in the background? Sounds simple enough, but you need to make sure that the player feels they have control over the AP (Like lots of choice or the ability to seek out AP specifically) or it'll just be another exp bar.  A sound system, though.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on November 29, 2010, 03:07:29 PM
Thanks Moose. Yes, EXP goes on in the background and AP lets you do fun stuff. I'm going to make more ways to get AP available then fighting. And of course, the odd monster that gives out a lot of AP but has some kind strategic means of pissing the player off. Those are some things I'll have to take into consideration.

As for now, after reading one of Gem's posts, I've decided a name change MAY be in order. And it wasn't because he used my game as a prime example of generic names, but because I kind of agree with him. So, do people like the name of the game? Are you just used to it? I wanna get some opinions before I make an official name change. I know you guys can't really give any ideas if you don't know a lot about the story, but here's some ideas I have...

Entropy
Apathy
A Falling

And that's all... :dry:

So yeah, more so I could use opinions on whether a name change is advisable.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: SaiKar on November 29, 2010, 06:38:51 PM
I like the name, as long as it is at least fringely connnected to angels being apathetic.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: Linkforce on December 01, 2010, 06:01:54 AM
What was the original title of the game?  Something with Destiny I believe...
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: Ben on December 01, 2010, 07:09:54 AM
I totally was spoofing another game entirely, but Im glad to hear you're looking to streamline things on the presentation and branding end of things.

I like "A Falling" better then the other two.
A game called Apathy sounds...uninteresting. hahaha
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: ellie-is on December 01, 2010, 02:17:48 PM
I'd feel apathetic towards it.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: fruckert on December 01, 2010, 02:26:23 PM
A Falling is the best out of those ones.
Entropy is cliche as hell, and Apathy is...well, apathetic.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on December 03, 2010, 03:30:44 AM
Sai: Yes, the title is appropriate for the game. =P

Link: It was formerly "The Ghosts of Heart Lake". And then the plot changed and the title no longer made sense. So along came Apathy of Angels.

Gem: Yeah, I don't really mind Apathy of Angels as a title, but it's not really something that sticks in someone's mind. Which is what you said that got me. Which is what spurred me to consider a new title.

Lucas: I feel pretty apathetic towards you.

Fruck: Entropy is pretty bad. Any idea that comes from a Thesaurus is gonna be pretty bad. lol


ALSO: I've stumbled across a pretty big bug that's changing a single variable off by a single value and messing the whole system up. I have taken plenty of notes but I can't seem to figure out what the problem is exactly. It's got me pretty bummed. =\
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: A Forgotten Legend on December 03, 2010, 04:26:51 AM
D= Ouch.

Hope you find it.  I personally don't mind any of the names, but I'm pretty bad at names. =P
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: Moosetroop11 on December 03, 2010, 08:17:22 AM
Take it there's no way we could help you find the bug? Rm2k3 is usually pretty transparent about these things but the amount of stuff you have to trawl through to find the mistake is immense :p
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: zuhane on December 03, 2010, 01:24:02 PM
I'm very interested in the Minecart sections of the game!!!
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on December 03, 2010, 04:28:04 PM
UGH.

Another, much bigger problem. The patch I was using suddenly stopped working and returned some weird error codes. Apparently, the problem is really rare (just my luck) and has to do with the mp3 function of the patch (which I'm not even using). I guess some systems just 'rebel' and don't like doing what the patch asks it to do. (damn you vista and your securities!!!!!)

So yeah, I don't know. I sent an email to a guy who's practically an rm2k/3 god (as in he makes a lot of patches and shtuff for the RMs), let's see if he replies in a timely manner (if at all).

EDIT: Worse comes to worse, I don't get a fancy smancy custom title screen or mouse controlled mini-games... or some other... random features I didn't look into... which actually really sucks. haha

*venting over*
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: Linkforce on December 03, 2010, 05:57:27 PM
I like Apathy of Angles, I say keep it!
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on December 03, 2010, 07:38:18 PM
Hooray! Good news and bad news!

Good news. I solved the bug. It was just some misplaced labels. =P

Bed news. Got a fast reply from Cherry, the code guy, and he didn't really have anything good to say. So, mouse control is still not functional. I may choose another patch though, because all I really wanted was the mouse control. The patch I chose had a better mp3 player and my research on the bug is telling me that's the problem. Some computers just have a hard time with it. So, we'll see how that goes. But production is back on course, for the most part. Have a few interesting things to share.

Skill menu is almost complete. I'm coding the graphics for each skill and what each of them does.

Production priority:
I actually just realized I don't have many battle sprites finished, so after the magic is coded, I have to start spriting some battle animations. Then it's on to Stats, which will allow me to finish coding all the items and magic and move on to techs. Even without the Techs I'll have a fully functional battle system. =D Kind of weird to even think that that's even possible.

So, some screenshots from a revamped world map to keep you more interested then reading a bunch of words, =P

viewable in game map of Juniper City.
(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/Dec320101.png)

New Overworld Chipset for Gaia
(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/Dec320102.png)

(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/Dec320103.png)
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: fruckert on December 03, 2010, 07:49:14 PM
Tiny overworld char is interesting.
The map looks good, though.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on December 03, 2010, 07:53:34 PM
Yeah, he'll be replaced. Along with the airship.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: fruckert on December 03, 2010, 07:56:12 PM
I like the concept, though.
The giant people on the overworld never really made much sense to me.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on December 11, 2010, 04:52:29 AM
Small update. Status effects are slowly coming along. I designed some spiffy status effect icons that will fit under the "Status" section of each hero's HUD when afflicted with them.

(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/StatusEffectsList.png)

Here they are.

That's really all. Hey, I said it was a small update.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: Prpl_Mage on December 11, 2010, 08:26:13 AM
I like those icons.

But not the blind.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: SaiKar on December 12, 2010, 05:03:31 AM
I always liked Final Fantasy's dark sunglasses for blind :D

That lightning bolt for paralyze could use a little bit of work, and I can't make out what that slow is supposed to be at all. The rest are pretty easy though. Tornado for haste, eh? That's clever.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on December 12, 2010, 12:26:53 PM
Yeah, its tough to symbolize something in a tiny 10x10 square. Slow is just "slo" at a diagonal. I couldn't figure out what else to do for it. :P

Ill take a look at blind and paralyze, tho I rather like the thunderbolt. The most important thing is that the icon is easily recognizable for what it stands for.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: zuhane on December 12, 2010, 01:50:15 PM
They're all looking very spiffing! You could always have a snail for slow :P
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: Moosetroop11 on December 12, 2010, 04:39:36 PM
Nice big amount of status effects.  If you introduce them gradually they'll really enhance the game strategy...  I tend to find that even most proffessional rpgs don't do status very well.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: Prpl_Mage on December 12, 2010, 06:00:45 PM
The slow could be an hourglass as in the Microsoft waiting animation for the cursor.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: SaiKar on December 12, 2010, 08:09:19 PM
Ill take a look at blind and paralyze, tho I rather like the thunderbolt. The most important thing is that the icon is easily recognizable for what it stands for.

There's nothing wrong with using a thunderbolt. It just looks like yours is more of an S. Most lbolt icons I see taper to a point at the end, like so:
(http://img.photobucket.com/albums/v319/SaiKar/Charas/Icons.png)

I'm not super convinced on the shading of that bolt, but you get the idea.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on December 12, 2010, 08:25:05 PM
I had no plan of getting rid of the thunderbolt, just revising it as you have done. Looks good too. More like a thunderbolt. =P

@moose, thanks. There's nothing really original there, but a good list and proper implementation of them will of course make the difference. Except for Drain, which is a death sentence but only comes around under the right circumstances.

@purps, 'twas a good idea.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on January 16, 2011, 02:59:40 PM
I've come across a huge problem. I don't know what to do. I want to finish this so bad, but I'm far too lazy to remake all the old sprites for the characters. I have no ambition to finish the CBS. I don't even think I could gather enough ambition to go and finish the skill tree system. I'm basically sick of working on AoA. Five years with little to show for it really sucks. I put myself in a craptastic situation.

I'm venting and frustrated. Erm... I don't know.

I can either go back to the DBS and old sprites, cut a bunch of bullshit out and wrap the game up. But there in lies the problem with the DBS. It kind of ruins game play. The DBS kind of makes playing the game not a lot of fun.

or, I can tinker with the CBS, eventually giving up.

Regardless, I'm going to release the CBS at some point. Because it's still kind of cool, even with all the bugs and being incomplete. It's got a ton of notes too, so maybe someone could find use in it as a template (yeah suuuure).
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: Hen-Tairon on January 19, 2011, 06:47:54 AM
The game looks SWEET!
Nice graphics's as well, I've got a question

What is the adrenaline System?

P.s
if you need help in any sort of way (which is inside my range though cuz I'm rpg maker 2k3 noob :-[)
Just PM me.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: Drevin on January 22, 2011, 12:14:47 AM
The game looks good to me. I hope you finish the CBS. And ys,What IS the adrenaline system?
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: Bluhman on January 22, 2011, 12:24:07 AM
Make the blind symbol an eye closeup with a red or black cross over it.
(http://i8.photobucket.com/albums/a11/Bluhman/BQuick.png)
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on January 22, 2011, 08:34:58 PM
I'm heavily considering reverting to the DBS. For now, I'm concentrating on the actual game play and skill tree. I find that by significantly lowering the HP monsters and characters can have, and lowering the base damage for skills, I can compensate for the broken algorithms used by the DBS. The main thing being weapons. Normal attacks with 999 attack stat do only around 1200 damage, that's when the monster's defense is around 10. So, the stats will balance out a lot like in Chrono trigger. That's the best example I can think of.

If I ever do finish the CBS with a spurt of inspiration, I can replace the DBS rather simply.

Also, I just want a finished project.


As for the adrenaline system, its similar to limit breaker. You get points for using a normal attack or magic. 5 for normal, 10 for magic. When you have 100 points, you can use a skill called a "tech". Techs cost no MP and do various things from inflicting damage, healing allies, raising barrier, etc.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: Linkforce on January 23, 2011, 06:09:33 AM
Looks like you just took on a lot more than you should have with this project, Dren.  Make sure just to focus on what's most important, story, gameplay, and battles.  As for all the added things like a CBS and mini-games, etc etc, I say leave that for the end.  Concentrate on whats most important first!
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: zuhane on January 23, 2011, 12:08:30 PM
More screenies now!!
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: Drevin on January 23, 2011, 01:26:54 PM
Yeah screens. That and I repeat,I hope you release the CBS. Is all that pretty much is keeping me anchored here.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on January 23, 2011, 06:39:00 PM
Why do you want the CBS so bad? I'll be releasing it as an unfinished, buggy mess in case someone wants to try to understand it and use it as a template to create their own CBS. I personally think it's got a lot going for it and with all the notes, could be converted, by someone who knows their way around rpgmaker, into their own CBS fairly easily.

I'll post new screens when posting new screens makes sense. There's a ton floating around this topic, for those who haven't seen 'em. Or just go here ----> http://smg.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/

You can view albums of photos, some of them don't have anything to do with anything anymore, but whatevs.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: coasterkrazy on January 25, 2011, 03:11:21 AM
So glad to see that this is still going on. I can't wait to play it again.
Title: Re: Apathy of Angels - Updated November 21, 2010
Post by: drenrin2120 on February 14, 2011, 05:14:30 PM
Okay! Still pluggin' away at this... -____-

I got a lot of repetitive work ahead of me to complete the skill tree system, but it's looking pretty spiffy so far. When I've got a few more classes set up and polished off some of the menus, I'll post a video on how it works. When I've completed that, I'll post a tech demo of the incomplete CBS (that will never be completed) and a mini-demo of the actual game play for AoA, which has been changed a lot thanks to the Skill-Tree system and some various patches. The game play demo will include...

Some new graphics.
A different plot. (AGAIN... -_- but I like the direction this one a LOT more, plus, I doubt any of you remember how the old one went =P)
Functional Skill Tree System
Functional Change Party Menu (which allows you to set up your party any way you want. This will be allowed in the demo, but in the full release, this function won't be available towards the end of the game)
Slightly edited Adrenaline system which uses pics in the DBS.

So yeah, got some pretty nifty stuff coming in the next month. ARE YOU PUMPED?!?!

'cuz I'm kind of excited about it.



Btw, here's a small sample pic. Looks ugly, but it's more about functionality right now.

(http://img.photobucket.com/albums/v244/drenrin2120/Project%20Revival/Feb142011.png)
Title: Re: Apathy of Angels - Updated February 14th, 2011
Post by: Linkforce on February 14, 2011, 09:33:42 PM
Looks pretty basic so far but as you said, it's all about functionality.  Can't wait to try this out!
Title: Re: Apathy of Angels - Updated February 14th, 2011
Post by: drenrin2120 on February 24, 2011, 07:36:10 PM
Here we go. I've been busy dealing with personal drama bologna, so getting this video up hasn't been a priority. Buuut, I did manage to finish the Skill Tree for six different Magic Types, all the so called "Element Archetype". This video shows how it work. There are a few bugs I had to fix in game so the video is longer than I would've like, but it still does the job.

http://www.youtube.com/watch?v=wFSDsrUPcJ8
Title: Re: Apathy of Angels - Updated February 24th, 2011
Post by: Natako on February 25, 2011, 12:48:58 AM
Looks pretty good so far! I like the spell tree that you have set up. Just a question, though - do you intend to have the game time as a separate menu option in the final product? There's nothing wrong with it, I guess. It's just a little odd-looking to have the game time as its own separate menu option. I don't know. :P

Anyway, can't wait to see where you go with this. Keep it up!
Title: Re: Apathy of Angels - Updated February 24th, 2011
Post by: drenrin2120 on February 25, 2011, 04:50:14 AM
Yeah, I'll get around to that. It's just boring coding that I keep putting off, even though it won't take that much time. It's the same reason there are no numbers under HP, AP, MP, and LV and no face pic. The whole main menu for the Record Book will most likely be replaced with cooler looking menu options.

I'm glad you like it so far, though! It's probably the first, functional system I've ever put together that is easy to understand and looks legit. Everything I've ever made before has been shoddy at best.
Title: Re: Apathy of Angels - Updated February 24th, 2011
Post by: drenrin2120 on March 25, 2011, 07:59:23 PM
HYPE
Expect a demo sometime soon! ;)
Title: Re: Apathy of Angels - Updated March 25, 2011
Post by: Prpl_Mage on March 27, 2011, 09:22:04 PM
2 days isn't soon enough?
Drats.

I really want to try this thing out, been looking good from the start.
Title: Re: Apathy of Angels - Updated March 25, 2011
Post by: drenrin2120 on March 27, 2011, 09:34:05 PM
Soon as in a week or two. :/ sorry purps. I would like a beta tester tho before release if you would like to give it a shot?
Title: Re: Apathy of Angels - Updated March 25, 2011
Post by: drenrin2120 on May 17, 2011, 06:43:46 PM
**** it, let's get this show on the road. There is a read me.txt inside since tutorials are not available in this beta version. Any bugs that need to be fixed will be fixed and an updated version will be posted. There ARE graphical discrepancies as some characters poses are incompletely sprited. Also, the main CMS is less than aesthetically pleasing, but will be replaced by a fancier set up when I get around to it. Here, for your gaming pleasure, the first official release of AoA Beta version 1.

Apathy of Angels Demo v1.0 (http://www.megaupload.com/?d=THIXSH6K)

Don't forget about the read me! It describes systems not very well explained during gameplay. Such as: adrenaline system, skill trees, AP and MP. Yes, MP in this game operates differently and its function should be noted.

ALSO: any kind of error in graphics, message boxes, coding, that you find can be posted. Even if it seems insignificant. It may be something I never noticed. Which I would greatly appreciate! =D
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: A Forgotten Legend on May 17, 2011, 07:32:08 PM
I AM SO PSYCHED.

Something for me to play while I sit here and recover from what could possibly be Lymes Disease.
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: zuhane on May 18, 2011, 11:10:39 AM
This is most pleasing!
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: Natako on May 19, 2011, 01:28:13 AM
*Downloads*

I can't wait to try this out. X3
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: fruckert on May 19, 2011, 03:17:15 AM
There's a couple of small depth errors that I've seen.
The top-left barrel in the entry house is set to an upper layer, and will go over the player.
And the curtains in the throne room seem like they should be behind the player instead of in front...I don't think I've ever seen somebody stand in front of a curtain with it covering them before :P

Also, you can access the exit menu and exit to the opening menu in the opening menu.
Is that unavoidable? Because, it's kind of strange.

I've only gotten to the first save point, but it's a solid game so far.
I'll formulate a proper review after I finish.
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: drenrin2120 on May 19, 2011, 05:04:31 AM
I'm not sure what you mean by access the exit menu and exit to the exit menu. :P
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: fruckert on May 19, 2011, 05:21:10 AM
Hit escape while on the title screen.
You can select "exit" to go to the title...while you're on the title.
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: drenrin2120 on May 19, 2011, 05:33:43 AM
Oh... Oh! That's easy enough to fix. You're not able to access the main menu on the actual title screen, are you?
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: fruckert on May 19, 2011, 05:42:39 AM
How exactly do you mean?
Anytime during the title screen (opening credits, etc.) I'm able to go to the pause menu and tell the game to "quit", going back to the title screen.
Not sure what you're referring to with "main menu"...
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: drenrin2120 on May 19, 2011, 05:55:17 AM
By main menu, I mean the menu opened up by pushing "esc". The problem I noticed was such: the title screen (after the "special thanks") is a seperate "map" with an event command that disables the "esc menu". I made the credits after the title screen. The credits are a seperate map from the title screen, but there's no event command disabling the "esc menu". So, I noticed you can access the "esc menu" when the special thanks/credits/whatever are playing, but not when the title screen pops up.

Does that sound about right?
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: SaiKar on May 19, 2011, 10:59:58 PM
Downloading demo. Don't fail me, AoA!
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: SaiKar on May 19, 2011, 11:45:10 PM
Rambling, incoherent account of the first couple save points:
[spoiler]* Well, considerably less annoying intro than most. Simple, short, I like. Let's kill us a king.
* Just because she is a woman doesn't make her a "spearwoman." You can still be a spearman and be a woman. I'm just saying. Also, from what I could see of her sprite before she joined the party, she's pretty hot in a gothy sorta way.
* DOGGY VEST. My heart about melted. Also, oddly, I can unequip his claws.
* Nobody seems particularly crappy so I won't put anyone in the back row.
* ... wow, you sure gave us a lot of starting items.
* It says "press 0 to save," but pressing zero only opens up the menu. Am confuse.
* Nice little bridge map, but kind of odd to go to a different map with nothing on it just to cross a bridge.
* Wow, the cunning plan to get in the castle involves opening a door.
* Man, I never get to kill any kings these days. It's not fair. I was hoping, too.
* BATTLE! I used the wise tactics of "hit attack a lot." Some of my characters seemed to vanish when moving. I don't know if this is intentional, but it seems odd. I also like how my hero's victory pose appears to be a shrug while everyone else is doing some sort of funky dance.
* Dude, what do you mean we're never gunna get out of here alive? Those guards did neligable damage and I have like two thousand healing items. Just brute through.
* This second battle dude has a badass sword.
* Please tell me you made these guards' lines cheesy on purpose.
* What's AP, anyway? I keep getting it.
* Oh, save point. Nice. Also, I don't understand why I didn't just kill all these guards and go out the door. I know I could have done it. They were puds. Okay, okay, I'll stop disagreeing with the plot.
* Hot goth chick got all pissed and threw a spear and it did a lot of damage. I'm going to assume this makes some sort of sense. I will admit that it's a nice little touch on the ABS though.
* Oh, I see. It's some sort of limit break system. This is cool.
* Pretty easy first boss battle. Nicely programmed with the whole quake thing too. Man, it's like someone on this website actually knows how to design a ****ing game. I'm in awe.
* Oh, now we're doing the plot intro? You know, it's okay. Cuz, see, now I've gotten to play a little of the game, so I actually give a damn.
* That statue of the angel with the fire in her hand by the ocean was BADASS. If you're not using that as a promotional screenshot, you should be.
* Uh, the year again. I don't remember what year it was the first time. Maybe an "X Years later" type thing would help here.
* Well-known fact: it is always raining in this game. Always, everywhere, without exception. The umbrella conglomerate openly rules the world.
* I want to know how you did those underwater shelf things in Loki port.
* YOU TOOK MY GOTH CHICK. AND MY DOGGY! AND MY BAZILLION ITEMS. AGG
* Is it wrong that I just stripped Perry of all his gear and put it on Samson, whom I assume is a much more important character?
* That was a complicated ABS system. Just using it made me a little worried of breaking something. I need to find another save point.
* Samson kinda looks odd from the back. Like his arms are too close to his body.
* Dude tells me to sit down but I can't do anything with these chairs. I went upstairs but I can't sake the feeling I missed a scene here.
* Another save. I'll stop this rambling account for now.[/spoiler]

tl;dr - you haven't pissed me off into quitting yet. Which makes you like the first person to not do so! It's a freaking miracle.
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: drenrin2120 on May 20, 2011, 12:00:43 AM
=D Hooray! I changed a LOT of things thanks to members tuts and guides and tips, including yours on boring, cliche intros with text walls or just too much info at once. I almost missed all that you posted 'cuz I still can't see spoilers unless I quote people.

What do you mean by ABS? The Record Book?

Also, I am terrible at writing lines for people. Especially useless NPCs. So no, sadly, I did not make the guard's lines cheesy on purpose. But I am aware they are laughably bad.
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: SaiKar on May 20, 2011, 12:05:03 AM
Yeah. Um, I'm not sure why I called it an ABS. I guess it's a... uh... CMS? Whatever. It didn't break on me, but I'm a paranoid guy. Now that I've saved again, next time I fire it up I'll play with it and see if I can break it.

Did you want more running commentary, or are you good?
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: drenrin2120 on May 20, 2011, 12:08:08 AM
Yes, try and break it! That'd be pretty damn helpful actually. and if you enjoy the running commentary, I'm perfectly fine with it. More than just bugs and graphics glitches, I also want to know what everyone else is thinking about things as they go along. Cheesy lines, confusing story, stupid looking graphics. I want all opinions people are willing to give.
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: SaiKar on May 20, 2011, 12:12:05 AM
Also, I am terrible at writing lines for people. Especially useless NPCs. So no, sadly, I did not make the guard's lines cheesy on purpose. But I am aware they are laughably bad.

Dude. Dude. One of these guards said something like "Rebel scum! Have at you!" That HAD to be on purpose.

The actual dialog with the main characters isn't bad at all.
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: drenrin2120 on May 20, 2011, 12:15:09 AM
Dude. Dude. One of these guards said something like "Rebel scum! Have at you!" That HAD to be on purpose.

The actual dialog with the main characters isn't bad at all.

XD
well, I'm not gonna remove it just for the humor. I'm glad the important dialogue isn't hard too swallow. Also, you didn't miss anything when you went upstairs and fell asleep. Purple pointed that out to me as being an odd event as well, I'll have to make it more obvious what you should do, not that there's anything terribly important to do there, just a few things people say when you talk to them. Or I could script an actual event.
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: zuhane on May 20, 2011, 01:18:26 PM
Okay, so I'm gonna review/analyse this whilst I play it. Been looking forward to it for a long time.

Very impressive custom opening, nice menu and use of colours. The intro wasn't a long bore, which
was nice, and the characters' lines seemed quite purist. I like it! The atmosphere here is really good at
the moment, so I hope it keeps up.

I usually hate castle sequences and that whole "Royalist" setting in games, but you seemed to pull it off
pretty sharply. Just got to the cave area. I must say that I'm enjoying what I'm playing up to now. The map
design is top-notch. My only criticism is that the storyline seems a little generic at the moment. Then again,
there might be twists and turns in it, as I've not got that far.

I'm liking the NPCs here. They've got some personality :P I've just reached the first town now. Right, I have to
go and revise for a genetics exam on Tuesday, but I've enjoyed what I've played and this games sports some
real potential. Keep it up. I'll try and review more when another window of time pops up!

Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: drenrin2120 on May 20, 2011, 04:31:16 PM
Don't worry, I have plenty of twists and turns planned for this game! ;)
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: Prpl_Mage on May 22, 2011, 06:31:13 AM
Yeah, they ask you to sit down but you're supposed to go upstairs and sleep. Got me as well.
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: drenrin2120 on May 22, 2011, 04:19:41 PM
Well, I was banking on the player talking to the guards and such, but if they didn't talk to them it wouldn't be a big deal.
Title: Re: Apathy of Angels - Updated May 17, 2011 - Demo v1.0 up
Post by: Emerates on May 27, 2011, 10:53:51 PM
I'm glad I poked around Charas again.  Will download, play, and compare old versions for new review.
Title: Re: Apathy of Angels - Updated August 16, 2011 - Demo v2 Coming This Fall
Post by: drenrin2120 on August 16, 2011, 05:46:19 PM
Check the front, bitches!
Title: Re: Apathy of Angels - Updated August 16, 2011 - Demo v2 Coming This Fall
Post by: drenrin2120 on August 30, 2011, 12:40:33 AM
You guys suck! (even though there's nothing really to comment on.)

I hate you all!



Trailer (http://www.youtube.com/watch?v=lNnSJCAdSJM&feature=share)





Title: Re: Apathy of Angels - Updated August 16, 2011 - Demo v2 Coming This Fall
Post by: Prpl_Mage on August 30, 2011, 12:22:04 PM
Yay!

And no there wasn't much to comment last time.

Great trailer by the way. All montagey and professional
Title: Re: Apathy of Angels - Updated August 16, 2011 - Demo v2 Coming This Fall
Post by: drenrin2120 on September 03, 2011, 03:41:29 PM
I've been slow to release anything. I'll post some screens that are much more interesting than a montage. I think I will start a facebook page too, maybe more promotion elsewhere too. I have today off so I'm gonna try and spend some time on this. School starts this coming Tuesday for me though.
Title: Re: Apathy of Angels - Updated November 03, 2011 - Demo v2 HERE NOW
Post by: drenrin2120 on November 03, 2011, 07:23:38 AM
UPDATE *KICK*
Title: Re: Apathy of Angels - Updated November 03, 2011 - Demo v2 HERE NOW PG1
Post by: Prpl_Mage on November 03, 2011, 09:06:21 PM
Is it a new demo?
Title: Re: Apathy of Angels - Updated November 03, 2011 - Demo v2 HERE NOW PG1
Post by: drenrin2120 on November 04, 2011, 03:11:29 AM
Yes! Skill tree finished, "MP system" finished, adrenaline system finished, more bosses, more plot, more characters... yes, it (might be) is the most epic demo release in the history of rm2k3. (maybe)

Oh, and a mine cart mini game for those who make it to the end. =D
Title: Re: Apathy of Angels - Updated November 03, 2011 - Demo v2 HERE NOW PG1
Post by: aboutasoandthis on November 04, 2011, 04:15:32 PM
I actually sat down to play this. Everything was going pretty awesomely. Story got started right off the bat and gave you a clear goal to go to. Characters and fighting looked really balanced with lots of options. I love how you implemented the adrenaline system. How in the world did you do that? Graphics and music were a great plus.

I wanna play more but I hit some sort of glitch... After you beat the boss and it's starts explaining the world's structure, it freezes on a castle shot. I managed to get it moved to the right to teleport to another room. This one was some sort of jail cell. I ended up getting into a fight here that killed me somehow...

Is there a quick fix for this?
Title: Re: Apathy of Angels - Updated November 03, 2011 - Demo v2 HERE NOW PG1
Post by: drenrin2120 on November 05, 2011, 12:57:22 AM
oh, you're kidding me right? =( well, I think I know what it is.

Yep, just ran through it. I had the wrong switch trigger set for the auto event in the castle. If you have rm2k3, you can fix it very easily. Of course, viewing the maps may spoil some of the adventure.

[POTENTIAL SPOILER ALERT]
Since charas won't let me post or see spoilers...  _sweat_ go into maps, go to worlds > alley system > Gaia > Buildings > Vimlocke Barracks. There's an event located at (9,4) called "Intro". Go to the second page and change the switch from "Intro Boss" to "Intro5". It should be the next switch up.
[END POTENTIAL SPOILER ALERT]

If you'd rather not go that route. I'll post a download of a new link without that problem.
EDIT: Fixed download on front page.
Title: Re: Apathy of Angels - Updated November 03, 2011 - Demo v2 HERE NOW PG1
Post by: drenrin2120 on November 07, 2011, 05:03:36 PM
Come on people! I promise this demo won't disappoint. ;) five to ten hours game play, complete and operational custom system (check the list on the front page) give it a shot!
Title: Re: Apathy of Angels - Updated November 07, 2011 - Demo v2 PG1, NEW SCREENSHOTS!
Post by: aboutasoandthis on November 08, 2011, 11:21:59 AM
Sweet. Thanks dude. It might take me a week to play this, (It's military screw with you week) but the game was awesome so far!
Title: Re: Apathy of Angels - Updated November 07, 2011 - Demo v2 PG1, NEW SCREENSHOTS!
Post by: Prpl_Mage on November 08, 2011, 05:28:30 PM
Should I throw in my last save file into this or is it all "play from the start again 'cuz I changed some stuff"?
Title: Re: Apathy of Angels - Updated November 07, 2011 - Demo v2 PG1, NEW SCREENSHOTS!
Post by: drenrin2120 on November 08, 2011, 08:57:51 PM
You shouldn't have a problem throwing in your last save file. There's some stuff different in the intro, but nothing in regards to storyline, you won't miss anything crucial. You'll basically be the first person to have done that, so let me know how it goes.

BE SURE TO DOWNLOAD THE LATEST UPDATE. That would currently be 2.2 as of the date of this post.
Title: Re: Apathy of Angels - Updated 11/8/11 - Sorry guys, another demo fix v2.2 up now!
Post by: Prpl_Mage on November 14, 2011, 01:04:47 AM
Okay so I've played this for a bit.
Great work on making all the magic school thingies work this time around. Helped a lot.

Don't know if it was because of my imported save but Samson still had item at the top of the command list. Also all my characters were named "new trila ruins" or something 'till I got Elliot. Once again this might be because of the imported save.

I noticed that I could cross the mountains from the mine to new trila village by walking on top of the mountain sprite. This was pretty helpful though since those enemies sure gave me a whopping. Speaking of enemies in the mine, the ones lurking outside the actual mine doesn't have a battle background.
Scratch the part about Samsons command layout, it turned out how I wanted it after he entered adrenaline. Speaking of adrenaline, the multi-target skill reappeared at my characters' skill book after entering adrenaline. Luckily those aren't requirements for later skills.
Also, poison damages your characters in the skill book cms, although I am quite aware how impossible it might be to fix. In fact poison is really annoying, missed getting antidotes the first time around, stocked them in a huge pile after visiting the shop.

Okay, finished the main chapter carrying on with Perry's chapter.
That one guy you get is pretty slow, and weak.
Also, uncool thing about the whole skill goes missing upon adrenaline. Either I never got Chaos as a skill or it disappeared when I entered adrenaline. I can purchase it for another 175 ap...
Just, had to save up and try to buy it again. That one guy's minion does not get Chaos. So don't buy it, time to reload to get my 175 points back.
Neat, spike puzzles.
Neat, arrow launchers. Although this bouncy sound effect is killing me.
It's impossible to get to those 2 chests in the middle of this puzzle.


Gonna end for tonight, I've had a great time playing this demo as well. Good work Dren

Title: Re: Apathy of Angels - Updated 11/8/11 - Sorry guys, another demo fix v2.2 up now!
Post by: drenrin2120 on November 14, 2011, 01:41:57 AM
wow, that mountain glitch is really weird. I never would've checked. Here's what I know was because of your save file.

-name change issues. I forgot that I changed how that system works since the previous demo.
-random item at the top. Most definitely because of the imported save.

For Samson's multi-target skill not returning, that's a problem in some coding I've actually been trying to figure out. My conditional branches need to be reconfigured, but there's about a million of them. I thought I had it figured out. I guess I was wrong. =( As long as you don't lose  the skill it should be fine for now. Also, I've noticed this is only happening with multi-target options.

And poison hurting you in the skill book, damn. Again, I never would have thought about that being a problem. Also, how is poison annoying? I did some strange things with it right before demo release so I may have fumbled something up.

You lost/never received Chaos after buying it? Who did you try to teach it to? Also, how do you feel about the skill tree system? Is it effective, efficient or kinda crummy? I'll have to look into it.

Here's some tips and things maybe I should make more clear in the game
-In the mines, you can return to mainland by talking to Biggs ,setting sail and taking a nap. You'll wake up back at vitality port.
-It is very possible to get those chests. It's also possible to make it impossible to get them, ever.

Thanks for playing, purp. You're a great beta tester! I'll be taking a look at all this stuff and fixing them.
Title: Re: Apathy of Angels - Updated 11/8/11 - Sorry guys, another demo fix v2.2 up now!
Post by: Prpl_Mage on November 14, 2011, 08:57:59 AM
None of my characters had the multi-target version as "bought" in the skill trees, unfortunately. This occurred only after they've visited adrenaline land. But as stated, this doesn't affect anything luckily.
But the same thing happened to chaos, not sure if this is because Timber never received the skill though. It was Timber that tried to learn Chaos btw.
And no poison wasn't hard or deadly or anything. It was just annoying since those enemies made me poison all the time and antidotes is the way to go to cure it. And other statuses like Blind was seen instead of poison so it took me a while to realise that more than once character had poison. Small unimportant personal issues with the rpgm engine really.

Yeah I noticed that I could return to port , but does that heal you? I don't think that Vitality point has an Inn has it? Still, it was easier to cross that mountain range and stay at the inn for 15g.

Yes, I checked the maker this morning and realised my error, that's what you get for staying up late playing. Unfortunately I've already finished Perry's chapter and started Samson's.

Btw, I think that I might have overdone my grind n farm ability. Perry were lvl 20 by the end of his chapter and the other two 15-16 or something. Those err... "optional" battles(at the end-end)  weren't all that hard, one Heat Wave MT blasted those to oblivion. Spent a couple of violet herbs and gained a pile or red herbs.

Great work, love all the effects, such as walking in puddles, climbing ladders or walking down stairs. Small things that makes this game look really good and enjoyable.
Title: Re: Apathy of Angels - Updated 11/8/11 - Sorry guys, another demo fix v2.2 up now!
Post by: drenrin2120 on November 14, 2011, 01:45:10 PM
level 20? that... uh, damn. You should at level 8 or 12 by the end of Parry's chapter. 16 through 18 by the end of the game. Do you think I gave out experience too liberally? While we're at it, what about ap? In your opinion, did I give that out too liberally?

Vitality port doesn't have an inn. Taking a trip back and forth from vitality port to Mt. Lian does heal you. You should be able to simply rest inside the ship without leaving Mt. Lian. I need to check that though to make sure.

Fixing the other problems shouldn't take long at all. Glad you're enjoying it! Looking forward to you're final review.

Title: Re: Apathy of Angels - Updated 11/8/11 - Sorry guys, another demo fix v2.2 up now!
Post by: Prpl_Mage on November 14, 2011, 10:31:10 PM
I think I were at lvl 5 when I started the game, then I got the girl at lvl 8 or so, and with lvl 10 comes the multi target skills. So I levled up Samson and Perry as well. Then I took a couple of trips inside the mine 'till I found the right path so I might have gained a bunch of exp there as well.
And well, I kinda farmed money to buy Perry that new sword and shield and armor and all that the shops offered before buying tickets for the boat. And with that farming I gained a whole bunch of exp, and with exp I gained levels and with levels I had the ability to get stronger abilities, It's a vicious circle.

I kinda get lost in that kind of stuff, figuring out how much money I make each time I clear a cave ect.

Still loving this, kinda forgot I was playing a rpgm game for a while.

Title: Re: Apathy of Angels - Updated 11/8/11 - Sorry guys, another demo fix v2.2 up now!
Post by: Moosetroop11 on November 17, 2011, 01:12:16 AM
Ahhh, this game!

I loved the original demo.  When I'm next on my laptop with rm2k3 on it, I'll play this version!

Or don't you need rm2k3 to play it? I forget...
Title: Re: Apathy of Angels - Updated 11/8/11 - Sorry guys, another demo fix v2.2 up now!
Post by: ellie-is on November 17, 2011, 02:04:29 AM
I don't think you need it.
Title: Re: Apathy of Angels - Updated 11/8/11 - Sorry guys, another demo fix v2.2 up now!
Post by: zuhane on November 17, 2011, 01:28:17 PM
This game always looks cooler every time I check it out! :D
Title: Re: Apathy of Angels - Updated 11/23/11 - demo v2.3 UP!!!!!!!
Post by: drenrin2120 on November 24, 2011, 08:42:23 AM
Some friends of mine haven't been able to play the game without rm2k3.

Also, purple has uncovered a lot of bugs, some of which can potentially break the game. I'm removing the download link until all game crushing bugs are removed. If anyone would like to help beta test the game ,that would be great. Purp's doing a great job, but there's only so much one person can do.

Also ALSO, Demo v2.3 is up. It should play incredibly smooth with better additional graphics. SO, you should all download and play! It is NOT recommended that you transfer old save files over to this particular version as there have been substantial tweaks in regards to experience and money.
Title: Re: Apathy of Angels - Updated 11/23/11 - demo v2.3 UP!!!!!!!
Post by: TyDrace on November 29, 2011, 10:41:45 AM
Watched the trailer, it was awful. The music was horrible and it didn't get me interested.

Played the demo up to one year. Your naming is horrible. Gaia? Demi? No, just no. The gameplay is bland, it's simply hit attack when the bar is full. The addition of adrenaline didn't feel like anything special. It could work, but now it's just a bar that fills that gives a special attack. The enemies and even the boss were way to easy. Story-wise there's not much that got me hooked and craving for more.

I do praise the consistency in the art. In towns and in the castle the art of both the environment and the characters fit together. What especially liked was the consistency during battle, using the same style there for background and characters, something they often miss. While the music was horrible in the trailer, it was better during the demo itself.

Also, a demo is meant to show interesting parts of the gameplay. Not the start of the story which I'm guessing this was. It's better to show more interesting parts in the demo at the start than later on to get the player interested.

Note: I played up to the first area after the prologue. If it gets better after that, great. But right now, it doesn't interest me.
Title: Re: Apathy of Angels - Updated 11/23/11 - demo v2.3 UP!!!!!!!
Post by: drenrin2120 on December 04, 2011, 09:48:33 PM
I see your point about the battles. I'm trying my best with what the dbs has to offer. I honestly don't know what else to do to make it more interesting.
I'm sorry you didn't like the trailer.
As for the names, those will stay the same. It doesn't really matter what they are. I mean, the enemies and boss are easy for a reason. They're the first enemies and bosses you encounter. Someone else complained about this another forum. What do you expect out of the first boss? If I made him harder and you died, it would be "he's way too hard, I stopped playing immediately".

I call it a demo because it's not the entire game, not because it's a demo in the traditional sense. You've played demos for rpgmaker games, you know they're not like demos for professional games.

Either way, points taken. I've been told by a few people the intro isn't very engaging. So I've been working on fleshing out the characters better in the intro. Also, I've been putting in some new gameplay espects, messing with monster stats and blah blah.

(http://img.photobucket.com/albums/v244/drenrin2120/Dec42011.png)
This is the new "Tome of Mekra" thingy. It's just a nicer looking menu.



Title: Re: Apathy of Angels - Updated 11/23/11 - demo v2.3 UP!!!!!!!
Post by: the dark tower on December 05, 2011, 12:27:45 PM
I've downloaded this and I'm on the title screen, I plan to edit this as I play it. First thoughts are the title screen and theme are awesome lol

The cutscene is well evented and nice way of started the game imo The maps aren't perfect but they aren't bad either. So far I'm liking it.

Hmm, the lack of music when you were discovered seemed to make the scene feel lifeless and un-suspenseful. Also giving that guy a laugh sfx would be awesome lol

Just saved it, it's all been good so far, only complaint was the scene in the Kings chamber, it just felt lacking.
--------

I think I found an error, you know that really tough monster you can't beat after you enter the world map from the port? When I went into battle the mini map stayed on the screen.

Also in Juniper the man in the far left bottom house says "I live here with my brother and her wife" lol Also in the weapon shop I can walk on top of the orange chests.
---------
Loving the book and skill trees btw Also nice touch with the town map.
---------
Talking to Parry at the mansion door, he says 'take' instead of 'talk'
---------

Just saved, I'll play more later. So far it's a pretty game! Reminds me of FF6 and FF4 a bit lol Also you've picked out some good music!
Title: Re: Apathy of Angels - Updated 11/23/11 - demo v2.3 UP!!!!!!!
Post by: A Forgotten Legend on January 04, 2012, 11:45:45 PM
I'd just like to say, I finally got around to playing the demo I downloaded a while ago.  That opening cut scene was veerrrry well done event wise.  I also like to new version of the opening song you have in there.  It certainly fits the rest of the music in the game well.  Good job.

Also, I just noticed something weird in your first post in the credits.
"Lucas irineua"

I think you added an extra letter. haha
Title: Re: Apathy of Angels - Updated 11/23/11 - Version 2.4 release.
Post by: drenrin2120 on January 13, 2012, 06:51:19 AM
http://www.megaupload.com/?d=3W3TYSAX

I've fixed most everything and even added a secret dungeon at the end of this demo. Yes, this very long demo. Which is really more like an episode I guess. But whatever. I've added some stuff to make the Skill tree more convenient and fancied it up with a new main menu screen when you open your "Tome of Mekra", which is what you use to view quests, skilltrees, and organize party members. I actually did all this a while ago. Any time spent on this recently was fixing bugs. I'm fairly confident there aren't any game breaking bugs left. I even fixed a bug in the skill tree that no one had noticed which rendered a branch basically useless. But yeah, regardless, this is the last update of this version. Any more work on this game will be going forward with the storyline and maybe actually doing something about the sprites not having animations for everything.

As always, enjoy.
Title: Re: Apathy of Angels - Updated 1/13/12 - DEMO v2.4
Post by: ellie-is on January 13, 2012, 09:04:35 PM
*downloading*
I'll give it a try later today, probably.
Title: Re: Apathy of Angels - Updated 1/13/12 - DEMO v2.4
Post by: drenrin2120 on January 22, 2012, 05:05:47 PM
Welp. New link 'cuz megaupload imploded...

http://depositfiles.com/files/4bj7rqmaa
Title: Re: Apathy of Angels - Updated 1/13/12 - DEMO v2.4
Post by: drenrin2120 on February 06, 2012, 07:58:18 PM
So, having become fed up entirely with trying to work with rm2k3's default experience system, I believe I've found a way around it. If all monsters experience is set to 0, it won't display during the victory screen that any was given. My plan is to given experience based on my calculation after the battle.

Problems with default experience system.
-The equation is utterly useles (primary, seconday, tertiary). It's essentially, A + B + C. Which means it doesn't really matter what numbers go where, they're just being added up arbitrarily.
-Because of the first problem, this means the experience system only ever doubles itself. This means level 50 only takes twice as much experience to level up at then level 25.

The solution.
-If I can't change the above system, I'll change how experience is given out.

In this system, the amount of experience you gain from a battle will be given after you exit the battle (since I already have a message that pops up displaying the amount of AP you got from that battle). While the exp needed to gain a new level doubles with each level, the experience you get with each level increases by less than half. I spent a few hours hashing out equations and this is the best I came up with, for anyone interested.


NOTE: rm2k3 always rounds up. (I think, it might actually just ignore decimals, meaning 2.5 becomes simply 2.)

P = Character's average level
M = Monster group's level
B = Boss Bonus (doesn't only apply to bosses)
N = Number of enemies present
L = [50 - (P - 25)/ 2] = Level Bonus
A = B + L

LEVEL BONUS CURVE
LEVEL 1 BONUS = 62
Level 10 BONUS = 58
Level 25 BONUS = 50
LEVEL 50 BONUS = 37
LEVEL 99 BONUS = 13

[(M-P) + M)] * N + A


Some examples
M = 1
P = 1
N = 1
Exp = 63
To next level = 77, 2 battles

M = 4
P = 10
N = 2
Exp = 54
To next level = 752, 14 battles

M = 10
P = 10
N = 3
Exp = 88
to next level = 752, 9 battles

M = 25
P = 25
N = 3
Exp = 125
to next level = 1877, 15 battles

M = 50
P = 50
N = 3
Exp = 187
to next level = 3752, 20 battles

M = 98
P = 98
N = 3
Exp = 307
To next level = 7352, 24 battles

It's based off character levels and enemy levels that will be assigned. If a character is a higher level than an enemy, they will gain less experience points. If a character is a lower level then an enemy, they will gain extra points then if they were the same level. The theory going that this will force players to move on to new territories and new monsters. You won't be able to spam low level monsters for too long. This system also allows for low level characters to gain new levels a lot faster then they will at higher levels, while higher levels take gradually more and more time to gain. BUT, an awesome unexpected side effect is it seems that the difficulty in gaining higher levels increases slower than pre-level 25 grinding.

Another great result from this equation is that the higher you level, the more important it becomes to fight more than one enemy, meaning the battles become tougher. At level 5, fighting one or three monsters is the difference between 3 exp points. At level 50. it can mean the difference between 150 points.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: ellie-is on February 07, 2012, 01:34:57 PM
Well, that's some pretty smart stuff there! Like, really.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: drenrin2120 on February 07, 2012, 03:19:23 PM
Aww thanks! It's really just a lot of trial and error.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: bigbadke12 on February 10, 2012, 02:49:12 AM
Amazing Game!
Rating:  :*: :*: :*: :*: :*:
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: drenrin2120 on February 11, 2012, 06:26:28 AM
Oh? So you've played the game? Thanks! Any critical review is always welcome!
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: drenrin2120 on February 12, 2012, 09:02:53 PM
YAYAYAYAYAY!
http://rpgmaker.net/tutorials/10/
Why did I not know this?!
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: ellie-is on February 13, 2012, 12:25:07 AM
No idea. Good to know, though! Quite an useful link. Someone should post it somewhere else in the forums as well. Might come in handy if anyone here actually finishes an rpg maker game.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: Prpl_Mage on February 13, 2012, 06:32:35 AM
YAYAYAYAYAY!
http://rpgmaker.net/tutorials/10/
Why did I not know this?!

Or you just choose to create a game disk and it automatically saves every resource including the rtp into the new game folder thingy.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: drenrin2120 on February 13, 2012, 08:04:13 AM
Well, I assumed that too, but I've had friends who have run into problems even with a gamedisk. They got back "RTP missing" errors. That little bit about adding "FullPackageFlag=1" into the RTP_RT.ini file actually worked. Also, RMTool is great for deleting files you don't use and saving space.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: ellie-is on February 13, 2012, 12:27:51 PM
Or you just choose to create a game disk and it automatically saves every resource including the rtp into the new game folder thingy.
Yeah, I used to think that too. But apparently it doesn't really work for some reason.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: Meiscool on February 15, 2012, 10:03:34 PM
Since I haven't tried the game yet, I do not know how your first boss fight works. However, if you want to add "difficulty" to the battle without actually making it harder, you could add a trigger skill or something. Make an ability where the boss puts a shield up (or something similar, can be anything really), and your character's have a specific skill or item that breaks the shield. While it doesn't make the battle any more difficult to survive, it does add a factor to the fight that makes it more challenging.
Just an idea.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: ellie-is on February 15, 2012, 10:09:33 PM
Similar to the Drago and the special knife in mother 3? Or maybe another better example that I can't think of right now.

But yeah, that's a good idea. I reached the first boss and thought it was pretty boring, if I may be honest. It was challenging as in, "It has a lot of life and my attacks don't do it much good", but the battle was quite dull, even though you added the burrowing thing to make it more interesting. It helps, but I think you need something else to make it more dynamic.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: drenrin2120 on February 15, 2012, 11:38:26 PM
I pretty much agree with you. After having test played it so many times, it can be hard for me to tell whether or not the boss battles are fun or not. I've also kind of always had a hard time making battles in general interesting. I hoped the skill tree would help and I think it has, but that alone won't cut it. No excuses here, but the default battle system is hard to work with, too. Any suggestions are definitely needed.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: ellie-is on February 16, 2012, 01:09:36 AM
Do a CBS? :p
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: drenrin2120 on February 16, 2012, 02:36:44 AM
Gah... I DID start one last year... so much tedious code...
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: ellie-is on February 16, 2012, 02:49:22 AM
I think that'd be true for all forms of coding. RPG Maker probably being one of the least tedious ones. Or at the very least, simpler.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: Meiscool on February 16, 2012, 03:05:39 AM
CBS really aren't that hard, just time consuming. It depends on what you are aiming for I guess.
Don't expect your first cbs to work perfectly though... It took me till my 5th or so try to make what I have now, and now I'm scrapping that to make all the events common events instead of on-field events.
Anyways, if you want tips I can help, but the DBS is probably the best bet if you are going for turn based system.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: ellie-is on February 16, 2012, 11:40:55 AM
Hey, mic, you should release a demo with whatever you have now, if it works. Would be great to try that.
I remember one time when you released that picture based abs, and it was a little glitchy, but still quite an awesome thing for an rpg maker game if my memory doesn't fails me.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: drenrin2120 on February 16, 2012, 04:37:46 PM
It's worth considering. And mic, I'm pretty deadset on turn based battle. I think I'll compile a list of things I'd like to be able to do in a battle system, and see if I can finagle them to work in the DBS. I've got a lot invested in the DBS and it might be possible to make a lot of things work, especially with the pics in battle patch.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: Prpl_Mage on February 16, 2012, 07:59:18 PM
Let me know if you need a hand with anything coding-related, I'm kinda nifty with those things. Also that exp calculation thing is looking good, been meaning to do something similar.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: drenrin2120 on February 17, 2012, 06:14:56 PM
Thanks. I will let you know. As for the experience thing, I changed it up a bit because the curve wasn't enough to discourage leveling faster off low level monsters. For anyone interested in geeky *** **** like this, here's the new equation.

P = Character's average level
M = Monster group's level
B = Boss Bonus (doesn't only apply to bosses)
N = Number of enemies present
L = [50 - (P - 25)/ 2] = Level Bonus
A = B + L
D1 = M - P (*-1 if less than to 0)
D2 = M - P

LEVEL BONUS CURVE
LEVEL 1 BONUS = 62
Level 10 BONUS = 58
Level 25 BONUS = 50
LEVEL 50 BONUS = 37
LEVEL 99 BONUS = 13

Penalties/Bonuses algorithm:
based on difference in level between foe group and individual characters.
[D1 * D2 + M * N)] + A

Penalties and bonuses not included in following equations, because the following equations assume foe and player levels are the same.
At LV 99 Exp = 99 per 1 monster + 1  LC = 100
                      2 monster + 1  LC = 200
                      3 monster + 1  LC = 300
At LV 50 Exp = 50 per 1 monster + 37 LC = 87
                      2 monster + 37 LC = 137
                      3 monster + 37 LC = 187
At LV 25 Exp = 25 per 1 monster + 50 LC = 75
                      2 monster + 50 LC = 100
                      3 monster + 50 LC = 125
At Lv 10 Exp = 10 per 1 monster + 58 LC = 68
                      2 monster + 58 LC = 78
                      3 monster + 58 LC = 88
At Lv 1  Exp = 1  per 1 monster + 62 LC = 63

For next level in increments of 50 pts at LV
98 =   5400   = 18 Battles
50 =   3000   = 16 Battles
25 =   1750   = 14 Battles
10 =   1000   = 11 Battles
1  =   500    = 8 Battles

Also, here's a list of ideas which I'm certain I can accomplish in the DBS to make boss battles more interesting. If anyone has any ideas to add to the list, even if it may not be possible in the DBS, let me know and I'll tinker with the DBS to see if I can make it happen.

-Changing resistances to magic and other things.
-Barriers that can be broken.
-Absorb attacks that can be blocked.
-Countdowns
-Multiple body parts.
-Absorb abilities that can be altered, meaning to change what the boss absorbs and doesn't.
-Using regular elemental magic to break barriers
--example: Water magic breaks fire barrier
-Attacks that do percent damage
-Attacks that bring a hero down to 1 HP
-Attacks that break hero barrier, special status
-Attacks that break adrenaline


ALSO EDIT:
I'm not sure why I don't get ideas for stuff like this sooner.
(http://img.photobucket.com/albums/v244/drenrin2120/February1720121.png)
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: Meiscool on February 20, 2012, 10:41:19 PM
The exp system sounds nice. Reminds me of persona or the new pokemon game.

And lucas, I'm not ignoring your post, but since this is dren's topic I really don't want to bring my own work into it unless I'm referencing it for a comparison or suggestion.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: zuhane on February 21, 2012, 01:59:54 PM
This is shweet! Looking forward to playing it!
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: drenrin2120 on February 21, 2012, 03:47:30 PM
alright, so any event that involves a trigger from a character using a specific skill cannot be created, so far as I know. There are no conditional branches, and no foreseeable alternative way of triggering a similar event that I could figure out. This is a real bummer. =(

I'm thumbing through the events on my old CBS, and while being closed to finish, there's still a lot of coding left and **** if I remember how all these damn things worked together. I know I've basically got status effects left to code, graphics for attacks, and a few bugs every now and then.

EDIT: my computer **** the bed, so until I get my tax returns back I won't really be around too much for a while. Hopefully I can get my computer fixed or atleast extract the hard drive.

Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: KnMsShadowWing on April 11, 2012, 07:04:52 AM
This was made in RPG Maker 2003?

If so i still have much to learn.

Looks great.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: drenrin2120 on April 12, 2012, 03:23:31 PM
Yes, it can be done. But if you're going to make custom systems, you might as well try and learn ruby and use rmvx ace. Unless an easy to use patch for rm2k3 that allows editing of internal algorithms and more intensive customization of skills is created. Otherwise, if you really don't want to learn ruby, you can event an entire CBS.

I'm a little bitter right now, so don't mind me.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: Meiscool on April 13, 2012, 12:06:48 AM
Thinking of pitching the DBS?
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: drenrin2120 on April 13, 2012, 04:19:30 AM
To be honest, yes. I'm thinking of pitching rm2k3 entirely and just moving on to rmvxace. Basically, it'll come down to what happens with cherry's patches and if anyone does anything I can use. In the mean time, I've been experimenting. One thing I didn't make obvious is that screenshot is actually from rmvxace. I'm just messing around with it right now. Ruby is quite intensive, as it is a coding language outside of rpgmaker. but, having spent so much time with rm2k3, I find I understand the logic behind it really easily, it's just about learning the specifics of the language. So who knows, maybe I'll start making scripts, I'm not sure.

Either way, if I switch to rmvxace, it means starting all over. Which kinda sucks, but also gives me an opportunity to change AoA entirely, hence the experimentation with graphics style. I figure, this is a hobby for me, so why not take my time and see what comes of it? I know, realistically, creating all the graphics, music, plot, and scripts for a game is pretty much a long shot, but this is a hobby, so it doesn't really matter to me if I never finish it. It's just about the act of doing what I can.

Also, I kind of like the original graphics style. With that and ruby I have the possibility of creating my dream CBS. That in itself is enough to motivate me. As well as updating the music score to sound better than a generic .mid file, it makes me excited. I've been screwing around with recording software and am thinking about just making the entire music score .ogg files, because you can apparently make .ogg loop at specific points, which is great! Rebooting all my music has been a success so far. So that's simple enough to convert to .ogg files. however, I think it requires knowledge of ruby to implement a looping system.

So, one step at a time, we'll see what happens. This is a learning process, which is half the fun and has awoken a feeling I haven't felt since I opened rm2k3 when I was 14.
Title: Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
Post by: drenrin2120 on July 22, 2012, 06:20:56 PM
Harhar, you guys will never play my game! It'll never be finished!

But uh, anyway, I've been having fun messing around with graphics lately. I posted a screenshot in the uh... screenshot topic, but I've also been making new character sprites. Found a cool patch that allows monster animations, when I get my new desktop up and running I'll post some videos of it. For now, here's a custom reboot of mekina. Not finished yet.
(http://img.photobucket.com/albums/v244/drenrin2120/Display1.png)

Also, this is here because I don't know where else to put it.

EDIT
*Looks at date of OP... The HELL am I doing with my life?
Title: Re: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
Post by: ellie-is on July 22, 2012, 07:40:29 PM
*Looks at date of OP... The HELL am I doing with my life?
Making a game for four years?
Better than most of us!
Title: Re: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
Post by: fruckert on July 22, 2012, 07:47:35 PM
Hey, at least you've made progress.
I'm still in the concept stage for my games.
Title: Re: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
Post by: drenrin2120 on July 22, 2012, 08:46:40 PM
I love kyoob and I haven't even played it. You should get on that man!
Title: Re: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
Post by: Prpl_Mage on July 22, 2012, 08:58:14 PM
I've played it and I liked it.
Title: Re: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
Post by: Meiscool on July 22, 2012, 11:33:13 PM
Nice sprite. Looks better than the mech armor in ff6 IMO.
Title: Re: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
Post by: drenrin2120 on July 23, 2012, 10:45:22 PM
Thanks, MIC, sideviews kind of turning into a hassle, but we'll see what happens.

and come to think of it, I think I have played one of the tech demos of Kyoob.
Title: Re: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
Post by: fruckert on July 24, 2012, 03:16:50 AM
I agree with Mic, sprite looks awesome.
Nice gritty design, although I can't say I remember AoA havibg magitech in it.
Title: Re: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
Post by: A Forgotten Legend on July 24, 2012, 06:32:19 PM
This has got to my favorite project on charas.