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> TryAdIne eFfeCt, Truth cloaked as a lie...
Jens of Zanicuud
post Jan 8 2012, 06:07 AM
Post #1


Dark Jentleman
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Group: Local Mod
Posts: 904
Type: Scripter
RM Skill: Skilled
Rev Points: 120




OFfICIaL wEbsITE: sites.google.com/site/tryadineeffect

TryAdIne eFfeCt





Abstract- A dark story set in an obscure, future world, where 99% of mankind is addicted to a drug named [TRYADINE] and all major cities are protected by a dome named [SHIELD]. A story about truth, lies and how easy is to manipulate information...
Genre- Science Fiction
Platform- RPG Maker XP
Latest Update- 16th March, 2013
Progress:
Chapter 1 - complete & donwloadable (about 3 - 4 hours gameplay)
Chapter 2 - Day 5 - part 1 released
Development Team Members:
Andrea Demetrio (a.k.a. Jens of Zanicuud)

Copyright ©: Andrea Demetrio - 2011-2012-2013. All rights reserved.

NOTE: The facts and events in this game are pure fiction and aren't supposed to match any living or dead person, company, brand or place. Any reference to reality is purely coincidental.

NEWS

>8th February, 2013
>Tryadine Effect development was resumed after a long period of time; Day 5 - part 1 is to be released.
>Day 5 is the beginning of Chapter 2 - Buried Burdens
>Day 5 has been split into two parts (Day 5 - part 1 and Day 5 - part 2)
>before the actual release, I need someone to beta test the new demo till the end of Day 5.
>if someone is interested in beta testing it, please PM me. I'll post the new demo link in a couple days anyway.

Tryadine Effect is still alive, after all

>10th October, 2012
Major update.
I've created a new technical demo with some modifications:
1. Difficulty level settings. Three levels: Easy, Normal, Hard. Enemies Pain and Blood tolerance is controlled by this feature.
You can change your settings from the in-game menu by selecting System -> Options;
2. Retry option. After you lose a battle, you have the chance to retry it, retry it on full cure or retry it on Easy.
BTW, story hasn't been updated yet. This is the very same thing as Chapter 1 Demo with improved features.
Day 5 will be out by first days of November (delayed to this February).

>26th September, 2012

By next week, a new technical Demo will be released. It won't add a new Day or Chapter, but it will introduce some new features:
1. Difficulty levels. Enemies' pain tolerance and blood will vary according to the difficulty. You will be able to set it via in-game menu. Fighting on Easy could prevent you from unlocking some extra-contents in the CG gallery;
2. Retry Option. When you lose a fight, you are given the chance to retry, retry after a full cure or retry on easy. Every retry will be recorded and could prevent you from unlocking some extra-contents in the CG gallery;
3. Rest. Characters will be able to heal some pain in battle using this skill (available to anyone);
4. Pain healing. Outside battles, characters' pain will decrease by 1 every two seconds;
5. Cover. Blame will be given the ability to take damage instead of other party members. This feature, however, could not be ready in the next demo and is under development/critique.

Updates (as of 9th February, 2013)
9th January, 2012
Forgotten Mansion map 100% complete
District 7 maps 20% complete

14th January, 2012 Edit:
Two cutscenes ready;
Battle system discussion updated.

16th January, 2012 Edit:
Intro cutscene 100% ready;
District 7 maps 40% complete

17th January, 2012 Edit:
Cybil's graphic done.

19th January, 2012 Edit:
District 7 maps 80% complete

20th January, 2012 Edit:
District 7 maps 100% complete
Day 1 development: 25%

22th January, 2012 Edit:
Day 1 development: 45%

27th January, 2012 Edit:
Day 1 Released;
starting Day 2

30th January, 2012 Edit:
Day 2 under development;
District 2 mapping: 10%

2nd February, 2012 Edit:
Day 2 - first screenshots

7th February, 2012 Edit:
Day 2 - SPECTRA building under development;
SPECTRA bulding mapping: 75%

15th February, 2012 Edit:
Day 2 - District 2 reissued;
SPECTRA bulding mapping:100%
THX Vexus, Sakura Phoenix, Supercow, Resource Dragon

29th February, 2012 Edit:
Day 2 cutscene complete;
Day 2 mapping: 80%

14th April, 2012 Edit:
Day 2 Demo released
20th June, 2012 Edit:
Day 3 at 50%. Release in the next few weeks

25th June, 2012 Edit:
Day 3 released.

23rd July, 2012 Edit:
Day 4 at 70%.
First half completed, some bug fixed
>Cybil part: 50% complet;
>Laese and Eric part under development

4th August, 2012 Edit:
Day 4 at 90%.
>Cybil and Laese's parts completed at 100%

6th August, 2012 Edit:
Day 4 complete - new Demo release

18th August, 2012 Edit:
Latest demo fixed;
Day 5 under development

15th October, 2012 Edit:
Latest demo fixed;
Day 5 under development;
Project page updated;

9th February, 2013 Edit:
Day 5 released for beta testing;


STORY
Famous scientist [EVERETT LYONELL] is murdered in [ST. PATRICK] city. Detective [VECKERT RAINER] is assigned to the case, which is considered an ordinary homicide. However, the inquiry is covered up after two days only. Veckert finds evidence of a link between Lyonell's death and a mysterious accident happened fifty years before in a country mansion, just near [OLD ST. PATRICK]. In the attempt to find the answer, Veckert will enshroud the veil which covers Tryadine history and Creatures, discovering a sad, amazing truth...

SETTING
Description
The world of [TRYADINE EFFECT] is our world, in 2062. [CREATURES] are blood-sucking quadrupedal monsters which caused the [HUGE CRISIS], fifty years before the events told. The story is set into [ST. PATRICK] city, a neon-enlighted, chaotic urban district, subdivided into nine sections. The city is completely covered by the [SHIELD], an opaque, carbon-made dome which protect the whole St. Patrick and its inhabitants but also prevents sunlight to reach the ground. The one enlightenment is provided by neon-lights.
[TRYADINE] is a simple, but extremely effective drug which causes addiction. Death occurs after three days of abstinence. An equipe of scientist, led by Lyonell, was financed by [SPECTRA] labs in order to find an antidote to Tryadine effects.
[HUNTERS] are an unofficial organisation which is made up mostly by former mercenaries. They are often hired in order to destroy creatures, since Tryadine can be found in these things' veins together with blood. They are commonly paid in Tryadine doses. This practice fueled a huge Tryadine smuggling ring.


LOCATIONS
St. Patrick
St. Patrick
A neon-enlighted city protected by the [SHIELD]. It's subdivided into nine districts.
District 2
District 2
District 2 is the richest area in St. Patrick. Its inhabitants know little about [CREATURES] and some of them believe Haemophages are just monsters from fairy tales. Everyone here is Tryadine-addicted, though nobody explicitly admits it.
District 3
District 3
District 3 hosts warehouses and docks. Only policemen and workers have free access to this section. There are some troubles caused by creatures, Noctiphages in primis, and by members of a tryadine-smuggling ring.
District 7
District 7
One of St. Patrick outer districts, more exposed to [CREATURES]. Lyonell is found dead here. District 7 is a sort of underground, where people without enough money to live anywhere else recollect and reunite. Recently, a tryadine-smuggling ring has been discovered. This actually was the case assigned to Veckert before Lyonell's death.
Moe's tavern
Moe's tavern
Nothing more than a dirty pub located in [DISTRICT 7]. Hunters usually wait here for job offers.
Old St. Patrick
Old St. Patrick
Ruins just out of the [SHIELD]. The remains of the old capital, full of mystery and degrade. They say [CREATURES]'s nest to be somewhere there. Lyonell was seen here two day before his death, although noone was supposed to exit the [SHIELD] without permission. Ruins are made up of:
-Ruins' core: the main section. Remains of houses and old facilities;
-Spectra: what's left of old Spectra Industries (later Spectrum Lab). It's an old facility built with durable materials. Its underground levels contain results of old experiments and the relative documentation, though nobody is allowed to collect it without the government's permission. Lyonell was seen just here;
-Graveyard: the supposed [CREATURES]'s nest. A monumental graveyard, forgotten by all living beings. It's a sort of relic of a lost golden age. Necrophages are the most common creatures found in this location:
-Old hospital: this facility is set just outide the [SHIELD], at the beginning of [VAIR'S WOODS]. It's an old medical center that was abandoned less than a year ago, due to Haemophages' attack. The status is generally good.
Vair's Woods
Vair's Woods
A dark forest just out of the [SHIELD]. Someone postulated that [CREATURES] came form here. It's the main hunting ground for Tryadine-addicted hunters like Eric. Forgotten Mansion lies at the center of Vair's Woods. It's an old country mansion which used to be inhabited by nobleman [ARTHUR COLLAIN]. Someone claims that old [SPECTRA] was involved in the mysterious accident happened here fifty years ago.
Spectra Labs
Spectra Labs
Formerly known as [SPECTRA], they were founded by Anton Fourier in 1955. Located in old St.Patrick, they were destroyed during the [HUGE CRISIS] and then rebuilt with a new name below the [SHIELD]. The main aim of this company is to free mankind from tryadine-addiction, or at least, this is what they claim. Actually, [TRYADINE] is a huge business and nobody really wants to prevent it spreading throughout the world. Nobleman [ARTHUR COLLAIN] invested most of his money in research, before the crisis and the appearance of tryadine. Someone suspects that Collain knew something he shouldn't and therefore would have been killed. There are no pieces of evidence which support this theory, however.


CHARACTERS
Profiles
[VECKERT RAINER]

Age: 26
Blood: A-
Class: Hound
Weapon(s): knives, revolvers

Detective of the St. Patrick Police Dept., Veckert is a sort of bloodhound with a success rate near to 100%. This agent's past is actually well known by anyone in St. Patrick. A marked interest in blond girls and a fierce cruelty in killing [CREATURES] are Veckert's most notable features. However, there are some blanks which aren't filled yet. A mask covers part of the face because of an accident occurred two years before the events told. Veckert is tryadine-addicted and cannot live without assuming it regularly. A good amount of the monthly salary is spent in drug. When Everett Lyonell is found dead, Veckert is given the case. Noone knows where this investigation will lead the hound...

[BLAME]

Copyright © - Andrea Demetrio, 2013

Age: 4
Blood: Synth oil
Class: VORS (Versatile Operating Robotic System)
Weapon(s): light machinegun, shotgun

A sort of android in force to the police. The VORS-class cyborgs are generally incapable of autonomous decisions, but can be led by a skillful agent with vocal commands. Blame is Veckert's personal droid. Its AI was designed to be more receptive and to elaborate simple strategies. Blame is equipped with a light machinegun and a shotgun that can be switched anytime. This character is the second mandatory party member. Its Pain parameter refers to his outer coat status, Blood parameter refers to the remaining oil. It can be repaired only with [REPAIR KIT]. [PAINKILLERS] are uneffective.

[ERIC KERNST]

Age: 27
Blood: B+
Class: Ruthless
Weapon(s): sharp knives, heavy weaponry, sniper rifles

A cold hunter who has no respect for anyone's life but his. He was hired to kill all the [CREATURES] living in [DISTRICT 7]. Eric is selfish and has no regrets in killing anyone who dares to oppose him. He's known as the [SHARP KILLER]. He can be hired at the end of Chapter 1 as a helper.

[LAESE RICCATI]

Age: 22
Blood: 0+
Class: Assailant
Weapon(s): short knives, launch knives

Laese is a blond girl who acts as a creature hunter. Her fighting style is designed to deal the greatest pain in the shortest possible time. Laese had a short realtionship with Veckert, two years ago. They broke after a month, but secretly her desire is alive yet. She's tryadine-addicted, like the other characters. She's one of the helper who can be hired at the end of Chapter 1.
Note:
phonetical transcription: her name should be pronounced [la'ese] and not [le'is].

[CYBIL VANE]

Age: 25
Blood: AB+
Class: Lady
Weapon(s): Bayonette Gun (a gun with a long knife mounted on, as a Napoleonic rifle)

A huntress equipped with a singular weapon known as [BAYONETTE GUN]. She's quite enjoying her lifestile and spends her time killing creatures and drinking [TRYADINE]. Cybil is also known as the [SWEET KILLER], since her gentle moods while committing homicide. She's also involved into campaigns to defend AI's rights and against indiscriminated androids' log off. She's one of the helper who can be hired at the end of Chapter 1.

NPCs:

[LAURENT FOURIER]

Age: 58
Blood: B+

[SPECTRA]'s CEO, he's the descendant of Anton Fourier. Laurent is very confident on his skills and brutally selfish. He has no problem in causing troubles to an entire city in order to earn some more money. He hasn't commented Lyonell's death, but seems to know something more than he pretends to...

[EVERETT LYONELL]
Age: 46 [dead]
Blood: 0-

Lyonell was the main researcher in [SPECTRA] labs. Before his sudden death, he was working at a revolutionary research about [TRYADINE]. Little is known about him. His corpse was found in [DISTRICT 7], near the underground. A whole bunch of files was stolen from his lifeless body. First hypotesis involved [CREATURES] in his homicide, but Veckert is not supporting this theory.

[ARTHUR COLLAIN]
Age: 52 [dead]
Blood: A+

A nobleman died in mysterious circumstances fifty years ago, before the [SHIELD]'s construction and the [HUGE CRISIS]. He was the owner and inhabitant of [FORGOTTEN MANSION]. Before his death, some [SPECTRA]'s scientists were seen talking to him about a shared project. The events of [FORGOTTEN MANSION] are related to Lyonell's death.

[ADELMO RICCATI]
Age: 31
Blood: 0+

Laese's bigger brother, Adelmo "Moe" Riccati is the owner of a tavern located in [DISTRICT 7]. He actually thinks his sister is too much libertine and can't stand her behaviour. His English is really poor, and he often commits grammar mistakes. Moe knows Veckert very well. Speaking to him has never been a waste of time...


CREDITS

>Legal Stuff
I don't own any copyright related to raw materials I employed: Xenosaga base sprites, Rondo of Swords sprites, Guilty Gear HUD, Sonic Rush Deadline sprites, Castlevania portraits are properties of their respective owners. However, the story concept and each of the modified pictures (like the ones in the character section) are under copyright. To use them you need to ask for permission BEFORE using them in your
project, provided I'll give you the permit. The following list contains each graphic under these restrictions:


Original Materials

Characters:
>Haemophage.png
>Laese.png
>Lymatophage.png
>Maskless_Veckert.png
>MotherHaemophage.png
>Noctiphage.png
>Veckert_char.png
>Veckert_char2.png
>Veckert_char3.png

Battlers:
>Haemophage.png
>Laese.png
>Lymatophage.png
>MotherHaemophage.png
>Noctiphage.png
>Veckert_char.png

Pictures:
Everything except:
>spectra_building.png
>to_spectra.png
>bar2_old_2.png
>bar2_old.png
>dial_case01.png



I've written down some of the BGMs. You are free to use them provided you credit me and ask for permission.
The OST BGM are:

>Ctte [Countdown to the End];
>Fighting Alone;
>Addiction Symphony
>Danse Macabre;
>Neonlight Sonata;
>Epiphany;
>Reasoning...;
>Silent Heartbeat;
>Heartbeat [that is Silent Heartbeat with choirs] ;
>The Mansion;

I've composed them, so these are actually the only materials I'd like not to see used without permission.
Also, Jonnie19 composed a couple soundtracks for my project:

>Abandoned Hospital
>District 7 Emergency

Ask him for permission before using these BGMs in your projects.

Full Credits
--Tryadine Effect--
--Credits--


--TiTle ScReeN--

The molecule image I employed to create title screen was taken from english Wikipedia, at http://en.wikipedia.org/wiki/File:3D_model...ds_in_water.svg
Author: Qwerter.

Sonic Rush Deadline sprite - background (ripped by: Trish Rowdy)


--TiLesEts--

Sakura Phoenix - St. PAtrick Tileset
Theodore - Train tileset
Zanyzora - Underground / train tileset
Kenji Shingetoshi - various tilesets
??? - Forgotten Mansion tileset
(I apologise but never found who created it)

some tileset edited by me.


--spRiTEs--

Ice Axe - robots (Blame, Onirazors)
Sithjester - Veckert's base sprite, NPCs, smugglers
Vexus - close range train sprite
supercow - bullet train sprite
werecat - car
yamina-chan - Cybil's sprite, Eric's sprite
Kenji Shingetoshi - soldiers, mechs, lorries
Enterbrain RTPs - NPCs, other charas

characters edited by me:
-Haemophage
-Mother Haemophage
-Veckert's char
-Scientists
-Some NPCs (Sithjesters' white SeeDs)
-Ice Axe's robots
-werecat's car
-Noctiphage
-SSC (based on KNight Blade policemen)
-Heirvonen (based on KNight Blade policemen)
-Some smuggler
-Lymatophage
-Laese


--PoRTraIts--

Xenosaga I&II DS - base sprites (ripped by: Barubary)
Rondo of Swords - base sprites (ripped by: Dazz)

portraits edited by me:
-Veckert's portrait
-Laese's portrait
-Cybil's portrait
-Fourier's portrait
-Eric's Portrait
-Moe's portarait
-Blame's portrait was drawn by me and coloured with Paint.NET


--CuTsceNeS--

--Train cutscene--


Sakura Phoenix
supercow
Vexus

--"Picture of Dorian Gray" cutscene--

Castlevania Aria of Sorrow portraits
(ripped by: SmithyGCN)

--Photograph cutscene--

Magnus Noctem site - students
2d FighterMaker 2002 RTP - school background

--Newspapers cutscene--

Background ripped from Steins; Gate - found at The Spriters Resource

every other cutscene made by me with Paint.NET


--HuD--

Guilty Gear X HUD - ripped by: Kaihouku

slightly edited by me


--MeSSaGe WinDoW--

Sonic Rush (Deadline) - background (ripped by: Trish Rowdy)
Guilty Gear X HUD - boxes (ripped by: Kaihouku)


--GuIdiNg ArrOwS--

Concept inspired by Edu Mazieri's "A DUST tale"
sprite copied from his project


--OtHeR grAphIcs--

Enterbrain RTPS - fogs, transitions, animations
Kenji Shingetoshi - battle background, icons

menu pictures and windowskin made by me.


--SoUndS--

--TryaDiNE EfFECt OST--

Original score, written by me with TuxGuitar:

-Countdown to the End (title)
-Countdown to the End (gameover)
-Reasoning...
-Epiphany
-The Mansion
-Neonlight Sonata
-Fighting Alone
-Addiction Symphony
-Heartbeat
-Silent HEartbeat
-Danse Macabre

Original score, written by Jonnie19:

-Abandoned Hospital
-District 7 Emergency

Every other sound/BGM/BGS is from:

Enterbrain RTPs
KN-Blade


--ScRIptS--

Everything made by me, except for:

-XRXS's Input module
-XRXS's Polygon Shaped status
-Feoden's Menu Layout
-Blizz ABS Input module


--DEbUg--

3rr3
Feoden
Knot
m4usviecr
The Law G14
Vexus


--SpEcIaL tHAnKs--
(in alphabetical order)

3rr3 - beta testing
bacon - hints about the shot cutscene
Donny - beta testing
Feoden - beta testing/bug report/grammar check/new menu layout
Jonnie19 - support & some awesome BGM;
Knot - beta testing/bug report/grammar check
lethitax - HUGE grammar review
m4usviecr - WASD suggestion/bug report
Magical_Rune_knight_2001 - hints about the Noctiphage picture
mooshra - help with Laese's graphic
rewells - beta testing, review, support
Sakura Phoenix - GREAT help with tileset and cutscenes
supercow - train cutscene hints and comments
shaddowval - beta testing
The Law G14 - beta testing, comments and reviews
Vexus - beta testing/bug report/grammar check/mapping hints
X-M-O - hints about the shot cutscene, help with sounds effects
my brother - the one who ever tests and comments my games smile.gif

everyone else who supports my project smile.gif

--P.S--

Moe's disasterrific English was inspired by my friend Marco's.
Thanks you to exist smile.gif


--Andrea Demetrio (a.k.a. Jens of Zanicuud)--
--2011 - 2012--


--"Thorns are the Roses's sweetest Essence"--


SCREENSHOTS

Screenshots (updated to Demo V2.0)
Forgotten Mansion - Entrance
The Pit
Battle
Forgotten Mansion - Garden
Labs
Coded Door
District 7 - First Glance
District 7 - Underground
District 2 - Main

District 2 - Railway Station - Out

District 2 - Railway Station - Ticket Office

District 2 - Streets



FEATURES
Description
-Story subdivided into three chapters, for a total of seven different days;
-Blood & Pain engine version 1.2 updated (see this topic for further information);
-Defeated enemies' blood can be used to heal Blood Damage;
-Three different endings based on who the third party member is;
-Storyline features change according to the third party member's choice;


BATTLE SYSTEM
Description
After a month of thoughts and discussion, I decided to employ a custom-made turn-based sideview battle system.
Nothing exciting or relevant, just a FF6 like battle system, similar to MinkOff's with some features...
-weapons are visualized when actors attack;
-techniques vary according to the weapons equipped;
-battlers can switch between two weapons before selecting their action;
-characters who die are healed after the encounter, with a 10% blood.
-There's no way to revive an ally in battle. Only Blame can be reactivated in battle;
-Monsters can be seen on the map. No random encounters;
-No levels. Actors don't grow. It's something more reality-oriented, since Veckert, Eric and the others are just well-taught in combat.
However, this last feature should be discussed...
Fighting basics
1. Characters have two layer of damage, Pain&Blood.
2. Pain damage lowers progressively your stats.
3. Blood damage is related to life.
4. Standard attacks deal Pain damage, and if target evasion is low, even blood damage;
5. Skills deal only one kind of damage and generally are less accurate.
Pain skills have greater accuracy but cannot deal blood damage. Use it to weaken enemies.
Blood skills deal only blood damage. Use it to finish enemies.
6. Defend prevent Blood damage and halves pain damage received during the turn you're guarding;
7. Items can heal Pain damage. However, some of them (i.e. Painkillers) have a vanishing effect, that is after a certain number of turns, their effect goes away.
Fighting Guide
-use Pain skills to weaken enemies. Pain skills generally deal much more Pain damage than standard attacks.
-weaken every enemy, don't focus on a particular foe before they are all slowing down, since Pain damage reduces accuracy.
If you kill a Haemophage, you have a 50 - 60 % Pain, and the second Haemophage has 0% Pain, then your attacks will miss everytime.
-when enemies become slower, begin to use standard attacks, in order to rise their Pain and to deal serious Blood damage.
-in the end, finish'em with Blood skills, which have lesser accuracy, but deal high damage (e.g. Blame's Close Range Burst)


COMMANDS

Move:
WASD or directional arrows;
Switch weapons in battle/Characters in Map:
V or B key
Select/Confirm:
Enter, Space or C key
Exit/Cancel:
Esc or X key;
Menu help / Torch ON-OFF:
Z Key;

ACHIEVEMENTS:

99 % scripting;
45% mapping;
80% sprites/battlers;
100% story;
30% OST;


DEMO

I'm sorry, but I'm revisioning the whole project.
A Demo is no more available, since I'm starting rebuilding part of the engine from Day 1 on.
I can assure your save file will be valid anyway and you'll be able to resume the game from the very same point you stopped.

SPECIAL THANKS

I would like to thank (in alphabetical order):

Clord, for having reported a bug I wouldn't have found by myself;
Feoden, for his beta testing, his awesome menu, and his bug-seeking skills;
Knot, for the first grammar review of my first demo and bug-seeking;
Jonnie19, for his interest in the project and his amazing soundtrack ideas;
lethitax, for the hugest grammar review my game has undergone since the beginning;
m4uesviecr, for her idea of introducing WASD system;
rewells, for his precise review of my demo and for ana amazing grammar/spell check review;
Sakura Phoenix, for her amazing tileset and graphics advices;
shaddowval, first post ever on this topic and full review till Day 2;
supercow, for some good graphic advice which showed me how to use brushes in Paint.NET;
The Law G14, for his review of my first, second and third Demos, and his 6 mark to my graphics (without it, I'd never thougth to modify the main menu);
Vexus, for his precious mapping hints and advices, and for his interest on this project;
yamina-chan, for my side-characters sprites (I wouldn't have succeeded in doing them that way).

Thanks everyone.

HELP&FAQS
Frequently Asked Questions
Q: Where are the hints Veckert should find in crime scene?


To trigger the last one, simply talk with the agent in the second warehouse (the one with the bullet holes)

Q: I'm keeping on dying against those damn Noctiphages in Warehouse 12. What can I do to prevent them from killing me?
A: Rememeber what smugglers' leader told you. Noctiphages can't stand something you can trigger...

Q: I'm stuck with the safe combination. What do I have to do?
A: The code is actually 518 (that is, the hour displayed on the computer screen - the carpe diem sentence refers to that number). Notice that the clock is mirrored, so you must input the numbers on the knobs on the opposite way:
there are 16 numbers (the 16th is actually the 0), so 5 would be (16 - 5) = 11; 1 would be (16 - 1) = 15 and 8 remains 8.

Q: Why I have only a HSIG in Day 4? Can I find some other weapons?
A: In Day 3 you can find a knife, in the room where the smugglers' leader talks to you, and a gun, by inspecting a certain body. If you found them, you can carry them in Day 4 too.

Q: I cannot beat the HG-74S Shield Gate guard. If I hit it too hard, it recovers.
A: You must not give it the haemorrhage status, otherwise it will recover a huge part of its Oil. Don't use regular attacks, just take it down with blood skills like Bloody Dagger. This way, the boss won't be able to recover. Remember that only Eric's Blood Skills can cause haemorrhage, together with regular attacks.


BUG REPORT:
Bugs fixed:
1. Settings.rxdata bug (thanks Knot);
2. Passabilities issues and font problem (thanks Vexus);
3. Big Haemophage bug (thanks both Feoden and Vexus);
4. Missing files recovered (thanks Vexus);
5. Hamophages lock facing issue (thanks Feoden);
6. Train cutscene non-fading picture issue (thanks Feoden);
7. Grammar & spelling check (thanks Knot);
8. Grammar & spelling check (thanks lethitac);
9. Grammar & spelling check (thanks rewells);
10. Huge menu & battle bgm bug (thanks Clord);
11. Menu items bug (thanks The Law G14);
If you find a bug in the Demo, please, PM me:
-map in which the bug was found;
-file missing (file name, etc.)
-script error (line, script, etc.)

PERFECT PLAY REQUIREMENTS

In order to unlock some files in the complete game, you should do certain actions and make certain choices.
If done correctly, these choices will unlock some extra picture in the gallery (yes, there is a gallery, but unfortunately it isn't available in the Demo version). You are free to ask more about this feature.

KNOWN ISSUES:

There are be no known bugs (ATM) in the latest Demo, except from some tileset issues and various grammar / spelling mistakes due to my far from perfect English.
Anyway, when shutting the game down, you'll notice a script error. Just ignore it, since it's not related to the game.
Jonnie19 found another silly issue:
Strange bug you could find...
To avoid this, just press UP right when the message window disappears, in order to escape the Haemos.

RECRUITMENT:

>GRAPHICS:
1. I'd like to replace Xenosaga-based graphics with some good custom graphics, in a sort of realistic anime style. I'm obviously not able to do that. If someone is interested, just PM me an artwork of Veckert to see.
2. I'd also need someone to create some custom RMXP characters' sheets. I need some robots - mechs (like Armored Core's MT) and I'm not able to build them myself.
>MUSIC:
Jonnie19 is already helping me to build up the OST, but I still need some music to be composed. If someone is interested, just PM me.
>NATIVE ENGLISH SPEAKERS:
I need some help to clean up the game's dialogues, since I keep on committing every genre of mistakes.

SUPPORT THE PROJECT:
If you wanna support this project, just put this banner in your signature.
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Thanks in advance smile.gif

You are free to PM me for further information.

Jens

This post has been edited by Jens of Zanicuud: Mar 29 2013, 03:17 AM


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Jens of Zanicuud
post Jan 11 2012, 12:54 PM
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Ok guys, I'd need a feedback, at least on the screenshots or on character design, story... anything smile.gif
Comments are well accepted, both extremelly positive and awfully negative smile.gif

Jens

This post has been edited by Jens of Zanicuud: Jan 11 2012, 12:55 PM


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Shaddow
post Jan 11 2012, 02:30 PM
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Too put it simply; this game sounds amazing. The graphics are nice, the characters are well developed and the story looks interesting. I like that the robot isn't just another character with a robot skin and requires unique items and such to heal, this is a nice touch. The world intrigues me and smacks of the current route our society is on. I hope to see more from this game soon, and a demo would simply be lovely.

Also the unique use of oil and blood of different types intrigues me. I really want to know what's going on there. I will play this demo day 1, so when you post it, please feel free to PM me.

This post has been edited by shaddowval: Jan 11 2012, 02:32 PM


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Vexus
post Jan 11 2012, 02:37 PM
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First of all goodluck on the game.

Now onto the maps, you have a lot of empty spaces in the maps which in my opinion you should put more details in or make the maps smaller if you don't want or can't fill them with more detail.

Well that's pretty much all I got to say, the story is very brief and I can't say much on it apart it's a sort of zombie apocalypse (Nothing wrong with that if you manage to do it right).


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Jens of Zanicuud
post Jan 12 2012, 10:38 AM
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@Vexus

I agree with you as regards plot, since there isn't so much to comment...
I'm sorry I'm not able to post something more, but it could be a huge spoiler, since everything is connected and a small detail can lead towards the solution.
As regards mapping, you're quite right, I'm working on it, since I'm a skilled scripter/rough musician/basic-level spriter/good event designer but I almost lack mapping ability.
I should modify that tilesets to improve the number of items and details, but the width is correct. I'm not planning to reduce map extension.
If you have any hint, any ideas on how to improve map design in the screen I put here, post a reply right into this topic.
I've planned to add some ivy plants, holes and broken sections in the mansion tiles...
Could it be an idea?

@shaddowval

Thanks for the compliments, I'm still working on but at least the story is complete at 100%.
I'm creating maps in a non-linear-way (e.g. Forgotten Mansion appears only from second chapter, but it was the first mapset I've done), so a DEMO will be ready when District 7 and District 3 are complete.
As regards Blame... yes, I think it's quite stupid to make a robot character... which could be healed with medicines (ARGH!).
This is rather absurd. Well... what else to say? Blame has three different features from other chars:
1. specific items to be cured.
2. can't receive blood from creatures, but broken machines can be robbed of their oil;
3. No need to specific item in order to cure Haemorrhage and Faint: just a simple Repair Kit.
When I complete day 1, I'll post a DEMO, I promise smile.gif

@everyone else

Note: * (asterisks) refers to question answered in the spoiler tags below...

Update: Battle system description.
After a month of thoughts and discussion, I decided to employ a custom-made turn-based sideview battle system*.
Nothing exciting or relevant, just a FF6 like battle system, similar to MinkOff's with some features...
-weapons are visualized when actors attack;
-techniques vary according to the weapons equipped;
-battlers can switch between two weapons before selecting their action;
-escape is conditioned:
you can't escape from robots or human enemies;
you can escape from creatures by losing some of the characters' blood, in order to lessen their hunger;
-characters who die are healed before the encounter, with a 10% blood.
-There's no way to revive an ally in battle. Only Blame can be reactivated in battle;
-Monsters can be seen on the map. No random encounters;
-No levels. Actors don't grow. It's something more reality-oriented, since Veckert, Eric and the others are just well-taught in combat.*
However, this last feature should be discussed...

FAQs:

Q: Why turn based and not FF6-like ATB or RTB?
A: This is a tactical battle system. A death caused by bloodloss can result in a drama. You should have all the time you need in order to act wisely, without the enemy attacking while you're deep thinking on what to do.
I confess this was a difficult decision, but now I'm sure of that choice.

Q: Why actors don't grow?
A: Enemies are divided into nine, ten types. There's no point in making them evolve during the game. Haemophages you find in the first chapter are exactly the same you'll find in chapter 3.
Most of the encounters aren't mandatory, since you can avoid enemies on the map. This choice is made not to make a player waste their time in training characters...
However, this feature is actually in doubt. I'll post a poll, maybe...


As regards story, let's put two or three fixed points:

*this could result in a little spoiler, nothing relevant although*

1. No apocalypse. There's neither end-of-the-world, nor world-overrun-by-creatures.
Outside St. Patrick there are lots of these monsters, however. They're neither zombies nor human beings infected by some virus.
Tryadine relationship with these things is totally different;
2. Tryadine is also synthtetized by creatures internal organs and flows in their vein with blood.
Hunters are generally hired to recover the substance from them and usually are paid in Tryadine doses;
3. There's a sort of equilibrium. Men can't destroy creatures, creatures are too weak and stupid to destroy mankind.
They're like animals and can't produce elaborated strategies;

Okay, guys, I think I had answered all the question.
For any comment or complaint, post a reply here and I'll answer...
Keep on posting, since comments are the one way to know if my game could work...

I apologise for my english and for mistakes, if there are any.

Jens

This post has been edited by Jens of Zanicuud: Jan 12 2012, 11:17 AM


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Vexus
post Jan 12 2012, 11:01 AM
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Yes plants and holes will make your maps more lively for sure smile.gif

As for a suggestion say for example the map "Labs" if you could cut 1 block from either sides to make it less empty it would be better imo.

You probably wanted the size on your maps because monsters appear on the map and not random (Like in my game) but you need to somehow make it look less empty and adding more details will surely help.

I'm no pro mapper but It's the best thing I can do so I try to make them look better and if I'm having problems I seek help on google images. (Ex I want to see examples of a church? I search on google images "rmxp church" to get an idea on how people did them.)


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Jens of Zanicuud
post Jan 12 2012, 11:16 AM
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QUOTE (Vexus @ Jan 12 2012, 08:01 PM) *
As for a suggestion say for example the map "Labs" if you could cut 1 block from either sides to make it less empty it would be better imo.


I'll try, then...
The major problem is hole and plants aren't in the tileset, so I'd have to add them manually...
Well, what to say? I think you could be right as regards Labs.
I'll post new screens in the next days, so keep an eye on this topic.

Thanks again smile.gif

Jens


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Vexus
post Jan 12 2012, 11:30 AM
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Here:

Link

This program let's you merge 2 tilesets into 1 without risking to ruin the transparency.

This post has been edited by Vexus: Jan 12 2012, 11:31 AM


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Jens of Zanicuud
post Jan 12 2012, 11:33 AM
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Thanks, I'll surely download it smile.gif

Jens


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(Warning: it's a 3rr3's project and it's in Italian!)


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Jens of Zanicuud
post Jan 14 2012, 04:48 AM
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If you have any questions on what game features are complete, or need further information about plot, settings, characters, etc., just post a reply here. If someone want to contribute making characters or graphics, help is well accepted.

Jens

This post has been edited by Jens of Zanicuud: Jan 14 2012, 04:48 AM


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Jens of Zanicuud
post Jan 17 2012, 07:49 AM
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Update 17th January, 2012

Map edit:

from this


to this


Thanks Vexus for the precious hints smile.gif

Characters

Cybil has finally her own graphic:



Jens


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Vexus
post Jan 17 2012, 08:51 AM
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Better but if you could add some grass/flowers on the terrain it would make it less empty.

Say if you have a spot empty or not really used in auto tiles you could use:

http://www.ninesages.org/XP_Album/displayi...m=13&pos=55

Or

http://www.ninesages.org/XP_Album/displayi...=13&pos=128

And some rocks/pebbles here and there would be good too.

Just my 2 cent smile.gif


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Jens of Zanicuud
post Jan 17 2012, 10:40 AM
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It should be a dead terrain...
However, you could be right.
I'll see what can I do.
Thanks again smile.gif

Jens

EDIT:

This should be the new version...



Tell me what do you think about it...

Jens

This post has been edited by Jens of Zanicuud: Jan 17 2012, 11:02 AM


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Vexus
post Jan 17 2012, 11:00 AM
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Well if there are trees I don't see why grass couldn't grow.

Also love your hud suits the game well.


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Jens of Zanicuud
post Jan 17 2012, 11:18 AM
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Actually is turn based, standard BS, but you need to check Blood Level in real time. That's what the HUD is meant to, and I feel is quite efficent.
This is a common_event, no script at all (well, a small percentage of call script, to be polite...)
I've just played a little with pictures.

If you press Q or W, party leader is switched and HUD changes in response.

However, thanks again for your comment, you were definitively right about the emptiness of most of maps.
I just needed a mapper to give me hints smile.gif

I've credited you, if you haven't seen it yet... just check the main page, under "Other Thanks".

Jens


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Vexus
post Jan 17 2012, 11:24 AM
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Didn't have to but thanks nonetheless biggrin.gif

It's much better this way.

Also your idea of the blood is very interesting at first I thought it would turn your character into the drug addiction but it's still good as it's unique. On my project I have to stick with what I find or get help with as I don't know how to script apart of small edits in the window sizes, z values and fonts heh.


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Jens of Zanicuud
post Jan 17 2012, 11:45 AM
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Everyone is good at doing one or more things, but to be good at everything is almost impossible.
If you need some little help, just post a request in the RPG XP General/ Script Request / Script Support and I'll answer, if I'm able to.

I'll keep on posting screens, maybe you will find some way to make these maps more lively smile.gif

Jens



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amerk
post Jan 17 2012, 01:49 PM
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The game appears to be coming along rather nice, a sort of horror/mystery/sci-fi rpg thriller. Why does District 7 remind of Sector 7 for Final Fantasy VII?


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Jens of Zanicuud
post Jan 18 2012, 02:24 AM
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I'm so sorry, but I never played FF7 (don't scream, please, i know I'd have to repent and kneel at Nomura's altar, but this is so...)
It's just a pure coincidence smile.gif

Jens


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Jens of Zanicuud
post Jan 25 2012, 11:50 PM
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I proudly announce that between a week Day 1 Demo will be ready and donwloadable.
At the moment, lasts something like 25 minutes, but it's likely to reach 30-35 minutes.
I'll post the link when everything is gonna be ready.
No RTP required, since I imported every resource I used.

Just for info...
Are these fonts included in Windows basic pack?

Viner Hand ITC
Fixed Miriam Transparent


If so, I'll remove the font installing script...

Jens


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