Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - R.A.V.S.O

1
AudioBreak

Smash your Music

By: R.A.V.S.O.



AudioBreak is a videogame app I've been developing under the Unity 5.5 engine with the Android OS in mind.



It's a game with simple mechanics, that lets you take whatever music you may have on your phone (.mp3 format) and generates a playable level from it, users with lots of music in their smartphones can make the most of this app.


GAMEPLAY:

The core gameplay is simple: you get to control a player character (under the name of Joe) who can move around the playing field with the corresponding arrow buttons, during the gameplay, musical notes will spawn from the track the player selected at the start, it's up to Joe to smash these notes before they reach the top, so time your jumps accordingly to ensure no notes get away.

Gameplay Demonstration Video:
https://www.youtube.com/watch?v=vcn3tjKrlUM

Aside from moving about smashing notes, Joe can also use his customizeable abilities to help him out provided you have enough power to trigger them up.

FEATURES:

(while the game is fully playable on android devices of 4.2 or higher, bear in mind I still have some extra features planned, and will continue to edit this list.)

Spoiler: ShowHide

WHAT I HAVE SO FAR:

+ Placeholder working main menu.
+ Main Menu Options for side adjustments.
+ Core gameplay 100% done, (still room for improvement ;D but at the moment, works as intended)
+ Difficulty System, select a difficulty that suits your playing skill.
+ 2 in-game tutorials covering the basics.
+ Working music browser, browse for your favorite tracks, anywhere in your device :D
+ Reactive Background (the background reacts to the BGM to give it a more active feel)
+ Endgame Options (the basics but works)
+ Powerup System (choose between 3 different powerups + 1 built in powerup)
+ Combo system, the better your combo, the better the multiplier at the end of a chain.

INCOMING (or at least heavily considered):

- A special Endgame Event (still considering this)
- Extra abilities to select at the start.
- A better streamlined main menu.


WISHFUL THINKING (stuff I'd love to implement but can't right now due to either not knowing how to properly add it or lacking the components to do so):

- Global Scoreboard (highly considering this one once I get a proper google dev account)
- IOS support (this game would need to be popular at least in order to even consider this option.)


The game itself works for the Android OS at the moment, but should it enough popularity, I'd heavily consider porting it to IOS (granted I get a proper license, but that's still under wishful thinking) the minimum required to run the game at the moment is Android 4.2 or higher. (Android versions above 6.0 might be experiencing some issues, but I'm working to fix these ASAP, sorry about that)

Feel free to give the game a shot:

DOWNLOAD LINK:

Current Version is: v1.1
LINK: https://www.dropbox.com/s/cbgj3bglvwvux4r/AudioBreak%20Demo%20Version.apk?dl=0

The .apk weights approximately 34 mb and should run at a stable 30 fps on old phones, and a smooth 60 fps on newer phones, just
download the .apk to your phone and install to play.

CLOSING COMMENTS:

The AudioBreak Project as of right now has been completed for a demo release, but I will continue to keep working on it from time to time, either by adding more device support, additional music or overhauls to how the system works, bear in mind that this is by no means the final product and might suffer some drastic changes from time to time.

Hope you guys enjoy the game ;D
2
GridPlane

Portable Plane Survival

By: R.A.V.S.O.



GridPlane is a game project I'm developing under the Unity 5.4 engine with the Android OS.




While it started at first as another attempt to enter a game developing contest, I decided to take my time and flesh it out properly
for a proper release afterwards


GAMEPLAY:

The core gameplay is simple: you get to control a (rather vitriolic) paper plane which you have to guide through an endless stream of obstacles while avoiding any form of obstacle collision as even slightly bumping the plane causes it to violently explode and respawn again, your main objective is to survive for as long as possible while collecting points for every obstacle avoided, the plane has 5 lives in total, and can gain some extra lives along the way.

Gameplay Demonstration Video:
https://www.youtube.com/watch?v=LToScAWjnkc

You can control the plane via 2 different styles of control, either by classic UP/DOWN buttons or by tilting your phone in accelerometer mode, the longer the player survives in the game, the harder and faster the game gets, pitting the player against harder and more complex patterns.

FEATURES:

(while the game is fully playable on android devices of 4.2 or higher, bear in mind I still have some extra features planned, and will continue to edit this list.)

Spoiler: ShowHide

WHAT I HAVE SO FAR:

+ Fully working main menu.
+ Main Menu Options for side adjustments.
+ Core gameplay 100% done, (still room for improvement ;D but at the moment, works as intended)
+ Randomized Audio Tracks (6 possible tracks to keep .apk light)
+ Reactive Background (the background reacts to the BGM to give it a more active feel)
+ Endgame Options (the basics but works)
+ In-game options menu (with an additional set of options to check FPS and such)
+ 2 different control styles for gameplay.
+ Local High Score (similar to flappy bird's)

INCOMING (or at least heavily considered):

- Single Life Mode (for those who want a harder variant of the game)
- Additional Enemy Patterns (there are approximately 18 different boss patterns at the moment, I wish to see more.)
- Combo counter (breaks when you crash the plane)

WISHFUL THINKING (stuff I'd love to implement but can't right now due to either not knowing how to properly add it or lacking the components to do so):

- Global Scoreboard (highly considering this one once I get a proper google dev account)
- Music File Loading (use the player's stored music as BGM, be it as .ogg or .mp3)
- Gameplay based around Music (obstacles spawn by synchronized music beat, movement increases or decreases with tempo.)
- IOS support (this game would need to be popular at least in order to even consider this option.)


The game itself works for the Android OS at the moment, but should it enough popularity, I'd heavily consider porting it to IOS (granted I get a proper license, but that's still under wishful thinking) the minimum required to run the game at the moment is Android 4.2 or higher.

Feel free to give the game a shot:

DOWNLOAD LINK:

Current Version is: v1.1
LINK: https://www.dropbox.com/s/agzon0jsi0up45h/GridPlane%20v1.1.apk?dl=0

The .apk weights approximately 45 mb and should run at a stable 30 fps on old phones, and a smooth 60 fps on newer phones, just
download the .apk to your phone and install to play.

CONTROLS:

The game has 2 different styles of controls for moving the paper plane:

[CLASSIC BUTTONS]: Move the plane by pressing the UP / DOWN arrow buttons in succession to keep the plane stable.

[TILT MODE]: Tilt your device either left or right to control how much the plane ascends or descends.

CLOSING COMMENTS:

The GridPlane project as of right now has been completed for a proper release, but I will continue to keep working on it from time to time, either by adding more device support, additional music or overhauls to how the system works, bear in mind that this is by no means the final product and might suffer some drastic changes from time to time.

Hope you guys enjoy the game ;D
3
Chat / Ideas for good level design?
February 03, 2016, 01:07:13 am
Feel free to skip this intro if you'd like:
Spoiler: ShowHide

Alright so, as I keep learning on how to use Unity 5.0+ more efficiently I've been testing out my programming and
game design skills, and I've been feeling a bit more secure on my overall skill, so I've decided to begin a personal project
with my sister (graphical designer & animator) while I tank the code (overall developer & game design),
we decided to give the classical 2D platformer genre a shot.

We more or less have an idea of what we'd like the game to be about, our character design seems fair enough, we're already
beginning to work on some test sprites, and I feel there's at least enough test materials to move on in development


So, I've got this [TEST] Working 2D character on Unity, and luckily making working 2D levels (in terms of layout and collision)
has been made EASY with the awesomeness that is the Tiled2Unity plugin, yup all the goodness of Tiled now ported to Unity
and it gives me flawless collisions as well, so long story short, level layout creation is a significantly less arduous experience
now that I don't have to design levels piece by piece inside of Unity's editor.

which brings me to my current issue..... Level Design.

Although now making a level itself isn't hard, it's coming up with ideas that gets to me, while I do know that overall fun
levels aren't just a simple stroll from point A to point B with some gimmick along the way, I do believe I lack a creative side
for proper level design, so I've gotta ask the mapping veterans around here,

What are some good ideas or tips for good level design?

now you're probably wondering, what type of platformer are you developing, some level designs are only good for some
types and vice versa, well overall, I'm aiming for the following aspects

-Seemingly Simple: levels where there's a clear sense of direction but encourage the player to take detours.

-Revisit Friendly: levels that present alternate "off-road" routes if the player has the proper skills to traverse it

-Connected: Have some places connect to a HUB while keeping a few shortcuts connecting levels between themselves.

all in all these sound like a Metroidvania oriented mapping style, but all in all, I'm aiming for mapping that grants replay value
and doesn't feel tedious.

so, what are your thoughts everyone?
4
Here's the thing, no PC or laptop lasts forever, and with that being said, my laptop's on the brink of death,

with constant BSOD's and overheating I've decided it's time for a new laptop and with good reason too,
I can barely run any of the incoming game titles, and working on unity has been turning more into a
save every 5-10 minutes to avoid sudden loss of work kind of experience,

so I've been wondering, with a budget of $800 is there a decent (possibly gaming?) laptop I could go
and buy?

shipping or going physically to a store shouldn't be a problem since I live near the border of California
and one of my friends has a PO box I can use should I order online

I know I can probably get better results by building a desktop PC for gaming/programming but
since I'm pretty much 90% of the time away from home I could really use a good laptop,

thanks in advance for any possible suggestions :D
5
Alright so, I've seen the original announcement on the E3,

at first I won't lie, I liked the concept, 4-player multiplayer co-op, and gameplay that relies on teamwork (at least during the missions
that the tree-house showcased), all in all it's not THAT bad looking for a spinoff.

I must admit though the visual style of the game is somewhat of a turnoff but should the gameplay be good I guess I could get
used to it and still enjoy it for (possible) sheer amount of co-op goodness.

what kinda does get to me is why is everyone so suddenly angered by this game?

is it the metroid game most fans expected? (highly) probably not, but all in all it's not that horrible (gameplay-wise, visually can be debatable)
to basically un-wish for it, afaik people are signing a petition to cancel it's development (yes there's a petition to cancel development for it)

I mean let's assume the game IS indeed as terrible as the fanbase is talking about.

if the devs still decided to release it, it would be their loss as the low sales/ratings would give them the cues they need to possibly change
the game into something more desirable, but as of now the game is not even out yet and people are treating it as if it were some sort of
unforgivable walking abomination.

most of the comments I've read basically boiled down to:
"[they did not include/they changed] X element from the original M.Prime in it so now [this does not interest me / I find the game offensive]
  therefore it must be gunned down like the atrocity that it is."

or

"I'm a true Metroid [vanilla/prime/fusion] fan, and this is not what I asked when they announced a new Metroid game
the series is now terrible because of this."

I get that the fanbase can freely state their thoughts on the game just as much as any other person can out there, it just seems kinda
weird to hear lots of people ask if not downright demand (and demand cancellation) for something to change/get erased before giving it
a proper chance.

besides isn't MP:FF still on it's alpha stages? It's not as if the gameplay seen on it is set to be the final release.

I guess fans could ask for changes as seen fit, but it's kinda sad to hear them demand a takedown instead of providing
constructive criticism.
(again this kinda comes from the comments seen from the reactions, most just seem to complain about it without pointing out what other
methods could be used instead)

so, what's your take on all of this? should we let it burn or give it a chance? I'm into co-op so I'll probably give it a shot should they ever release
a demo for it.

one thing is certain though, regardless of the outcome this is NOT a happy sight for Metroid fans/devs as such backlash would probably just harm
the chances of a true new Metroid title from coming into the WiiU or 3DS, it's all some form of destructive domino effect where no one could
possibly win, at least that's how I'm visualizing this ordeal atm...

6
Projects / [Unity][WIP] Project R.E.M.S. + Poll.
June 07, 2015, 12:48:20 am
                                                                                    Project R.E.M.S.
                                                                                                        By: R.A.V.S.O.

Project R.E.M.S. (realtime, emergent, multi-tasking, simulator) is a shoot-em-up, I designed on Unity 5.0 sometime during college's programming competition
around 2-3 years ago.



while the game did not even got close to winning (it was full of errors and looked totally different) I still decided to salvage the core concept and
retry it once I learned a bit more on how to use Unity/C#

GAMEPLAY:

The core gameplay is simple, you control an (indestructible) red spaceship that orbits around a red core while both are surrounded by a
green hexagon that spawns advancing enemy walls at random intervals. the red core itself is vulnerable to enemy fire and is only protected by
a 2-layered shield, it's up to you as the red ship to take down as many advancing enemy walls and keep the red core intact for as long as you can.

The LONGER you remain alive, the HARDER it gets. (speed-wise)

Video demonstrating the gameplay in action.
Spoiler: ShowHide


Here's the twist though: rather than moving the ship, when pressing left or right, the entire field moves around, keeping the spaceship always
at the top, if you see enemy fire coming from one side, it's best you move the field to position yourself accordingly.


FEATURES: (While there is a playable demo you guys can try as of today, it's not yet the full thing, expect even MORE changes as I carry on.)

Spoiler: ShowHide

WHAT I HAVE SO FAR:
+Title Screen (still missing 1 animation but is not crucial for integrity, will work on it.)
+Core Gameplay (100% implemented, but can be enhanced, I WILL discuss this later on.)
+Particle System for most explosions (smart-bombs excluded purposely)
+Smart Bomb system
+HARD MODE (You start in MELTDOWN instantly with only 3 bombs, no additional bombs, the core is NOT protected by a shield. )
+Endgame options (to be expanded)
+audio-tracks (about time don't you think? ;D of course some are placeholders and I'll work on this later on)
+randomized audiotrack system, (everytime you play this game 1 out of 3 different tracks will play for that one game.)

INCOMING:
-Main Menu ( STILL designing it, but won't implement until I sort out the other features.)
-High Score system, (working on it as we speak, to be implemented on endgame options)
-A finite survival mode (rather than just kill for score, in here it's kill to successfully end the game)
-A port to Android (I'm aiming for 4.2.2 ;D)
-Gyroscope Controls (to be seen and possibly discussed.)

WISHFUL THINKING:
(the following I'd LIKE to implement, but with my current skill are possibly best left out.)

-Online Scoreboard (Will decided inbetween local and online, will depend on how well the project comes along.)



The game is at the moment only for PC, but if everything goes smoothly I'd like to port it to Android as an apk for 4.2 systems and above.
there's no .exe yet because it still feels naked as I only have core features implemented but I'll probably release one
with the basics once it's done.

And now the moment you've been waiting for:

DOWNLOAD LINK:
Current Version: 1.4
https://www.dropbox.com/s/oc3jyghktp40oc7/Project%20R.E.M.S.%20Demo%20v1.4.rar?dl=0

The file weights around 45-50mb give or take, and is neatly packed as a .rar compressed folder,
in order to play it, simply select the .exe file inside.

CONTROLS:

The demo uses some simple controls.

Arrow Keys Left & Right = Rotates the Field.
Z Key = shoots bullets.
Left Shift = use a bomb (if you have any)
Enter = Pause/Unpause the game.

Spacebar = starts the game (when viewing instructions)

CLOSING COMMENTS:

I know the game is FAR from finished, but releasing a demo with a taste of the main gameplay is a good way to show what's about to come later on,
the finished game should have most if not all the features mentioned above implemented, while adding a fix or two along the way.

I hope you guys enjoy this demo, and hopefully I'll have an android version to upload as well ;D
7
Express your Creativity / Adventuring into Maya 2015.
November 03, 2014, 02:37:56 pm
So yeah, big storm where I'm living atm, no power, no internet,

so during my time alone (family left to visit relatives I was in charge of guarding the house), turns out my sister had a Maya 2015 installer on a disc,
so having nothing better to do,  I decided to install it, read some tutorials she had downloaded before and basically go wild,

man was this a hard thing to learn, I mean so many bright candy-like buttons and a very short attention span doesn't make this easy but
after 5+ hours of tutorial reading I managed to make something at last :D

remember some images I uploaded some time (months) ago?

I decided to grab one of those images from my PC and play with it, here's the results:

D-Soldier arm emblem v1.2
Spoiler: ShowHide


I'll probably re-do this + a low poly character model once I gain more experience with Maya.
8
This time it's a dueling theme, usually will be heard on the battle arena when 1 vs 1 battles are selected,
this also plays if only one player is left standing during a decisive team arena match.

D-Soldier Duel (WIP)

I'm still quite new when it comes to FL studio and I dunno if I should keep it strictly on drums or try to add an instrument or 2 along the way,
I'll keep on posting updates as this carries on.
9
Express your Creativity / Weapon Replica.
January 31, 2014, 02:11:08 am
So basically I've got a friend of mine who's got access to a small workshop nearby, so while I kept on working with my project
I kept on designing, and re-designing the protagonist's (Sesilou) 2nd obtainable weapon in-game (non-tradeable as it can be upgraded)

basically in-game since Sesi starts as an engineer his first weapon is a pair of spanners reliable and easy to use, however after events
done in the demo you get class-promoted into [D-Soldier] and you receive a new blade (you can now equip 2-handed blades from this point onward)
to commemorate his promotion.

story-wise, D-Soldier trainees who complete their training receive such blades not only because it might (or might not) be an overall better
weapon than the one currently equipped, but because 1.- it's ceremonial and 2.- it's one of the few weapons you get from the start that can actually
deal damage to certain types of enemies, (Disrupters have their own attribute, and cut other types of damage in half.)

This was the original model for the blade (which I decided to call "D-Cleaver" the name is still subject to change)
it didn't look that appealing at a first glance:
Spoiler: ShowHide


As I kept working on the model, my friend started to look more and more interested on the possibilites, and helped me design alternate versions for the blade,
the thing is I wanted to keep the blade simplistic (hey it's the 2nd weapon out of many more to come) yet somewhat stylish for your typical infantry gear
so I kept on editing and experimenting with different models.

Here are some mutations for comparison:
Spoiler: ShowHide


It was starting to shape up yet something kept on missing.... as I kept on brainstorming my friend gave me the news that as a final project for one of his classes he needed to
present a physical replica of an item (any item) seen from a program, be it a videogame, movie etc... so he decided to go for Sesi's D-Cleaver
since we both intended to make a good-looking replica we decided to take a look and keep on altering the model even more, eventually my friend got the most clever idea of them
all... turns out the blade itself needed something unique.... it's an infantry blade so it looks plain, yet since it's received as an award for joining an elite team of soldier it needed
something special to make it stand out from your typical RPG-Shop swords. so we came with a new model (currently the model we're working with)

In all it's updated glory:
Spoiler: ShowHide


the latest model comes with a shrunken version of the D-Soldier's "R." emblem along with the D-Soldier's ID.
(in this case Sesilou's being R2-SERIES 001, meaning he barely missed reaching rank 1, and got moved to the first slot as candidate for rank 2 operations)

So we both agreed on using that model and I began doing the "skeleton" if we could call it that for the blade itself.
so far so good... I gotta admit it's rather heavy but so awesome to hold in a 2-handed combat stance.
Spoiler: ShowHide

still lacks some details, I'm trying to actually sharpen the edges so far it has that nice sharp look (not that sharp actually) and with the right set of paint it should
look as it truly made of steel, thankfully my friend should cover me on the painting itself as I royally suck at painting XD

I'll keep on updating as it reaches the final stages ;D

10

Well I am basically using this post for my project's plot, this is still the WIP, and has no sidequests included on it,
just the very core of the plot.

The game itself is split into 3 arcs, (Pre-Game, Day in our Life & Soldiers into the World.) as you might have noticed the game in development I'm
doing is based on the 3rd arc (the most extensive one) but the thing is, no matter how I start it off, people would still be at a loss as you're pretty
much tossed into the heart of a massive conflict from the start.

I figured in order to avoid this I might as well provide some form of guides somewhere
out there for players to browse, but if I did that ON the game it would be a massive wall of text and take my chances ruining the game by TL:DR
moments. so I took the liberty of nutshelling the first 2 arcs and including them on the game folder as a readable document.
(spoilers start from arc 2 and afterwards)

As always since I'm about to discuss a plotline in here, the mandatory "spoiler alert" is is effect read
this topic if you'd like to read in the plot in a nutshell or would like to discuss it.

BTW the text over here contains nutshelled game spoilers, the text document for the game files should hold SOME but not all of the info
mostly leaving important points obscure for the player to realize during the game, this is indeed the core of the plot.

as always since it's a WIP this is open for discussion.

First and foremost the "Pre-Game Arc" get something to snack on and get comfy, here comes the wall of text XD.
Spoiler: ShowHide
======================================================================================================================================
PRE-GAME ARC:   "The start of the Dimensional Soldiers"
======================================================================================================================================

On a nameless planet somewhere on the Milky Way galaxy there were 2 continents which housed an academy of scientists with a passion for research, on this academy there was a man named Dr. Edwin Riplett who above all desired to explore and register astonishing finds all around the world, Dr. Riplett although old had successfully built a working dimension traveling device called the "Dimensional Arc" a satellite which allowed researchers to venture across the milky way and it's infinite iterations of alternate dimension of such galaxy,                                                                                                                                                                               

As Dr. Riplett began to understand more the fundamentals of dimension traveling, he realized he could not possibly accomplish his dream goal of researching the vast Milky Way galaxy by his own, so after persuading his peers he successfully won them over and created an organization whose purpose was to travel through the dimensions in order to create the most advanced open-source encyclopedia to exist up to date... the organization was named, "The Dimensional Soldiers" or D-SOLDIERS for short.
                                                                                                                                                                                                   
Edwin Riplett believed he strived for a noble goal, as he grew older the D-Soldiers began increasing in notoriety and became well known across the nameless planet, however, as their reputation grew, so did their numbers and soon the D-Soldiers was home to more than just scientists, but now had a full private military at their command, and therefore, more territory to cover, as the D-Soldiers began to cover around 55% of the designated multiverse, they started to realize that the only dimensions and planets left to explore were far too dangerous or harsh in climate for mere humans to survive on a prolonged exposure, so Dr. Riplett began to research and invent a fully portable head-quarter for D-Soldiers, he called it the "Portable HQ" (PHQ) this device when planted on a firm ground would generate a shelter that provided scouting D-Soldiers protection from the dangers of the planet's biosphere as well as providing them a laboratory for further research, the idea was rather promising until..... 
                                                                                                                                                                                                       
One of Dr. Riplett's commanding officers, the Lieutenant Merrick, both an accomplished scientist and a military prodigy got ahold of the PHQ's specs, and with some cunning experimenting discovered that the PHQ with some engineering was capable of siphoning from the host planet a small but constant amount of resources capable of being used to sustain D-Soldier operations, as he presented his discovery to Riplett, the doctor himself prohibited Lt. Merrick from using the PHQ for siphoning resources, as it would (according to Riplett) "Bring undesired consequences, every action has a reaction, taking energy from elsewhere, especially from foreign alternate dimensions would be catastrophic by itself as the reaction would be unpredictable".
Lt. Merrick was displeased at Riplett's remark and left his siphon schematics on hold, according to Merrick: "That idealistic fool, Riplett.... although his goals may be noble, the promise of a seemingly endless supply of resources is worth any risk possibly imaginable, the D-Soldiers are not eternal, if we keep on like this we MUST obtain more resources"   
                                                                                                                                                                                                                             
And so, Lt. Merrick with the help of corrupt D-Soldiers managed to steal and replicate Riplett's PHQ's blueprints while keeping the whole thing in secret, these "new" PHQ's were capable now of constantly siphoning small amounts of resources from host planets on a monthly basis, and thus Merrick silently began to replace Riplett's PHQ's with his own without ever raising suspicion of the foul act.                                                                                                                                                                                                                                                                                       
However just as Riplett had stated, taking resources from multiple alternate dimensions DID lead to a counter-action from the very fabric of the universe itself, chaotic energy began to manifest and materialize into sentient beings, these beings, above all had a strong sense of "hunting down" D-Soldiers in order to return balance to the multiverse for the lack of resources the D-Soldiers were secretly siphoning, these beings were nicknamed "Disrupters" and their main purpose was to eliminate all D-Soldiers at all costs. At first they only appeared in groups of 5 to 10 Disrupters, but the more resources were drained, the more Disrupters appeared.
                                                                                                                                                                                                     
Soon Dr. Riplett could no longer ignore the increasing threat of the Disrupters and he began to research their effects on the multiverse.... to Riplett's horror he discovered Disrupters had a secondary directive.... replication.

The Disrupters had one dangerous ability up their sleeve.... they have the capability of traveling to different dimensions at will and selectively "plant" themselves by shapeshifting into the prominent species of the inhabited dimension (for example, if a Disrupter were to visit a planet where the most prominent species were monkeys... the Disrupter itself would assume an identical shape and successfully stay hidden among the real deal, a Disruptor can be detected by D-Soldiers with the use of a sound radar, as the sound would be blocked by static emanating from a Disrupter, the stronger the static the closer the Disruptor,)

Disruptors replicate themselves by destroying the invaded planet/alternate dimension. Riplett had this theory based on an old saying "Good cannot exist without Evil and vice versa" in which he determined that the foundation of an alternate dimension is ruled by a neutral balance of good and evil, should one side of the balance be disrupted to completely destroy good or evil, the alternate dimension by rule would cease to exist, meaning more fuel for Disruptor replication,

Riplett was fearing the worst for the whole galaxy.                                                                                                                                                                       

But one day on the verge of desperation, Riplett discovered a lethal mixture of chemicals which eliminated Disrupters with ease... he nicknamed it "Lilith's bane" if imbued into a weapon, such weapon no matter how rudimentary was now fully capable of  taking down Disrupters for good,
Riplett immediately ordered D-Soldiers to use the Lilith's bane on their weapons, and counter the Disrupter's attempts to take down alternate dimension WHILE using PHQ's for research. The D-Soldiers were now on a more elevated stance to counter Disrupter attacks, both sides were growing ever so large, as the D-Soldiers grew constantly, Disrupters grew exponentially, soon even with a supply of Lilith's bane Disruption still had a higher chance of eliminating the D-Soldiers, Lt. Merrick on a last-ditch attempt however urged Riplett to research more about Lilith's bane, Riplett then eventually discovered a new lead, a mineral, (which Riplett gave the codename: "Atlas") that when mixed with Lilith's bane would create a huge radial explosive barrier, anything caught on the barrier's wall range would instantly be destroyed apart molecule by molecule,
Riplett feared this new discovery and deleted all evidence of such experiment... or so he thought.

Merrick's undercover scientists managed to secure a copy of the plans, experiments and results, Merrick was thrilled by the idea of being able to eliminate all Disruption in one fell swoop, so he ordered his men to search across the multiverse for the greatest source of catalyst "Atlas" to be located under the galaxy, as the search went on rumors began to spread all over the home planet about the true allegiance of the D-Soldiers. Internal conflict was nearing for the D-Soldiers, scientists who stayed by Riplett's side and Soldiers who blindly obeyed Merrick.

Eventually Lt. Merrick now armed with an army of D-Soldiers at his command realized that good Dr. Edwin Riplett had outlived his usefulness, and to put an end to the rumors and possible opposition from the scientists, Merrick set up an elaborate scheme to effectively blame Riplett's Dimensional Arc for being the source of all this mess, Riplett instantly passed from the most respected member of the D-Soldiers to a Traitor in the eyes of the D-Soldiers.

Dr. Edwin Riplett foresaw the possible scheme and had arranged a safe passage for him and both his sons Edward and Colin Riplett. Unfortunately for Dr. Edwin Riplett one of his most trusted scientists received an offer she could not refuse, Dr. Riplett's 2nd lead Scientist Marcia D. Mencia, was offered a leading title once Merrick would have taken over the D-Soldiers, she gladly accepted without thinking twice and betrayed Riplett by revealing his escape route,

As Riplett made it out of the clearing and began heading into the nearest town of the Old Continent he was ambushed by a platoon of Soldiers under Marcia's command, Dr. Riplett ordered his 2 sons to escape with the remaining researchers still loyal to him and hide from the D-Soldiers until the right time came.

Dr. Riplett desperately begged for Marcia not to follow Merrick's plans, as they would bring an unspeakable catastrophe to the multiverse, Marcia however responded by placing a bullet between his eyes, Riplett's 2 sons Edward and Colin managed to escape from the ambush alive however at the cost of their loving father's life,

Edward Riplett now left without a mother and a father took the job of looking out for his younger brother Colin Riplett and both managed to successfully hide with the remaining scientists across both of the planet's continents, slowly but surely regrouping as a small force under the name of the Virtuous Unit (V-Unit.) an idle force of scientists and few ex D-Soldiers under the management of the Riplett brothers.

Meanwhile back on the D-Soldier's Main Headquarters (D-HQ) Merrick now self-proclaimed himself the new leader of the D-Soldiers, along with his new right hand: Marcia D. Mencia, the terrible duo now with Dr. Riplett out of the way concentrated their efforts on harvesting dimensions planted with PHQ's as well as hunting down a significant source of catalyst "Atlas" to carry out an all-out purge of the Disruptors.

Eventually as time went by the Disrupters were beginning to become harder and harder to contain, but General Merrick, finally located a source of catalyst "Atlas" large enough to produce a barrier to contain and wipe out Disruption (and all other forms of life) across a vast distance of the Milky-Way galaxy, the source itself was located on the near-surface level of the crust of a small planet, the planet was called "Planet Earth"

Merrick now having located the source of the catalyst Atlas proceeded to begin to formulate a master plan which he dubbed with the codename "RE-GENESIS" this so-called project consisted on equipping the Dimensional Arc with mid-range armament powered with Lilith's bane, once properly armed, the D-ARC would slowly approach the solar system where planet Earth is located and fire a piercing beam of Lilith's bane into the source of the catalyst Atlas which in a chain reaction would generate an explosive barrier large enough to contain one third of the Milky-Way Galaxy, galaxies under the barrier's effect would be purged from Disruptors and only a selected few life-forms (humans among them) would be capable of surviving the aftermath of the Piercing Beam,
RE-GENESIS was designed to sacrifice life on one third of the Galaxy in order to provide the D-Soldiers 5 years of uninterrupted harvest, free to expand and grow while reducing if not downright eliminating all Disruptors on the vicinity, any disruption left would be taken down by the D-Soldiers themselves.


Edward Riplett meanwhile began to infiltrate soldiers of his own into General Merrick's ranks, these undercover scientists and soldiers would passively attempt to recollect as much info as possible on Merrick's newest scheme, but as time went by all attempts to find any key information by Edward Riplett were unsuccessful, Edward began to fear for whatever it was Merrick was up to.
Eventually Merrick had completed the final armaments of the Dimensional Arc, having set a course for planet earth, the Milky-Way Galaxy's end seemed at hand, as barely few hours remained before the D-ARC was in range to fire the fearful "Supreme Lilith Beam"

[END OF "PRE-GAME" ARC]


I've yet to finish editing the other 2, but this should do for now, if you'd like to discuss the plot, feel free to PM it,
if you wanna give some critique, feel free to do so here, talking about the plot's key events itself is reserved for PMs to avoid spoiling it for
people who avoided opening the tabs or read the in-game version of the arcs instead.
11
Express your Creativity / Concept Battle Theme.
December 03, 2013, 06:15:40 pm
as I keep on working on my project I realized, it's missing a battle theme, I mean I could have probably used another existing theme
but somehow I believe it would lose some essence, but my biggest issue was, I have little to no experience at all with music XD

so (luckily) a good friend of mine introduced me to FL studio and I began experimenting more and more with music instruments
(still very rudimentary), and eventually after quite some trial and error I managed to get the core of the battle theme... albeit rather crudely
yet still I liked the direction it was heading,

so here's how it first sounded, of course being one of my first tries it was missing a lot,
Still have ways to go, but it's a start: Soldier's Code (Chaotic ver.)(Beta)

so eventually I gave the theme to my friend and he decided to make some tweaks to the same battle theme, and it blew my mind,
let's just say it's like someone crafted a very blunt sword, then another person takes it, sharpens and polishes it and stabs you back with it XD

It's starting to shape up :): Soldier's Code remade by Elion (Still a beta)

Eventually I got introduced to the wonders of 8-bit on FL-Studio, and I eventually remade Soldier's Code on 8-Bit, I do plan on using it in-game
and all in all, I love the retro feel it induces on battles (especially when paired with weapons that use 8 bit animations on purpose.)

Now in 8-bit goodness: 8-Bit Soldier's Code (chaotic ver.)

and so far I'm using ver.2 as the battle theme at the moment, I figure I'd come back and re-do it once I learn to use FL-studio better,
I'm still rather new at this, so if anyone has any tips to spare, I'd greatly appreciate it ;)

On a sidenote if some of you wonder why it reads as (chaotic.ver) it's actually because I had a "Lawful version" of the battle theme planned
for when the balance counter was on the "good is winning" side, this chaotic version was supposed to play only when the counter is on the
"evil winning" side, but tbh I like the chaotic version so much I'm deciding to keep it as a standard theme.
12
Express your Creativity / Project S.I.T.W sketches.
November 28, 2013, 07:32:33 pm
These were created on my free time and whatnot... you see even though I'll rarely use screenshot cutscenes in the game, I still do these
for one particular reason... everytime I re-work the plot, fill in the gaps and get downright inspired, in order to keep track
of the plot I usually sketch down a rough draft of the cutscene so later should I ever need to edit something I can still
keep the "essence" of the cutscene (in-game) un-touched.... in a nutshell? these are visual aids for me at least XD and I loved doing them
since at least I can show a bit more of expression this way than pixels in RPGXP.

here's a few of them that I'd like to share, (I apologize for some of the pics being blurry, but having a semi-working webcam as an only
resource to take pics, this should do).

btw some of these COULD be considered spoilers for my incoming project, hence the use of the spoiler tab, of course since this is
still in development they're subject to changes.

sketch 1: "no kill like overkill"
Spoiler: ShowHide

Description:
Spoiler: ShowHide
basically while working on the siege of the Dimensional Arc map events, at one point your gunner Achim, manages to get into the
weapons facility and comes out fully loaded (you get a new skill in-game) but to truly emphasize how much of a table turner this is
I might as well show him with a nice big smile...

=========================

sketch 2: "Averting Re-Genesis"
Spoiler: ShowHide

Description:
Spoiler: ShowHide
This one itself is a MAJOR spoiler, as it is considered my canonical ending to the game so far, bsically it culminates on the
gang going to put a stop to the final boss and disable a massive battle satellite, as the end draws near the main character goes out
against the boss one last time, after 3-4 rounds both opponents are crippled down into their limits and the satellite begins to lose
shield power, hence the explosions on the background, as the final round approaches, the player stands up and yells: "I will avert Re-Genesis!"

also if you are curious as to what his weapons are, on the right, a fusion cutter (looks like a kunai... it's not) and on the left the trusty spanner,
it's quite handy for CQC beatdown goodness.

=========================

and finally.... well this one's special... it's a [just for fun] concept pic I made sometime ago....

sketch 3: 4-Player mode Dissidia in 2D.
Spoiler: ShowHide

Description:
Spoiler: ShowHide
This one's actually a funny story that happened in college... on my spare time I was just doing random sketches when one of my friends (who likes Dissidia 012 a LOT) started telling me about how would Dissidia have been if done in 2D, I simply replied that it would have been rather boring since there was only 2 players on-screen, so I suggested.... "Why not have 4 at the same time?" so my friend goes all ballistic and starts lecturing me about how impossible it would be and the reasons why.... so I just decided to do a sketch of 4 player at the same time.... same mechanics, just a more compact HUD to fit 4 people... I gotta say it's interesting.

13
General Discussion / Deciding which tileset to use.
November 07, 2013, 05:48:21 pm
As I started to map down new areas I found some really good tilesets for making a city, and decided to map a proper entrance,
but I really liked both tilesets and out of curiosity I did the same map using both the tilesets and now I can't decided on which one
to use for that specific city,

Spoiler: ShowHide

pic for some reason was bigger than I thought it was, hence the spoiler, sorry about that.

assuming I'm only gonna use one of them, which one should I keep? I'm thinking of using the other tileset for another late-game area
later, but the winning one would be used for the first or second city the player visits.

your thoughts on this people?
14
Resource Requests / help with 3 individual sprites?
November 05, 2013, 10:50:02 pm
well you see... I'm kinda ashamed to admit this but... unless it's an interface or a HUD, my sprites are HORRIBLE XD

yeah I was never good at making character or terrain based sprites but as I am now working to bring out
a good enjoyable demo I do need a bit more variety on character stances, etc...

so to anyone willing to help me out, first of all... Thank You, you have no idea how much this means to me XD

alright now... here's the deal.... I kinda need help making 3 alternate sprites for a character of mine,

here's the pic (included charset in it):


you see what at one point I was attempting to do was create 3 sprites for the on-field character, one where he's taking damage
one where he's near death (this served as an idle pose when low on HP) and a K.O'ed sprite that would have been
used for some cutscenes, I included 3 sprites to demonstrate how I would have "envisioned" such poses
(and to use as guidelines for anyone interested)

NOTE: (Notice how the samples are clearly 16-bit, I'm focusing more on the XP model,)

thanks for reading this beforehand, and yes... credits will be given ;)
15
New Projects / [RMXP] Project: Soldiers into The World.
November 05, 2013, 10:25:38 pm


                          "A D-Soldier is never alone...."  -Achim




Project Soldiers into The World! is a remake on a long lost demo of mine, now with properly added storyline, maps, battles and
whatnot,

In a way this project already existed before.... as 2 complete different games, [Project A.D.I.O.L] and [Project SITW!]
the first one was overall lacking polish (those were my newbie days) and the second one I managed to post a demo once
but got very outdated... as I was about to publish it's continuation my old laptop's hard drive got trashed beyond recovery
and forced me to start from scratch... therefore I believe this re-make in a way deserves a second chance to finally show
it's potential to become a full fledged RPGXP game project.


In the local Milky-May galaxy, a group of scientists and researchers known as the D-Soldiers, are on the task to create a fully accurate
encyclopedia related to the Milky-Way's vast contents... as the research is about to be completed a series of attacks to the scouting
soldiers has left the main D-Soldier's Research Team short on numbers.

after an arduous 2 year VR simulation training a young D-Soldier recruit by the name of Sesilou is about to embark on a journey
across time and space in order to complete the D-Soldier's task,
-Will he survive the mysterious assassin's onslaught?
-Will he discover the truth behind the twisted turn of events? 
-What lurks behind the ambition of the D-Soldiers?



Spoiler: ShowHide


   Sesilou:
AGE: 20    SEX: Male   CLASS: D-SOLDIER Trainee
SPECIALTY: Combat & Reverse-Engineering

BACKGROUND HISTORY:

Sesilou at the age of 17 was a student in a very backwatered high-school, not being the sharpest tool in the box he resorted to mostly skip
the boring old lectures given at class-time and avoid the most despised grade A student group (a.k.a the cool kids club)
although despising the fact that he had to endure the daily teases of both teachers and other students Sesilou always let his mind wander off
thinking of his affinity for the technology,

On a fateful Sunday, after being exposed to a synthetic wormhole Sesilou's class and his younger sister are dematerialized
and scattered throughout many different dimensions, After re-materialization he finds himself marooned in a continent of sorts,
having no idea on what exactly is Sesilou's location nor the wherabouts of his sister or fellow friends Sesilou decides to move about in
that strange continent where both the ancient and the futuristic collides,

eventually after managing to track down 2 of his friends Sesilou is assisted by a fellow campaign of dimension travelers
known as "D-Soldiers" a private military regimen, Sesilou is gladly accepted and is prompted into training before enabling
him the use of dimension travel...


   Achim "The Gunner"
AGE: 21      SEX: Male     CLASS: Lead Sniper
SPECIALTY: Long-Range Combat & Enemy shield diffusion.

BACKGROUND HISTORY:

Achim was one of the first selection of D-Soldier trainees to become selected into the dimensional arc project due to his first class
combat and tactical operation results, at one point before recruiting Sesilou, Achim once double-crossed Sesilou in order to save his fellow
city from an enemy attack later only to break Sesilou out of jail, "according to plan", as the years went by Achim began to trust more
in Sesilou to become a D-SOLDIERS someday...
little is known about who he was before being recruited by the D-SOLDIERS.

     
SABRINA:
AGE: 19         SEX: Female        CLASS: D-SOLDIER Support
SPECIALTY: CQC & First Aid Tactics

BACKGROUND HISTORY:

Sabrina was one of Sesilou's close friends when he was a student at the high school, she boasted promising skills at class and
always managed to impress class-mates (Sesilou included) with her thesis and work of any subject given to her,
after the worm-hole accident, sabrina is taken into slavery and eventually sent into a nearby town as a maid,
eventually she caught word Sesilou was looking for his lost friends, Sabrina manages to break free and make a run for it,
once reunited with Sesilou and her fellow class-mates she decides to stick with Sesilou and Achim to become a D-Soldier so she
could gain the strengh and willpower to stand up and locate both Sesilou's and her missing class-mates.



This plays pretty much like any final fantasy game, as a D-Solder you move about the many places where your superiors send
you to scout for data, as you go discovering more samples to complete the encyclopedia the more obstacles will bar your way
towards both completing your goals and getting out alive, and if that wasn't enough fate itself seems to want you out of the
picture.... PERMANENTLY, fail to reach your goals in time and prepare to say farewell to your very existence.

Spoiler: ShowHide
From the dangers of the outskirts

Spoiler: ShowHide
To the hidden depths of "innocent" cities

That encyclopedia isn't gonna write itself soldier ;D

BEWARE, THE BALANCE COUNTER...

As you you progress through the biospheres assigned you will notice a counter that measures 2 opposing forces, the counter drives
the paths to take in one area and depending on it's status you are to perform either as a good guy or a bad guy,
sometimes a good tacting is to think outside the box.


This is still a WIP in all the senses of the word however there's some cool stuff to showcase so far:

Spoiler: ShowHide
Well-detailed maps to go around.

Spoiler: ShowHide
Head into space to recover your satellite! (survival may not be guaranteed...)

Spoiler: ShowHide
Escape deadly traps along the way.

Spoiler: ShowHide
Maneuver through elusive holographic rooms,
some rooms might have more to them than meets the eye.

Spoiler: ShowHide
Dynamic Frontview Battle System

Just because your party has to face enemies via front does NOT mean the sideview is excluded
pit a hijacked robot against their own from the sideview on memorable boss battles!

Spoiler: ShowHide
VR Simulation
As you progress through your career as a D-Soldier, more and more VR simulations will become available.
try them out for some rewards.

DEMO LINK: Current version [Tech Demo 2]

Approx clear time: 20-40 mins, give or take.
https://www.dropbox.com/s/dewrj3co4pifmqm/SITW%20Project%20TD2.rar

This is STILL a WIP ;D

Yes it's not done yet, but I believe this should suffice to prove I truly want to make this game a reality, the path is long, the obstacles are many
however I'll do as much as it takes to provide both quality and quantity.... that said, a demo IS on the works,
it is planned to contain 2 chapters and an unlockable side-quest VR mission, hold on tight everyone this should get interesting VERY soon!
btw credits are not yet added because as the demo is being made some scripts or evented systems might come in or drop out,
the thing is, this is still on production and not possible to tell when the whole thing will be done, expect the demo soon (hopefully)

until then, stay tuned!

16
Intelligent Debate / No good deed goes unpunished(?)
November 03, 2013, 10:14:03 pm
Hmm I was never that good wording out my thoughts... but this is something that has always caught my attention
and realized it would make a (good?) topic for discussion.

alright, we've heard this phrase at least once somewhere before....
"No good deed goes unpunished"

in a nutshell this would mean (imo):

"Sometimes good intentions bring unjust punishment, but sometimes good intentions may result in very bad results because the good-intentioned
person was also foolish, incompetent, ignorant, or just mistaken"

and we've seen examples where this has been examined, (the farmer and the snake fable, the scorpion & frog fable, just to name a few) and
proven it's point by dropping some very sad yet true examples in life.

my question is...

-should this still apply nowadays, how do we manage it?
-how does it affect us in a long term?
-is it worse to disregard urges to help others regardless of knowing you'll pay dearly for it?

^ with some special emphasis on the last one, you see.... I've seen news where people who were in danger got assisted by strangers
only to be yelled at (and possibly sued) and therefore as a rule of thumb nowadays people seem less and less eager to help others
(which in a way would be understandable while at the same time would cross some form of moral barrier)

are we more prompt to being apathetic against events over the fear of consequence nowadays? or is there some form of criteria for this?
I'm rather puzzled about this and seeing how you all had quite effective conversations in previous topics I figured I could
try to get a more solid idea from here,

btw thanks for your time on reading and replying to this, it's something that's been on my mind nowadays, who knows why.

17
Express your Creativity / The D-Soldier's Handbook v1.2
October 29, 2013, 08:33:51 pm
Ok so you know how many old PC games came with the game CD and the warranty papers etc... BUT also included a manual that not only
tells the story (they make the manual look like it's part of the lore WHILE keeping useful info in it) but is actually needed to proceed in-game?
well I tried to replicate this with my (hopefully) incoming RPGXP project and started writing a "handbook" about the game's job description

quite long so I'll just place it under a spoiler
Spoiler: ShowHide


D-SOLDIERS OPERATION HANDBOOK PART.1

INTRODUCTION:

Welcome new recruit, if you are reading this you have been selected as one of the few who now serve under the
flag of the Dimensional Soldiers a.k.a [D-Soldiers] for short. It is only natural that you ask yourself many questions of
who we are, what our goals are, where we operate and to what extent do we get to manage, this brief yet solid
handbook should provide you with at least the structured idea of our organization.

Chapter 1: Who ARE the D-Soldiers?

The Dimensional Soldiers are a group of people consisting of scientists, librarians, tacticians, engineers and overall
trained members who with the help of specialized equipment are capable of crossing the very fabric of space and time
in an albeit erratic yet overall safe form, to explore the unknown while keeping accurate records and logs of experiences
in order to build the most accurate free encyclopedia of every conceivable being, item, location, dimension, event, etc...
seen so far. the D-Soldiers themselves have 2 individual yet symbiotic goals, the first one is to properly gather credible
samples of places visited for analysis and if accepted, insertion into the encyclopedia, the second one is to preservate
the biosphere of such sample's origins by most if not all means necessary in order to keep such entries on the encyclopedia
valid and up to date.

A D-Soldier as an individual is a combat/survival trained scientist/engineer hardened and prepared both phisically and mentally
to go about the many dimensions of the assigned galaxy, as of today the Milky Way Galaxy has yet to be on it's majority
researched (currently at 64% researched) and due to it's harsh alternate realities and environments each D-Soldier is
personally trained to undertake these missions, the D-Soldier millitia as a golden rule NEVER wage a war, as the primary
directive states research is the objective of the mass, therefore each Soldier's training consists basically of survival skills,
self-defense and most importantly the techniques of proper research under harm's way.

The D-Soldiers themselves are split in 3 forces, The Base Millitia, The containment R&D team, and the R-Series "elite" Soldiers.
each role represents a major part for the D-Soldiers operation's success and therefore work in unison in order to achieve
100% verified research.

THE BASE MILLITIA: The D-Soldier's numbers and force, the based millitia rarely leaves it's home planet and dimension in order
to mantain a secured base, and provides both structure and integrity to nearby operations, in the event that the D-HQ lies under
attack it is the job of the Base Millitia D-Soldiers to fend off the attack,

THE CONTAINMENT RESEARCH & DEVELOPMENT TEAM: A unit mostly compromised of advanced scientists, phycisists, engineers
and support soldiers who take any materials brough by the R-Series in order to begin research, unlike the Base Millitia,
the C,R&D team is split in 2 units, one that stays in the D-HQ for core research and development for base improvement and encyclopedia
enhancement, while the secondary unit is stationed in secured planets or alternate dimensions nearby in order to gather samples
and bring support when needed to the R-Series D-Soldiers.

THE R-SERIES "ELITE" D-SOLDIERS: Unlike the other 2 the R-SERIES unit is a specially trained unit consisting of few individuals
chosen for dimensional travel, they serve as the scouts to the unknown and it is their both their jobs to gather samples while
attempting to preserve the planet or dimension they visit, they spend most of their time away from home in their search for
acceptable samples in order to build the encyclopedia and therefore receive the support of the C.R&D team whenever possible,
R-SERIES are the core of the operations and it is imperative for them to take the approach that yields the most samples possible
the unit itself is trained in special simulations to properly learn how to react to the many possible outcomes when traveling across
time and space, the R-SERIES D-SOLDIERS are split into individual soldiers when traveling to maximize sample gathering, each
R-SERIES D-Soldier is given a partner from the secondary branch of the C.R&D team to serve as mission control and field support if necessary,

CHAPTER 2: The situation and also where YOU come in.

When clearing the class 1 evaluations given to all candidates for D-Soldiers, a handbook is given to each and every individual along with the appropriate uniform and directives explained, this specific handbook is given to all the candidates that reached promising levels on their first year of training thus earning the right to become [R-SERIES "ELITE" D-SOLDIERS]

First of all, CONGRATULATIONS, the R-Series D-Soldiers is the highest possible unit to be achieved on the inicialization test, but are STILL not ready for the real deal... yet.
this handbook will specify functions, prime directives and give you an overall briefing of what your unit is expected to perform.
==================================================================================================
THE R-SERIES "ELITE" D-SOLDIER OBJECTIVE LIST:
==================================================================================================

Your next year as a D-Soldier Trainee will net you the proper physical and mental training required to follow your prime directive
successfully, once properly geared you will be assigned a selected planet in a selected alternate reality and be warped to it's surface
for research, you are to follow and complete the tasks at hand, (some events and situations will be discussed in major detail on chapters further ahead):

==================================================================================================
1.- Scan biosphere conditions: first and foremost you are to activate your suit-integrated biosphere scanner to detect climate,
                                          weather, radiation and life conditions on the planet, as you travel through time and space you will
                                          encounter both planets that support life and are devoid of all life as well, it is foolhardy to remove
                                          one's safety helmet before properly determining if such area can indeed sustain human life, on the
                                          event of scan to successfully verify life is indeed sustained, ONLY the helmet can be removed.
                                          it is imperative for D-Soldiers to keep their armor and gear at hand.

==================================================================================================
2.- Scan for any existing P-HQ's:  When a D-soldier arrives on a planet and has safely determined the biosphere conditions of the
                                            planet, their next move is to begin a scan to check if there are any existing portable headquarters
                                            (P-HQ's) already on that area, since the method of travel is not 100% accurate, you might end up
                                            in an area previously visited by another R-SERIES D-SOLDIER, each condition has a different set of
                                           priorities to follow, if your scanner a) did not pick up any HQ signals, go to branch A, if b) did pick up
                                           a HQ signal, go to branch B of the directive.

==================================================================================================
BRANCH A:  =
==========
3.- Secure a base location:   If you did not detect any HQ signals nearby, it is your task to find a secluded location out of sight and
                                        use it as grounds to plant and use your portable headquarters, the portable headquarters serve as a
                                        true haven and research center for the exploring D-Soldier, inside one can replenish supplies, get the
                                        proper medical treatment if needed and most importantly gather and study samples to send back to
                                        the D-HQ located at the home planet, it is important for the base to be in a secure and out of sight
                                        location as the gateway to the HQ is sensitive and might be damaged by external hazards or
                                        discovered by unwanted company, by rule of thumb the more a D-Soldier conceals his or her 
                                        operations the higher the rates of a    smooth success might be. Once the D-Soldier has replenished
                                        his/her supplies and needs proceed with step 4.
==================================================================================================
BRANCH B:  =
==========
3.- Safely reach the P-HQ:                If a portable HQ was already planted, make sure to reach it FIRST AND FOREMOST, it is not
                                               recommended for a D-Soldier to fully interact with the world or dimension without first checking
                                               the condition of the P-HQ and balance counter located inside, should the D-Soldier reach the
                                               P-HQ and find it in terrible condition it is imperative to take time to fix it to the minimum needed
                                               to operate and move to the next step.

==================================================================================================
4.- Check the Balance Counter:  The base itself gradually over time automatically gathers some samples and sends them to the
                                            C.R&D team to investigate, however your task is not yet over Soldier! another crucial function of
                                            the HQ is the balance counter, the counter is used to measure the 2 opposing forces of the planet
                                            and keeps them in check at all times, when one opposing force is noticeabley stronger than it's
                                            counterpart, it is the URGENT job of a D-Soldier to bring it back to balance, the counter itself
                                            shows a display of 50/50 when stabilized, and 70+/30- or 30-/70+ when unstable, if the counter
                                            were to reach 100/0 or 0/100 a world-ending cataclysm will be sure to follow ending all life
                                            (including that of the D-Soldier's) on that dimension's vicinity, (we'll cover the balance counter
                                            in a more extensive section later on this handbook)

==================================================================================================
5.- Counter-OPS:             When a D-Soldier reaches the base and checks the counter, he/she will have to take action according to
                                     the counter's status, should the counter be on 50/50 or not show any distortion higher than that of 60.
                                     skip this section, if not listen carefully and follow the directive as close as possible.
                                     the counter ALWAYS consists of 2 opposing forces, sometimes forced or natural phenomenoms may alter
                                     the balance counter so it begins to tip in one side's favor, when the counter begins to tip in gradual
                                     increments it's a clear sign the world is impending cesation of existence, a trained D-Soldier should be
                                     able to prevent this by taking the OPPOSITE side of the balance, if the balance is tipped 84/16, the
                                     D-Soldier has to side with the remaining 16 on the counter, a D-Soldier must take actions that will
                                     affect the counter toward 50/50, any method is permitted as long as it does not lead to the destruction
                                     of the biosphere and can reach out towards the balance of 50/50, some times a D-Soldier must use the
                                     manipulation of society and sometimes make it an inside job, you are free to proceed as seen fit as long
                                     as the primary directive of reaching 50/50 is reached.

==================================================================================================
6.- Wrapping up:             When the balance counter lies at 50/50 or the nearest accepted target, a D-Solder must cease any
                                    interactions with the planet and quietly head back into the HQ, once inside you will need to activate the
                                    beacon located in the upper floor of the P-HQ and await extraction, make sure the P-HQ is fully
                                    operation and set to do automatic research and sample gathering before leaving,
==================================================================================================
END OF CHECKLIST.

During the following week you will be given part 2 of the handbook determining the mentality of a D-Soldier, what to do and
what NOT to do during your time on the planet, until then, feel free to browse the first part of the handbook as many times as needed
to properly learn the methods the R-SERIES employ during the real operations.



Eventually I'll add images (or maybe draw some myself) to bring out an old-school feel to it.... hope you liked it, next on my list....
the mental training XD
18
Event Systems / [RPGXP] Controllable Enemy Wave Rush.
October 18, 2013, 11:28:09 am
Controllable Enemy Wave Rush
Version: 1.0
Type: Combat Add-On



Introduction

Ok so maybe you got to try one of those RPG's where there's the big bad, he's pissed at you, but rather than
go out and kill you himself instead (much to your surprise) he sends wave after waves of disposable enemy soldiers against your party, and as you go on killing them, more and more show up making it rather clear
it's your party against an ARMY of enemies.

well ladies and gents.... allow me to present a scriptless way to pull off a 4 vs X amount of enemies per battle tutorial XD.

Basically what it does is that when you kill off an enemy, another enemy (can be the same or a different one, this is totally customizable) comes at full HP and replaces it, the dead enemy's turn is also carried over to the newcomer, making this a VERY good enemy endurance clash.

I have included all the instructions in the image, but if you have any issues or questions feel free to PM/comment about it,

to VX users, although this is clearly made on XP, it is also capable of being replicated on VX/VXA to my knowledge by tweaking a bit of the branches, it needs testing in VX but in XP it works pretty great.

NOTE: On the pictures I'm displaying, it clearly shows I'm using a custom battle system, but afaik this event works OK on a default battle system.


Features


  • Allows the player's party to fight a wave of enemies that respawns when KO'ed
  • Enemy waves are customizable
  • Number of enemy waves are also customizable
  • No scripts used, it's all evented (but it does require customization to be properly used)



Screenshots

Well the thing is... I've had this for quite some time, and before uploading it in text form I had this picture of
the tutorial itself... however it does include the proper use of it
Spoiler: ShowHide



Demo

Well this battle event is self-explanatory (and the image does help drive my point) but if required, I'll take my time to make and upload one


Instructions

The whole event goes under the "Troops" tab in XP, basically you'll need 1 tab for every enemy on-screen
*sigh* I was never that good at explaining but here's as nutshelled as I can explain it
(also, my apologies for not using the code tabs, still a newbie in forum edits)
Spoiler: ShowHide


Ok, let's imagine you have 1 enemy in the battle.... let's call him... TIM.

first thing you need to do is have 2 free variables called TIM-Transform (or whatever you want)
the thing is, this variable is in charge of transforming TIM into someone else when he dies.
and one called ENEMIES DOWN (or whatever) to keep track of your kills.

in your battle you need to have 1 event that is ALWAYS on [Don't run] and span [Battle]
have this event set TIM-Transform (your variable) into 0, the starting position, also set ENEMIES DOWN to 0,
(this means you haven't killed any enemies yet, and it will start counting from 0)

the next thing you want to do is create a new event tab inside your battle with the following conditions:
enemy [TIM's HP is 0] span [Moment]
(this means this event will always activate when Tim dies)

inside the event, first you have to make a conditional branch, the conditional branch is

ENEMIES DOWN == (X) (where X is the kills you need to win the fight)

then place
-wait 20 seconds
-abort battle
then go to the ELSE part of the event

in here:
you write all the comands I placed in the pic

else
{
wait 15 frames
enemy recover all [TIM]
conditional branch [TIM] is appeared
(meaning as long as TIM still exists)
Enemy transform [TIM],[X]
(where X is the new enemy you want to summon)
show battle animation [X] so your transformation looks cool)
control variables [TIM-Transform] =+ 1
control variables [ENEMIES DOWN] =+1
}

Basically what this event does is that when Tim is KO'ed he'll revive as a different enemy, while your counter of kills is increased by 1.

however next time that TIM dies since his TIM-Transformed variable is set to 1 instead of 0, he'll do another set of commands....
basically everytime TIM-Transform changes +1 it means TIM turned into something else, with some practice you can make TIM transform into other versions of monster or even TIM again.



Credits and Thanks


  • Well... Me XD
  • feel free to use this as seen fit :)



Author's Notes

just as a reminder, this is still just v1.0 although it works ok for me, some might encounter collisions etc... feel free to PM me with the details,
also feel free to edit the whole event system if you found a more efficient way to pull this off XD
have fun everyone ;)
19

"Becoming a D-SOLDIER was only the first step, success at it's task is another thing."

STORY:

They say there is more than one universe.... a theory attempts to prove the existence of multiple if not infinite clusters
of universes each separated by a fragile blanket of space continuum... until now.
A former organization of scientists, mercenaries and engineers also known as the Dimensional Soldiers (D-SOLDIERS)
has begun experimentation on a dimension travel facility capable of warping it's passengers into an alternate dimension,
This facility has been dubbed as: "The Dimensional Arc"
as promising as such technology appears, dimension travel itself is random and unpredictable, and under improper hands downright dangerous.

Project Sesilou into the World commences just as the dimensional arc is facing completion and becomes fully operational, fellow D-SOLDIER trainee Sesilou readies himself to become a full fledged D-SOLDIER and plunge into the unknown....
what awaits for him in the dark corners of the fabric of reality?
what are the D-SOLDIERS intentions?

(A brief note for the user: storyline is still on beta, and thus can be openly discussed via PM's or another post, however this section will include default story-line until changed..)

What YOU get in this demo:
Ok so this demo has no story-line or that many maps.... it's rather a demo to test consistency, some features, get a feel for the battle system, and possibly (here's hoping) a good way to attract people into making a development team for this project, it's a rather moderate project, possible to do alone but will take time, then again feel free to always PM any constructive criticism you may have, there is ALWAYS room for that sort of things... anyways moving on.

CHARACTERS:

Spoiler: ShowHide


Sesilou:

AGE: 20
SEX: Male
CLASS: D-SOLDIER Trainee
SPECIALTY: Combat & Reverse-Engineering
BACKGROUND HISTORY:

Sesilou at the age of 17 was a student in a very backwatered high-school, not being the sharpest tool in the box he resorted to mostly skip the boring old lectures given at class-time and avoid the most despised grade A student group (a.k.a the cool kids club) although despising the fact that he had to endure the daily teases of both teachers and other students Sesilou always let his mind wander off thinking of his affinity for the technology,
On a fateful Sunday, after being exposed to a synthetic wormhole Sesilou's class and his younger sister are dematerialized and scattered throughout many different dimensions, After re-materialization he finds himself marooned in a continent of sorts, having no idea on what exactly is Sesilou's location nor the wherabouts of his sister or fellow friends Sesilou decides to move about in that strange continent where both the ancient and the futuristic collides, eventually after managing to track down 2 of his friends Sesilou is assisted by a fellow campaign of dimension travelers known as "D-Soldiers" a private military regimen, Sesilou is gladly accepted and is prompted into training before enabling him the use of dimension travel...


Achim "The Gunner"

AGE: 21
SEX: Male
CLASS: Gunner
SPECIALTY: Long-Range Combat & Enemy shield diffusion.
BACKGROUND HISTORY:

Achim was one of the first selection of D-Soldier trainees to become selected into the dimensional arc project due to his first class combat and tactical operation results, at one point before recruiting Sesilou, Achim once double-crossed Sesilou in order to save his fellow city from an enemy attack later only to break Sesilou out of jail, "according to plan", as the years went by Achim began to trust more in Sesilou to become a D-SOLDIERS someday...
little is known about who he was before being recruited by the D-SOLDIERS.


SABRINA:

AGE: 19
SEX: Female
CLASS: D-SOLDIER Support
SPECIALTY: CQC & First Aid Tactics
BACKGROUND HISTORY:

Sabrina was one of Sesilou's close friends when he was a student at the high school, she boasted promising skills at class and always managed to impress class-mates (Sesilou included) with her thesis and work of any subject given to her,
after the worm-hole accident, sabrina is taken into slavery and eventually sent into a nearby town as a maid,
eventually she caught word Sesilou was looking for his lost friends, Sabrina manages to break free and make a run for it,
once reunited with Sesilou and her fellow class-mates she decides to stick with Sesilou and Achim to become a D-Soldier so she could gain the strengh and willpower to stand up and locate both Sesilou's and her missing class-mates.


FEATURES:
(Quick note here, some features are still WIP and yet to be included but are mostly planned but not yet added
just because it's labeled as a WIP does not make it a hollow promise)

-Front-view Active Time Battle System
-Ring Menu, (similar to Secret of Mana)
-[WIP] Item Metamorphosis, (several items change according to environments, ex: potions freeze in icy areas)
-Fake First Person View
-[WIP] Storyline in chapters
-[WIP] Alternate Realities, (each place you visit has up to 3 possible alternate realities, each reality with it's own chapter, they include new maps and in some cases changes to the gameplay)
-Bosses you will probably die at if you plain start spamming the C key for an easy win.
-Interactive Environments, (this will develop a LOT more in the final product)
-[WIP] Password System (inputting a password in a new game gives you a different plot-line)
-[WIP] Custom animations (I've had some ready for the demo but lost them, I'll eventually add them accordingly)

SCREENSHOTS:
These screenshots are taken from the demo, I'll eventually update as I map along.

ring menu
Spoiler: ShowHide


Fake First person view
Spoiler: ShowHide


The corridor to the core
Spoiler: ShowHide


The Intrusion Defense System
Spoiler: ShowHide


Front-view Battle System
Spoiler: ShowHide


Boss encounters:
Spoiler: ShowHide


DEMO DOWNLOAD:

Weights approximately 70 Mb, approximate clear time: 10 to 15 minutes.
link: http://www.mediafire.com/?7ey4yt4qa86d98w

CREDITS:

The credits can be seen in-game by either talking to the credits NPC in the hub or clearing the demo
the list is still on beta and can change accordingly as this project takes shape.

enjoy the demo! ;)
20
Entertainment / A (non canon) peanuts cartoon.
June 06, 2012, 01:12:29 am
So I found this very special peanuts cartoon lying around on youtube and could not resist the urge XD

Warning though.... not the sort of peanuts you'd expect... if you know what I mean...

http://www.youtube.com/watch?v=A15v4tTab0Y

done? ok just a a quick relief this was not made by Charles M. Schulz, rather parodied by
Jim Reardon.

but damn who knew deep down Charlie had an epic Arnold Schwarzenegger accent XD
21
Welcome! / Hello there.
May 14, 2012, 01:41:40 am
Alright so, I really like rpg maker. (especially XP) but as I went on testing what I can (and cannot)
do with it I ended up realizing I needed to integrate with a community that specializes in RPGXP.

so hello :)

when it comes down to skill with the rpg maker I'd say....

Plot & subplot 6/10
spriting 3/10
mapping 7.5 /10
animation 6/10
eventing 8.5/10
scripting 0.5/10

as you can see I have poor scripting skills (I guess I could consider them null) so to even out my odds I specialize in native rpgxp eventing.
basically if it's a swimming system or field boss battle or complex eventing I can do with, but scripts plain KILL me XD (I'd still love to learn some rubyscripting don't get me wrong ;) after all it's scripters what made XP more interesting that the default systems it has)

mapping I could say is not too shabby (I've gone from sloppy to decent) after all a complex event requires a good map.

any projects?
well I had one.... but it died with megaupload sometime ago.... was sad, and am currently starting it over from scratch,

basically im joining so I can get any questions and doubts out of the way to actually attempt to bring back my project. so yes, pleased to meet you all.