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Messages - Helskyth

We are back!!  :haha:

After an excruciatingly long 3 months of having no computer, I'm now able to return back to my regular schedule and workflow! Back when my machine died, I'd hoped to have been back within little over a month, but this was unfortunately not so as other personal items that needed financial attention came to be; and getting a new computer had to be pushed back each time.

But, I am back now, and can start pestering my team-mates once more to help me take care of the game development! In the meant-time, the LONG overdue 6.2 Beta is finally done. Remember me mentioning this fella just over 3 months ago? The release that was meant to correct some bugs in 6.1 and set a temporary demo-base until enough of the game had been completed to release a proper demo? The one meant to go out the night after my machine died on me?
Well it's done, albeit, a few days later than I aimed for when I got my computer just last week. The current beta has fixes for all the found errors in 6.1, and a couple little issues I found myself, as well as a large tweak to all skills.

The effectiveness of a skill now factors in other stats now, rather than the basic Attack Force or Magic Force for spells.
Bruce also has some skills now, so he's not just there to take hits anymore and carry potions.

Most the enemies available now will be able to use some skills too, though I haven't had much time to thoroughly test them. But be warned that they could dish-out some serious pain out of no-where, and I'd advise having some potions handy. Who needs better weapons and armour anyway?

< click here to download the new Beta >

Your save file from 6.1 is transferable to 6.2. Just copy and paste!  8)

There are no more Beta's going out from here on! If you locate any bugs, or have an opinion to express, please don't hesitate to contact me by messaging me on your local forum, emailing me at , or by leaving a message on StudioWisp's facebook page.

and most of all! Thank you, those who've remained patient with us throughout this whole time. It truly means a lot!
RMXP Script Database / Re: [XP] Item Storage
March 31, 2012, 08:14:07 pm
Just put the new script calls on a run for their money then, and they worked seamlessly!

Thanks a shot-load G_G. This script's going to make things a hundred times easier!
RMXP Script Database / Re: [XP] Item Storage
March 31, 2012, 12:49:02 am
Don't press yourself if it's a massive pain. Finding an alternate way to solve the problem I described is a good challenge still, that I'd give it a shot with events and variables still. Or just cut-scene the bitch hardcore. :D
Welcome! / Re: What, can the devil speak true?
March 27, 2012, 10:47:33 pm
Don't forget to bring a towel.
RMXP Script Database / Re: [XP] Item Storage
March 26, 2012, 09:33:48 pm
Necropost in a way, but, there's something I was hoping you could help me out with that uses your Item Storage.

I know that it's designed so the player physically interacts with a chest in order to place items in there, but is there a way of forcing items to be removed from a players inventory and being placed into a chest without physically interacting? :huh:

For example: I have a scene where the characters are captured and taken to a prison. Naturally, they'd lose all their items because what idiot would let their prisoners carry swords still? Unfortunately, the engine only has ways to store the players equipped items in variables (and I suppose with more sleuthing, I could get the item ID of every item they "may" have on them and store that amount in variables too to be called upon and re-allocated later), so you can see where this isn't all that practical.

So is there by chance a way of scripting it to take items from an inventory, maybe by referring to item ID's to know what to remove (or something, I really haven't got a clue how such would work.  :^_^':)

Thanks in advance for any help.
Really awesome idea. Best of luck with it. If you do some more closed Beta's, drop me a message. I'd be happy to break things for you :P
Projects / Games / Re: [Flixel] Catgirl Factory
March 21, 2012, 06:49:05 pm
Quote from: ForeverZer0 on March 18, 2012, 08:35:44 pm
This is actually kinda tricky :)

I got fired after only about 1 minute, lol.

Think that's rough? I played for just a few minutes and my boss almost fired me!


No i kid, I'm unemployed :P but I did manage a decent score before screwing up by pressing the wrong button. :x

This project shall never die! I haven't continued to resurrect this story for the past 15 years to stop making now. Re-Uploaded V6.2B for a new V6.2B, which has the missing font file.

-- V6.2b - Fixed Antidote so it works against Poison. Game should run if you copy over a save from Version 6.0, 6.1 and 6.2 --
<Download Version 6.2c )still listed as 6.2b) Here>
Current info in Beta Vr6.2b: ShowHide

Added the text file that SHOULD]/i] have gone with this release.

-The way skills calculate their effectiveness has been changed. Further testing still required though.
-Monsters have skills.
-Bruce now how his own skills which level as you use them.
-Carol has new skills, including two that level as you use them.
-Odd bug fixes have been fixed.
-The scene with the Pirate captain has been fixed!

-You can now go into the Inn at Chipadin, but it is not custom tailored yet, so it looks a little dodgy.
-You can visit Eric's parents homes
-The Hidden Cave is complete
-The last sequence at the end of the demo is functional, though the combat is not very balanced yet.
-More dialogue fixes.
-New character. Explore the capital to find them.
-New in game menu.
-Game now uses Game_Guy's inventory script, so you'll have to locate your weapons now if they are lost.

< to be added >
-Recruitment Guild quests are in development.
-The concept for how the games in the Gambling Den have been worked out and will be put together.
-Custom animations for the new unique character skills.
-Weapons will be reset like the Skills were and then tailored to fit in a way that it's good planning to acquire better weapons if possible, but not crucial.
-Three new quests. Two are located in Lyador. One will only be available if you acquire a certain item during a certain mission!

-info from earlier updates-
-Fixed sciprt line error
-Game is undergoing experiments using the Tenkantai Battle System

-Debugged Chipadin. Event wasn't working, but it is now.

-More bug fixes (time to get new testers who actually do help when they say they will)
-Fixed one of the quest in Myradin
-If you manage to level up more before doing the Lizardman Quest, then you'll encounter slightly stronger enemies. More balancing to be done.
-Chipadin can be visited (finally, though the Inn isn't ready. Going to make that in Photoshop)
-You can no officially talk to characters in your party when visiting Inns and Taverns. More dialogue unlocks as the story progresses.
-Game Guide is an actual booklet, not a text document.
-Characters will reflect their unlocked costume. (when you discover them)

to learn about this symbols history, you can follow the link here and read the description -LINK-

~notice: this little icon " " is not a "broken image" icon. It's a custom hot link, and the image is a camera, not a " "~

Hello everyone. I've started a remake of a short RPG series I once created in RM2K back in 2002 (previous title was Adventure Quest); recreating it in RMXP due to better quality and more accessible functions and scripts (which I know little towards custom scripting). The story basis is essentially the same as what the original was, but with all the extra details I left out due to limitations. This version will also be more custom tailored with tilesets and sprites since I'm collaborating with a couple of friends.

~Sorry, don't have an upload of the original game (which was fairly horrid in playability, fine in story though); and the adapted sprites and such for the characters have yet to be made.~

So here's the run down of the introduction to the story, and the characters.

Opening (extracted right from the novel that I have yet to actually get onto since I am working on another novel and need to get out of the habit of writing more than one book at a time.
This opening chapter is going to be an animated piece.

Prologue: The Spirit Wars: ShowHide


The sun blared ferociously above the land as the armies of man raged war against the demonic forces of the Spirit World. The Four Kingdoms of the Southern sea raged valiantly against the forces, their swords and shields clashing against waves of demons, never ending in numbers as they poured forth from the Hell Gate beneath the forgotten and dismal 'Fifth Kingdom'
Driven apart from each other by culture and ethnicity, the Four Kingdoms never stood aligned under one banned to fight off the threat. Only the two human lands of Yvon, the small desert community, interconnected to the snowy landmass from its southern shores, forged peace with the larger and lush forest laden kingdom of Verdok to fight off the threat.
Techwu, with its high mountains and roving plains fought under their own principality, choosing not to side with any other as they always had, their idealistic ways deeming themselves more powerful. Their false concept that the dragon spirits of their land could protect them led them to only fail.
Morthet, it's dark woods populating their forests to conceal their capital city, fell darker as the demonic army advanced upon them. The elves and dwarves of the land believed that the forests would keep them hidden, and poisonous swamps to delay the demons. But they too were near to falling against their might.
The dark demon lord, Ragnarok, consumed the mortals of each kingdom, feeding off their fear, their hatred, their souls, and using it to strengthen his own vast armies. With his never ending might and unlimited power, he held the Fifth Kingdom above the ocean, its clever placement as dead centre between each island, making it perfect for controlling each of the scattered and un-allied forces. Not even ships could make their way, except those from Yvon and Verdok, to provide support and aid to each other.
Within weeks of war and conflict, the Demonic army had consumed what little hope remained in the mortals of the southern sea, knowing his victory would bridge the way to conquering the entire world.
However, the Spirit Realm housed those who apposed the demon lord and his armies, and only by their hand had the world been spared and those upon it given a second chance at stopping the demons from ever returning to ravage the land.
The Dark Priestess of Chaos, Hythenia, rallied all the power she had summoned over the war and in her best efforts, sacrificed herself to banish the demonic lord for eternity. With Ragnarok overpowered and cast deep in the depths of the abyss, the Fifth Kingdom fell and with it the demonic armies powers failed and were banished along with the purifying burst let loose as the Priestess gave herself to save all others.
Relished for her sacrifice, the mortals of the land erected special and spiritual shrines to honour her sacrifice.
She left the world with a new hope for survival, so long as they did not make the mistake of giving new power to the demonic lord, and break the seal which locked him inside the dark abyss where his evil spirit lays dormant.
But before she died she left more than just new hope, but two children whom she banished before her sacrifice for their own safety, so that they would grow to live peaceful lives.
Or so she would have hoped.

Character Run Down (or so at least a shortened list, with details wiped off to avoid spoilers): ShowHide

Age: 16 (ending age is 18; plays through entire story)
Dark brown hair, turquoise eyes, male
Class: Peasant (Upgrades to Soldier)
Weapon Preference: Sword and Shield (able to wield some spears/lances and short bows).

Jaden's Concept Art

Jaden is one of your typical adventurers. He's lived his life in a small coastal village working the farm with his grandfather dreaming of the day he'd be old enough to head out and explore on his own. He finally get the chance to achieve this after coming of age at 16, and he heads of to explore his homeland of Verdok, and beyond.
He will eventually find out that his adventure will be more than he ever expected.
He is an active and charismatic character, easily capable of making new friends, and always up to a challenge. He cares deeply for his village and his friends and family and will generally do anything to help. Though not quick to anger, when set in a bad mood he can become a deadly force.
His only known relative is his Grandfather. His closet friend is Linda.

Age: 17 (ending age is 18, plays through 2/3 of story)
Dark brownish-black hair, turquoise eyes, male
Class: Prince/Knight
Weapon Preference: Two-handed swords (can use some short swords and small shields)

The "Dark" Prince of the Kingdom of Yvon, a kingdom north of Verdok that has yet to recover from a war 16 years earlier.
Milamber earned his nick-name of the Dark Prince because his gaining control of the throne came both at his birth, and at the death of the previous ruler.
He exhibits the makings to be a true ruler when the kingdom is finally handed over complete control from his guardians, Belzar and Milordo. But away from the scene of running his kingdom and continued studies, he is a deep and profound man. He'll keep to himself most of the time and speak only when he feels he needs to. Some things can provoke him to anger easily, but he is otherwise very-level headed in all situations.
His journey begins when he is confronted by strange dreams that see to call him away to find the answers to them.

Age 20 (ending age 22, playable through most of story)
Blue dyed hair (originally blonde), Blue eyes, male
Class: Warrior
Weapon Pref: Clubs and Warhammers (can use some short swords and fists)

Eric's Concept Art

A character of strong will and bravery. Eric meets Jaden during his travels, and after recieving assistance from him to solve a certain issue, he decides to tag along and join Jaden on his adventure.
Eric is tough, but sometimes he lets his own bravado get ahead of him. Not much intimidates him, however, he hates spiders.

Age 43
Where's a cloak which shadows most of his face. Speaks with a calm, authoritative tone
Class: Knight/Inquisition
Weapon Pref: Milordo is well professed in using weapons of a large variety, including newly emerging weapons such as hand cannons

Milordo has served his kingdom for as long as he an remember. He's seen Yvon when it was prosperous, when it was besieged, and now when it is in poverty.
Serves as a Guardian to Milamber, and in a way, a father figure. He will do anything to serve his home, and his Prince.

Age: 15 (ending age 17)
Brown hair, hazel eyes, female
Class: Peasant (speciality class)
Weapon Pref: Polearms (can use small blades such as daggers. Can use Short bows)

Linda's Concept Art

Linda grew up in the same town as Jayden, her house being adjacent to his. For as long as anyone can remember both of them have been Inseparable and were sometimes being caught pulling pranks with the other kids. Though the pair do act as close as siblings, Linda has deeper feelings for Jaden, but is too shy to show them.
She exhibits a bubbly and nurturing character which has a way of catching on to other people, even those in a bad mood. She's simply hard to stay mad at, which is possibly why she got off easier when caught than Jaden ever could.
Linda is a playable character in the 3rd chapter

Avery AKA "Gramps"
Age: 63
Grey hair (though is rumoured to have once had long, luscious brown hair in his youth), hazel eyes, male
Class: Peasant (speciality class)
Weapon Pref: Martial Arts (though just as deadly with a stick or rake, depending on if you're caught in big enough trouble)

Gramp's Concept Art

Gramps is the oldest surviving villager of Myradin. He served as a Captain in the war 16 years ago, but retired from duty to live a peaceful life and help care for Jaden as his only known relative.
He is an untapped well of wisdom and guidance; but he also knows far more than anyone would have expected.
In truth, he is also not Jaden's real grandfather, but as far as he, Jaden, or any of the other villagers are concerned, he's as close as it gets.
Despite his age, he is still a very fit and agile man.

Age: 29 (ending age 30)
Blue hair (magically so), dark blue eyes, female
Class: Magi
Weapon Pref: Despite being a spell caster, she's heavily adept at bows, and as such has skills adapted to it.

Carol is a traveller, and has been for the last eight years. She hails from a land further out than the Four Kingdoms in a land known as Alaban. Her travelling companion is Bruce, hailing from the same land as her, but with almost the opposite personality. She's generally a well mannered and organised woman, capable of keeping a level head in most situations and almost never getting mad at anything or anyone. Though she is known to yell at Bruce from time to time, but in a loving way.
She joins Jaden when they meet over in Verdok's capital.

Age: 28 (ending age 29)
Orange hair, reddish-brown eyes, male
Class: Warrior
Weapon Pref: Fists

Bruce is an outrageous man. He'll find mischief anywhere and somehow manage to get away from serious trouble with his head attached. Probably because his travelling partner, Carol, isn't too far away. In Carol's own words, "Bruce is a thick-headed nitwit who'd have likely been gutted by pirates long ago if I wasn't around to drag his sorry arse out of it." But she wouldn't have him any other way.
When not busy, he likes to sit around and sleep, or relax at the tavern. During serious, personal confrontations, he can be surprisingly mature and pop out with some words of wisdom; which is sometimes quickly trumped by a bad joke.

Additional Concept Art and Screenshots: ShowHide

Overview of the Four Kingdoms, as they would be seen if all Kingdoms could be viewed all at once. I'm currently doing a mixed media creation of this map by drawing and painting it at first, then touching it up and adding markers digitally.

-I'll add more recent screenshots towards the end of the week when the final Beta release is uploaded-
Newer Screenshots (28/09/11)

Screenshots in Myradin, Jaden's home village. There's now NPC's, a working Inn, and there's more space taken up by details and object.
Sorry everyone, still using default tiles for now. I know the defaults are horrid.

In combat against Lizardmen inside the forest. This is a part of your first major quest. Still some balancing issues, but we're working on it as my XP Database knowledge gets better. I'm thinking once all skills and weapon concept are jotted down and thought out, that I might rest every monster and restart construction.

Older Screenshots (16/08/11)
(from left) Myradin, just outside the farmhouse where you speak to Gramps. (Myradin is 95% complete) ; Outside the three shops at Myradin ; Lyador Inn (45% complete) ; Fighting some Lizardmen

(all of these are still using the presets. The custom sprites for main characters is also not permanent.)

People involved
ShadowDragon - Pixel artist, design, Inker
Helskyth - Developer, Mapping and Eventing, Story, Script
Fubukio - Character and Monster design

Further Credits
Spoiler: ShowHide

In Game Menus:
(unreleased Beta) - Rune
(released Beta) - Ryex

Quest Log - Game_Guy

Achievement Tracking - Game_Guy

Item Storage - Game_Guy

Tankentai Battle System:
Original Script - Enu
XP Conversion - Atoa
Translations - Kylock and Mr. Bubble
XP Translation - cairn

Tile Graphic Scripting - Night_Runner

Additional Scripts - Forever Zer0, Rose Reveries, Yanfly Engine

Additional Testers - Fleta, Emil Lowell, Rose Reveries, Daniel (Ashura), Rosa Solice, Laxus Rees, Jason R

You may receive instant updates on this games progression by liking Studio Wisp or Lucid Flame on facebook, or subscribing to the RSS feeds, or by following Studio Wisp on twitter.
RMXP Script Database / Re: [XP] Achievements Script
March 15, 2012, 08:52:14 pm
That's what I was hoping it'd be when it originally popped up. Only problem is, it occurs even after I remove those events that did have a script call, and I can assure you that all of those ones were composed correctly to begin with. I wouldn't have reported the problem if it were so easy. ;)
What's puzzling me the most, is it occurs during an event that doesn't actually have a script call in it at all. It's just a  "talk to this NPC, they say some things, give you a couple of items" and then some switches turn on so you can move on to the next area.
For the moment, I'm re-making the event from scratch, changing its graphics, removing parts of it, etc, to see if I I can deduce why it's causing it. But so far, it's only this event that's causing it, so if I can't prevent the error from occurring then I'll just need to figure something else out.

( :facepalm:^200 )
It's time for a holiday. A script call involving the awards made its way into a common event some-where else. Not sure how I heck I managed to put that in there, but I found it.  :facepalm:
Welcome! / Yep.
March 15, 2012, 05:51:29 pm


Oh, right, that doesn't constitute a legitimate post, nor an introduction, but I'm running low on coffee, so I'll make it quick.  :wacko:

I'm Helskyth, sometimes known by Hell Scyth (yes I know there's an 'e' in scythe :P I swear it was intentional), I'm a graphic design and vfx chap who likes writing novels and making those stories into something other than just text, which is exactly why I've been revamping old games back from the oooollllld days of RM2K (but, there's only one revamp in progress for now~ at least until I go buy Ace and start making a 3d visual novel with it).

Uuhhh, anyway, I'm rambling (I blame lack of coffee), nice to meet you all, will try to drop by every now and then, I don't know how to compose my own scripts to save myself, but I saw the eventing section so maybe I can help people in there; and if I get past my lazy streak, I might also post up the Dev stuff from my current project.  :wacko:

:^_^': coffee time now!
RMXP Script Database / Re: [XP] Achievements Script
March 15, 2012, 05:37:07 pm
Hello. I've been using the Achievements script and am loving what it has to offer.

However, I've encountered one little problem that I just can't wrap my head around, and the strange thing is, it only occurs after I undertake one of the events I've set up to progress the game; which doesn't even have anything in it that relates to the Achievement Script.  :^_^':

Anyway, here's the pesky little error.
NameError occurred while running script.

uninitialised constant Interpreter::Award

Please and thank you for helping the newb peasant?  :P

(and unrelated, but also thanks for your Quest Log script, it's worked wonders!)