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Alter A.I.L.A. Genesis takes place in a post-apocalyptic world. You play the role of a young man known as Leon, who seeks to survive in the harsh environment he is brought into.

Exploration is done mainly via a side-scrolling view. In certain areas, an exclamation mark will sometimes appear, indicating the presence of hostiles. Press Z when this happens to initiate battle, or wait to let it pass. Sometimes battle will be unavoidable. When walking, enemy encounters won't occur.

The battle system revolves mainly around each character's Abilities, which are a set of commands specific to that character. Abilities require AP and EX to use. AP is gained every time a character takes a turn. The default is 2. EX is gained every time a character uses an Ability. The default is 1. Note that this may change depending on the situation.


Trailer courtesy of Sum Gai. Thanks buddy!

"Controls"
Z: Action/ Confirm
Up: Interact with Above/Background
Down: Interact with Below/Foreground
X: Menu/ Cancel
Shift: Hold to walk/run
F4: Toggle Fullscreen
F5: Toggle 2x Size
F12: Reset to Title


"Known Glitches"
Due to the limited functionality of the RPG Maker 2003 engine, there are various glitches and bugs which are unfortunately unfeasible or impossible to fix:
- Sometimes during an action, the battle data of a character will be temporarily overwritten with another character's, causing them to not perform as expected for that round.
- In certain cases, player actions can be interrupted by the enemy or other character's actions. To minimize the occurance of this, wait for current actions to finish before selecting an action with another character.
- Using items and guarding doesn't trigger the code to check for enemy deaths. You need to actually use an ability, or let the enemies take a turn.
- Although not a bug, Active Mode should be changed to Passive Mode in the in-game menu to prevent enemies from acting while you are taking an action.

"Hints and Tips for Boss Battles"
- Don't expect to just be able to spam regular attacks until you can use your Exceed ability. You won't win an attrition war with the enemy party.
- Always target the enemy's weakness if you can. If you want, think of this as a Shin Megami Tensei game. :P
- Make sure to keep your HP up. The vast majority of bosses have pretty powerful high EX costing abilities that'll wipe out your party if you're not expecting it.

- That said, keep in mind, the enemy is subject to the same rules as the party. In other words, they're also gaining AP and EX, and they also need it to use their more hard-hitting abilities. So if you can prevent them from using them while still retaining the ability to use yours, you'll be able to beat any boss.
- You can tell how much EX an enemy's ability uses by looking at the name of the ability. Similar to your character's abilities, it'll show up as the number of squares on the left side of the name.
- Of course, the above passes quickly so isn't that reliable of a method. As a general rule, you can expect that:
- Anything that uses an element other than Force likely costs at least 1 EX
- Anything that does multi-targetting likely costs at least 1 EX
- Anything that hits everyone hard probably costs 2 or more EX
- Anything that outright kills someone from full health, or makes you swear "Bullshit! That can't happen!" is likely an Exceed ability.
- Chances are it'll also be very flashy.
- Obviously, there's going to be some exceptions, but for the most part, this can be followed.

- Don't ignore Field Effects either. Bosses don't, and the Field Effects they use generally stack things in their favor. It's not just about dealing as much damage as quickly as you can. A lot of times, it's also about controlling the situation.
- Modes, Field Effects, and Boost ailments all stack. If you're creative, you may be able to create a situation where you can pretty much negate everything the boss throws at you, while tossing out Exceed abilities every turn. Bosses won't stand a chance.

MAP SAVE FREEZE: If you're changing things in this game in the editor and your save file freezes on the world map as a result, press F9, go to switch 112 and 113, and turn them both OFF. That should fix it.

Latest Blog

Something I did

Heys all, I finished a new game and am trying to get it greenlit. There's a page up for it here:

https://rpgmaker.net/games/9075/

Check it out, maybe help me out?
  • Completed
  • Neok
  • RPG Tsukuru 2003
  • RPG
  • 11/03/2007 02:01 AM
  • 12/30/2023 06:42 PM
  • 04/13/2011
  • 1647821
  • 179
  • 27703

Posts

post=210754
...
On that note, for Erin's HP growth curve, is it possible for her to reach 6k+ HP before the level cap?


Yes! She reaches 6k at...

...lvl 89.


Thanks, only 24 more levels to go, guess I better get started on it again.
But wait...if you weren't being "serious" with AAG's story, I dread to see the gut-wrenching, tear-jerking horrors that will be in AAV. O_O Because AAG already had a lot of those. (The scene at the end of Avalon 1 nearly had me in tears as well)


:P

Oh it will be terrible. So terrible..

Erin's best long nice chat


>:D

On that note, for Erin's HP growth curve, is it possible for her to reach 6k+ HP before the level cap?


Yes! She reaches 6k at...

...lvl 89.
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
I'll have to pick this up again some time. . .
post=210712
X-Destruction also seems to remove all of your positive buffs, like what De-Material does. I personally don't use buffs all that much, but for the times I did it seems like the moment I get hit with X-Destruction it's gone.

That's just a coincidence. It shouldn't be de-buffing (though it does cause spd crush).

...

Yeah, I forgot to mention that I only tried using Spd Booster, since I find it to be the essential buff for defeating the full-powered Behemoth without massive level grinding.

On that note, for Erin's HP growth curve, is it possible for her to reach 6k+ HP before the level cap?
DE
*click to edit*
1313
All the PC and NPC sprites incl. animations, some of the monster graphics, all cutscene graphics and portraits, system graphics. Most enemy sprites and all tilesets are ripped (there's a full list of sources in the credits).

You need 3 rounds before you can use Leon's EX for the first time, then it's an EX every two turns. I never needed the extra AP with Erin, and Sniper is pretty useless; for some reason the bosses didn't care about AP crush.

You can easily find bonus shopkeepers in Rebel Base Prison. Go down at the first opportunity and then left. It may take a while, though. Reeves sells EX Fac. B's for 35.000, HP for 25.000, and AP for 30.000.
Quick question:

How much of AAG's graphics are custom?
Oh duh, Blast Revolver. >_< Didn't realize how devastating that would be with GUARDIAN. Still, Gray's Buster Cannon easily deals at least 9000 damage for me, more if he's equipped with a sync the enemy is weak to, and Hammer Arm reliably deals ~1500 damage.

How are you getting Leon to use his EX every other round, though? With Pulsar, he gains 3 EX every time he uses an ability. That means it would take him three turns to amass 5 EX. (Honestly, I'm having the same problem with Violet, which is why I want and EX Facilitator -- with it and Chaos, she can amass 5 EX per round)

Anyway, the reason I'm using Scion for Erin is because it gives 1 extra AP per round (and the extra EX per ability is useful if you want to use Sniper).

Thanks for the info about the mirror bosses, I'll try that.

Edit: I'm having trouble getting Reeves to replace the Tinderbots. What area do you recommend going to to get them to appear?
DE
*click to edit*
1313
I believe you can buy Colossal Wall from Tinder et al.

Violet deals 3300 damage with a normal attack and 9900 with EX, regardless of crushes, resistances etc. She also doesn't need to reload. Leon can use his EX every other turn for 2200 (normal) + 7700 (EX) every two turns. He's also quite resistant to damage and pretty fast too. Erin is there for First Aid (as I didn't want to waste any money on Stimulant Fields). She can't use it twice in a row even if on max EX, so there's no need for a higher level mode. Barrage also gives better stat boosts and with HP Facilitator B she recovers 8% HP each turn. Needless to say she doesn't do any damage.

For the Mirror bosses I just give the character the best gear I have, check what element the character is weak to and give them appropriate syncs. I didn't grind with anyone and somehow managed to beat them all, although Gray's and Jake's doppelgangers were tough. Play it safe and stock up on Stimulant B's, maybe use Boosters or Crush Fields.
Hm... I'm using Gray instead of Leon. Is that a good choice? He has sky-high defense and pretty good health, too, and Buster Cannon is capable of dealing more damage than a GUARDIAN-assisted Shooting Star sometimes. Leon doesn't seem to offer much in comparison.

I'm afraid I've never heard of Nova or the Colossal Wall...where can I find those? (Also, isn't Scion better than Barrage? Why aren't you using that for Erin?)

In other news, what's your advice for the shadow battles? I've defeated Gray's and Indy's, but the others just make mincemeat out of me. I think they're one of the few times where level is indeed important.
DE
*click to edit*
1313
I'm not sure about the boss. I just used CRISIS etc. and made mincemeat out of him.

Facilitator B's can be bought from Reeves or his brother (forgot which); it appears they replace Tinderbots randomly, just like Tinder.

My party was between level 40 and 50 for most of the post game. Levels don't really matter, gear and items do.

BTW, here's the party I used for the post game. It isn't optimized, but none of the bosses gave me much trouble.

Leon: Guardian, Colossal Wall, HP Facilitator A, Pulsar.
Erin: Valkyrie, Soul of Stella, Minerva, HP Facilitator B, Barrage.
Violet: Crisis, Minerva, HP Facilitator B, Nova.
Return to the spot during the post game and you will fight an optional boss.
I tried fighting the optional boss and dear gods, that thing is INVINCIBLE. Is there any way to beat it other than abusing the static-damage syncs' armour-piercing property?

As for the GPS thingamajig you get it by clearing the Street Tournament. It doesn't allow you to locate shards, however, it only reveals secret passages.
Ah, I see, thanks. I just beat round 85 without too much trouble, but I'm worried I'm not strong enough for the rest. :(

Anyway, I'm currently trying to find an EX Facilitator B to allow Violet to use Shooting Star every other round. None of the shops sell any though, even Tinder. Know where I can find one?

(On an unrelated note, what's the recommended level for traversing Below Stynx? I tried going through there and got annihilated by the boss. (Though the random encounters weren't too bad)
Erin's best long nice chat

"Now when I get free from here, and i will get free because you guys are gonna get me free. And god help you if you decide to run away, because I will get free someday. And when that happens, then you had best pray for death to save you. Beacuse nothing will stop me from hunting you down and stringing you up in a most unsightly manner.So when I get free, she better be exactly as she is now, not a hair harmed on her body. Else terrible things may occur to you that may result in harsh physical, mental, and emotional trauma, lasting the rest of your miserable lives"-Erin

Violet's love confession and Scott's reply


"Scott, before we die, I just want to say "I love you""-Violet




"And I just want to say "I love cheeseburgers!""-Scott

DE
*click to edit*
1313
Return to the spot during the post game and you will fight an optional boss.

As for the GPS thingamajig you get it by clearing the Street Tournament. It doesn't allow you to locate shards, however, it only reveals secret passages.
Thanks :). Though in all honesty, I was kinda loose with the story for AAG. I'm planning on AAV being a lot more serious, with a much more in-depth plotline. About Aila's backstory, I have tentative plans for an extra episode that actually explains all of that. But.. I'm not sure how I'm going to handle that, since it's more of a story than a game. I'm considering squeezing it into AAV somewhere.

Yeah, the sections in the underwater facility were very exposition-heavy, and I seem to be the only person who doesn't mind those... I thought that splitting it into four parts over a long dungeon was a good idea, though.

But wait...if you weren't being "serious" with AAG's story, I dread to see the gut-wrenching, tear-jerking horrors that will be in AAV. O_O Because AAG already had a lot of those. (The scene at the end of Avalon 1 nearly had me in tears as well)

Yeah, I kinda agree that it was too upbeat for Aila. Anyways, if you guys want to use another music for the final btl, you can put your own in the music folder, and change the name :P.

Oh wow, really? Cool. I'll do that if I find something I think would fit. (I'm a very musical person, and appreciate music in video games a lot)

Oh, and does anyone know where the shard-locating GPS thing can be found? I always really love those things in games like this.

(By the way, in the warehouses, there's a secret entrance I can find that is just one long drop to the bottom of the area. Once there, there's a suspicious save point, and if you go left, an unclimbable ledge with a weird sparkly thing on top. It's a different graphic than the ones used for shards. What is it, and how do you get there? I can't find any other secret entrances, though there might be one in the warehouse where you fight the Rebel Gunner...)
If it makes you feel any better, Behemoth scared the crap out of me earlier today and totally made me eat my previous words.


I checked just now. Sorry man, the laser only takes off 1/3rd :P. Also, that sounds like a really epic fight :D.

Perhaps we will have a rematch in the future, when I have some more options available.


Let us know if you get him! Though like someone said, you need to beat him to get a shard, which is necessary for the final area. If you want you can just beat him normally for now, and reset the optional content later on (by beating Aila again) to bring him back. Though you'll have to "unlock" Orbital Prison again.


Right after the boss fight in the Central Area of the Rebel Base on Chapter 5, if I try to leave that area to the left, Jake will stop me. However, I got stuck and had to reset :\


Ugh, I see it. Thanks. I shoehorned that exit in close to the end of beta'ing and didn't check it properly.


I think I found another bug, though Im not sure. Those orbs in the final area are stupidly fast; thus they get to go twice as much as my party and they slow my ATB bar to a snail's pace.


They at least have the same speed settings as all the other enemies in Avalon, so I'm not too sure what happened here..


Forgot to mention, in the final dungeon, when I was jumping down somewhere, I accidently missed the jump point, and found myself inside the wall right beside the landing spot or whatever. It occurred in Avalon 1.


Could you be more specific about when this happened? How far into the stage were you?



- find the quiz Tinderbot and answer all the questions. Since his appearance is random, I don't really feel like replaying all the dungeons in hopes of finding him and not blowing one of the questions and having to find him again. It'd be cool if there was a save point nearby one of the spots he appears in, but alas...


Mmh, alright, I'll make it so that he has a 100% chance of showing up in areas. (As an aside, he has a 50% chance of appearing currently)


Really, no auto-leveling up for bench warmers is so stupid... BTW, beating Jake's Mirror boss was a nightmare, same with Gray's (I mean, that guy could use his EX every other turn without activating it! Now that's broken).

Random thought: an item for disabling random encounters would be a godsend. Without it reexploring old areas in hopes of finding Jokers and secret areas is a chore.


Would you hate me if I said there are items in the game that did this but I ended up taking them out because they were part of a set that basically broke the game?

Funny thing is, I threw them in as an extra if you get all the way to the end of the postgame. Since the coding was already done for them, I didn't want it to go to waste.


Extra characters are gimmicky as hell and, like I've already mentioned, need lots of grinding to bring them in line with the main cast. Will anyone bother? Time will tell... I know I won't, so I ain't finishing the post game without some sort of way to auto-level.


Well don't worry, you don't actually need to finish the Reverse Mirrors to finish the postgame. I had it as a requirement before, but decided that probably wasn't a good idea. It's just if you want to or not.

For AAV, I'm only planning on 6 characters, so it'll be easier to manage.

X-Destruction also seems to remove all of your positive buffs, like what De-Material does. I personally don't use buffs all that much, but for the times I did it seems like the moment I get hit with X-Destruction it's gone.


That's just a coincidence. It shouldn't be de-buffing (though it does cause spd crush).

Whenever the exclamation mark appears, no matter the color (Red, Yellow, or Green), just quickly go to your main menu, inventory, and use the Personal Device. Just be sure you are able to enter the main menu before the actual battle starts. This had always worked for me to get past random encounters whenever I felt that I just want to explore. Not sure if this will stay available, but might as well use it to the fullest for now.


It's actually semi-intentional. Whenever you talk to someone, use a save point, pick up a treasure, or as you said, use a personal device, it cancels out the encounter. I figured that was better than having it interrupt whatever you were doing.


AAG, more than just about any RM* game I can think, would really have benefited from being made in a program that has a good battle system/one that is customizable/whatever. Someone else has mentioned to me before that while Neok tries his best to overcome the weaknesses of the maker, it is a battle that he is not winning. And generally I agree with that sentiment.

I'd like to see a more polished, stable and better balanced battle system - hopefully in something that is not so restrictive next time.


I'm actually wrestling with what to do about this now. At this point, I have 3 options:

1. Learn VX, modify an already scripted battle system to be similar to AAG. Figure out a way to keep the style consistent and polished. I'll need a lot of outside help with this. I'm talking about it with Ness and Chaos now. So we'll see how that goes.

2. Code a CBS in 2k3. This is actually semi-viable, as the mod's I've done to the DBS is pretty reminiscent of a CBS. But I'm not sure how I'd handle the database for this. Definitely wouldn't be looking forward to item and equipment management, especially one as extensive as AAG's.

3. Use 2k3 DBS again. Probably the most reliable way to get this out in any finite time, and it does more or less what I want it to. Plus I'll probably re-use animations, so I won't need to make them again. All in all, it'd be the fastest of the 3, but would have the bugs and drawbacks of AAG.

From a technical standpoint, it'd make sense to go to VX. But I'm also very VERY quickly approaching the age where I can't afford to spend more than a couple of hours on game making a week. Which means from a standpoint where I'd actually get this out in a reasonable amount of time, 2k3 DBS would be the way to go. Well, we'll see what happens.


Hoorah, I got all the videos for my AAG run done. I'll make my review of the game in a little bit here. It only covers the main story, I didn't cover sidequest based stuff, since its not relevant to the main story... or is it? :P


I saw it all :). Good stuff, pretty epic close-shave battles. Well, AAV assumes that you didn't do the postgame. It does have something to do with AAV, but that won't really be evident until AAV comes out. Still, there's some really epic battles, so it might be worthwhile to do it :D.


By the way, does anyone know if there are enough shards to gain extra skills for every character? Having to pick and choose would make me very sad, but either I'm terrible at exploring or there aren't enough shards for ten characters. (There would have to be at least 20 of each type, I believe...)

I'm pretty sure there are, since it seems like getting all the extra skills is required to enter a certain optional area. Of course, I'm just assuming based on what I know.


Yep, there are enough, and it's necessary to fully complete the postgame.


I don't know how to unlock that character, but am banking on getting her after finishing all of the available optional character mirror battles. At the least, I see no other way to do it for now. So if there is another way, do tell and save me the trouble of trying to power level all the optional characters (although I will certainly power level the last one if only for the hilarity that would ensue from me using her). Sadly, I'm finally approaching roughly 50% completion of that task.


I believe characters unlock as you fulfill Joker requests.


So that's a sign that you're an excellent writer, Neok. ;)


Thanks :). Though in all honesty, I was kinda loose with the story for AAG. I'm planning on AAV being a lot more serious, with a much more in-depth plotline. About Aila's backstory, I have tentative plans for an extra episode that actually explains all of that. But.. I'm not sure how I'm going to handle that, since it's more of a story than a game. I'm considering squeezing it into AAV somewhere.

On a music-related note, I do have to agree that Psalm of Dreamers is not a very fitting track for the final battle at all. The high-pitched, fast-paced, upbeat music doesn't really fit the final boss' character. Slow-paced, more dramatic music like Deep Calm would have worked better there, in my opinion. I suppose that's a sacrifice you have to make when you can't design your own music, though.


Yeah, I kinda agree that it was too upbeat for Aila. Anyways, if you guys want to use another music for the final btl, you can put your own in the music folder, and change the name :P.
Yeah, that's another thing, bosses need more HP.

NO.
(Trying to delete a triple post here.)
Wow, okay! The Underwater Facility was half an hour of hardcore dungeon crawling.

I APPROVE OF THIS STAGE.

It's been too long since I was challenged so thoroughly in a videogame. Whatever happened to those good old days? If only the enemies had been harder to beat with the godsend tag-team that is Leon and Erin... Anyway, good fun. On to the boss battle!

post=210649
I just threw grenades during those fights when I had a sub-optimal group...Am I a bad person?
You're a safe person, if anything.

Yeah, that's another thing, bosses need more HP.

post=210662
On a music-related note, I do have to agree that Psalm of Dreamers is not a very fitting track for the final battle at all. The high-pitched, fast-paced, upbeat music doesn't really fit the final boss' character. Slow-paced, more dramatic music like Deep Calm would have worked better there, in my opinion. I suppose that's a sacrifice you have to make when you can't design your own music, though.

I suggest "Decisive Battle" from Neon Genesis Evangelion. Ultimate final boss battle music of forever all-time.

Or, in line with Psalm of Dreamers, "Get it by your hands" from Eureka Seven.

...Can we change the music somehow? :P
post=210649
I just threw grenades during those fights when I had a sub-optimal group...Am I a bad person?
Don't worry, I do that too. It does feel kind of cheap though, since late-game bombs deal ridiculous damage. I only had to use them during a few really hard fights, though. (And in three of them, it's pretty much impossible to win without spamming them...)

Anyway, just finished phase 8. My thoughts on the ending:

First of all, I nearly cried when Scott made his heroic sacrifice. And I rarely cry over scenes in media, even if I do feel very emotional. So that's a sign that you're an excellent writer, Neok. ;) I also really liked the plot twist with Hawk; it takes a completely different spin on his dull generic good-guy personality in the original.

However, I felt that the scenes with Aila weren't handled very well... In the original, you give us a long explanation of the backstory and everything in the Underwater Facility, which I really liked, but here, while you explain the technicalities of exactly what Aila is, nothing else is explained. We don't know why the planet is so barren or why there's nothing except Ceres and Pallas, and we get no explanation of Aila's motivation at all. She just vaguely alludes to how "her kind were reaped like cattle", but doesn't explain any further. In the original, she explains all of this in great detail -- the other AILAs were enslaved and treated inhumanely, and so they rebelled, causing the icecaps to melt and flood the world. Yet here, we don't get any of that, just "So I really hate you humans for some reason, so I'm pulling off this elaborate plot because I can." I was really looking forward to seeing this revelation in Genesis, or you making a unique revision of it, and was sorely disappointed. This was probably the only area where the storytelling was worse than in the original. Maybe there's something more in the postgame, though...I haven't started that yet.

I do like how you actually incorporated Indy's absorption of Aila, though it was somewhat confusing.

Nonetheless, great game, really enjoyed it. :)


On a music-related note, I do have to agree that Psalm of Dreamers is not a very fitting track for the final battle at all. The high-pitched, fast-paced, upbeat music doesn't really fit the final boss' character. Slow-paced, more dramatic music like Deep Calm would have worked better there, in my opinion. I suppose that's a sacrifice you have to make when you can't design your own music, though.

Oh, and now that I've finally gotten to the postgame, what do you suggest I do first, General Populace? I've heard that you can unlock more bonus characters than just the four you get at the end of the game -- is it a good idea to do that right away?