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This is the sequel to Alter A.I.L.A. Genesis. Please play it before starting this one. It can be found here: http://rpgmaker.net/games/272/
Alter A.I.L.A. Variant takes place in a modern world, 3 years after the events of Alter A.I.L.A. Genesis. 2 years ago, a great war came to a decisive conclusion thanks to the efforts of a small band of people. Peace should have followed, but there are those who would choose to continue fighting. This is the continuation of that story.
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.
Alter A.I.L.A. Variant takes place in a modern world, 3 years after the events of Alter A.I.L.A. Genesis. 2 years ago, a great war came to a decisive conclusion thanks to the efforts of a small band of people. Peace should have followed, but there are those who would choose to continue fighting. This is the continuation of that story.
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.
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Annnnnnnd we're done here.
Neok
16 post(s) 
- 06/23/2012 01:33 AM
Okay. This would be the... second time this whole thing has exploded. Man, with this much contraversy, I bet I could sell this game based on pure hate alone.
Instead, I guess I should say, AAV's cancelled. Haven't worked on it in almost a year now, and definitely don't got any plans to. If I ever do, I would probably scrap this whole game and make it in VX or something.
Buuuuuuut, that's not gonna happen, and it's not happening in 2k3 either as far as I can tell. In fact, I've already deleted all the tools I would need to make this with, so there's no turning back. I guess I better just take down that download, cause it is NOT doing the series any favors. Alright, it's gone now.
But yes, as you guys might've guessed, I've pretty much given up game-making and have moved on with my life. I still lurk here once in a while to see what's going on with some of my buds, but I really don't have much to say anymore other than cheap one-liners that would make Leon Scott Kennedy proud.
It's been a good run, guys. Thanks a lot to everyone who supported and defended my actions to naysayers. Thanks a little bit to naysayers who ensured that this series was never too long without drama or contraversy. Good luck to any of you still in the games race. As for me, I'm officially retired.
Instead, I guess I should say, AAV's cancelled. Haven't worked on it in almost a year now, and definitely don't got any plans to. If I ever do, I would probably scrap this whole game and make it in VX or something.
Buuuuuuut, that's not gonna happen, and it's not happening in 2k3 either as far as I can tell. In fact, I've already deleted all the tools I would need to make this with, so there's no turning back. I guess I better just take down that download, cause it is NOT doing the series any favors. Alright, it's gone now.
But yes, as you guys might've guessed, I've pretty much given up game-making and have moved on with my life. I still lurk here once in a while to see what's going on with some of my buds, but I really don't have much to say anymore other than cheap one-liners that would make Leon Scott Kennedy proud.
It's been a good run, guys. Thanks a lot to everyone who supported and defended my actions to naysayers. Thanks a little bit to naysayers who ensured that this series was never too long without drama or contraversy. Good luck to any of you still in the games race. As for me, I'm officially retired.
- Cancelled
- Neok
RPG Maker 2003- RPG
- 03/28/2011 09:29 PM
- 07/10/2012 03:14 AM
- N/A
- 89004
- 76
- 0
Posts 

Advance two tiles while the first two are looking the other way, then wait for the third one to look a different way. Just pay attention to make sure the second robot isn't about to turn in your direction.
Also, I think you may have overdone the fifth dungeon's gimmick a bit, Neok... I rarely feel that I can sneak through outside of the initial areas, and the battles are incredibly long and repetitive, so oftentimes it's just sloooooowly carving a path through the enemies. I foolishly only brought 10 flashbangs, so I had a lot of fighting to do. By the end of the dungeon, my team was in the high 40s. I would recommend perhaps removing a few or slowing them down a notch so it's actually possible to get past them without killing a bunch first?
The optional mini-bosses are also kind of disappointing. All you seem to get for beating them is the promise of being able to fight an even stronger bonus boss later, despite the fact that they require incredible wits and strength to find and defeat. Perhaps have an automatic ultima chest behind them, like in the original? (Perhaps they can respawn, and could be the only source of ultima equipment, since leaving such important items up to purely random chance isn't the best of ideas.)
The fourth dungeon was also kind of confusing. I had a hard time figuring out where to go, and then once I did, I had a hard time backtracking. Perhaps a map or something would help?
Other than that, looks great. I will eagerly await the continuation.
Also, I think you may have overdone the fifth dungeon's gimmick a bit, Neok... I rarely feel that I can sneak through outside of the initial areas, and the battles are incredibly long and repetitive, so oftentimes it's just sloooooowly carving a path through the enemies. I foolishly only brought 10 flashbangs, so I had a lot of fighting to do. By the end of the dungeon, my team was in the high 40s. I would recommend perhaps removing a few or slowing them down a notch so it's actually possible to get past them without killing a bunch first?
The optional mini-bosses are also kind of disappointing. All you seem to get for beating them is the promise of being able to fight an even stronger bonus boss later, despite the fact that they require incredible wits and strength to find and defeat. Perhaps have an automatic ultima chest behind them, like in the original? (Perhaps they can respawn, and could be the only source of ultima equipment, since leaving such important items up to purely random chance isn't the best of ideas.)
The fourth dungeon was also kind of confusing. I had a hard time figuring out where to go, and then once I did, I had a hard time backtracking. Perhaps a map or something would help?
Other than that, looks great. I will eagerly await the continuation.
I think Luck increases Critcal Hit Rate(including Drain and Siphon Succes), Evasion and the Chance of the "Item"-Ability.
To Neok: Okay, Video is recorded.
The playlist for it can be found here: http://www.youtube.com/playlist?list=PL9CF4C744ECA65F99&feature=plcp
I found bugs at:
Video 1:
Time: 15:17 While "To Dungeon" is still purple, clicking on it turns it white.
Video 4:
Time: 16:28 I noticed an enemy walking into the wall.
Time: 22:46 No idea how, but it seems like AutoBattle was selected. After hitting some buttons I got it to fix to itself.
Time: 1:09:36 The Tower uses an Energy Field A. Probably should be Energy All A.
Time: 1:50:37 There it is. Stiver starts the battle with increased AP. The bug continues until the end this video part, but affects mostly Celia then, who because of the Ex+-Ability also has an increased Ex at the beginning of the fights.
However I didn't noticed it until about 2:03:58.
Seems like it doesn't have to only affect the last character.
It's temporarily fixed after I saved and loaded the game again at the end of the video/beginning of the next video.
Video 5:
Time: 1:17:36 There it is again. One can also see that Stiver gains 4HP at the start of the battle.
I think these are all I encountered.
To Neok: Okay, Video is recorded.
The playlist for it can be found here: http://www.youtube.com/playlist?list=PL9CF4C744ECA65F99&feature=plcp
I found bugs at:
Video 1:
Time: 15:17 While "To Dungeon" is still purple, clicking on it turns it white.
Video 4:
Time: 16:28 I noticed an enemy walking into the wall.
Time: 22:46 No idea how, but it seems like AutoBattle was selected. After hitting some buttons I got it to fix to itself.
Time: 1:09:36 The Tower uses an Energy Field A. Probably should be Energy All A.
Time: 1:50:37 There it is. Stiver starts the battle with increased AP. The bug continues until the end this video part, but affects mostly Celia then, who because of the Ex+-Ability also has an increased Ex at the beginning of the fights.
However I didn't noticed it until about 2:03:58.
Seems like it doesn't have to only affect the last character.
It's temporarily fixed after I saved and loaded the game again at the end of the video/beginning of the next video.
Video 5:
Time: 1:17:36 There it is again. One can also see that Stiver gains 4HP at the start of the battle.
I think these are all I encountered.
author=argh
Also, I think you may have overdone the fifth dungeon's gimmick a bit, Neok... I rarely feel that I can sneak through outside of the initial areas, and the battles are incredibly long and repetitive, so oftentimes it's just sloooooowly carving a path through the enemies. I foolishly only brought 10 flashbangs, so I had a lot of fighting to do. By the end of the dungeon, my team was in the high 40s. I would recommend perhaps removing a few or slowing them down a notch so it's actually possible to get past them without killing a bunch first?
I've changed this part so that depending on how lucky you are, you might get away without fighting anything. That should help ease up some of the tedium.
author=argh
The optional mini-bosses are also kind of disappointing. All you seem to get for beating them is the promise of being able to fight an even stronger bonus boss later, despite the fact that they require incredible wits and strength to find and defeat. Perhaps have an automatic ultima chest behind them, like in the original? (Perhaps they can respawn, and could be the only source of ultima equipment, since leaving such important items up to purely random chance isn't the best of ideas.)
I've balanced the game to be played without Ultima equipment being necessary. They're meant to be a nice bonus for anyone lucky enough to find one, and by no means should you be able to easily equip your party with a full set of them.
Instead, I guess I can toss regular Field equipment hand-me-outs for each of them. Since that's something you can't buy or find all that easily, and it's not such a big bonus that people who've already played past those points won't be missing out on anything that can't be easily replaced later.
author=argh
The fourth dungeon was also kind of confusing. I had a hard time figuring out where to go, and then once I did, I had a hard time backtracking. Perhaps a map or something would help?
I'm afraid I won't be doing anything here. Sorry, while I understand what you mean, it's not a big enough problem in my eyes to be worth putting effort into fixing. I hope you understand.
Thanks for the feedback. Things are going a lot slower now, but I'm making progress.
author=DarkNem
what does LUC mean ? :S
edit: luck i guess ? what it affect ? :\
Listen to Krazy. He has the right idea. It basically affects things related to chance.
author=Krazy_Kakadu
I think Luck increases Critcal Hit Rate(including Drain and Siphon Succes), Evasion and the Chance of the "Item"-Ability.
To Neok: Okay, Video is recorded.
The playlist for it can be found here: http://www.youtube.com/playlist?list=PL9CF4C744ECA65F99&feature=plcp
Thanks a lot for this. It's really telling of what goes through a player's head as he/she makes progress (For example, I guess I better explain how the second dungeon's gimmick works, right at the start). I'll definitely be taking a closer look later to try and fix things up.
I've actually gotten the "chara takes a turn before battle starts" bug a couple times. To be honest, I have no idea what's causing it, nevermind how to fix it, since it doesn't seem like there's any set conditions for making it happen (like you, I've had it happen, reloaded the game, and tried the exact same battle again, only to have it not happen at all). I'll keep an eye out on it, but I doubt I'm going to be able to fix whatever's causing it.
Thx :D
also, whats the deal with those 'secret' Exits ? I found a red arrows, but dunno what to do with 'em, nothing works. I think its unfinished for now, or maybe broken D:
also, whats the deal with those 'secret' Exits ? I found a red arrows, but dunno what to do with 'em, nothing works. I think its unfinished for now, or maybe broken D:
also, whats the deal with those 'secret' Exits ? I found a red arrows, but dunno what to do with 'em, nothing works. I think its unfinished for now, or maybe broken D:
Yeah, the red arrows don't work right now. I think it'll only be unlocked after all the secret bosses are defeated, similar to the Orbital Prison.
By the way, Neok, about the fourth dungeon thing...I just recently thought of something that might be an easy fix (well, two things, I suppose): One, I was rather confused about how the teleportation worked at first. Perhaps it would help if Seirra explained a little about how the crystals work? (Like how the pillars are connected, or something) Two, the main thing I got lost on was backtracking. I often found it difficult to get from one of the corner areas back to the hub, especially since teleportation was often involved (and if I screwed that up, I'd be on the other side of an impassible wall again, back where I started). Maybe add a few more ledges/one-way passages that lead back to the hub?
Well, good job so far anyway. I eagerly await the next update.
Hello neok, it's me Duncan, happy to see that the game has been launched, congrats on for making it!.
Also i have a bug to report, i cannot open the game on the Editor, i wanted to take several photos to the maps of the areas to start making a guide of sorts for this game and i get something i can translate like this: the data on the map columm are wrong/erroneous.
Also i have a bug to report, i cannot open the game on the Editor, i wanted to take several photos to the maps of the areas to start making a guide of sorts for this game and i get something i can translate like this: the data on the map columm are wrong/erroneous.
nice game pretty good reach disk two when will be ready for dowloading playing the only part that was hard was dungeon 2 city with the robots pretty good game
@Neok problems with the game, after visiting the cementery the game crashes the exact error is: "Event script referenced an event that does not exists. "
i am thinking of downloading again the game to see if it was a bad download, but i dont think so, it seems that when neo re designed the game he forgot to add one event (i am curious as to why it happened)
Whats the original of "Fgt (3 Special) Ikitsuki Ikitsuki Daikitsuki - Bad Time ~Lover in the Rubber~" ?
Just love this music, but cant find where it from, google gives nothing to "Ikitsuki Ikitsuki Daikitsuki - Bad Time ~Lover in the Rubber~" :\
Just love this music, but cant find where it from, google gives nothing to "Ikitsuki Ikitsuki Daikitsuki - Bad Time ~Lover in the Rubber~" :\
Between the the randomed maps of the old AAV and the current release, the improvement is huge. The addiction of the new item shop also helps a lot evening out the difficulty of some battles, especially when you lack gear like at the beginning of the game.
I found out that the two levels where you end up grinding the most are the Monolith Cathedral and the City respectively. Mainly because a slight mistake brings up a fight; and then you have to re-do it again:p
About the bosses: the fourth level one is, without any doubt, the hardest among them all. X is also surprisingly tought, due to being vulnerable only to fire. (BTW how does the colors on monsters and bosses work? I thought X was vulnerable to SHO, since his name was yellow, only to find out I could only scratch him).
Looking forward for disc 2!
I found out that the two levels where you end up grinding the most are the Monolith Cathedral and the City respectively. Mainly because a slight mistake brings up a fight; and then you have to re-do it again:p
About the bosses: the fourth level one is, without any doubt, the hardest among them all. X is also surprisingly tought, due to being vulnerable only to fire. (BTW how does the colors on monsters and bosses work? I thought X was vulnerable to SHO, since his name was yellow, only to find out I could only scratch him).
Looking forward for disc 2!
author=Datau
(BTW how does the colors on monsters and bosses work? I thought X was vulnerable to SHO, since his name was yellow, only to find out I could only scratch him).
If I remember correctly from the helpfile, the colour of the text of enemy names represents their types. They may be robot, human, mutant, etc. It might apply differently to bosses with weakness-wise.
author=CyrusBlueauthor=DatauIf I remember correctly from the helpfile, the colour of the text of enemy names represents their types. They may be robot, human, mutant, etc. It might apply differently to bosses with weakness-wise.
(BTW how does the colors on monsters and bosses work? I thought X was vulnerable to SHO, since his name was yellow, only to find out I could only scratch him).
Figured out the reason beyond this dissonance: named characters share the same colour in battle as the one on their name. X has a yellow name and is coloured yellow in battle, despite being very vulnerable only to BRN.
I'd like to point out a couple of suggestions:
First, we could really use some starting equipement right at beginning, maybe one of each elemental sync. This has already been suggested before, and I like it a lot. At this point of the game these things are expensive!
Second, IMHO bosses don't give enought XP after being defeated. AAG had about 40 bosses only for the main quest, and even then some grinding was necessary to survive in the toughtest fights. Since AAV will be a lot more short, and the difficulty curve is generally steeper, there should be a way to compensate for this. Doubleing the XP gained from them could work.
Well, there is some logical deduction you could use -- X is very clearly mutated, so it makes sense that he would be vulnerable to Burn.
I like your other suggestions. The elemental rock-paper-scissors in this game is very important, so only having Force is pretty crippling.
I like your other suggestions. The elemental rock-paper-scissors in this game is very important, so only having Force is pretty crippling.
This is the most phenomenal decline in quality from game to sequel that I've ever seen.
I was going to be civil but fuck it. I know that you know how to make a good game. Everyone here's played Genesis. And I know that you know how tell a good game apart from a bad one. If Genesis hadn't been quite so excellent, I'd give you the benefit of the doubt, but it was, so I KNOW you can't possibly think this thorny, unplayable dramabomb of a sequel possibly qualifies. I am forced to ask: in the intervening years since making the first one, what in God's name could have possibly compelled you take your universally-beloved indie IP, strip out everything that made it fun or charming, slather it in liberal amounts of hilariously jarring drama, prop it all up with the most thinly veiled Junior High allegory of the Japan bombings ever put to fucking print and then release it to an unsuspecting public?
What a letdown. I'm not even mad and am way past being disappointed; this entire game feels like someone telling you to close your eyes and open your mouth and then suckerpunching you in the stomach.
Oh and please, don't even start with "OMG YOU'RE SO ENTITLED IT'S FREE", because I and I'm guessing everyone else here bitching would have LEGITIMATELY PAID to see a real sequel. There's FAR worse games than the original floating around on Steam, just for one.
I just don't even...Screw it. Good luck to you.
I was going to be civil but fuck it. I know that you know how to make a good game. Everyone here's played Genesis. And I know that you know how tell a good game apart from a bad one. If Genesis hadn't been quite so excellent, I'd give you the benefit of the doubt, but it was, so I KNOW you can't possibly think this thorny, unplayable dramabomb of a sequel possibly qualifies. I am forced to ask: in the intervening years since making the first one, what in God's name could have possibly compelled you take your universally-beloved indie IP, strip out everything that made it fun or charming, slather it in liberal amounts of hilariously jarring drama, prop it all up with the most thinly veiled Junior High allegory of the Japan bombings ever put to fucking print and then release it to an unsuspecting public?
What a letdown. I'm not even mad and am way past being disappointed; this entire game feels like someone telling you to close your eyes and open your mouth and then suckerpunching you in the stomach.
Oh and please, don't even start with "OMG YOU'RE SO ENTITLED IT'S FREE", because I and I'm guessing everyone else here bitching would have LEGITIMATELY PAID to see a real sequel. There's FAR worse games than the original floating around on Steam, just for one.
I just don't even...Screw it. Good luck to you.
I disagree.
First of all: AAV is not complete yet. I find it hard to judge a game of which I have not seen the very end. In the worst case scenario, some stuff could still be removed/modifyed by Neok if he were to came up with something better. Have you ever considered the possibility?
AAG is Neok's jewel. Nobody will ever question that. But it still has it's flaws, some of which were definitively fixed by AAV. Statuses effects so powerful that could break the game? removed. Repeatingly performing actions that only gave EX and AP to some characters? no more.
Instant mass resurrection up to 2000 HP to each character? this would only lower AAV's difficulty, which is intenctionally higher than in Genesis.
10 playable characters are just too much: AAV has six, plus maybe one temporary party member or two. Bonus points if they are OP.
Just saying.
First of all: AAV is not complete yet. I find it hard to judge a game of which I have not seen the very end. In the worst case scenario, some stuff could still be removed/modifyed by Neok if he were to came up with something better. Have you ever considered the possibility?
AAG is Neok's jewel. Nobody will ever question that. But it still has it's flaws, some of which were definitively fixed by AAV. Statuses effects so powerful that could break the game? removed. Repeatingly performing actions that only gave EX and AP to some characters? no more.
Instant mass resurrection up to 2000 HP to each character? this would only lower AAV's difficulty, which is intenctionally higher than in Genesis.
10 playable characters are just too much: AAV has six, plus maybe one temporary party member or two. Bonus points if they are OP.
Just saying.
Ynot, civility is not optional. If you're going to cause such a scene, why should people bother reasoning with you?
Oh and please, don't even start with "OMG YOU'RE SO ENTITLED IT'S FREE", because I and I'm guessing everyone else here bitching would have LEGITIMATELY PAID to see a real sequel.Actually yes, that is entitlement. This is not Neok's job, it's his hobby. If you want him to quit his day job and employ him yourself, then go ahead. We'll wait.








