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Announcement

IGMC Version Released!

https://crazetex.itch.io/ashes-of-roses

Feel free to download from either site, it's the exact same.

Please enjoy. It's a fast-paced blast through most of the story, and I pray to the heavens above that it keeps working fine. ;V

Progress Report

Wanna Try the Demo of the IGMC Version!?

"Isn't IGMC over in five days"

yeah.

"So what is this even a 'demo' of!??"

almost everything. i haven't made the enemy skills/ai for the final bosses yet so it's like 70% of the game. i also haven't polished the main menu, made a title screen or logo, little things like that.

"oh then why put this up now"

battle balance testing, if anybody wants to tell me if they're not psychic enough to understand my intentions..........

got what i needed from slash so i'm taking the download down for locker space lol. if you did play it and have any input, please let me know!

f5 makes it fullscreen, f6 changes resolution scaling. i suggest just pressing f6 until the window is a size you like. i need to improve this or at least put buttons for it in the game but ehhhhh

if you decide to test this for me, please let me know (beyond your thoughts in general ofc!!!):

1) how long it took you to get to what part
2) which, if any, fights you died to
3) is there something that didn't make sense and wasn't an obvious "craze is gonna spend five days polishing this" thing?


<3 thanx <3

Miscellaneous

Contest Script Release

Hey all,

Since this game (at least the first version) is being made for for the IGMC 2018, I'm purposefully not using various scripting I've done that's not either released on RMN or in a publicly-open game (like the original Wine & Roses)... except this snippet I wrote for Karsuman and I's two+ year background project, codename: Broken Scythe. Will that ever see the light of day? I don't know!

But this snippet will, as it only felt right to release it publicly in the spirit of the contest. I cleaned it up, added enemy-checking functionality, and so here it is:

Equipment Tags

It'll let scripters easily check if a battler is either a specific enemy type or if an actor is wearing a specific type of armor/weapon. For example, I use it to make one of Argent's Gifts work:



As you can see, it has <tag: doublecounter>...



...and counterattacks (I'm lazy, they just use the "default" attack lol) have a custom damage tag from Yanfly's lunatic damage scripts...



...so it can be easily run here. Because e_tag? is battler-agnostic, it will check both enemies and actors -- so it'd be super easy for one of my annoying countering enemies to deal even more damage. >:)

Thats all, peace!
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