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Announcement

This is it.

Ok guys. I probably won't be releasing anything else for this game in terms of playable content. Yeah, no 3.0 with the new run system. I really don't feel like it any more and I'm working on other things.
I'm declaring Cosplay Crisis finished unless massive game breaking bugs suddenly rear their heads.

Also: I AM NEVER MAKING A SEQUEL. Cosplay Crisis will not share that with Final Fantasy. Why? Because I don't think I can stick to the original premise well enough in any sort of continuation of the story.

If you would like clarification on any plot elements I didn't elaborate on (Yagami is probably in this list) feel free to PM me, since I do have all those explanations planned out. In retrospect it was probably silly to include them, but oh well.

Game Design

The theory of velocity and movement



I'm sick of the dash script. Sick of the crap. Sick of the cutscenes being ruined, and I'm tired of the complaints. So...I'm going to humour you.

I just spent...4 hours? eventing a 'dash' system like FF8's. AKA, you don't have to press anything. Holding SHIFT makes you walk. The characterset returns to standstill when you're not pressing anything. It's a lot more seamless than the scripted one, shouldn't screw with my cutscenes because of how it's evented, and covers all characters who end up party leader. This wasn't possible with any scripts that are available with RMXP, most dash scripts only...make you dash when you hold a button.

If anyone likes I'll add a tutorial for it some time, but since you CAN use scripts for the same purpose in VX/A it's kind of obsolete. We'll see.

Additionally I'm adding a reference Journal in the menu with terms, encountered characters, and locations- and unlike the terminal, the data will be short, and it will cover most minor characters. The count is currently at 37.
I'm considering adding a battle sequence before the part where Kumo wakes up. It'll explain a few things, namely Miri's phonecall, but will avoid addressing too much. Also I kinda wanted to put the player in control of something a bit more awesome before the normal stuff, and additionally, I wanted to clarify that yes, there will be swords. Big ones.
I actually haven't decided on the setting of it yet. There's a few things I could do (I wouldn't mind going into the slum areas for some hoobadoodaas) but I don't know yet. Anyone got any suggestions?
/me makes it nature just so the first maps of the game are nice looking.


In case I haven't mentioned it, I have improved the town square maps. They're still big, but I have increased your overall speed anyway so that's not going to matter too much. They're a bit less unslightly and have more...stuff. I'm not good with the 'stuff' in cities. Nature maps sure, but cities ugh. Man.

Anyway, yeah. I'm going to do some more testing and try and fix up a few things. Most of the confusion with the plot can basically be narrowed down into fixing up two cutscenes- one of them when Miri tells you you're going to Tokyo, and the other one being the introduction, which will clarify the setting better.

Anyway toodles. Gotta test my dash code.

Player speed is now set to 4
Walk speed is 3
5 caused you to overshoot exits and stuff. It's too fast to be viable long-term.

Announcement

Glitch Patch

http://rpgmaker.net/users/SorceressKyrsty/locker/GlitchPatch.rar

This fixes the issues with being able to return to the train station when you're meant to go to Levi's house (and it points you in the right direction). This also applies with heading back after the Reactor mission- the game tells you that you have to go to sleep ^^.
This also prevents leaving Forest of Despair until you've found all the people. You can also leave it after the area becomes available as a side-quest.

My sincerest apologies to NicoB about encountering that glitch and getting lost!

Game Design

Slight Changes Incoming Soon

I've been watching NicoB's Let's Plays of this game, and most of the issues he's having with the game are small and relatively easy to fix, so I am doing so. The issue he had on the plane and in the Forest of Despair are relatively major so I've remedied those as well as making improvements to the Town Square maps (mostly I've changed the floor tile, added some vending machines, other points of interest.)

I'm considering adding minor narration by Kumo. It's already present in a small way, but I was thinking of extending it so there's more info into the world/the roles Levi and Kumo play earlier into the story. For those who have completed the game, do you think this is necessary? The game does start to explain itself post Gold Saucer, but depending on how you play that can be 3-4 hours into it. I mean, not as long as FF13 or something, but the game's only ten hours long...

OPINIONS ARE GREATLY APPRECIATED KTHNX!

Announcement

Map bug!

Noel_Kreiss discovered you can't actually get out of the (optional) caves in the Forest of Despair.

To fix just put this in you map folder:
http://rpgmaker.net/users/SorceressKyrsty/locker/Map072.rxdata

I'm gonna try and get 2.2 uploaded ASAP.

Miscellaneous

Twist...Licorice twist...

CC's been out for a few weeks now and I know people have completed it (congrats guys! Just so you know, my testers didn't get past Aetas. :c )

On that note there's actually something I fretted about for a while. The final dungeon was originally going to be the secret ending, as with the final boss. In the end, with how the story panned out, I thought it'd be a better move to have that as the ending instead.

Did you feel it was appropriate? Made sense? Concluded the story? It didn't feel too out of the blue, did it? I'm really curious to player's reactions to this section of the game because I feel quite strongly about that aspect of the storyline. (One particular time, I got very emotional during the Aetas boss fight- and as the writer, that's saying something! D: )

On the note of completion, playtimes? I'd like to know if I should raise the playtime on the description (9 hours was my accumulated time.)

and all of this without any spoilers

Remember, not everyone's finished! Please put any end-game related spoilers in hide tags.

Miscellaneous

Optional Patch for 2.1

In the current version, accessing DSRC was disabled. This fixes a couple of DSRC bugs and enables access to the dungeon. Enjoy, you masochistic people.

http://www.mediafire.com/?toqvu94haj9sqds

Along with that I thought I'd address 'major' bugs that I know are present but I can't fix.

-Anything with materia.
-If you save on the world map once you have the Ragnarok, close the program, and re-open it, your ship will be back in Tokyo. For the love of christ, don't do it!
-The 'Blasting Zone' animation appears over the Battle Status. I fiddled with it far too much as it is, so I left it.
-There's some issues with the item menu and the battle status when in battle. I have tried MULTIPLE TIMES to fix this, and haven't been successful. I'm sorry guys, I'm not a programmer, and I couldn't figure out what was wrong.
-Some bosses in the final battles don't appear immediately. I don't know why that happens- I've tried fiddling with it but couldn't fix it.
-Common event skills don't update the battle status straight away (1000 Needles and Shock). I tried to fix this, too, but couldn't fathom a way to fully refresh the battle status through the common event call...so it has been left.
-If you try to save when CC is lagging or you have a ridiculous amount of saves (depends on your computer- my one is quite powerful, so I have about 45 saves and don't get this) the save system MAY hang. I recommend playing CC without anything else open so it has lots of RAM to chew through. RMXP's fault, not mine. The anti-'script is hanging' script didn't play well with CC, before you suggest it.
-If you use a Kumo/Levi limit break while critical, the characters won't reappear immediately. I'm not sure why this is, and haven't got a clue how to fix it.


Now, I'll be uploading 2.2 soon, but keeping the 2.1 download up. Why? Because 2.2 will have a new script installed (damage cap) which DOES NOT SUPPORT SAVE GAME TRANSFERRAL. So, 2.2 will NOT be compatible with your old save games. 2.1 still does, and functions pretty much the same way as 2.2, except it's possible to break 9999 with a number of different skills ( Off the top of my head, at level 24+ Lionheart (Levi) and another skill from the DSRC section (Kumo) do around 13000+). 2.2 will have everything that the optional patch has added and probably a couple of fixes regarding party switch.

Toodles!

Announcement

Kyrsty has been afflicted with the 'Pointless' status! ('Holy Water' required to cure)



Rather than waiting through another round of testing where I don't get anything done for six months (which would be Pointless), I've uploaded 2.1 (fixed starting positon).

You can grab it here or you can wait for the download approval. This version is .RAR and (obviously) hosted on Mediafire. Please note there might be a slight chance of a corrupted archive in either file...I'm not sure. The one hosted on RMN is packaged as a .ZIP and is 10mb larger due to .ZIPs second rate compression.

Enjoy!

Announcement

OMEGA TESTING


W.I.P!!
Ok guys, I've done as much as I could, I think. I have a very long bug list and I'm not going to share (unless requested)
Right now this is an open testing phase. Anyone can help out if they feel like doing so.

This is the game download:
http://www.mediafire.com/?amh8bxk4334uvq0
and this is the Save File Package:
http://www.mediafire.com/?6dhoi13cc2vw7o4

There is one save game included just so Continue is available. Just drop one of these saves in after installation to test. REMEMBER TO CHECK YOUR PARTY, EQUIPMENT AND MATERIA. You may play differently to me, so set it up as you see fit. My party consists of Kumo, Lulu and Levi in most saves past Volcanic Tunnels.

Introduction to first Save Point. (obviously no save! just start a new game XD)

First Save Point (Stairwell) to second Save Point (town square) (begins at Save 15)

McDonald’s scene to town square save point (post reactor) (begins at Save 16)

Town Square to Airport (put in a save point at the airport) (begins at Save 17)

Aeroplane to Forest of Despair (begins at Save 18)

Forest of Despair to first Tokyo Save Point (begins at Save 19)

Back Alley Save up to Infirmary (begins at Save 21)

Infirmary up to Exhibition Tower (begins at save 22)

Exhibition Tower up to Kyer’s portion (starts at Save 23)

Kyer’s Portion through to Mt. Fuji (starts at save 24)

Mt Fuji up to the Ragnarok (starts at save 25)

Ragnarok section up until Kumo returns as party leader (save 26)

Volcanic Tunnels (save 27)

Oak (starts at save 28)

Aetas (starts at save 30)

Looking For Beatrix- up until Kyer returns (starts at save 31)

Miehlebin- up until Levi takes over party control(save 33)

Banora (save 34)

Kumo’s Mind (save 35)

Omniax Building Part One- up until beginning of Underground Laboratory (save 37)

Underground Laboratory and Final Battles (save 39)

SIDE QUEST SECTIONS
Obtaining Zane (starts at save 29)

Glaciera(save 32)

DSRC (save 38)

Forest of Despair (Return) (save 36)

The game has been HEAVILY TESTED since the last release and should be playble right through without any game breaking bugs (yay)?. I went through a lot of the game doing just that- not saving. There are a LOT of changes. Adjustment to certain bosses, HP values, money drops, what materia is available, battle frequency, an ENTIRE NEW DUNGEON, fully comprehensive Terminal system with info on every major character, location and the 'introductory' events, a new ending cutscene (that, lol, nobody saw the first one :p) that I just didn't have time to add before- and don't forget the full set of redrawn facesets. A lot did make the cutting room floor, sadly- Chocobo Betting never made it in, nor did the entire sequence transcribing some backstory- most of it is implied in the game anyway. If you want to hack the game to view the two scenes I actually got done, go right ahead- just don't screw with my hard work, ok?!
Other things didn't make it in either- there was plans for a rescue sequence where you save the SquareEnix team from zombies, much to their shock, concepts for chocobos on the world map, etc, etc etc...

Depending on the level of bugs and their severity in this version, I might not end up doing much besides another reupload missing the Save1 file and an added script (which needed a New Game to operate correctly)- Damage Cap. Thanks to game_guy for writing this script, along with the Stat Breaker, used to give the final boss final form a whooping total of 178345 HP. If you play your cards right, though, the entire battle's a breeze. Just pay VERY STRICT ATTENTION TO ELEMENTAL WEAKNESSES EARLY IN THE GAME IN ENEMIES THAT ARE SIMILAR TO THE FINAL BOSS. I AM BOLDING BECAUSE OF IMPORTANCE.

Anyway, enjoy guys! /not expecting many testers

Announcement

Yes, it is I!

I have made my glorious return! And oh, what a glorious return it is~



Just a preview of the new facesets, and I'll be uploading new screenshots soon. I have been working my butt off to get the game playable again, and I just have a few more areas to test out before I dub it ready again for another playthrough.

I will be looking for some testers, and I've made it easier for all of you. The game has been divided into several sections, ranging from 5 minutes to a couple of hours, but far less than the full game. It covers everything from scenes to dungeons. Once I have the game uploaded, you just take a save, plug it into the game's folder, and take notes on the section. That way the testing will actually get done this time.

Here's what's new in my version (and I have 6 pages of bug fixes as well, so don't think this is all of it...)
Updates:

Fixed two teleport bugs in alley (occured due to a map being moved over a couple of spaces).
Encounter variation on world map expanded (now includes Isle/Island closest to Heaven/Hell- watch out!)
Beach cutscene now accessible
Fixed passability fault in alley and acaridae suburbia
Cactuar enemy added
Boss agility increases
Money drops halved
Rainbow no longer appears when you obtain the second keycard
Various fading issues fixed
Ragnarok now has a BG
Fixed all instances of 'disappearing enemy syndrome' (main culprits being Reno and Shiva).
Miehlebin now has a battle background! Yay! ^^
Default fonts now all match (no more Verdana for messages :O)
Kumo's first dash graphic now matches the walking sprite
Item menu display has been fixed, while Status and Name Input windows now display facesets, party switch and save displays have also been slightly altered
Fully remade facesets- Kumo's hair now spikes up, too
Exiting a submenu in the main menu used to have the cursor move to weird options- such as onto 'Materia' after leaving 'Save'. This no longer happens.
Exiting 'Cellphone' and 'Config' now brings you back to the menu.
You can now select which party member you wish to equip materia to.
'Elemental' and 'Added Effect' materia now usable!
Characters now perform victory poses
DO NOT SAY ANYTHING ABOUT THE VICTORY POSES, I KNOW THEY ARE RIDICULOUSLY DIFFERENT TO THE REST OF THE SPRITE. I CAN'T SPRITE THAT BAD ANYMORE :/
New 'Synergist' command materia to boost elemental defenses!
All dash poses should have all graphic glitches fixed
Unlike last time where I said everyone got three limit breaks and they didn't (especially Lulu, who got ONE) everyone honest to goodness gets three limit breaks by end game. Except maybe Miri.
Zane's weapons now have icons, and he, like everyone else, learns three limit breaks.
Cellphone and Battle Result have been altered to reflect the 3-member maximum party. Additionally, the Menu Status window has also been altered slightly and spacing changed in a number of other menus.
Terminal/Datalog now fully comprehensive- and an additional subquest in itself. Unlocking everythingwill take a player with great perseverance- plus, as an added taunt, all non-unlocked items are transparent folders. THEY WILL ALWAYS HAUNT YOU.
Entirely new dungeon and the ability to return to the Forest of Despair.