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better games
or hassle liberty to add the category of squallbutts, as this game qualifies
if you weren't aware that levi's bare ass was in this game, now you are
or hassle liberty to add the category of squallbutts, as this game qualifies
if you weren't aware that levi's bare ass was in this game, now you are
Announcement
Patch 3.0 Update Notes
Major System Adjustments
Players will no longer need to hold down 'SHIFT' in order to sprint. Holding down shift now allows the player to walk.
Restoration values of all items are now in the item description.
Battle System Adjustments
The 'Sustain' Materia is now attainable.
The 'Haste' Materia is now attainable.
Major and minor stat adjustments have been done to all 7 playable cast members.
Main Story Adjustments
A new intro sequence has been added.
New cutscenes have been added.
The location 'Ruins of Banora/The Hive' has been entirely reworked.
Dialogue has been adjusted across the game to remove direct derogatory terms and clarify unclear plot points.
A large number of adjustments to boss fights, primarily focused on the games last boss rush. The Final Boss has been entirely reworked.
Side Quest Adjustments
The encounter rate in 'Deep Sea Research Center' has been adjusted to be at a playable level.
Shiva Materia is now attainable.
Leviathan Materia is now attainable.
Bahamut Materia is now attainable.
A shortcut has been added to Mt. Fuji to allow for easier submission of Kupo Nuts.
Ultima Weapon (Kumo), Ultima Weapon (Zane) now require a boss clear.
Shooting Star (Kyer) can now be obtained.
Collectables/Loot can be sold for more to vendors.
Certain dungeons have had roadblocks removed or redirected.
Graphical/Audio Adjustments
Certain characters now have updated or new limit break animations.
The entire soundtrack bar 3-4 songs has been replaced.
A large majority of maps have been reworked. Significant passability testing has been donethough I can't guarantee anything
Bug Fixes
The item window no longer cuts into the battle status.
The Equip menu now displays equippable slots correctly.
Lulu's 'Seal Evil' is considered a limit break.
Over 200 major and minor bug adjustments across the entire game.
Players will no longer need to hold down 'SHIFT' in order to sprint. Holding down shift now allows the player to walk.
Restoration values of all items are now in the item description.
Battle System Adjustments
The 'Sustain' Materia is now attainable.
The 'Haste' Materia is now attainable.
Major and minor stat adjustments have been done to all 7 playable cast members.
Main Story Adjustments
A new intro sequence has been added.
New cutscenes have been added.
The location 'Ruins of Banora/The Hive' has been entirely reworked.
Dialogue has been adjusted across the game to remove direct derogatory terms and clarify unclear plot points.
A large number of adjustments to boss fights, primarily focused on the games last boss rush. The Final Boss has been entirely reworked.
Side Quest Adjustments
The encounter rate in 'Deep Sea Research Center' has been adjusted to be at a playable level.
Shiva Materia is now attainable.
Leviathan Materia is now attainable.
Bahamut Materia is now attainable.
A shortcut has been added to Mt. Fuji to allow for easier submission of Kupo Nuts.
Ultima Weapon (Kumo), Ultima Weapon (Zane) now require a boss clear.
Shooting Star (Kyer) can now be obtained.
Collectables/Loot can be sold for more to vendors.
Certain dungeons have had roadblocks removed or redirected.
Graphical/Audio Adjustments
Certain characters now have updated or new limit break animations.
The entire soundtrack bar 3-4 songs has been replaced.
A large majority of maps have been reworked. Significant passability testing has been done
Bug Fixes
The item window no longer cuts into the battle status.
The Equip menu now displays equippable slots correctly.
Lulu's 'Seal Evil' is considered a limit break.
Over 200 major and minor bug adjustments across the entire game.
Announcement
Addressing something important
Hi All, I bet you're all wondering where this notif is coming from and why.
Recently I've waxed nostalgic over the game, as it's now less than six months to the game's true 10 year anniversary (2.2's upload date was Feb 2012 I think), as well as some new people coming into play the game. Although it has been 10 years, it seems Cosplay Crisis still attracts new players from time to time, even though they don't interact with the gamepage.
This brought to my attention something: the use of the word "r*tard" in the game's intro. This is a pretty serious slur, and I had entirely forgotten about its presence, but seeing it I felt a pang of guilt and disappointment in my younger self.
I obviously don't speak like that anymore, and while I could make the excuse of it being a 'different time' back then, honestly 2011-2012 it was still a pretty shit word to use. Kumo, the culprit, isn't exactly a thoughtful noodle about it either, and I have a vague recollection of putting it in to reflect the fact he can be kind of a dick, but regardless of my intentions it has no place in the game at all, and especially not one that is not countered or addressed as being shitty by the rest of the cast.
So, if you saw it and felt hurt by it, by my use of it, I apologise, deeply and sincerely. It was wrong, I was wrong to use it, and I completely understand if you choose not to forgive me for it, because there are no excuses. Please do not try to excuse me in the comments here, nor do not accept the apology if this meant nothing to you - it is not for you. I should've known better, and that's the long and short of it.
My gut tells me there are probably other examples somewhere in the game. I could very much just upload a version with those pieces of dialogue removed, but...given the state of the game, I might as well do another bug purge, fix up mapping errors, and repair any incongruities in the narrative, if I'm in a position of obligation to upload. I still remember exactly what the plot was, ten years after the fact.
So consider this a formal announcement of an Anniversary Edition/3.0, which I'll release 10 years to the day of 2.2's upload. More likely than not, I'll still have bugs. The fact the game runs is a miracle in and of itself. But it won't have frankly alarming and poor word choices which'll be nice.
I'll save any further details for later, as the first part of this is really the important bit, but feel free to ask questions (or request features?) in the comments below.
Recently I've waxed nostalgic over the game, as it's now less than six months to the game's true 10 year anniversary (2.2's upload date was Feb 2012 I think), as well as some new people coming into play the game. Although it has been 10 years, it seems Cosplay Crisis still attracts new players from time to time, even though they don't interact with the gamepage.
This brought to my attention something: the use of the word "r*tard" in the game's intro. This is a pretty serious slur, and I had entirely forgotten about its presence, but seeing it I felt a pang of guilt and disappointment in my younger self.
I obviously don't speak like that anymore, and while I could make the excuse of it being a 'different time' back then, honestly 2011-2012 it was still a pretty shit word to use. Kumo, the culprit, isn't exactly a thoughtful noodle about it either, and I have a vague recollection of putting it in to reflect the fact he can be kind of a dick, but regardless of my intentions it has no place in the game at all, and especially not one that is not countered or addressed as being shitty by the rest of the cast.
So, if you saw it and felt hurt by it, by my use of it, I apologise, deeply and sincerely. It was wrong, I was wrong to use it, and I completely understand if you choose not to forgive me for it, because there are no excuses. Please do not try to excuse me in the comments here, nor do not accept the apology if this meant nothing to you - it is not for you. I should've known better, and that's the long and short of it.
My gut tells me there are probably other examples somewhere in the game. I could very much just upload a version with those pieces of dialogue removed, but...given the state of the game, I might as well do another bug purge, fix up mapping errors, and repair any incongruities in the narrative, if I'm in a position of obligation to upload. I still remember exactly what the plot was, ten years after the fact.
So consider this a formal announcement of an Anniversary Edition/3.0, which I'll release 10 years to the day of 2.2's upload. More likely than not, I'll still have bugs. The fact the game runs is a miracle in and of itself. But it won't have frankly alarming and poor word choices which'll be nice.
I'll save any further details for later, as the first part of this is really the important bit, but feel free to ask questions (or request features?) in the comments below.
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.
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!
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!
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.
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.
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!
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!