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Announcement

3.2 Changelog

Hi All,

Long time coming since the Anniversary release, but I burnt myself out on it, and ended up rushing out 3.0 due to an arbitrary deadline.

As per gamepage reports, 3.0 suffered from a handful of move route softlocks, which I discovered arose due to the new sprint system added with the 3.0 release. These should all be fixed with 3.2.

Due to these softlocks I doubt anyone got far enough to realise, but as it turns out the game was completely unfinishable in its released state as the Hive/Banora Ruin Facility wasn't functional. It was this section that was worked on last before releasing, and I apologise to any who did reach this point and realised they couldn't progress.

Obviously, this entire section has been revised and is completable in its entirety.

Other changes to the game include:

Replaced some battlebacks and animations (as well as fixed some of them)
Slight EXP and Materia rebalancing (this is not retroactive so if you have current saves, they will not be affected.)
Fixed Bahamut's countdown into Megaflare
Various passability issues, which of course. This is never going to be perfect. But there should be no instances of passability softlocking the game, IDEALLY. If there are any remaining please report them to me ASAP so I can update the game version.
The 'Sustain' Materia can now be obtained and bought from some Materia shops.
(Adjustments were also made to its MP costs but since it wasn't obtainable nobody is gonna know what I did anyway)
More Kupo Nuts have been added to the game, so the Kupo Nut quest should definitely be completable (as I think there are more nuts than rewards). I guess we'll see? (This is the means to obtain the only Ribbon in the game).
The Green Propagator in the Ragnarok now uses a group Slow instead of a group Sleep, hopefully preventing an unfair gameover.
Aio/Seifer's battle graphic during the second encounter with him has been changed to reflect the altered Hive's story events.
Alicia's battle graphic has been changed because she's part of the final boss roster and deserved a little more respect, especially as 3.0 puts her motives a little more front and center.
The Manor in Aetas has been revamped (the new Foyer is in screenshots). If you're saved in the save point inside the Manor, the game will automatically fix your position (it will not do this if you're entering the area for the first time). The manor as a whole should feel more like the FF7 mansion.
Enemy drops have been slightly adjusted, adding new items and increased drops.
Shiva's boss fight has been tweaked to justify her summon spell strength.
The MP for summoning Shiva has been upped from 45 to 65 MP
Characters now level cap at 35, which is more than enough to curbstomp everything in the game. Completion level for myself was around 24-26.
Some general fixes to message box position, though not all of them, so choice boxes will still occasionally clip out of the screen.
Adjusted the state rate of 'Stop' against bosses, as Seal Evil could make a majority of them a cakewalk.

Other general fixes, adjustments, etc, as one would expect.

Major note: YOUR SAVES SHOULD BE COMPATIBLE, , so while you will need to redownload the game, you can just drop your save files in and continue from there.

Announcement

don't forget to nominate

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

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 done though 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.


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.

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.