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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.

Announcement

Full Version Patch 3.0

http://www.mediafire.com/?1qudk1osbr6emke

extract and overwrite your entire data folder

fixes multiple passability issues and a game breaking bug

I'll have the actual game reuploaded soon.

Announcement

Full Version Patch 2.0

I am awful at this.

http://www.mediafire.com/?v323095h2fp69gu

This should fix it but I'm reuploading the game anyway tonight. I won't be using RMN's servers still because there's no way to see how long things will be and my upload speed is very, very slow :c

Game Design

Full Version Patch 1.0

Fixes:
-issue with final boss's first phase coming up as the full graphic
-issue with the second and third phase's positioning
-bug where teleport in the Back Allies House would place you on an impassable tile
-issue on the final map where the screen wouldn't fade back in

http://www.mediafire.com/?87ddk6rhlpyiev7

let these files overwrite the ones in the data folder (one handy thing about not being able to compress is the ability to easily patch...)

Announcement

OH JOYOUS DAY TIS COMPLETE

I know I said the 5th, but I completed it today. It is complete. Complete. Finito. Au revoir. The ship has sailed. The bucket has been kicked. The fat lady has sung. The credits are scrolling.

COMPLETTTEEEE

MERRY CHRISTMAS BITCHES

*rolls in confetti*

Progress Report

Progress Log

Today was fairly productive. I've finished up majority of the final dungeon (just need some NPC events in there). I've completed all the bosses forms and completed most of the lead up cutscenes (including the graphics for them). I have one more event cutscene to sprite and the enemies for the crazy motorcycle sequence to sprite, as well as some dialogue I need to polish up a bit so the story makes sense.

All in all progress is good! I think I'll definitely make the deadline :). Most of the stuff I mentioned I should get done by tomorrow. Then there's polishing up the final fight and...we have lift off!

Miscellaneous

Updated Media

I updated CC's GST with two more tracks, thanks to our lovely Despite~ these have been in the game for a while (Still More Fighting and Don't be Afraid). Enjoy!
I'm working on the Final dungeon as we speak, I'm currently setting up random encounters...I may have make more sprites by the looks of things, but these ones aren't particularly hard. I can just make edits of preexisting sprites due to the...unfortunate nature of this dungeon. I also get to use some sprites from earlier in the game that didn't get enough love! :D