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Events of the Pandora's Box

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Sorry Shulk, I'm not really feeling it...[serious talk]

So lately, I've been in a bit of a dump. Well, moreso than usual, I'm always kinda in the dumps due to my lifestyle (haven't been able to nab a job in 7 years for reasons unknown, 99% of the time I'm in my room the day, nowhere to really go in town, don't really interact with IRL friends much and can never seem to get ahold of them anyways). And lately, I've been starting to even get tired of doing what I normally do (for the record, all I do are Let's Plays and work on Touhou Fantasy. That's it...I don't play games unless it's for Let's Plays, I don't really talk very often with people even on Skype, I just...don't do much of anything). Even when I get motivated to DO do something (i.e. drawing, spriting...which are the only two things I've ever been motivated in doing outside of what I normally do), I still can't seem to work up the will to do them. I know I've been suggested to work out by a few people here and there, but ehhhhh working out! When I'm NOT doing those two things I normally do, I...just sit there or end up falling asleep. Yeah, it's pretty bad.

Outside of that, I don't really talk much to people due to being well...kinda anti-social. That, and even if I DO strike up a conversation, there's...honestly not much for me to say.

Guess point is, how to work up motivation to doing anything other than what I normally do? Recently I've been having urges to try spriting and drawing again, but everytime I think about it or even look at trying them (i.e. open up Paint and try to start anything), I get turned off almost instantaneously. I WOULD like to be able to make my own works and stuff without having to rely on others, but...I know that I don't have the patience to DO said works. The very very last sprite I tried working on took a full month to do, and that was on and off despite not really doing much during that month. I know spriting and art takes practice in general, but arrrrgh effort and patience and all that junk.

I don't even know what the real point of this topic is. I guess I just feel like blowing off some steam, so it may not seem like much to some people...

Monsters! Too many or too little!?

So here's something that's an issue in my game I feel, but I think is something to discuss with everyone else.

So, in most games there's a good set amount of monsters (including bosses) for the game, with some having their own palette swaps (some moreso than others, looking at you Final Fantasy series!). Now the question here is, how much is too much or too little? Should there be enough enemies that aren't rehashed from other areas of the game (unless they fit in the area they're being used in) to keep the game fresh and challenging, or should there be not that many (to keep the filesize and space down I'd assume, which is what I figure most people do)?

I ask this as someone who wants to keep every area of his game fresh and new, but in doing so uses new monsters each time (as reusing old ones for these areas generally doesn't work well), and due to this has a loooooot of monsters in his game. In addition, due to how the story plays out and whatnot, there's also a loooooot of bosses in this game (LockeZ can attest to this).

I'm not exactly very good at starting up a conversation, so I don't know if I'm getting what I want to say across. I apologize in advance if nobody understands what I am trying to discuss. ^^;

More computer woes...

So now this computer is having massive problems that I have no idea what's causing it. Dunno if any of ya'll can help out with figuring what's wrong (I'm not tech-savvy in this regards so...), but this is everything that I've gathered so far on the issues:


1) After booting up the computer, after a few minutes, the system will hang and nothing will respond. Using Cntrl + Alt + Del will result in the screen going black. Mouse is still movable at this time. After a while, computer bluescreens with either "Kernel_InPage_Data_Error" or with a message saying a vital thread or process stopped working.

2) When booting up, sometimes it will boot up the secondary harddrive instead of the primary one.

3) When booting up, sometimes it will be a black screen with the message "Disk read error. Press Cntrl + Alt + Del to restart"

4) A new development I noticed is happening. A few days ago, when I was shutting down the computer, it was on the "Shutting down windows" screen for a good few solid minutes, but refused to actually shut down. I had to turn it off via the tower. Last night, when I shut the computer down, the monitor and power were off, but the computer was still going (I could hear the sounds it makes when on still going, and inside I could still see the blue lights going too). I could not turn the computer back on with the power button nor shut it down, and was forced to unplug the power cord from the breaker to turn it off.

5) A new development I see right now in the Event Viewer is there's a new error I've never seen before called "Disk", which happened around the time the computer was shut down last night. The error reads "The driver detected a controller error on \Device\Harddisk2\DR2.". I have no idea what this means, but I know this isn't good at all...



So that's everything. Computer still refuses to generate any minidump files for some reason when it crashes despite me setting to do so...yeah. This computer uses Windows 7, has one 2 GB RAM (had to remove the other one due to it being faulty and never got to replace it yet), and a 111 GB HDD (yeah, the HDD is super old and needs replaced). Dunno what other data may be needed in order to figure out what's really wrong or what to do >_<

[RM2K3] Enemies: Discussion and possible fixings.

So this is something that I need to get around to. LockeZ has helped with revamping some bosses, which I have yet to actually get around to touching, but overall just about every fight in the game needs retweaked so that they're not...all the same. This may also blend in with fixing characters and their abilities too (I kinda feel like I made AoE skills too cheap...but doing MP costs accordingly to level is hard!). I am looking for anyone who is willing to help brainstorm and fix up the enemies (and possibly playable characters as well) so that the game is more challenging and interesting to play. That is all really, nothing too major. I would be revamping these right away, but I am also in the midst of doing dialogue for beta5 so to speed that up. Eventually the ideas and whatnot will be implemented into the game, but not at the current time. Still...hearing inputs and the like on various enemies and bosses would be swell.


I suppose what I can do is list a boss/enemy, or the enemies and their groups in an area, and let you guys discuss them and try to come up with solutions for fixing them up? I guess with that said, I'll start with the initial area of the game, Misty Lake:


0001: Eagle
Level: 4
Max HP: 65
Max MP: 25
Attack: 58
Defense: 20
Magic: 20
Speed: 45
EXP: 40
Yen: 35
Item: P (50%)
Steal: Feather (50%)
Master Thief Steal: Large Feather (25%)
Bribe: Feather x8
Morph:
Critical Hit %: 0%
Condition Resist:
Death: B
Poison: B
Blind: B
Silence:B
Berserk: B
Confusion: B
Sleep: B
Paralyze: B
Haste: B
Amnesia: B
Regen: B
Protect: B
MP Regen: B
Venom: B
Blink: B
Petrify: B
Freeze: B
Slow: B
Stop: B
Attribute Resist:
Attacks: C
Pierce: C
Blunt: C
Slash: C
Fire: B
Ice: B
Thunder:B
Water: B
Earth: D
Wind: E
Holy: B
Shadow: B
Physical: C
Exorcist: C
Magic: C
Ghost: C
Absorb: C
Cure: C
Attacks:
Attack (50)
Beak (48)


0002: Fairy
Level: 2
Max HP: 80
Max MP: 100
Attack: 50
Defense: 20
Magic: 50
Speed: 38
EXP: 90
Yen: 42
Item: Fairy Dust (20%)
Steal: P (75%)
Master Thief Steal: Lapis (50%)
Bribe: Lapis
Morph:
Critical Hit %: 20%
Condition Resist:
Death: B
Poison: B
Blind: B
Silence: B
Berserk: B
Confusion: B
Sleep: B
Paralyze: B
Haste: B
Amnesia: B
Regen: B
Protect: B
MP Regen: B
Venom: B
Blink: B
Petrify: B
Freeze: B
Slow: B
Stop: B
Attribute Resist:
Attacks: C
Pierce: C
Blunt: C
Slash: C
Fire: B
Ice: B
Thunder:B
Water: B
Earth: D
Wind: A
Holy: B
Shadow: B
Physical: C
Exorcist: C
Magic: D
Ghost: C
Absorb: C
Cure: C
Attacks:
Attack (10)
Fire (10)
Blizzard (10)
Thunder (10)
Aero (10)
Water (10)
Cure (10)


0003: Hornet
Max HP: 45
Max MP: 24
Attack: 69
Defense: 22
Magic: 10
Speed: 44
EXP: 35
Yen: 16
Item: Antidote (60%)
Steal: P (50%)
Master Thief Steal: Lapis (25%)
Bribe: Antidote x2
Morph:
Critical Hit %: 0%
Condition Resist:
Death: B
Poison: B
Blind: B
Silence: B
Berserk: B
Confusion: B
Sleep: B
Paralyze: B
Haste: B
Amnesia: B
Regen: B
Protect: B
MP Regen: B
Venom: B
Blink: B
Petrify: B
Freeze: B
Slow: B
Stop: B
Attribute Resist:
Attacks: C
Pierce: C
Blunt: C
Slash: C
Fire: B
Ice: B
Thunder: A
Water: B
Earth: D
Wind: A
Holy: B
Shadow: B
Physical: C
Exorcist: C
Magic: C
Ghost: C
Absorb: C
Cure: C
Attacks:
Attack (30)
Poison Needle (28)
Poison (28)



0004: Water Toad
Max HP: 56
Max MP: 80
Attack: 72
Defense: 50
Magic: 24
Speed: 36
EXP: 35
Yen: 32
Item: Frog Skin (30%)
Steal: Antidote (40%)
Master Thief Steal: Apple Gel (20%)
Bribe: P x4
Morph:
Critical Hit %: 0%
Condition Resist:
Death: B
Poison: B
Blind: B
Silence: B
Berserk: B
Confusion: B
Sleep: B
Paralyze: B
Haste: B
Amnesia: E
Regen: B
Protect: B
MP Regen: B
Venom: B
Blink: B
Petrify: B
Freeze: B
Slow: B
Stop: B
Attribute Resist:
Attacks: C
Pierce: C
Blunt: C
Slash: C
Fire: C
Ice: A
Thunder:A
Water: E
Earth: B
Wind: B
Holy: B
Shadow: B
Physical: C
Exorcist: C
Magic: C
Ghost: C
Absorb: C
Cure: C
Attacks:
Attack (20)
Blizzard (20)
Water (20)



0005: Alligator
Max HP: 145
Max MP: 10
Attack: 150
Defense: 80
Magic: 10
Speed: 30
EXP: 200
Yen: 24
Item: Lapis (30%)
Steal: Water Gem (20%)
Master Thief Steal: Water Gem x2 (10%)
Bribe: Water Gem x2
Morph:
Critical Hit %: 25%
Condition Resist:
Death: B
Poison: B
Blind: B
Silence: B
Berserk: B
Confusion: B
Sleep: B
Paralyze: B
Haste: B
Amnesia: B
Regen: B
Protect: B
MP Regen: B
Venom: B
Blink: B
Petrify: B
Freeze: B
Slow: B
Stop: B
Attribute Resist:
Attacks: C
Pierce: C
Blunt: C
Slash: C
Fire: C
Ice: A
Thunder:B
Water: B
Earth: B
Wind: B
Holy: B
Shadow: B
Physical: C
Exorcist: C
Magic: C
Ghost: C
Absorb: C
Cure: C
Attacks:
Attack (50)
Double Attack (49)



0006: Daiyousei
Max HP: 550
Max MP: 300
Attack: 82
Defense: 5
Magic: 25
Speed: 40
EXP: 0
Yen: 400
Item: Lapis (100%)
Steal: B (60%)
Master Thief Steal: Oni Wine (30%)
Bribe: None
Morph: None
Critical Hit %: 0%
Condition Resist:
Death: B
Poison: B
Blind: B
Silence: B
Berserk: B
Confusion: B
Sleep: B
Paralyze: B
Haste: B
Amnesia: B
Regen: B
Protect: B
MP Regen: B
Venom: B
Blink: B
Petrify: B
Freeze: B
Slow: B
Stop: B
Attribute Resist:
Attacks: C
Pierce: C
Blunt: C
Slash: C
Fire: A
Ice: E
Thunder:B
Water: E
Earth: D
Wind: A
Holy: B
Shadow: B
Physical: C
Exorcist: C
Magic: C
Ghost: C
Absorb: C
Cure: C
Attacks:
Attack (50)
Heal (40; Only used when Daiyousei's HP is below 45% HP)



0007: Cirno
Max HP: 550
Max MP: 999
Attack: 94
Defense: 28
Magic: 29
Speed: 36
EXP: 0
Yen: 800
Item: B (100%)
Steal: Lapis (50%)
Master Thief Steal: Large P (25%)
Bribe: None
Morph: None
Critical Hit %: 0%
Condition Resist:
Death: B
Poison: B
Blind: B
Silence: B
Berserk: B
Confusion: B
Sleep: B
Paralyze: B
Haste: B
Amnesia: B
Regen: B
Protect: B
MP Regen: B
Venom: B
Blink: B
Petrify: B
Freeze: B
Slow: B
Stop: B
Attribute Resist:
Attacks: C
Pierce: C
Blunt: C
Slash: C
Fire: A
Ice: E
Thunder:B
Water: D
Earth: D
Wind: B
Holy: B
Shadow: B
Physical: C
Exorcist: C
Magic: C
Ghost: C
Absorb: C
Cure: C
Attacks:
Attack (45)
Icicle Fall (40)
Icicle Attack (40)



The main premise behind Misty Lake is to be a tutorial dungeon really. It's relatively short and the enemies aren't meant to be super tough or anything (you come through here initially with only two party members, both of which can generally OHKO any enemy short of the Alligator in one hit). Overall gimmick of each enemy, and what they're meant to be tutorial on, are as follows:

Fairy: Basic elemental magic, to get the player somewhat used to the elemental stuff, including resistances towards them (Marisa halves Magic damage naturally for now, but that may change).
Hornet: Standard enemy that attacks quickly and generally inflicts Poison. Usually attacks in groups of 3 or 5. Just an introduction to quick enemies and enemies that like to use status attacks, and whether or not the player comes prepared with status healing items or status preventing equipment.
Water Toad: Just a generic Water-elemental enemy, just there to get the player used to using elemental weaknesses to their advantage (Marisa is Lightning-elemental, making her strong against Water-elemental enemies but in turn she takes double damage from Water-elemental attacks).
Eagle: Generic enemy that just uses physical attacks, and usually attacks in groups of 3 or 5. Nothing special here, generally there to see how players handle large groups of enemies that are quick with physicals.
Alligator: Strong physical based enemy, the starting Notorious Monster of the game (rare monsters that are super powerful for the area the player visits). Not too difficult in terms of fighting, but hits pretty hard and has high stats in comparison to every other normal monster in the area.


With that said and done, let's talk about the bosses:

Daiyousei: Standard support unit, but as she stands right now she doesn't do much other than attack. See below for LockeZ's and my suggested update to her.
Cirno: Standard offensive unit. Is a check to see if the player brought the Barrette helmet or Anti-Freeze items to prevent/cure Freeze status. Nothing else too special about her right now.


So that's the first area in a nutshell. As for the suggested changes to the bosses? This is what is in mind:


Cirno: Goes Berserk when Daiyousei dies. Hit rate goes down as well but gains Haste.

Attack
Diamond Blizzard
Minus K
Icicle Fall



Daiyousei: Runs away when Cirno is dead and has no MP to revive her.

Attack
Heal
Regenga
Cure
Life
Slow


This is also keeping innate enemy species abilities in mind. For Fairy type enemies (in this instance, the Fairy, Daiyousei, and Cirno), have innate Auto-Life, where after X turns (X has not been defined yet), they will revive with 50% Max HP.


That is all! Any suggestions or fixes you have in mind for these enemies, or anything to ask or discuss, feel free to do so! I hope that some of ya'll would be interested in helping on this bit, as I feel it's one of the aspects of the game that kinda suffers a bit. ^^;

A New Computer Issue(s)...

So here is a new issue that's popped up outside of the RAM issue that I know that I have (I wouldn't think this is the cause of this though). This is the second time I've had this happen to me.

So while booting up the computer 3 days ago, I go take care of my usual business, come back, and I noticed that the screen is frozen despite me being able to move my mouse. I remember this from the first time this happened, and tried to open Task Manager (Cntrl + Alt + Delete). However, the screen goes black and refuses to move at all, so I reboot the computer, and it tries to load the Windows files. Says it cannot (I think there was something about I/O error or another on this screen, and it was talking about possibly faulty hardware or something, like external USB or CD-Rom). However, I turned the computer completely off, turn it back on, and it loads just fine. During this time, I noticed that my CD-Rom's light was green, but when I turned it off and turned it back on, the light never came on.

After rebooting, the next day it happened again, but after rebooting the computer it never did the "Windows cannot load files" issue and worked fine. Today, it did the same thing, freezing up after booting up the first time that day. However, I decided to look at the EventViewer, since this is the 3rd day in a row that I had to restart my computer after the initial bootup (it's loading the Windows files now, but it freezes up after a couple minutes of booting up. Even trying to bring up Task Manager won't work, and nothing responds). In the Event Viewer, it states this:

"The driver detected a controller error on \Device\Ide\IdePort1"

And not just once, but many, MANY times. And around the same times too, only seconds apart. I believe for today alone there was about 50-100 of this error. What does this mean? Upon looking for this, I tried to find the port this is, but I don't see which one it could be??



So yeah, what could be the issue? Is it the HDD dying? Is the CD-Rom actually starting to make the computer freak out? I don't know @_@;

[RM2K3] Deciding on Abilities. Looking for input!

Ok, so I'm trying to decide on what's good to add to my game or what's not such a good idea. I still have characters who lack overworld and battle abilities, and would like to give them some (though some of these, I'm thinking best fit as equipment abilities for specific characters. Meaning that in order to have access to the abilities, they have to have the piece of equipment on). I also don't know how feasible some of these would be to do in 2k3, so here I am, asking for your guy's inputs! With that out of the way, here's the set of abilities I have in mind of adding to the game (at some point)!


Overworld Passives:

Vantage: Increases the party's chances for Initiative.
Awareness: Eliminates all Pincer and Back Attacks.

These two abilities I've been thinking of adding for a very long time, but am not sure what's the best way to handle this. From what I'm thinking, I would have to:

1) Make 3 extra copies of all tilesets used in the game, one for Vantage, one for Awareness, and one for both.
2) Make a common event that checks to see if specific characters are in the party, and then runs the events to change tilesets. Leaving this as a Parallel Process.

That's all I see that I'd need to do, right? The only issue here is that I also use Change Tilesets for secret passages, and if I do this this way, that'll ruin the secret passages. If this IS the right way to handle this, how would I get around this issue?

Intuition: Similar to Final Fantasy IX, where being near something invisible or something would pop a ! bubble above the player's head. This would be used in areas where something could happen (for instance, rocks you can jump on, hidden switches, pathways that are hard to see). This would be given to Reimu, but not sure if this is the right way to handle this passive or not.

Sight: This was something discussed long, long ago too, but I never implemented it as it felt...weird to do. Basically, it lets you see the entire map of the area you're in (which can cause problems for some area of my game, as multiple rooms are on the same map so...not sure if I should do this ability or not?).


Battle Passives:

Auto-Potion: Automatically uses healing items, from weakest to strongest, based on situation. For instance, if an ally lost less than 100 HP, a P would be used, but if that ally lost between 101-500 HP, a Lapis would be used. This would be an equipment ability for probably Reisen or Nitori.

Auto-Phoenix: Automatically uses revival items, from weakest to strongest, based on situation. For instance, if a character is KO', a 1-Up Piece will be used. If multiple characters are dead, an AoE revive item would be used instead. Would be given to probably Reisen, Nitori, or Yumemi.

Auto-Med: Automatically uses status healing items based on situation. For instance, if one or more characters are inflicted with Poison, that many Antidotes would be used to cure Poison. If there are less items than what could be used to cure the status, then the items are used on random characters while the others don't get healed. Would be given to Reisen more than likely.

Gilsnapper: X% of the damage taken by the user would be turned into money. I'm sure this can be done via battle events, but also wondering if there's a good way of making this into a DynRPG script? Thinking of making this an equipment ability for possibly Komachi or Marisa...


Statuses:

Spellspring: Also known as No MP Cost. I don't know if this is possible, but is there a way to make this in DynRPG so that using anything that has a MP cost would cost 0? As it stands, I'm not going to go into my database and duplicate everything to have 0 MP, and then do the whole switcharoo. My idea though, was to "freeze" the player's MP (it would check the player's current MP at the time the status is inflicted, and then if the MP was less or more than that at any time, it'll return it to that value. Also sounds like a pain to do). Would be interesting to be able to put this in item or ability form (same with Half MP Cost).



This is just to give the crafting system a bit more flexibility and usage than it does right now, as well as potentially giving characters that DON'T have anything at all more flexibility and usage too. That's all I got so far...perhaps if anyone has any suggestions for characters too, that'd be great (I can list what everyone in the game has, if that'd help people help me out). ^^;

[RM2K] Errors! Need help!

"A violation in 4266634C occurred at 4266634C with Read" and "Exception C00001D" are what it's giving me...it seems to happen when the enemy tries to take an action, and I don't understand what's causing it.

OS is Windows 7, I am also using DynRPG and 2K9 Ultimate.


EDIT - Actually, it happens the moment ANY action is taken during battle...

[RM2K3] Looking for mappers

As per my usual attempts to get some help with finishing up my game, I am looking for anyone who is willing to help make maps for my game, either making new dungeons or by updating some older ones that still need it. I am also specifically looking for anyone who can help with making Greek-type maps for flashback scenarios that I need (I have one map made, but it's very blargh in terms of the building I feel). If you are interested, drop a line here and I can fill you in on some of the dungeons that are still available to do, their gimmicks, what's supposed to happen there, etc.

The main reason I am looking for mappers right now is because I am still doing eventing, which since I am doing that, maps aren't getting done. If I had a mapper, the game would be able to get done at a much quicker pace, which would help me out tremendously.

pianotm is already working on Ruins of Vina (has been for the past 2-3 months), so that's off the list right now. Dungeons that are available are:


Maps to redo:

Human Village
Marisa's House
Alice's House
Eastern Forest
Cave to Makai
Hollowed Caverns
Pandaemonium


Maps to make:

Suzunaan
Hokkai
Various caves between Gensokyo and Makai
Reimaden
Sealed Cave
Pandaemonium-R
The Moon
The Void
Gaplands
End of Gensokyo
Heart of Pandora

There's some other dungeons here and there, including extra areas to previous locations, such as the actual Netherworld for Hakugyokurou, Hanged Man's Route in Bamboo Forest, Lunatic Path in Forest of Magic, Clock Tower in Scarlet Devil Mansion, etc. and post-game dungeons. Again, if anything interests you, drop me a line! Hope to hear from any of ya'll! ^^

PCSX2 Help

I apologize if emulator talk is not something that's supposed to be discussed here, but I needed to ask this. So recently, I've been streaming PS2 games on my Twitch (Kingdom Hearts II: Final Mix precisely), and I was trying to test out the F8 button for screenshots (since I'll need it for the FF games for the FFWiki). However, it seems to do nothing. In fact, NONE of the F keys seem to do anything they're supposed to be doing. Would anyone happen to know why this would be at all?? I'm perplexed as to why it wouldn't work as advertised...

[RM2K3] Greek Tileset

I am looking for a tileset that would match up to ancient Greece, which I need for my cutscene events for my game. Would anyone happen to know of any good tilesets??