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Cell Chamber Final Demo Build + Youtube Trailer

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**
Rep:
Level 87
Project of the Month winner for September 2007



TRAILER ON YOUTUBE: http://www.youtube.com/watch?v=LTTWLedUOyI



On a dark and stormy night, a young man awakens on the cold, hard floor of his manor home.  His eyes are glazed over and he can sense a warm fluid running down through the crevices of his body forming a pool on the floor below.  As the young man struggles back to his feet he soon realises that it's blood.  What's more, as he begins to work his way back into the home to check on the situation, he soon begins to experience quite disturbing images within his head.  A consequence of a hard knock to the head or perhaps something far, far worse?



Cell Chamber is an amalgamation of a dark and morbid story, told through a lush and traditional RPG setting.

The story follows Koen, a young man confused and looking for answers about the events in his life that have left him where he is today.  Raised since birth in a small and solitary village, Koen knew very little about the world that surrounded him, that was until the tragic events he endured pushed him out into the big wide world and away from home.

The story is told within the land of Neqa'ael, named after the supposed god who created it many eons ago.  Neqa'ael is a land full of lush and diverse environments, though all the land is now under the control of the corporate giant that is Nova Corporation - The infamous company of key figures that developed the technological masterpiece, the Cell Chamber, 30 years ago.







Nearly a fully custom soundtrack made specifically for use within Cell Chamber

Engaging atmosphere and settings.

A fully animated CTB Battle engine

Interactive Environments to search and explore.

Subtle Lighting work that adds to the visual quality of the game.

Thought out and unique puzzles in various settings of dungeon.

Secrets, Side quests and Mini games to enjoy.

Charm the opposite sex to alter side quests and earn prizes.





Meet Koen and Niko, your starting protagonists.



Tileset Alterations and mapping that try to break way from the tired and linear rtp



Subtle Lighting that works in unison with slowly drifting fog to make up a misty atmosphere.



Picture Cutscenes for the introduction of Major Characters.

[

Minigames to partake in!



It's not all indoors...



Kenji relaxing by the waterfalls...



Large dungeons to explore on your journey through Koen's story...



The Unique CMS's Main Page developed for Cell Chamber.



Eye pleasing battle sequences that are fully animated with party, enemies and skills.



DOWNLOAD SIZE: 88.1MB with rtp required (Fast Download on dedicated Host)


DO NOT SOFT RESET THE GAME WITH F12 - SHUT IT DOWN AND RE-OPEN IT

WALKTHROUGH

Spoiler for:
--------------------------------------------
Cell Chamber Demo v1.2 Walkthrough and Guide
--------------------------------------------

As a general note, I find this game very comfortable playing with a control 
pad, assigning the spacebar to 'X' on a PS controller and dash to 'O' on a 
PS controller, as it was in BOF3.

***************

Field Controls

***************

Direction Arrows - Walk
Space Bar       - Talk/Action
Shift Key    - Run (After tutorial)
ESC         - Menu/Cancel
Q       - Look Ahead (When enabled)
D       - Swap Character (When enabled)

***************

Battle Controls

***************

Direction Arrows - Navigate Menu/Input Skill Combos
ESC       - Cancel/Bring Up Escape Menu
Space Bar    - Select an action

-----------------------------------------------------
                  MAIN WALKTHROUGH
-----------------------------------------------------

_____________________________________________________
                CHAPTER 1 - THE BIRTH
_____________________________________________________

i Basement

After the intro credits you will find yourself coming to in an eerie 
basement.  When you gain control of the player walk near enough directly
up and investigate the power flip switch.  It is in between the generator 
and the barrel.  The room can be searched but there is nothing to find in 
this room.

After watching a short scene, examine the gun that the was dropped in the 
cutscene.  You can equip the gun in the menu.  If you struggle to see the 
gun, try to make your way up the stairs twice, on the second attempt the 
game will highlight it for you.

ii Moonlit Corridor

Now make your way up the stairs.  From this point on you can run instead of 
walk by holding down the shift key.  The corridor forks left and right.   
For now there is no need to go right but you may want to acquaint yourself 
with that location.  Otherwise head left to gain a better understanding of 
what is going on.

iii Main Hall

Again, watch another cutscene.  All the other doors will not be enterable 
until you have investigated the room shown in the cutscene.  Go up the 
stairs and into the middle room.  After the cutscene you will be free to 
investigate the manor.

iv Main Hall - After dining room

You need to find a way out of the manor.  Like your father said, head down 
the stairs past the middle landing and into the only ground floor room.   
Investigate the fire in the fire place. There is an unreachable silver 
object under the flames that need putting out.  Head back up to the top of 
the stairs and into the furthest right room.

At the back of the room is a plant pot perfect for containing water.
 Leave the room and travel along the top landing to the furthest left room. 
 
Examine the sink and then fill the pot with water to acquire a pot of 
water.  Examine the cabinet to find a Tonic.

Take the pot of water back to the dining room on the ground floor and use 
the water to extinguish the flames.  A secret passage will be revealed.

v - Hidden Surveillance Location

When you descend the stairs you will see a locked gate.  This gate requires 
both the left and right switch to be pulled in the time specified by the on 
screen timer.  You have plenty of time so it should not be too much of a 
worry.  Remember to use the sprint button to get to the second switch in 
time.

Ascend the stairs and the gate will lock again behind you, sealing you into 
the room.  After the cutscene, you will notice a save point down the left 
hand passage, as well as two southern exits at either end of the passages.   
They are both currently sealed.  Head back to the computer node and switch 
it on.  Examine it a second time to use it.

The computer is used for on screen surveillance around the house.  There is 
also the option to input a door release code.  Examine the fourth camera 
and on the small table the code is present.  This was the only unreachable 
room within the house.  The parent’s room.  If you struggle to see the code 
it is - 7 1 2 7.

Input it into the computer and the two southern exits will unlock.  Head 
down the right sided passage and into the parents room.

vi - Parents Room

On the far right of the room is a bedside table; inside it is a trigger to 
open an emergency exit back in the cutting yard (The right exit to the 
corridor back by the basement stairs). Trigger it.  In the left sided 
cabinet is another tonic by the left sided bed.

As the parents room is locked from both sides, make your way back into the 
surveillance corridor and out the left sided southern exit, opposite.  This 
will lead you into Koen's room.  From Koen's room, head back through the 
manor and out into the cutting yard where a staircase is revealed under the 
soft dirt.

vii - Escape Shaft

Make your way down the stairs and through the next couple of maps.  Head 
down the ladder by using the action key on it and you will be presented 
with another dual switch task of triggering them both before the time runs 
out.

viii - Old Factory

This is the first true puzzle in the game.  I have broken it down into two 
sections - Guide and Solution.  Read the guide if you need a clue or some 
form of direction, read the Solution to be told the exact answer.

----------------------Factory Box Puzzle Guide-----------------------------

After the cutscene, jump into the transporter and read the instructions.

The boxes are used to exert weight on both the left and right sensor pads 
shown in the instructions.  The right one is cut off and cannot be reached 
meaning you will have to solve the puzzle using only the left side.

To power the transporter, the weight applied on the left sensor must be 
three quarters of that applied on the right.  Therefore the total weight on 
the right side needs to be found out first.

Take note of the four coloured crates on the right sensor and then refer to 
the two guides - One describes the contents of the boxes based on colour 
scheme, the other describes the weights for the goods to be shipped in, 
based on UNITS. 

Add together the total weight on the right sensor and find out 75% of that. 
 That is the value in units that need to be applied to the left sensor. 

(Right sided total pressure / 4) x 3 is the easiest method for this.

Then by using the various boxes on the left platform, try and create a sum 
of that figure.  As we are looking for a far lower sum for the left side 
than the right - but using the same boxes, it makes sense to work with the 
smaller boxes, upwards, first.

Once a combination of boxes has been found, push them up onto the sensor by 
using the enter key.  If you mess up, use the switch on the left (over the 
jumpable gap) to reset them.  Be careful where you are pushing them, 
because it is easy to push them into a dead end.  Remember that the central 
ledge can be leaped across back and forth too.

When all four boxes are in position, you should hear a loud noise to 
indicate the puzzle is solved.  Head back to the transporter and use the 
space key to power it up.  Press the space key once more to leave the area.

---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------

-------------------------Factory Box Puzzle Solution-----------------------

The right sensor has 180 units exerted upon it. 35 + 35 + 40 + 70

75% of 180 = 135.  Easy math 180 / 2 = 90 / 2 = 45 x 3 = 135

The left side requires 135:

Yellow x 2 ... 20 Units + 20 Units

Red x 1 ... 40 Units

Green x 1 ... 55 Units

The 2 yellows and 1 red can be found the right side of the leapable gap, 
the green on the left side.

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viii - Manor Feasibility - North

After reaching the North Terminal, investigate the small room to the north 
and search the lockers.  Inside will be a set of protective boots that can 
also be equipped.  Head back out and to the left to come face to face with 
the being from the previous cutscenes.  This eventually results in a quick 
battle tutorial (That at the time of writing hasn't been updated).  After 
the scene Koen will be taught his first two skills Focus and Combo Bullets.

Focus - Koen can perform this on any ally raising their attack power and 
Skill ability by 33%. This will last the duration of the battle unless 
removed by an enemy.

Combo Bullets - Prompts a box to pop up and needing the button presses to 
be input in the given time to perform the move.  These always consist of 
directional arrows.  A far stonger attack than a normal attack.

Call the elevator from the buttons then use the door to enter it.  After a 
cutscene, you will find yourself in the last interior before the forest.   
Be sure to save.

ix - Manor Outskirts

This section of the game plays as a stealth section whereas Koen has to 
avoid the guards.  He has no fighting ability and knows he would not 
survive a firefight.

Play close attention to the instructions.  Do not step in puddles or sprint 
across wooden bridges, make good use of observing the area using Q, be 
patient and remember that hiding in good places does work.

Getting encountered does not lead to a battle, however for each time your 
end of mission reward is decreased.


-------------------------------Best Route----------------------------------

First, head up the right side and hide behind the protruding cliff edge.   
View the guard’s patterns and notice how they both leave that grassy ramp 
unobserved at the same time.  When they are not looking, you can either go 
up the verge and straight to the left to hide up against the log, or brave 
it and try and get the other side of the upper cliff before the upper guard 
turns back around.

Observe forwards to see the next two guards.  After a few seconds you will 
see they both turn around at similar times and leave a large window of 
opportunity to head up the stairs.  After this you will reach a check 
point.

This next section is a bit harder.  The two guards cross each others paths 
alternating.  Just as one passes the other you need to dash between the two 
so both of their backs are towards you.  The best place to achieve this is 
up the path to the left of the small central tree.  Speaking of that tree, 
it is also possible (if timed just right) to run up against that tree just 
as the lower guard is behind it - obscuring his vision.  Do this as he is 
walking to the left and then follow in his footsteps until the window of 
opportunity opens.

Once past those two, take refuge against either the cliff up the right, or 
behind the hump to the left and observe the next lone guard.  The best 
moment here is to pass him when he is on the bridge itself, but be sure to 
walk or else he'll hear you behind him.

The next guard is another lone guard up on a cliff.  Therefore, you can 
press right up against that cliff edge as he cannot see directly down a   
cliff.  When he turns away run up behind the tree, making sure not to step 
in the puddle.

Hide up against the cliff and observe the situation again.  There is one 
dozing guard to the right and a guard patrolling the above bridge that 
will continually wake the dozing one.

If you want to get the chest which contains a collector card (the games 
credits to the helpers) walk past the sleeping guard whilst the patrolling 
guard is away, open the chest and wait behind the tree to the right out of 
sight.  Wait completely for the guard to go and the dozing guard to fall 
back asleep and return to your original position.  On the second time of 
the guard waking up dozy-head run behind them and WALK up the bridge.

The next guard is easy and can be ran straight behind, he will not turn 
round.  Then hide the southern side of the central mound and observe when 
the two above guards split.  Run between them and up the cliff.  You will 
finally see two guards waiting at the bridge, a chest to the right of them 
and a hidden switch in the ground to the left. Stand on the switch and then 
walk across the bridge.  The guards will stay put, depending on how well 
you did you will be rewarded with money, money + collector card or nothing 
at all. 



_________________________________________________
           CHAPTER 2 - THE HAZE
_________________________________________________

After some cutscenes, chapter 2 will begin.

After waking up for a second time, find your clothes at the bottom
left of the room.  Press enter to put them on.  Leave the room and make 
sure to check all wardrobes and doors for items then head
downstairs.  Head out the door and down the ladder.  Underneath the 
platform supporting the building is a hidden chest containing the Saint 
Minor Card.  Head down and down the path to the village.  Head downwards 
and like Niko said head west at the crossroads.  You can also explore at 
this point instead, should you wish.  Be sure to check as much as you can 
in all the houses as there is a fair amount of G to be found.  There is 
also a chest between the item shop and the right sided building containing 
some basic wood.

Head west as Niko said and a cutscene will be prompted with Kenji.  After 
listening, return to the house and examine in the fireplace.  Another 
cutscene will start - quite lengthy this one. 

After the scene, head down the stairs and go back into the hidden HQ.   
There is a chest with a tunic for Niko.

Head back into the village and head south, across the bridge and into south 
Rubel.  Follow the cliffs round to the left (noticing the chest on the 
track above) and enter the Mine depot where the track sticks out from.   
Near the bottom hit the switch and watch the minecart set off.  Go back 
into the village where the minecart has knocked off the chest to receive 
the RMXP_USER Card.

Go back to the crossroad area and talk to the girl.  Should you wish to 
play a minigame you can.  Go back to the West and pass underneath the 
waterfall in the centre.  Look closely and there is a cave behind it.   
Inside the cave you will meet Card Collector 001.  Hew wants to see the 
Saint Minor card you found underneath Niko's house.  Show him and receive a 
new bow for Niko.  Equip it.  The girl in the top left can be flirted with 
to increase your charm, but it can also be decreased.

Honesty    +5 Points
Hit on her -5 Points
Lie        -3 Points

In the house to the top right you can invade a mans privacy to the point of 
him giving you a good hiding.

Go into the top left cave for your meeting with the mayor.  After rather an 
odd discussion and a little bit of negotiating, the mayor grants Koen and 
Niko entry to the mines.  Head back to the crossroads and head East.   
Inside the miners guild is a save point as well as a good place for 
conversation. Head up the cavern and into the mines.

____________________________________________________
                     RUBEL CAVERNS
____________________________________________________

ENEMIES

SPIDEA

HP  / 85
Ap  / 20
EXP / 2
G   / 3

DROPS: SOAP 33% chance.

Very weak and almost fodder.  Can perform entangle making your characters 
slower and can run away if low on HP.  If Niko doesn't kill one with her 
first attack, have Koen aim at a new one and have Niko finish it off second 
time round.  This will make fights quicker rather quicker.

ARACHEA

HP  / 430
AP  / 250
EXP / 12
G   / 9

DROPS: TONIC 33% chance.

The mommy spider.  Possesses the same moves as its children but will not 
run from battle and is far more powerful.  Use a combination of Burn and 
Koen’s attacks to see these guys off more quickly.

MOULD

HP   / 160
AP   / 40
EXP  / 9
G    / 10

DROPS: ANTI-TOXIN 66% chance.

The moulds are quite a nuisance, especially in pairs of two as they will 
pollute your characters with an ALL attack named Pollution.  They are 
weaker to physical attacks than magic skills so use Combo Bullets and 
preserve Niko’s AP.  If you need to, get Niko to use healing items and 
Anti-Toxins.

ANIMUS

HP   / 800
AP   / 100
EXP  / 20
G    / 20

DROPS: Nothing.

The spirits of the old miners killed within the mines.  Its main attack is 
devour which will suck your life and give it back to him.  He has a strong 
resistance to physical attacks but use up Niko's burn on him and he'll be 
gone in no time.


--------------------------------------------------------------------------


Inside the cavern you will immediately notice a save point and a similar 
orb that is orange.  These orange orbs can be used to entirely heal the 
party and should be made good use of.  Open the first visible chest to find 
a stick of dynamite.

Down within the rocks to the right is x3 Iron.  Proceed up the ladder 
above.  In the chest to the right are a few tonics.  Cross the bridge to the 
left and follow its path.  You will come across a chest containing some 
granite.  Follow the bridge across to obtain a second dynamite.  Head back 
down the ladder you went up and examine the boulder in the way.  Use a stick 
of dynamite to blow it up.

Before blowing up the next boulder, head left.  Notice there is a dark 
boulder.  Dynamite is not strong enough to blow up this.  Head left again 
and go up the ladder.  Up the stairs to the left is an enemy and a chest 
containing some body armor.  Equip it.  Head back down and right across the 
bridge.  You will have to fight a troop of two moulds on it.  There is a 
secret cave again behind the fall.  Inside is a DJRODRIX Collectors card.   
Head back out and to the right.  Jump down the cliff edge until you get to 
the ledge with the last dynamite on it.  Collect it and jump off.

Blow up the next boulder where you were before and advance.  There are three 
chests to the right area containing a clay, Book of Light and a Fresh 
Water.  Handy for the boss battle later.  Head up and round to the right of 
the pool of water.  Behind the waterfall is a chest containing a Hydrolic 
Card.  Head to the left where you will see the last boulder and the exit.   
Just beyond that is a final chest containing C4.  You can use to blow up 
the black boulder from earlier and get a ring that resists STICKY status.   
Also useful for the upcoming boss.

In the next room a small cutscene will trigger.  Underneath the cart there 
is a hidden box containing 2 more Books of Light.  The minecart currently 
has no power so head round to the right.  Go up the ladder to be 
encountered by one enemy.  There are two chests, 1 contains some black 
paint the other contains the last necessary stick of dynamite.  Head back 
down the ladder and past to the right.  Jump over the small part of the 
river where prompted and blow up the last boulder.

Another cutscene will trigger resulting in Koen and Niko getting separated. 
 Niko now has to control the switches to the minecart track to get Koen 
over to help her up.  The fact you can also view from the area to the left 
of the minecart is also demonstrated.

First turn on the power and then change to Koen and have him walk back 
round to the minecart.  It is advisable not to get into combat at this 
point.


-------------------------------------------------------------------------

                             MINECART PUZZLE

-------------------------------------------------------------------------

GUIDE

The 6 switches from left to right do change the track from beginning to end 
chronologically.  The first switch will change the first intersection the 
cart travels and so forth.  You can use the view area to check this.

The routes to the side lead into hidden items.

---------------------------------------------------------------------------
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---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------

SOLUTION

All Switches off  - Enters Room 1 : Reward = 1 Fresh Water

Switch 1 On       - Enters Room 2 : Reward = Omniouschaos Card

Switch 2, 4 5 On  - Enters Room 3 : Reward = Lord Enigma Encounter*

Switch 2 and 4 On - Crosses the Chasm

*Correct Answer is Beaumont Tree, answer can be found in Rubel West.  The 
reward is a Light Handgun for Koen.

---------------------------------------------------------------------------
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After crossing the chasm you can find a chest containing gun powder (A 
standard item - not quest related).  Then head right and head over to Niko 
/ or the rope and hit enter.  Take the rope back to her and help her up.

In the next area, it is generally just the old excavation point and 
contains little routes with chests in it.  Directly up after entering you 
can find a fresh water.  To the right and down a tonic, to the right and up 
some clay.  Head back left and up the ladder.  In the route north of the 
ladder you can find another tonic.  Then head left and save.  Ensure both 
Koen and Niko are ready for a boss fight.  Ensure Niko is at the minimum 
level 3 so she has the skill recover.  Head up the ladder and wait for the 
cutscene to trigger.

BOSS BATTLE

INCENDOR

HP    / 1100
AP    / Max
EXP   / 140
G     / 180

Drops: Nothing

Incendor's moves generally work in order.  He will begin the battle quickly 
by using Flash Bang.  This will damage both Koen and Niko as well as 
possibly casting Sticky upon them.

Throughout the fight focus Niko on using recover as burn will cure 
Incendor.  If she does have a spare moment just use attack or defend 
depending on the situation.  Have Koen cast Focus upon himself first round 
and then use Combo Bullets every chance he gets.  If he runs out of AP, 
have Niko use a Fresh Water on him if any are available.

When Incendor gets mad he will heat up and feel a fire inside, when he is 
about to unleash his fury he will be enraged.  It is not guaranteed he will 
give you two warning so best bet is to block with both as soon as he gives 
a warning.  He will then use Cremation Winds on both Koen and Niko.  If 
they are not defending there is a chance they can both get wiped out 
instantly.  Continue to use Combo Bullets and he will soon fall.

Cue end of demo credits, Thanks for playing!


 




VERSION 1.2.1 (released 20th August 2007)



Click here to view the names that helped make Cell Chamber...

Spoiler for VIEW CREDITS:
GRAPHICS
Exclusive Charactersets By
Calibre
Omniouschaos
Alastyr
The Man
djrodrix
Exclusive Charactersets Pending
3 32
Hydrolic
M.Sam
Atlaswing
Character Art
Spliced and recoloured works from originals by Studio EGo
Pictures and Panoramas
Studio EGo
Battle Sheets
Edits and recolours of original sprites from La Pucelle, Disgaea and Makai Kingdom
Miscellaneous
Tana
ccoa
Erk
Zanyzora
Sithjester
Militant Milo
Game Rage
Mack
Angel

SCRIPTS
ccoa - Advanced Weather
Dubealex - Advanced Message System
Cogwheel - Bars
Squall - Damage Display
Cybersam - Battle system
Ultimate Jesus - Shadowed Text
Fuso - Debug
Near Fantastica - Anti lag
SDK - Near Fantastica, Sephiroth Spawn. Wachunga, Prexus, Jimme Reashu
Method and Class Library - Sephiroth Spawn
Scene Base - Sephiroth Spawn
File and Error Report - Sephiroth Spawn
Path Finding - Near Fantastica
View Range - Near Fantastica
Inn System - Sephiroth Spawn
Dual Fogs - Daniel
Party Switcher - Sephiroth Spawn
Rataime - Eye Candy Scripts
Crafting System - Deke
Destruction Engine: Rataime
Light Effects - Near Fantastica

[Not all of these will make the final cut]

AUDIO
Exclusive Original work by:
RMXP_USER
KAOII
J-STREET
EQUIZER
MIKE CHAMBERS
LYNDON HOLLAND

Unoriginal work by:
Capcom
Nox Arcana
Midnight Syndicate
Matt [Sakari]
Shizu
Militant Milo

Note
This is to be added to, if you see anything that is credited wrongly, has credit missing or something that is yours that you wish to be removed please feel free to PM me about it.


« Last Edit: February 05, 2008, 07:35:07 AM by Calibre »

*****
<3
Rep:
Level 90
This looks awesome ^^

Bump massively when a demo comes out so I can see it ^^

~Winged



******
Rep:
Level 89
Let's attack agressively.
that looks wicked.....AWESOME!

Great use with the effects, Intersting Stealth mode, great looking puzzle (puzzle master here), a very interesting story.......wait i havent even play it lol, i feel........this will be a success!

(Must......Play.......Demo.....)

**
Rep:
Level 88
Very nice.  The game certainly seems to incorporate som new ideas, and those screen shots are very pleasng to the eye as well.  I'm really looking forward to the demo so I can try out these acclaimed dungeons.  Good luck with the project, I hope all goes well.

********
moew
Rep:
Level 91
Queen Princess
2013 Most Missed Member2012 Most Missed Member;o hee hee <3For being a noted contributor to the RMRK Wiki
Holy shit this looks good  :o Nice mapping and like the way the dialogue is shown off. Can't honestly wait for the demo, this seems perfect.
:taco: :taco: :taco:

***
Rep:
Level 87
Just Helping.. And Getting Drunk :P
This is the SHIT! One question: what did you use to make that world map? i'm making one to, and its kinda hard to do with just paint and another couple of maps...

And My Game Too When It Ever Finishes :P
Martynator and 24 Sneaky Snoopers are viewing this board.
Why don't they join then? :lol:

**
Rep:
Level 87
Project of the Month winner for September 2007
Thanks everyone!  I hope I can meet your expectations with it"

@AlienSolider Which dungeon do you mean?

@ Ben Gray - Why are the dungeons acclaimed?  :lol: I'm just hoping to make them a little more than A to B and try and avoid rmxp cliches... no earth dungeons in this game!  ;)

@ Martynator - Well I use photoshop, but its made from scratch so its not really an engine at all.  2D design is my best area.  After the standard square map is made 640 x 480 Sephiroth Spawns World Map Script is used to wrap it round a fake globe and add the teleportation triggers.  Unfortunately its in between versions at the moment with the old veriosn being largely imcompatable with many scripts and the new one having no sort of ecplanation of how to use as of yet.

Keep up the comments guys and gals!


*
A man chooses,
Rep:
Level 92
a slave obeys
Project of the Month winner for April 2008
Maps are Breathtaking...

The Battle system sounds cool...

And Using CG...Luve It.

And the Storyline looks good...

Not to mention the Systems....

 ;8 And the Sprites are all Originals...(Or I just haven't seen such yet)

Can't wait for the Demo to play this.

****
Rep:
Level 88
I love what this game looks like right now from what the screenshots show. I also like the fact Midboss's sprites are used for the main characters battler, but the spritesets should have pointy ears because the battlers have em.

********
moew
Rep:
Level 91
Queen Princess
2013 Most Missed Member2012 Most Missed Member;o hee hee <3For being a noted contributor to the RMRK Wiki
:O I missed mid-boss (AND warrior AND majin) in there! Hiya! Damn, I missed the line saying there will bebatllers from La Pucelle, Makai Kingdom and Disgaea, this rocks like 50 times more now. When can we expect a demo?
« Last Edit: July 01, 2007, 07:05:09 AM by Ferenn »
:taco: :taco: :taco:

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Ferenn, do you have sprite sheets to the characters in your signature, or a link to where I can get them?  I don't seem to have them and could use them to further diversify my characters.

I don't specifically know what Midboss is as I havent played any of the actual games, could someone enlighten me on what / who he is and how big a role he plays?

I'll let the pointy ears slide, all the characters are supposed to be total humans so if I can ever find the time I'll edit the battler a bit.

I can't make promises about the demo due to me being a perfectionist obsessiveness but it wont be very long, past beta tesres have told me I could have released it months ago but instead I chose to add to and refine it further.

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Im not sure if this is advertising or not, but here is a link of all Disgaea characters... Well... Most of them.
Here

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Okaythanks Halestorm, should have really thought about looking at wiki, just havent found the time recently.

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Amazing work! 5 stars for sure.
Watch out for: HaloOfTheSun

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2013 Most Missed Member2012 Most Missed Member;o hee hee <3For being a noted contributor to the RMRK Wiki
Ferenn, do you have sprite sheets to the characters in your signature, or a link to where I can get them?  I don't seem to have them and could use them to further diversify my characters.

I don't specifically know what Midboss is as I havent played any of the actual games, could someone enlighten me on what / who he is and how big a role he plays?

I'll let the pointy ears slide, all the characters are supposed to be total humans so if I can ever find the time I'll edit the battler a bit.

I can't make promises about the demo due to me being a perfectionist obsessiveness but it wont be very long, past beta tesres have told me I could have released it months ago but instead I chose to add to and refine it further.

Ah, Leventhan provided me with links to a site with sprites... http://taipan.nmsu.edu/~william/wil.html

And these sprites are made by CrimsonPenguin... beautiful... 

You can find La Pucelle, Disgaea 1 & 2 sprites... all quality games made by NIS.
:taco: :taco: :taco:

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Thanks ferenn, the first link is where I had already got all the sprites but that second one helped me get a lot of new monster battlers from namco vs capcom.

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looks really great...the art especially looks professional (although I wish more people would try and make their styles a bit less cliche-anime...)

can't wait for a demo...

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That's because the art "is" professional!  It's in the credits that the artwork is originally done by a Japanese company called Studio Ego.  I do agree with you, I wish I could have found a large database of characters arts to work with that weren't anime, but that tends to be the most readily available.  I have recently been looking for someone to convert them into a new darker style but I'm yet to find anyone with either the time or the quality to surpass what I have.  I could do them myself but it would be very time consuming and I prefer to concentrate on actually making a game rather than making absolutely everything custom.

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yeah, last summer i began a project where I was doing all custom graphics, and by the end of the summer we had run out of time, and I put it on hold. Until...forever. SO I agree. This game should end up being fun.

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I <3 Studio Ego (Not as much as Studio Ghibli though)
Their sprites are always so adorable and small, they are gonna be awesome in your game =D
As for the artwork, I had a lot of trouble when I was looking for facesets for my characters, it took some time but I found some so don't you dare give up =D

~Winged



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You may have not read it properly but I will not be using studio ego sprites, just artwork.  The sprites, as you cans ee from the screenshots will be using the rtp template.

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I <3 Studio Ego

 ???

ok, no offense. but did you LOOK at the art? NO offense to you either Calibre, but I don't see how it could be more cliche. (the style)
I mean, it still looks good, and I guess that's your preference, but It caught me off guard that it'd be even close to Ghibli. (Which is awesome)

anyways...the RTP style is good to. easy to edit.

What exactly is "Chamber"? I didnt see it in the first post.

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Well people will always like anime, thats why there's so much in existence, it couldn't cause me any offence cos' I didnt draw them!  Like I said, the style is just readily available to work with.  I didnt know what Studio Ghibly was so I looked it up, realised they made films such as spirited away.  To me they don't seem THAT different, to me it all seems typical Japanese anime, though I do see what you mean with cliche wide eyes, especially on the girl in the chamber shop mock up.

Speaking of chambers as you asked, basically its the technological revolution that ended the global invasion of Dahlia and so brought with it the technological age.

It's kind of part fiction, part discussed genetic engineering possbility.  The user is installed with an augment called a Chamber inside their body, it is kept seperate from the existing body but has natural catalysts which allow nerve endings to attach to it and hence making an additonal, prosthetic part of the body.  The Chamber is now essentially a new organ. 

Then at specialist Chamber Clinics, the Chamber Owner can select from a  series or new DNA implants that will develop within the Chamber, but not be able to spread out into the body itself - with the Chamber acting in a similar fashion to a computers firewall. 

From there, the brain can now experience new abilities with the brain attached to the chamber via the nervous system.  As a gameplay mechanic this means that the Chamber wearer can harnass various new abilities relatively safely - if the DNA cell were injected into the body rather than the Chamber, the user would quickly mutate and die.

So its playing on real life ideas and genetic engineering with fantasy really.

...And in other words, its a story explanation of why normal humans can shoot fire out their arms!

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@Calibre: Whoops. Yea, I meant artwork, I was focusing on the links to the sprites instead of the actual thing I wanted to type ><"

@Dante: I don't think it is close to Studio Ghibli however I still like it =D

~Winged



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I have been working strenously for the past few days fixing everything up for the release, so I'm taking a break and showing something instead.

Here's what I come up with, I may tidy them up more for the next demo.




Item Menu



Skill Menu



Party Status



Gear Equip

Battles have also been implemented today, so I'm sure that will stir up a few problems to iron out, but at least they are in.
« Last Edit: July 01, 2007, 06:14:30 PM by Calibre »