The RPG Maker Resource Kit

RMRK RPG Maker Creation => Projects => Abandoned Projects => Topic started by: Calibre on June 23, 2007, 03:37:32 AM

Title: Cell Chamber Final Demo Build + Youtube Trailer
Post by: Calibre on June 23, 2007, 03:37:32 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg105.imageshack.us%2Fimg105%2F4831%2Fcellchamber4hy5.jpg&hash=196489fb2d051547854ad88bb74daae8080c7255)


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

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F5328%2Fstoryheaderde8.jpg&hash=0265cbf1708e603032fdd3923ae2476dbff8a6cb)

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?

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F5015%2Fworldheaderqz7.jpg&hash=5dd727b06dfbade546c6d7f69cb3c910a29186ec)

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.

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F2264%2Fcharactersheadermx2.jpg&hash=0bc939dafaed5a82f015e95f7ecc92aea61ac721)

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg106.imageshack.us%2Fimg106%2F4876%2Fcharacters2xl0.jpg&hash=b07efd1661e96ba7eb6863a2b32324b880b2da7b)

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg154.imageshack.us%2Fimg154%2F4484%2Ffeaturesheaderkl8.jpg&hash=124b191716ba0f4a3f8130385ed9d717b7423f5f)

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.

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F2751%2Fscreensheaderpm7.jpg&hash=009f7e804544af225dfd39e265d6c4974532d436)

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F3487%2Fnikoschatdd6.png&hash=809d27274d475c33483e12882e054b435e44387f)

Meet Koen and Niko, your starting protagonists.

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg510.imageshack.us%2Fimg510%2F7306%2Fmanornorthlb8.png&hash=8c564aaa4412dd95565912929e1c0d206ac681ed)

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

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F7509%2Fmanorcorridoruw8.png&hash=061e77f1c4105335dac72ee109508aa67981ac1a)

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

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F7079%2Fintroductionsvu9.png&hash=268e4584a07177b460f7e74fc3c2b3887b0931da)

Picture Cutscenes for the introduction of Major Characters.

[(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg124.imageshack.us%2Fimg124%2F1084%2Fminigameoj5.png&hash=76bbeef4e678a11149ab3207ac4517fd04e261b2)

Minigames to partake in!

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg179.imageshack.us%2Fimg179%2F9108%2Foutskirtstv6.png&hash=a5153c59f7cc087624169cf8b74967086ab7f1ca)

It's not all indoors...

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg261.imageshack.us%2Fimg261%2F8093%2Fkenjiwj2.png&hash=8da508db2dd7e73b919e30d2092178b489e3d90a)

Kenji relaxing by the waterfalls...

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F858%2Finsidemineswy4.png&hash=0c461798dcd64d0bca2ab4426640e64f7d06abb6)

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

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F7625%2Fmenuhubcd0.png&hash=40586245b02098e6687b648e9614e43948fbb2f9)

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

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg518.imageshack.us%2Fimg518%2F8906%2Fbattlescenekv8.png&hash=5cb54c2427807d2784fbc2f8bf39c1a26610d5ed)

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

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg294.imageshack.us%2Fimg294%2F4643%2Fdemoheaderzr2.jpg&hash=5779898a93b1bfebb46177db105072651ef4560c)

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.

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

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.

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

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.

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

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)

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F779%2Fdownloaddhiy2.jpg&hash=9ffb45014f35418c2ea844d1c0ffbfa7338d65c2) (http://www.cellchamber.delirious-radio.com/files/click.php?id=4)

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.


Title: Re: Cell Chamber - Chicane
Post by: Winged on June 23, 2007, 04:13:06 AM
This looks awesome ^^

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

~Winged
Title: Re: Cell Chamber - Chicane
Post by: Knight Rider on June 23, 2007, 04:23:24 AM
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.....)
Title: Re: Cell Chamber - Chicane
Post by: Ben Gray on June 23, 2007, 10:29:44 AM
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.
Title: Re: Cell Chamber - Chicane
Post by: Esmeralda on June 23, 2007, 01:23:42 PM
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.
Title: Re: Cell Chamber - Chicane
Post by: Martynator on June 23, 2007, 01:40:09 PM
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...
Title: Re: Cell Chamber - Chicane
Post by: Calibre on June 23, 2007, 08:56:04 PM
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!

Title: Re: Cell Chamber - Chicane
Post by: Karo Rushe on June 26, 2007, 09:34:39 PM
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.
Title: Re: Cell Chamber - Chicane
Post by: Halestorm5 on June 26, 2007, 09:39:43 PM
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.
Title: Re: Cell Chamber - Chicane
Post by: Esmeralda on June 26, 2007, 09:45:43 PM
: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?
Title: Re: Cell Chamber - Chicane
Post by: Calibre on June 27, 2007, 01:33:54 PM
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.
Title: Re: Cell Chamber - Chicane
Post by: Halestorm5 on June 27, 2007, 04:23:32 PM
Im not sure if this is advertising or not, but here is a link of all Disgaea characters... Well... Most of them.
Here (http://en.wikipedia.org/wiki/List_of_Disgaea_characters)
Title: Re: Cell Chamber - Chicane
Post by: Calibre on June 28, 2007, 07:35:13 PM
Okaythanks Halestorm, should have really thought about looking at wiki, just havent found the time recently.
Title: Re: Cell Chamber - Chicane
Post by: :) on June 28, 2007, 07:42:56 PM
Amazing work! 5 stars for sure.
Title: Re: Cell Chamber - Chicane
Post by: Esmeralda on June 28, 2007, 08:42:35 PM
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...   (http://images.google.com/imgres?imgurl=http://sdb.drshnaps.com/sheets/Misc/NIS/LaPucelleTactics/Hippo.gif&imgrefurl=http://sdb.drshnaps.com/SpritesPlaystation2.htm&h=845&w=256&sz=26&hl=sv&start=14&um=1&tbnid=-h3vAznqZxRI4M:&tbnh=145&tbnw=44&prev=/images%3Fq%3DCrimsonPenguin%26svnum%3D10%26um%3D1%26hl%3Dsv%26lr%3D%26sa%3DG)

You can find La Pucelle, Disgaea 1 & 2 sprites... all quality games made by NIS.
Title: Re: Cell Chamber - Chicane
Post by: Calibre on June 28, 2007, 09:52:48 PM
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.
Title: Re: Cell Chamber - Chicane
Post by: Lord Dante on June 28, 2007, 09:59:30 PM
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...
Title: Re: Cell Chamber - Chicane
Post by: Calibre on June 28, 2007, 10:36:29 PM
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.
Title: Re: Cell Chamber - Chicane
Post by: Lord Dante on June 29, 2007, 02:23:00 PM
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.
Title: Re: Cell Chamber - Chicane
Post by: Winged on June 30, 2007, 10:29:14 AM
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
Title: Re: Cell Chamber - Chicane
Post by: Calibre on July 01, 2007, 04:41:45 AM
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.
Title: Re: Cell Chamber - Chicane
Post by: Lord Dante on July 01, 2007, 05:15:47 AM
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.
Title: Re: Cell Chamber - Chicane
Post by: Calibre on July 01, 2007, 07:01:27 AM
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!
Title: Re: Cell Chamber - Chicane
Post by: Winged on July 01, 2007, 08:03:34 AM
@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
Title: Re: Cell Chamber - Chicane
Post by: Calibre on July 01, 2007, 05:54:09 PM
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.


(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg110.imageshack.us%2Fimg110%2F73%2Fmenuitemdh4.png&hash=60f0a942d94d026eb48be8784ab41c7a0cd12308) (http://imageshack.us)

Item Menu

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg503.imageshack.us%2Fimg503%2F3043%2Fmenuskillfa2.png&hash=59cb92524542e0012a4b476e314ac5ea447d31d3) (http://imageshack.us)

Skill Menu

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg123.imageshack.us%2Fimg123%2F3036%2Fmenustatusbe6.png&hash=b1f5bd96c6f2b214756ee1c4295f8253ee51c6dd) (http://imageshack.us)

Party Status

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi15.tinypic.com%2F4p9g4jp.png&hash=a7738805bc4f824c581004dc5da807d2a6ac581d)

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.
Title: Re: Cell Chamber - Chicane
Post by: Reddawg on July 01, 2007, 07:10:12 PM
love it.  Icons are cool too, are these all original works? (I dont use other peoples stuff so Im unsure if these are or not).  Looks very good, all pretty good ideas
Title: Re: Cell Chamber - Chicane
Post by: Martynator on July 01, 2007, 07:16:54 PM
This game is looking so ********** good, i almost cant believe its made with the same program i made my game with...
*Crawls away in a corner to be ashamed*
Title: Re: Cell Chamber - Chicane
Post by: Calibre on July 01, 2007, 10:42:51 PM
Reddawg - When you say are these all original works, do you mean specifically the icons?  Some of the skill icons are original, but not the weapon and armout icons.  There are avrious other resources and features that are original though.

Martynator - Thanks! This is my first ever game with a game maker program so hopefully I can only get better in the future.  I have a few smaller side projects in my head too that I may work on soon.
Title: Re: Cell Chamber - Chicane
Post by: Reddawg on July 02, 2007, 12:25:14 AM
I meant generally, but still that's some pimpin' shit (that's a good thing)
Title: Re: Cell Chamber - Chicane
Post by: Calibre on July 02, 2007, 02:08:56 AM
Well in that case, glad you approve!

Look our for the extensive demo release of this soon - I'm hoping sometime in the next 7 days.  It's been over a year for the project now so it feels like a big occasion for me!
Title: Re: Cell Chamber - Chicane
Post by: blazinhandle on July 02, 2007, 03:26:39 AM
luvin' the bevels man ;) the dumbasses over at Gaming World gave me a bunch of shit for using them. Your menus look professional, nice job!
Title: Re: Cell Chamber - Chicane
Post by: Calibre on July 02, 2007, 03:08:50 PM
Ahh yes, my game has recieved a lot of shit there too from a few members but on the whole it has been positive.  For example, all the "elite" really hate any kind of overlay / fog on the maps, and I use it in abundance, but you just have to brush the negative aside and use it to your advantage.  Looking back now, some of them who said the fogs looked bad were right in places, so I improved on them more so and now they look great!
Title: Re: Cell Chamber - Chicane
Post by: dollmage on July 02, 2007, 03:38:41 PM
I like the tile set  :tpg:
Title: Re: Cell Chamber - Chicane
Post by: blazinhandle on July 02, 2007, 10:00:58 PM
That's why I said to hell with the place. It's just a bunch of rm2k users who shit on rmxp because they lack the work ethic and knowledge that XP's RGSS requires. Besides all the feedback is a bunch of garbage. Anyway the features and gameplay elements sound like you've put both time and effort into your project.

P.S. Check your PMs
Title: Re: Cell Chamber - Chicane
Post by: modern algebra on July 02, 2007, 10:59:26 PM
Wow, this looks great. I love the screenshots and can't wait for the demo. I bow down before you, great master  ;8

Seriously though, great work.
Title: Re: Cell Chamber - Chicane
Post by: Halestorm5 on July 03, 2007, 03:51:49 PM
The custom things on those menus make it hard, but I noticed its mog menu :)

But I like the menu anyway :P
Title: Re: Cell Chamber - Chicane
Post by: Calibre on July 03, 2007, 04:43:54 PM
Oh yeah, the scripting is done by mog, and the skin is by me.  I thought I had stated that but obviously I hadn't.  I can't script whatsoever.
Title: Re: Cell Chamber - Chicane
Post by: modern algebra on July 03, 2007, 10:09:41 PM

I can try and help you with scripting. I am not the best, but unless it is something massively complicated I can almost certainly get it done. Here is an example: Advanced Skill Options (http://rmrk.net/index.php/topic,18033.0.html)

There are a couple more in the database and I have another Inventory script which I will probably release within the next week.
Title: Re: Cell Chamber - Chicane
Post by: Calibre on July 04, 2007, 03:09:06 PM
That's a kind offer Moden Algebra. 

However, I musat say at this stage, now that I have many a thing working in unison I can't actually think up many things that I need that are new, only thins that ARE very complex.  Instead, the trouble I am having at the moment - scriptwise is getting some of the scripts working in the game without script errors occurring.

For example I need Sephirth Spawns Skill shop quite alot, though i can't seem to get that running, it may be an SDK issue I don;t know.
Title: Re: Cell Chamber - Chicane
Post by: modern algebra on July 04, 2007, 04:32:05 PM
Well, it can be hard to deal with multiple scripts, but send me the Skill Shop script and I will see if I can work it out. Generally, incompatibility issues occur when one script (or both) alters a default class that the other relies on, so I will see what default scripts that one modifies or relies on, and I will try to make it independent, i.e. alter it so that it no longer relies on any default classes. If it is too integrated into the default scripts, then I may just write the script from scratch with the same layout and options in order to decrease dependency (with credit to SephirothSpawn of course)>

Either way, you can PM me the script and send the SDK too. I can try to work it out.
Title: Re: Cell Chamber - Chicane
Post by: Calibre on July 16, 2007, 01:38:23 AM
Sorry MA, I've been very busy the past week, haven't had the time to do much rmxp related at all.  Someone else has been taking a look at the skill shop for me in fact from quite a few weeks ago, though I don't know if they resolved it.  They are effectively my full time scripter, though I don't know if he can do it or if he still wants to, when I speak to him I'll let you know.  Thanks Again.

In other news, I've been fine tuning a lot but my promise of a demo always seems sliding away down the calendar.  I assure you I could release it now and it would still be fun!  BUT... I'll release it when it's perfectly polished.  I'm very much determined to get it out before the turn of the month though.

What Have I been Doing?

Scrapped my old long and irrelevant intro for a simple, tidy credits roll.
Redis the in-game tutorials
Removed much monologue to prevent irritation!
Reworked and clarified some puzzles
Added features to, and dropped the difficulty of the stealth mini sections.
Redone some Party members sprites as well as some sprite animations.
Title: Re: Cell Chamber - Chicane
Post by: modern algebra on July 16, 2007, 02:03:09 AM
Alright, well I'm here if you need me.

@the rest of the stuff

Nice, I'm even more excited about the demo now. Good luck. I know it's going to be great.
Title: Re: Cell Chamber - Chicane
Post by: Shinami on July 16, 2007, 06:21:08 AM
I can't wait to see the demo. It's not often I'm excited about a game but this definitely has my interest and I will be checking back for updates.
Title: Re: Cell Chamber - Chicane
Post by: SirJackRex on July 26, 2007, 01:02:54 AM
Wow, this looks really cool!
Title: Re: Cell Chamber - Chicane
Post by: Calibre on July 26, 2007, 02:25:11 PM
Thankyou Shinami and SJR!  I know I say this way too much but I am very close now!

Continuing on the list of progress:

Populated the Main town within the demo

Added Shops to the town

Created a Skin for a new Custom Shop Scene

Created a Skin for a new Save/Load Scene

Finalizing a mini game to be played within the town

Rethought the icons to make them all consistent with one another.

Added new weapons, armor and clothing available in the demo

Added a secret side quest within the town.

Touched up the title screen to stay consistent with the overall look.

Look forward to more very soon!

Title: Re: Cell Chamber - Chicane
Post by: Leventhan on July 27, 2007, 03:26:50 AM
Wow that looks awesome.
Can you show me some of your battle sheets ?
Title: Re: Cell Chamber - Chicane
Post by: Azark on July 27, 2007, 01:25:19 PM
You know whats freaky, i was doing the same thing on my game a while ago.....spooky yet sexy.

Anyhow i have taking time to analyze your game, and i mean allot of time.

It's just really really really sexy!!!

I can see the hard work placed into this game.

I give 10/10 on the sexy scale.

Looking forward for the demo!!
Title: Re: Cell Chamber - Chicane
Post by: Calibre on July 28, 2007, 02:35:25 PM
Levanthan - They are just the sprites from Crimson Penguins site repositioned to fit with rmxp via Animated Battlers script!

Azark - Thanks... make sure you guys analyze the actual demos sexiness when it rears its beautiful head in say... about 2 - 3 days!
Title: Re: Cell Chamber - Chicane
Post by: Calibre on July 31, 2007, 08:29:37 AM
As promised... finally this time the demo is here!  It's about 3 hours long... more if you explore (or get owned on a puzzle) and has a quick download from the dedicated host!  Tell me all you can about it, I've worked so long to get the darn thing out!  Feedback, Loves, hates, flames whatever you fancy... just make sure you give it a go!

Peace Out.
Title: Re: Cell Chamber - Chicane
Post by: Azark on July 31, 2007, 08:58:08 AM
Sexy, i just started to download it.


Now i can give it a proper sexy scale ranking!!
Title: Re: Cell Chamber - Chicane
Post by: Calibre on July 31, 2007, 04:19:10 PM
Cool... I hope it ca match the sexiness level you envisioned!
Title: Re: Cell Chamber - Chicane
Post by: The Shadow on July 31, 2007, 06:14:27 PM
This looks very good. I like the dialog cutscenes.

And also, the menu lookjs awesome. Is it an edited MOG menu you are using?
Title: Re: Cell Chamber - Chicane
Post by: sithlord999 on July 31, 2007, 06:58:36 PM
Well i'm not finished with the demo yet, but so far it's been really good! But I seem to be stuck at the place where you have to move the boxes. I can't figure out what boxes to put on that platform-thing.
Title: Re: Cell Chamber - Chicane
Post by: Calibre on July 31, 2007, 07:02:25 PM
@ Black Shadow

I hope that means your giving it a go then!  ...And yes, all menus in the game with the exception of the main CMS page are mog menus with custom skins.

@ Sithlord

You still have quite a way to go!  But yes, that is the hardest puzzle in the demo... I don't want to give out answers just yet, but then I don't want people to give up to easily so if you are stuck to the point of  giving up, PM me and I can tell you the solution.  Thanks for playing and your kind words.
Title: Re: Cell Chamber - Chicane
Post by: Calibre on August 01, 2007, 06:03:01 AM
Sorry for the downtime.  The demo has now been ironed for bugs and has been upgraded to version 1.1.  Link where it was originally in the original post.
Title: Re: Cell Chamber - Chicane
Post by: modern algebra on August 01, 2007, 02:56:32 PM
Downloading. Will play soon  ;D
Title: Re: Cell Chamber - Chicane
Post by: Shinami on August 02, 2007, 01:10:08 AM
Yey~! A demo! Just finished d/ling it! Definitely going to give it a shot!
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Calibre on August 02, 2007, 03:13:05 AM
Hope you both enjoy it!  If you have any problems with the puzzles don't hesitate to PM me.
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Shinami on August 02, 2007, 08:58:17 AM
I've finally got to play it and I must say it's done very well. The opening you made is the best I've seen in a long time. I'm also interested to see how Nico will play a role. "Most guys would kill to be in your position right now!" That was great. ;P The whole "Koen" thing is starting to intrigue me as well. ^-^ The first puzzle kept me busy for a little as well. On top of that, the music you've chosen suits the situations very well and I love your sense of humour with some of the NPCs in the mining town! Arshes in a corner drunk and mumbling was great! Not to mention the man not too far from him scoffing at the elemental crystal cliche! Intriguing story and funny dialog. I haven't played through the entire demo but I'm liking it a lot so far. I'm really looking forward to seeing what you have in store for us! Please tell me that we get to play around with the battle system some?

EDIT:I just got to the battles! Wooo...Combo Shot requires button input to land a hit! I wonder if all of Koen's gun skills will be like that? I think I'ma be spending a little time in these caverns so I can buy some things I had seen before. ^-^

EDIT#2:I just finished the demo and man, that boss has some serious hp! The battles were awesome! Enemies on the map that respawn after a little time was a good idea. It removes the tediousness of random battles and allows the player to try and evade battles if they're just trying to get somewhere. The mine cart puzzle took a little bit of time but it was kinda fun riding around like that.  I enjoyed the demo and can't wait to see the rest!

End Demo stats:

Total time played: 4:28

Koen lvl 8-lvl9 after boss
Niko lvl 8-lvl9 after boss
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Calibre on August 03, 2007, 08:18:51 AM
Wow Shinami, thanks for playing.  4:28, looks like you got stuck right into all there was too explore!  I am also glad you enjoyed the battles, others have said it is a weak point of the game, and they will definitely be getting even better in the future. 

It would be interesting to know how many secrets you found in the demo, you can acquire a weapon from Rubel, collect about 7-8 Collector Cards and also there is a Crazy hidden chest in the mines.  I won't add anymore than that because I don't want spoilers in the thread!

Has anyone else tried it out yet?  I'd like to hear your thoughts!
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: yukihime on August 03, 2007, 11:21:28 AM

Has anyone else tried it out yet?  I'd like to hear your thoughts!

Me!!!*raise hand* I just saw your awesome screenshots and rush to download it!!
Opening....awesome! It's like watching a movie!
Maps....awesome! The best mapping I've ever seen...wish I could do the maps like that+_+
Musics&Sound effects...awesome!! Really suits the atmosphere!!
Storyline...cool! but I just start it not so farXD
Everything is outstanding...great works!!!

I really wanna know how did you do all that mapping effect! Especially the shadows of the character when under moonlight! The shading and everything...it's just professional!!!And the unique menu, is that RGSS?@_@
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Azark on August 03, 2007, 11:28:27 AM
Am sorry I have not replayed sooner, I’ve been busy the past 3 days.
I just got to the part where you are allowed access in the mines in about 1 hour and 46 min game play.


Let me tell you this…..
ITS SO DAMN SEXY!!!!
You don’t fell like the game has been rushed, it seems like it was carefully planned and the story just sinks in.
As for the game play, it’s amazing and has well thought out Puzzles. Like the crates. Although I figured it out pretty quickly. (Went and got my calculator and started to add up the units.).
The battle system is sweet and sexy although I found the animations kind of rough.

Also the drunken Arshes reminds of a game a played before which made me laugh my balls off.

I will give ya a sexy scale rating when I complete the demo.
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Calibre on August 03, 2007, 11:37:46 AM
Right... you two can be my spokesmen lol.  Fellow forum members, listen to these ^^^ words!  :D

@ yukihime - The shadows is an RGSS script by Rataime called Dynamic Shadows I think.  He currently just updated it, past the one I use.  I'm sure you can find it an .or gwith no problems, and yes the menu is in RGSS.

@ Azark - No worries about being busy, I was just asking in general!  First I have heard about the battle animations being rough, but hey, thats the best I can get into 4 frames of animation!
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Restaurant Sackboy on August 03, 2007, 11:55:26 AM
Awesome...
All I can say ROFL!
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Calibre on August 03, 2007, 01:34:42 PM
Awesome...
All I can say ROFL!

Do you mean to say you have played it and think it's awesome, or you just think it looks awesome?
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Qig on August 03, 2007, 02:34:39 PM
Downloading, Will play and post comments later\tomarrow
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Calibre on August 04, 2007, 09:15:08 PM
OK then, sounds good!  Feedback has dried up a bit everywhere recently and I do really value EVERYONES opinions, I have 160 downloads so there must be some more opinions out there!
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Calibre on August 06, 2007, 07:11:43 PM
Feedback / opinions on this are beginning to dry up already so I have already started on improving upon the demo.

Does anybody else have anymore to add with their opinions?  Now would be a good time as I am rewriting parts of the demo.
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: modern algebra on August 06, 2007, 07:15:19 PM
So far I am hpaapy with it. As I mentioned on rmrevolution, I get a lot of lag in the manor, but so far it's been good outside of that, I'm pretty happy with the demo.
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Calibre on August 06, 2007, 07:26:58 PM
That could help me actually.  Can you name the specific rooms/maps in which the lag occurs, what spec your PC is running roughly and is that you playing with all other applications closed such as internet explorer / msn, that can cause far worse lag.
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Malson on August 08, 2007, 01:56:02 AM
I don't have RTP so I can't try the demo yet, but I will say that this is one of the best organized threads for an RPG Maker project I've seen here in a long while.
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: yukihime on August 08, 2007, 11:54:10 AM
ok...i have one simple opnion....
i think the needs to be more clues in the game XD
my friend says he was stuck in the house (the beginnig one) for almost one hour@_@
Actually I was stucked there for a while too....LOL(I'm suck at finding clues...)
and the are some rooms too dark to spot items or hideouts although the scenes are nice
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Calibre on August 08, 2007, 01:40:04 PM
@ Zypher - The RTP is a free download, it costs nothing to have! http://www.enterbrain.co.jp/tkool/RPG_XP/eng/download.html

@ Yukihime - That's something that's a bit hard to deal with for me.  I actually haven't had any complaints yet about the darkness of the manor, perhaps your screen is set to be a little too dark?  And as for clues, I will be making the "putting the fire out" more intuitive, but the box puzzle, the door switches and the code are all pretty self explanatory in my eyes.  I am not making the game to be easy!

What I will do in time is make a full walkthrough so everyone who likes puzzles can do them and everyone who doesn't can just use the walkthrough.

However, just fyi the host has maxed out its bandwidth so we are having to fix that - meaning the download is temporarily down.
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: yukihime on August 08, 2007, 01:51:03 PM

Well maybe it sure is my screen problem
Seems like it's going to be a tricky game XD(at least to me)
I did put the fire out...but what comes next..?..Fine, I'll try search it myself.
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Calibre on August 08, 2007, 02:12:27 PM
That depends where you are AFTER the fire... the rest of the game is AFTER the fire!  :P

Just ask if you need help, like I said there are people that want to do it and people that would rather not.
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Malson on August 08, 2007, 03:08:54 PM
@ Zypher - The RTP is a free download, it costs nothing to have! http://www.enterbrain.co.jp/tkool/RPG_XP/eng/download.html

I chose not to download it. Any game worth playing will have a non-RTP-required version eventually anyway.
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Calibre on August 08, 2007, 03:28:08 PM
I see your logic with that and you are correct, my game will come as an all included release, even as a demo in the not so distant future.  However, there are a few gems about that I don't think have included the RTP up until now!
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: zzzdude on August 08, 2007, 06:16:05 PM
I do say, very nice artwork chap! :bean:
Title: Re: Cell Chamber - Chicane [3 Hour Demo out now!]
Post by: Calibre on August 16, 2007, 11:57:35 PM
Fixed and Updated Version of DEMO Now Version 1.2!

OK, here is the updated demo version to v1.2. It is not hosted yet as Serenade (my host) was not online to upload it. I also forgot to zip it/rar it but it shouldn't make a difference.

MAIN FIXES:

- Status changes no longer effect accuracy.
- Bridges can now not be walked off.
- Boss has been fully reworked.
- Armor has been revised.
- Battles have been sped up, but function more like a turn based system than before.
- Many Passabilities Fixed.
- Many spelling mistakes fixed.
- Always on Top Error Fixed.

As soon as Serenade can we will have it on the server too.

Link Removed as Main host is now fixed again.  Refer to First Post.
Title: Re: Cell Chamber - Chicane [DEMO UPDATED AND BUG-FIXED!]
Post by: modern algebra on August 17, 2007, 12:50:28 AM
Downloading.
Title: Re: Cell Chamber - Chicane [DEMO UPDATED AND BUG-FIXED!]
Post by: Calibre on August 17, 2007, 03:38:33 AM
Cool.  You know that it still ends the same place as before though, right?  I have just corrected everything that people complained about.  The battles should be far better now, everything is more balanced, and I have had an outstanding beta tester go through it with a fine comb twice.  The only possibility of a screw up is if a script decides to be an idiot!

Basically it's the polished version that the first version should have been!
Title: Re: Cell Chamber - Chicane [DEMO UPDATED AND BUG-FIXED!]
Post by: Calibre on August 17, 2007, 07:15:30 AM
Sorry for the double post but I had a big change and I'd figured people had already read the above post.

The fast Server is back on so Cell Chamber V1.2 is to be downloaded as before via the big button in the first post.
Title: Re: Cell Chamber - Chicane [DEMO UPDATED AND BUG-FIXED!]
Post by: Calibre on August 19, 2007, 07:57:48 PM
CRUCIAL UPDATE

I'm extremely sad to say, so much for the game being bug free...

Just before I made the gamefile for this, I tinkered with a bit of mapping someone suggested and it created a game breaking error!  For all that have it and are playing, when you reach the actual Mines (Dungeon) swap your save file for this one:

http://www.zshare.net/download/3216885658a504/

The bug will not allow you to reach the third game advancing item, so I have added it the inventory in the game file instead.  Sorry about that. (You'll know when you can't cross a bridge)

For all other players, I will make a new version with the issue corrected and also include the RTP so it can be played as standalone.
Title: Re: Cell Chamber - Chicane [DEMO UPDATED AND BUG-FIXED!]
Post by: Calibre on August 20, 2007, 08:42:40 PM
Ok I have fixed that idiotic glitch and now the game is standalone so can be played regardless if you have the rtp or rmxp.  The download speed is good so please do give it a go, I'm doing my best to improve it all the time and your opinions are all appreciated.

Are there any more opinions from previous players?
Title: Re: Cell Chamber - Chicane [DEMO UPDATED AND BUG-FIXED!]
Post by: Falcon on August 20, 2007, 08:45:53 PM
I already said this over at RMRevolution, but the game is a masterpiece. Graphic's were used wonderfully, and the storyline flowed great. One of my favorite features though, was the action key pop-up, I hate games where it should be really simple, but you didn't think to use the action key >.<

Hope to see the next chapter soon :)
Title: Re: Cell Chamber - Chicane [DEMO UPDATED AND BUG-FIXED!]
Post by: Calibre on August 23, 2007, 04:11:29 AM
Thanks again Falcon!

...And Zypher, the rtp dependency is gone if you are reading this!  :D

I have just written a painstaking walkthrough mainly to help all the people that play the games but do not like to post - and for anyone else that may want it I guess.  It's pretty long and detailed.  I'll add it to the main post too!
Now I finally (STILL DON'T) understand GAMEFAQS contributers!

Keep the feedback coming guys!  It's all gone quiet! :P

Spoiler for "WALKTHROUGH - Obvious Spoilers":
--------------------------------------------
Cell Chamber Demo v1.2 Walkthrough and Guide

written by Calibre 23 August 2007
--------------------------------------------

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.

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

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.

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

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.

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

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!

Title: Re: Cell Chamber - Chicane [DEMO UPDATED AND BUG-FIXED!] [POTM]
Post by: Calibre on September 07, 2007, 01:40:04 PM
I'll say it again in here, but thanks for the POTM status!

Just back from holiday...

...I guess creating a walkthrough was a bad idea for comments, now no one needs to say anything!  Let me know if you are playing it guys, it's my main inspiration for progression!
Title: Re: Cell Chamber - Chicane [DEMO UPDATED AND BUG-FIXED!] [POTM]
Post by: modern algebra on September 16, 2007, 06:42:27 AM
Congrats on PotM. You deserve it. Also, I'll have to read this walkthrough sometime. I'm not stuck yet, but there was a hairy situation once.
Title: Re: Cell Chamber - Chicane [DEMO UPDATED AND BUG-FIXED!]
Post by: Calibre on November 16, 2007, 07:42:39 PM
Some people have asked me how this is coming a long due to the lack of updates and I'm afraid fact is it isn't.  Since leaving university work takes too much time to work on a game.  Though I am still interested in making smaller games when  I feel like it.  I just can't find motivation to start up rmxp after workl.

For those that haven't played the demo... DO! It's good and fairly long.  :P
Title: Re: Cell Chamber - Chicane [DEMO UPDATED AND BUG-FIXED!]
Post by: Calibre on February 05, 2008, 07:33:27 AM
OK so I have a trailer here (sorry if I shouldn't be bumping this - I don't know...) of 3 minutes on Youtube... This game is no longer being worked on but hopefully the trailer can make any people that neever played it play what there is of it!

http://www.youtube.com/watch?v=LTTWLedUOyI
Title: Re: Cell Chamber Final Demo Build + Youtube Trailer
Post by: modern algebra on February 05, 2008, 04:26:56 PM
Nah, bumping is fine for projects and databases
It looks good.
Title: Re: Cell Chamber Final Demo Build + Youtube Trailer
Post by: Dertt on February 05, 2008, 09:48:37 PM
You CANCELLED THE GAME? It was too sexy to die!
Title: Re: Cell Chamber Final Demo Build + Youtube Trailer
Post by: Reives on February 06, 2008, 01:38:59 AM
Yeah, everyone kick his ass for wussing out! D:
Luckily though, he has a new project that is also awesome. Watch out for that in the near future. :'>
Title: Re: Cell Chamber Final Demo Build + Youtube Trailer
Post by: Calibre on February 06, 2008, 02:36:48 AM
There you go again blowing my big secrets!  This reminds me of that time you blabbed to my girlfriend my former gender, a new game that's like not so detailed and massive is being made.  I don't physically have the time to make games that are actually as long as Final Fantasy.  :tpg:
Title: Re: Cell Chamber Final Demo Build + Youtube Trailer
Post by: modern algebra on February 06, 2008, 02:43:00 AM
Oh, I didn't even realize it had been cancelled  :-\

Do you want me to move it to Abandoned Projects?
Title: Re: Cell Chamber Final Demo Build + Youtube Trailer
Post by: Ruzu on February 06, 2008, 03:04:45 AM
Yeah, everyone kick his ass for wussing out! D:
Luckily though, he has a new project that is also awesome. Watch out for that in the near future. :'>

lol, seems kinda harsh but i'll do it anyway!


There you go again blowing my big secrets!  This reminds me of that time you blabbed to my girlfriend my former gender, a new game that's like not so detailed and massive is being made.  I don't physically have the time to make games that are actually as long as Final Fantasy.  :tpg:

I'm going to download the demo :D and watch the youtube thing :P
Title: Re: Cell Chamber Final Demo Build + Youtube Trailer
Post by: Calibre on February 06, 2008, 05:11:41 AM
Reading your quote of me - I realised I must have been drunk or something, I make no sense.  I meant I am making a new game that is a lot more manageable.  I don't really have a former gender, I've been male since I was 3 and I was male before then too.

Yeah cool thanks for playing, just cos its too much work for me doesn't mean I don't have a lot of pride invested in this, I still love to hear feedback on it and will be happy to hear feedback on it forever.  Well within reason, don't come round my porch when I'm swinging on  my chair when I'm old and grey, I won't care to listen.

MODERN - I guess it's up to you guys, it's your forum!  Where will it get seen and where won't it get seen?  It's till available for download and I'd like that to remain the case.
Title: Re: Cell Chamber Final Demo Build + Youtube Trailer
Post by: modern algebra on February 06, 2008, 03:54:44 PM
I'll leave it here then until you are old and grey :P
Title: Re: Cell Chamber Final Demo Build + Youtube Trailer
Post by: SorceressKyrsty on March 10, 2008, 02:28:25 AM
The Chamber theorem about protestic parts of the body sounds like auto-mail from FullMetal Alchemist :).
(If you don't know FMA, auto-mail are prostestic mechanical limbs... the main character has it for his right arm and left leg... coolest protagonist ever)
Maybe if we ALL gang up together and say its awesomeness you'll keep working on it...  :aryan: