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[RMXP]The Insanity: Mind of the Condemned [Complete]

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Temperance Studios Original Production

Download Link:HERE!



Story:

I was escorted from my room by two men in white.  They were wearing hoods, so I couldn't see their faces.  The walls in which we walked were as white as their outfits; kept bleach white and clean by nightly janitors that scrubbed off any mess with industrial-strength detergent and stiff bristled brushes.  They made the most peculiar scratching noise...

The man in front of me opened a door and lead me in.  The room was nice, medium sized, with just enough decoration to catch the eye, but not so much as to clutter the room.  It was all very neat and orderly, as was the man who stood behind the desk on one side of the room.

"Ahh you brought him.  Thank You.  You may leave now."



Features:
> Zenith Tactical Battle System
> 2 Man CMS by NAMKCOR
> Tons of Addons by Blizzard
> Zeriab's F12 Fix
> Involving and slightly twisted storyline.
> Tricky puzzles for witty people
> Appx 1 hour of gameplay (+ or - depending on puzzles)
> Four Difficulties
> Re-visited skills
> Re-visited items
> New Weapons
> Revised and more complete Ending
> Pending Walkthrough Release



Characters:

Name: Leon
Age: 19
Bio: A young college student with an interesting story to tell.

Name: Dave
Age: 34
Bio: An acclaimed psychiatrist and self-publishing author, currently working at the Barkham Psychiatric Clinic.

Name: Aaron
Age: 19
Bio: Leon's best friend and 'partner in crime'.  A Street Rocker with a beautiful Flying V named 'Ebony'



Screenies:
I would have posted more, if I wanted to spoil the story.
Spoiler for:







Credit and additional help:
> Blizzard
> Nick
> Makers of the Kurama RTP Resources
> Various Musical Artists (including Planet b and Children of Bodom)
> Makers of the tori_gaku school resources
> CCOA
> Zeriab
> Zylos, the Grammar Nazi
> Tektek
> Anyone else that I forgot to mention

*Disclaimer: Temperance Studios in no way take credit for ANY of the resources used in creating this game (except the piano jingle, title screen, T.S. Intro Screen, Game Over Screen).  Temperance Studios only claims credit for the story, dialogue, and character personalities.  If the resources are not properly credited and you KNOW the correct author, contact NAMKCOR at Rockman922@hotmail.com so that he might credit it properly.*

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« Last Edit: October 28, 2008, 06:47:52 PM by Andrew Stroud »

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Twisted storyline? Tactical battle system? Being taken away by men in white?
I'm sold.

*goes to download*

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haha, thanks Dertt.

Reminder: this is NOT a horror game.

also, could I get a move to completed projects plz?

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Spoiler for:
Why do Yin and Yang have so much HP? lol

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Spoiler for:
Why do Yin and Yang have so much HP? lol
Spoiler for:
Cuz they're Tier 2 man, they're TOUGH!

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Spoiler for:
Why do Yin and Yang have so much HP? lol
Spoiler for:
Cuz they're Tier 2 man, they're TOUGH!
Spoiler for:
But I paid 100 fucking dollars so Eian could tell me that Yin wasn't very strong or fast, only to find out that she dodged almost every single attack and when she finally was hit by something, it did 575 damage and didn't even take 15% of her health.
Challenge makes you want to keep going, though. Or rather, they piss me off by KOing me, so I'm going to kick their arses. Eventually.

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Spoiler for:
She's not 'dodging' she has very very little evasion at all, it's just that you're getting unlucky on the attacking rolls lol.  Also: Gimp

Yes, I realize the game is hard, and I made it like that on purpose.
it IS very possible to win, I've done it a few times.
The AI in battle is really simple, you just need to keep on top of things.

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Spoiler for:
It's weird, because I can land most of my attacks on Yang. I'll try using more of gimp.
Oh, and I loved Leon's analysis of how Dave introduced himself.

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Spoiler for:
a successful gimp will cut her damage done to about 250 on average.  So you should be able to take a good number more hits before needing to worry about taking painkillers.

thanks, that was one of my favorite bits of dialogue to write.

edit: ty for the move Modern
edit 2: updated with v1.04, fixed some passibility errors and a cutscene bug
:ninjabump: edit 3: v1.05 released (jeez) found another passibility bug and two more graphical bugs that I had overlooked :(

<3

ATTENTION!
TOMORROW v2.05 WILL BE RELEASED, FEATURING A BUG FREE TBS (ZTBS)
IF YOU ARE PLAYING THE GAME RIGHT NOW, YOUR SAVE FILE WILL BE INCOMPATIBLE.


v2.05 is NOW ACTIVE!
gogogo!

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download temporarily removed due to a stupid bug that is causing the game to freeze.
I haven't even figured out the source yet >:(

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fukkin bumped

game shoud work now.

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Cool. I'll d/l it and hopefully play it within a few days.

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hehe ty modern

also: WARNING, VISTA (sometimes)SAYS NO!

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Hey Agito, I like your battle system. Somewhat tactical.

The game still froze on me, just after I entered the slums. I hadn't even reached the save point.
I hope you can fix this because I have enjoyed your game so far.

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it's freezing there AGAIN?!
I thought I fixed that goddamned bug!

also...it's not just 'somewhat' tactical, and it's not -my- system, it's the Zenith Tactical Battle System, lol

goddamned bugs...wtf...

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Yeah, I had it freeze there too, but it's not actually freezing, you just can't move. You can still access the menu. It's a pretty serious problem but it does at least tell you that the problem may not be isolated to the slums. That's the first time in the game the player tries to move, so it could even be a problem with the update method of Game_Player.

The battlers are awesome by the way.
« Last Edit: July 11, 2008, 01:18:18 AM by modern algebra II »

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umm, that's not the first time you try to move, it's like the third.
anyway, IT'S FIXED

BUMP FOR GREAT JUSTICE

The problem was Tons of Addons' Caterpillar (that I didn't even use, wtf?!) messing with Scene_Map.

it works now.

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Downloading. And it totally is the first time the player tries to move - every other time previous is handled by events :P The last demo started in the school  >:( I guess it isn't the first time you walk after all. Anyway, I'm glad that you found and fixed the problem.
« Last Edit: July 11, 2008, 11:26:18 AM by modern algebra II »

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wow, I totally fucked up the last one then, lol.
but yeah, this one is good

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bumpitty bump

v2.17 is out, I think I've ironed out most if not all of the technical bugs
all that's really left is grammar check

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Agito;

Everything seems good now. Except the wall when you first enter the slums(near the metal container) I can walk through. I know this is no big deal anyway. Also the spike maze was a major piss-off. I didn't understand what was going on until 2 hours later. I hate the fact that Harlequin has 8000 HP and you have a wimpy 1200 or something. Guess that keeps it challenging. Chapter 3 reminded me of Zelda a lot....all those puzzles.

Anyway, I enjoyed your game.

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that passibility error is fixed in the version that is currently hosted.

Also, yeah, it's hard.  I made it hard on purpose.  Too many games are easy as whores to beat, I decided to give the game a challenge.  And yeah, the spike room is one of my favorite puzzles, one of the most devious and evil things I've ever thought of.  Glad you love it so much :)

Thank you for taking the time to play my game, glad you liked it

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Ya I sent my keyboard across the room after the 75th Gameover.

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hehe, glad it was a challenge :D

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Where's the head of a chocolate coronet? :O
Spoiler for The Insanity Review:
The Insanity: A cold and bitter diagnosis
By: Temperance Studios (NAMKCOR)
Review by Starrodkirby86

   It's always been arduous and difficult to start off something, even when it comes to writing a review. For the exact reason, I have taken the time to use the phrases here as a filler for the Introduction. There isn't exactly much else to state, unless someone in the psychiatry business, then, we might as well ramble on. Why am I even mentioning psychiatry anyway? Ah, it's to intertwine one into the next subject, which obviously as the Header speaks for itself, is about The Insanity: A cold and bitter diagnosis, a game that chronicles a session of a patient within an asylum, leading onto his life story (It is psychiatry after all).

   As a game that clearly is short in length, the story needs to entangle the player pretty early in order to get their attention span to remain focused into the game. The player takes the role of Leon, who has many troubles throughout his life. I can't retort many of these episodes considering they probably contain spoilers. Suspense usually makes a story successful, and this is no exception. The storyline does urge to reader to go on, to unravel the mystery of Leon, from having a normal cheery life to something...more dark. Character development shows, but rather only for Leon, where the other characters simply have minor roles or their screen time is extremely small. As the game is divided into three chapters, the real characters that only appear in every single of the three would be Dave (The psychiatrist) and Leon. The rest of the people only appear exclusively for that chapter. It's such a shame, as the story should have done more for them, but wasn't exactly any new task that could have been done in the first place.

   More of Leon's past gets revealed, but the player will never truly know how Leon got his sorry bottom into the Asylum. This is because the game ends only after one session with Leon and Dave, giving such a disappointing cliffhanger. There's room for a sequel that may reveal more of his past (And the fate now), along with the continual involvement of the other characters. After all, there are no small parts, just small actors. On another subject in relation to the story, there are opportunities where it is perfect for the player to interact in. NAMKCOR takes advantage of every one of them, and as the chapters go along, the player will realize s/he will get more involved with Leon's activities. The interactivity also gets more intricate as the chapters drop like a rock, from hide-and-seek to avoiding the spikes on a Chess Board.

   The battling works well with Insanity. Now that NAMKCOR replaced Nick's TBS with the Zenith Tactic Battle System, there are no longer errors in regards to pathfinding. One of the worst flaws in the game has finally been eradicated once and for all. In addition, NAMKCOR has also gave graphics to every enemy in the game. This can prove to be quite an interesting thing, as a reason I played the new version of the game was to see the graphics of the enemies. The move over was painless, and maybe even better. Very little moves have been altered, so they still have the same effect as before. The difficulty is still retained, except there is now a sharp learning curve.

   Not only does the enemy have a higher chance of winning, the game does give you a difficult moment to survive in. Leon and his sidekick Aaron are to simply put it compared to the other enemies, plain wimps. In order to win the game in the most painless (I use painless as a pun) way possible, you have to abuse two actions--Painkillers and Skills. Painkillers are the game's potions, and they're the only ticket of survival. Enemies will take such a beating on Leon and Aaron, opposed to the other side where their HP is drastically high, the best strategy is to play a game of cat-and-mouse; run and heal, fight back, get beaten up, and repeat. Skills power up the player, and they are also the Painkillers' best friend, since the more skills the player uses strategically, the less Painkillers s/he need to use overall. Do this for almost every battle you face, and the game has turned a little bit easier (A little bit of luck is still needed to win the battle, a Critical Hit on Leon or Aaron for example can ruin a whole plan).

   The graphics work well with the eye and cooperates with the storyline. NAMKCOR can map the locations with a high level of skill. If he wants a secret underground Fight Club, he can definitely map it. If he wants a dreamy forest of pure ecstasy with touch of magic and mystics, he can definitely map it. The battle animations and character battlers are also very creative as well, as he uses the popular Gaia Online game to create graphics for his heroes (Rather, an avatar generator for Gaia Online). It is the first time I have seen someone use it, and in such a way that it does not get annoying or unpleasing to the eye (A graphical inconsistency for example). The highest drawback when it comes to the aesthetics would be the passability of the tiles. While this issue does not affect the game in any way, it may seem quite strange that Leon is able to do a little dance on the registration machine and not get kicked out of the Arena. Fortunately, NAMKCOR corrected this (Or most of) the problem, so it's not as much of an annoyance.

   Music is generally a small category and is not taken upon with a high priority. Alas, I will still mention the audio and sound anyway. All songs do fit well for the atmosphere it tries to portray, and the music contains a continuity that reverts the player back into another state of mind when this song plays. There is nothing sub-par about it, along with any clichés known for an RPG Maker to insert with music. However, the battle music does get loud in some cases and can scare any unwary fool. But that's obvious, since the battle music uses an Electric Guitar most of the time.

   Overall, Insanity is a great play at such a small length. The player may retry quite a lot, when it's the battle or when it's the endgame puzzles. The continued attempts remind me of the way-too common deaths in the game Shadowgate, and may be a frustration among people. However, as it is beatable in quite some time (Maybe a little hint would get the player all the way), the issue is minor. The length of the game actually helps it out; the player can remember nearly every event from the beginning to the end, and still talk about it well enough, unless their memory is too dry to recite out. In my words, I would definitely say to play the game, enjoy the "bitter" tea, and dream a little more insane tonight.

POINTS GRADE:
STORYLINE: 9.5/10
Pros:
~Is not the standard RPG flair of stories
~Philosophical content used in a nice way
~Story isn't choppy despite the chapter dividing
~Attachment to Leon is there
~Suspense
~Small length of game makes remembrance of all events
Cons:
~Little to no character development for the other characters
~Cliffhanger results in no resolution
~Player will never truly know how Leon got into the Asylum
~Minor spelling errors (Surprizing, isn't that surprising?)
~Small length of game gets the player to urge for more!!!

GAMEPLAY: 9.0/10
Pros:
~Tactical Battle System works most of the part
~A lot of the puzzles are clever
~Interactivity is used at its most
~Actual use of Skills and Items, no negligence on that
Cons:
~Minor eventing errors
~Some puzzles are annoying
~Painkiller Abuse

GRAPHICS: 9.0/10
Pros:
~Great mapping
~Creative use of Battle Animations and Battlers
~Beautiful Title Screen, Game Over, and Logo
Cons:
~Some areas can use for more cosmetics

AUDIO/SOUND: 8.5/10
Pros:
~Songs are in the right place
~Sound used in right areas
~Continuity
Cons:
~Not everything is custom (Not that major)
~Guitar Solos may be out of usual

Personal Score: 9.5/10

AVERAGED: 9.1/10

Ending with a quote: "You must be suicidal." :D

Just reposting my review by request of NAMKCOR. I may be extremely lenient, but that doesn't mean this game is the complete opposite of what I said here. Have fun NAMK.

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ty for the reviewing love, SRK

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Congratulations NAM, for winning the poll for Project of the Month (by a very close count too :P)

This project is now August's PotM. A PM will follow shortly.

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HOLY FUCK!
« Last Edit: August 05, 2008, 09:44:53 PM by NAMKCOR »

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 :o

Anyway, I finally got around to playing this a bit more. It really is quite challenging. Especially those friggin' arena fights. Anyway, I'm still not done. I'll get back to you once I finish.

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yay, glad you like it :)

yay nobody cares!



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congrats on Game of the month |) an I'll make sure to d/l it today
Super Smash Bros. Brawl - Kirby Player
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PM to Brawl me

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omg somebody posted!
lol, thanks.  Hope you like it :)

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wow I played this game and was blown away...you rock
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:D glad you liked it

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Congrats on PotM

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lol, thanks.

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This game is going to be featured on the first episode of The RMRK Show!

Huh, sorry The What?

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Died on the second chapter, wasn't given the option to save before I died, and quit because I didn't want to do two chapters over again.

The first chapter is a bit boring, honestly, but it was sort of exciting when I got to fight, at least until I died. :mad:

And, the mapping could use some work. It seems a bit plain or empty in a lot of areas.

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Died on the second chapter, wasn't given the option to save before I died, and quit because I didn't want to do two chapters over again.

The first chapter is a bit boring, honestly, but it was sort of exciting when I got to fight, at least until I died. :mad:

And, the mapping could use some work. It seems a bit plain or empty in a lot of areas.

save crystals bro.

and yeah, I'm working on mapping, but I can only do so much with the tileset I have for the school (bleh)

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Died on the second chapter, wasn't given the option to save before I died, and quit because I didn't want to do two chapters over again.

The first chapter is a bit boring, honestly, but it was sort of exciting when I got to fight, at least until I died. :mad:

And, the mapping could use some work. It seems a bit plain or empty in a lot of areas.

save crystals bro.

and yeah, I'm working on mapping, but I can only do so much with the tileset I have for the school (bleh)
I only recall seeing one save crystal in the room you start in. Maybe you should make them stand out more, or ask the player if they want to save after every chapter?

And with the mapping, I know the school tileset doesn't have much, but you could do more with the RTP, such as in this map. There are a lot of empty spaces. Maybe you could make the room smaller, fill in some spaces with furniture, and add some decoration to the walls. =o

Oh, and the desks' shadows are supposed to be semi-transparent.
« Last Edit: August 15, 2008, 09:58:11 PM by modern algebra »

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Died on the second chapter, wasn't given the option to save before I died, and quit because I didn't want to do two chapters over again.

The first chapter is a bit boring, honestly, but it was sort of exciting when I got to fight, at least until I died. :mad:

And, the mapping could use some work. It seems a bit plain or empty in a lot of areas.

save crystals bro.

and yeah, I'm working on mapping, but I can only do so much with the tileset I have for the school (bleh)
I only recall seeing one save crystal in the room you start in. Maybe you should make them stand out more, or ask the player if they want to save after every chapter?

And with the mapping, I know the school tileset doesn't have much, but you could do more with the RTP, such as in this map. There are a lot of empty spaces. Maybe you could make the room smaller, fill in some spaces with furniture, and add some decoration to the walls. =o

Oh, and the desks' shadows are supposed to be semi-transparent.

there's also one right outside the door of the school, if you missed it you're blind.
And yeah, indoor maps aren't my speciality, at all.

oh, and semi-transparency?  not a big issue.

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Ok, I know this is a double post, but big update.

I'm considering releasing an updated version of the game, including difficulty selection and perhaps some more skills, and perhaps an Epilogue chapter, for those interested in a bit more conclusion to the storyline.

But, the game was released a while ago, and people have already done their run-throughs so, I'll leave it up to you guys.

Should I work on and release "The Insanity: The Mind of the Condemned"? (effectively; The Insanity: Special Edition)

edit: this was my favorite project ever, and I'd love to work on it some more and update it a bit, but I'm not going to if it'd be a wasted effort.
« Last Edit: October 16, 2008, 01:53:23 PM by Cecil »

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Of course youshould, especially because you love to work on it.
I'll be totally looking forward to the special edition of The Insanity. ^_^
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Of course youshould, especially because you love to work on it.
I'll be totally looking forward to the special edition of The Insanity. ^_^

I have a bit of an idea of what to do.
I was wondering if there's enough support for the game, that it'd be worth making.

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I agree with Leventhan you should work on it. ;8
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MAJOR BUMPAGE

The Insanity: Mind of the Condemned is complete.
(Special Re-visited edition of 'The Insanity: A cold and bitter diagnosis')

Walkthrough pending release, and I decided no instructions manual is really needed.
download link updated in first post

revised features in the special edition are highlighted in red.

edit: everyone please thank Zylos for his editing work; the game wouldn't be what it is without his help
« Last Edit: October 28, 2008, 06:55:20 PM by Andrew Stroud »

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cool, I'll dl when I return home.

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Awesomeness!

With the new Sub-Par difficulty, no one has any excuse not to finish this game.




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Wicked fun game, very challenging good story. I like how you used the chipsets in a modern way. I must know though, where did you acquire this battle system!? It is exactly what i've been looking for!
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Wicked fun game, very challenging good story. I like how you used the chipsets in a modern way. I must know though, where did you acquire this battle system!? It is exactly what i've been looking for!

it's the Zenith Tactical Battle System, which is pretty hard to find online nowadays, however if you search hbgames.org, you can find GubiD's TBS, which is a more advanced system than ZTBS.

glad you liked the game :)

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Ahhh, this reply took me forever. Thanks for the info on this. Once I get RMXP running on my Vista computer then that will certainly be of help. But right now I am still stuck with rm2k/3. You don't know of any tactical systems that were made on these do you? I know without the RGSS it'd be insanely difficult to do on those two but even something simple would suffice till I switched to RMXP.
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you'd have to make it entirely evented.
Unless you are extremely talented with events, your best bet is either RMXP or VX, if someone scripted one for RMVX

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You don't have to worry about VX, GubiD's tactical battle system is both on XP and VX.


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Semi-necro, but this game is fun so far. ;o The only thing I've found so far I didn't like is the waterfall in the dream thing. Too plain. ;p

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Looks like another interesting CMS/CBS. Mapping is decent, and I like the overall graphic style. Yet another project to add to the queue; this site definitely has a ton of promising projects for me to learn from!

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I'm glad you like it, I hope you're enjoying the story as well.

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Bit necro myself, but just had to say how glad I am I didn't miss this x.X I almost did, until I came across a mentioning in another forum. Then I came hunting it down.

Why isn't it in the completed projects? More people should see it!

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Bit necro myself, but just had to say how glad I am I didn't miss this x.X I almost did, until I came across a mentioning in another forum. Then I came hunting it down.

Why isn't it in the completed projects? More people should see it!

It is, I'm glad you like the game though, it's one of my favorite projects :)

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It's excellent. Turn-Based Strategy is my all time favorite genre. This game makes me nostalgic for Fire Emblem and Advance Wars haha. Though I got totally schooled in the first tier fight. Bleeding out is a wicked way to die. But I'm addicted to it nonetheless.

EDIT: Ah, I found the list. I found one list, but it only had maybe 5 games on it. Maybe my browser was just being queer =/
« Last Edit: December 26, 2009, 04:25:58 AM by Drakusatheon »

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Oh my god, this game is fantastic!!
I'm already addicted, even while I just had the first flashback!!
Such an awesome game, really  :tpg:

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Random bump just to congratulate Nam on getting over 9000 10,000 views.




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Haha oh wow, I'm glad people are still playing my older games and they're not just being lost in time.

I haven't made anything in a while, maybe I should try to make a short project while Tommy is here and I don't have school.

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This game is awesome. Tres Bien on the puzzle in
Spoiler for:
The mansion
, I still haven't figured it out.
But most of all, my jaw hit the floor when I saw the map during the hide and seek part. It was... Breathtaking.
I actually had to re-do all my maps after seeing it.

Oh, and what text window are you using? I like how it appears above the character's heads when their talking.