The Sonic Center

The Lounge => Wikkity! => Topic started by: Bilan on May 16, 2009, 01:37:47 am

Title: NEW AND IMPROVED: TSCA 2.0
Post by: Bilan on May 16, 2009, 01:37:47 am
Yeaaaa.

EDIT: If you played this pre postedit (probably not), if you DL this brand new (TM) link there is more to play, IE the other main party, also a pseudo secret!

EDIT 2: If you played the second upload you may be aware there is no boss for mike if you dont do the "secret". That is now fixed,

EDIT3: If you played the second upload and found pressing Z for 15 minutes to kill the secret boss annoying, Ive now altered him to die quicker and dish out more damage. <_<

http://www.yousendit.com/download/MnFqaXRETSt0QTEzZUE9PQ

This am a teaser, I would be ashamed of myself to call it a beta.

Basically you can play the first fight and check out RPG's party and their starting abilities, and the first few cutscenes. oh and play mikes first dungeon too, and also try out the hard mode for mikes first boss.

I won't be releasing things like this to people not directly involved in it (ie Thorn gets everything ever, but there are a bunch of other folk that will get to beta stuff too), so dont expect this sort of treat very often >_>

That said I am actually motivated to work on this right now, lets see how long this lasts

Also note, ye olde TSCA is pretty much abandoned, I dont plan to work on it further, and this one is not a remake of that.
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Luxray on May 16, 2009, 07:05:18 am
Yeah..i know i'm missing something. Care to explain this for me (and other noobs who are like "wtf?")
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Bilan on May 16, 2009, 02:46:45 pm
By missing something do you mean the RTP files needed to run it or what this actually is
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Spinballwizard on May 16, 2009, 02:51:33 pm
Yeah I need the RTP again because I has a new computer since I played the original.
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Bilan on May 16, 2009, 02:53:22 pm
Reference link: http://www.soniccenter.org/forum/index.php?topic=929.0

Imma google the RTPs, link coming to this post shortly

EDIT: RTP: http://www.angelfire.com/magic2/rpgangel2/
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: ieatatsonic on May 16, 2009, 03:35:39 pm
This reminds me of an RPG I've been working off-and-on.
I'll get around to checking this out later.
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Aitamen on May 16, 2009, 08:04:25 pm
have you considered ROM hacking for this, or is the scope too large?
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Parax on May 16, 2009, 08:05:51 pm
By missing something do you mean the RTP files needed to run it or what this actually is

he means what this actually is probably... which i have no idea about either
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Bilan on May 16, 2009, 08:10:05 pm
This is far easier than ROM hacking.

Also if you were going to DL it, dont. Ill be patching it very soon to make the hard mode boss fight....actually hard.

This post will be edited with what TSCA is after the break!

Infoz!

A LONG TIME AGO

Like, 2005, mike decided there should totally be an RPG involing TSC members, so I started making one until I got bored, I messed with it occasionally but never developed it very far.

As such, the 2009 edition even though it was started in 2008 I think is....an RPG involving TSC. Again. With a different storyline and stuff and with people other than myself contributing input. Its made in RM2K3 (like ye olde TSCA) because the later editions of RPG Maker suck balls, and this one is really easy to work with, along with being graphically simple so if youre computer is incapable of running it, you should probably kill yourself.

Does that cover the infoz about the project? Feel free to ask any other questions
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Firstkirbyever on May 16, 2009, 08:11:29 pm
i'm totally going to download this,
even though i have no idea what it is :D
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Aitamen on May 16, 2009, 08:56:12 pm
I found a bug, yay! >_>

it doesn't do anything, but it's bizarre, and seems unintentional.

I totally look forward to seeing more of this

also, i love the "live and learn" theme... nice touch.

further suggestions (I don't know the system, so you'll have to let me know if it's able to be done.):

Faster battle settings (I want those time bars moving faster... FFAAAAAAAAAAAAASSSSSSTERRRRRRRRRR)
someone needs multi-hit techs (like sunlight should be? >_>)
also, pg 47 stacks, and boosts both spell damage and speed (but seems to have no real affect on his attack?)

at L6, I was doling out something like 300+ heals, and probably half that much for each tundra he cast (didn't ever think to cast it, I was enjoying the battle theme, and was saving it so that I didn't get killed by any bosses I might happen upon)

not sure if any of this is helpful, but I enjoyed it, and these are thoughts I had.
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Bilan on May 16, 2009, 08:59:53 pm
pg47, now called pg21 or something, boosts all 4 base stats a little, so theres not a lot I can do about it stacking, except ramp up its MP cost, which is a good idea. If I could make it into a condition, then id have it work like that, but sadly the only things conditions can do to stats are "double" or "halve".

Also multihit techs will start to be learnt around level 7 or so, but in the demo characters only learn moves up to level 5

also what is the bug you found, out of interest?
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Selphos on May 16, 2009, 09:23:07 pm
I logged into TSC for the first time in two months just for this.

Before you noobs get any ideas I'm still inactive k >_>
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Aitamen on May 17, 2009, 12:01:25 am
If I could make it into a condition, then id have it work like that, but sadly the only things conditions can do to stats are "double" or "halve".

would you be able to make this a timed skill, or a once-per-battle skill, without nuking their MP?
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Bilan on May 17, 2009, 12:06:52 am
Doubtful :/

Also I said that I wasnt going to patch this again, but I am, because I discovered why the Doom Wraith took so damn long to kill:

it wasnt that he had too much HP, its that he was resistant to physical attacks. Patch incoming <_<
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: magnum12 on May 17, 2009, 05:41:40 pm
How far is this game in development? We need to have some really ridiculous enemies in this game to keep in line with the humorous story. Things like "Macho Zombies" (Zombies with really colorful garb, personas of pro wrestlers, and fight in huge swarms http://www.youtube.com/watch?v=AMqPG4S80bo&feature=related), ultimate zombies (boss), toilet mimics, man eating couches, killer rabbits, grue, etc would do just fine.
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Bilan on May 17, 2009, 05:43:21 pm
Not very atm <_<

It is a demo >_>
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Combo on May 17, 2009, 09:29:35 pm
I don't want to DL it but I do want to see how this looks. :l
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Aitamen on May 18, 2009, 12:05:11 am
screenshots on their way in a moment!
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Firstkirbyever on May 18, 2009, 12:11:48 am
screenshots on their way in a moment!

Pictures would be better if they were in HD!
or better yet, 18BIT!
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Aitamen on May 18, 2009, 12:19:04 am
RAR!
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: P.P.A. on May 18, 2009, 02:00:31 am
I would like to be of help with this and perhaps sprite character portraits in the style of my comic incarnations if it would be welcome.
Also I would request the size the overworld tiles have to be so I could try and make a #HolyRomanEmpire building. >:O
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Taillow on May 18, 2009, 02:02:38 am
I would like to be of help with this and perhaps sprite character portraits in the style of my comic incarnations if it would be welcome.
Also I would request the size the overworld tiles have to be so I could try and make a #HolyRomanEmpire building. >:O
Hey, only as long as I have free reign over my sprite <_<  Assuming I'm in this.
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Luxray on May 18, 2009, 05:23:34 am
Also I would request the size the overworld tiles have to be so I could try and make a #HolyRomanEmpire building. >:O

No #Roots, No #HolyRomanEmpire
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: P.P.A. on May 18, 2009, 06:02:01 pm
Also I would request the size the overworld tiles have to be so I could try and make a #HolyRomanEmpire building. >:O

No #Roots, No #HolyRomanEmpire
No u
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Combo on May 18, 2009, 11:00:10 pm
Lol wow. I might DL this...
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Buizel on May 19, 2009, 02:43:48 pm
Its made in RM2K3 (like ye olde TSCA) because the later editions of RPG Maker suck balls
You're a noob >:O


EDIT: I know quite a bit about the RPG Maker systems (at least RPG Makers 2000, 2003, XP and VX) so I'll try to answer what I can, even if the answers are somewhat late:

further suggestions (I don't know the system, so you'll have to let me know if it's able to be done.):

Faster battle settings (I want those time bars moving faster... FFAAAAAAAAAAAAASSSSSSTERRRRRRRRRR)
The speed at which the characters' time bars go up is based on the speed of the fastest enemy. If the characters are a lot faster than the fastest enemy then the bars with likewise fill up very fast. If the fastest enemy is a lot faster than the characters, however, the bars will take forever to fill. You can't really do much about that, unfortunately, other than boosting your character's speed. Also, the more characters in your party, the slower the bars will fill. If you had only one person in the party you'd notice the bar fill up very, very fast--in about two or three seconds if your speed was about even with the opponents.

also, pg 47 pg21 stacks, and boosts both spell damage and speed (but seems to have no real affect on his attack?)
That's one of the problems with having a skill like this: it can be used multiple times to increase a stat to up to twice it's "normal" amount (e.g., if Attack is normally 40 you could use a skill that increases Attack multiple times to boost it up to 80, but no higher). Increasing the MP cost was a viable solution, but another solution would have been to lower its Intelligence Influence (Having Intelligence Influence greater than 0 for a skill that raises Mind = each use of the skill has greater effect).

would you be able to make this a timed skill, or a once-per-battle skill, without nuking their MP?
It's possible, but would be a somewhat arduous task. RPG Maker XP and VX could do it easily through scripts, but 2000 and 2003 don't give you the option to do that...

Also, I've found quite a few bugs in the demo as well... >_>
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Taillow on May 20, 2009, 09:41:17 pm
Also, I've found quite a few bugs in the demo as well... >_>
Details or it didn't happen <_<
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Aitamen on May 21, 2009, 07:59:10 am
@Buizel: I had assumed that there were various scripting capabilities within the tool he was using that he didn't want to learn to use, because that seems an RPG thing to do.  I'm kinda sad it can't be done at all, for I would certainly be willing to do the research to work on such things.

Also, relative speed = BS, imnsho...
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Buizel on May 21, 2009, 08:20:27 am
The ability to work with scripts didn't come around until XP which included the ability to script in Ruby.

With 2003 you generally have to rely on events to do fancy stuff, and even then what you can potentially do is somewhat limited compared to XP and VX. Not that you can't still do some pretty awesome things with 2003, though...

Also it's not my fault most of the characters chose to be slow >_>
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Aitamen on May 21, 2009, 08:46:39 am
I meant that it's a bummer that you can't set the standard speed higher via an options menu, like 90+% of the RPGs out there (Also, why can't I turn off animations, heal/damage text, or the like?)
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Buizel on May 21, 2009, 09:32:59 am
Well, like I said, blame the slow characters. >_> At least "n" and I have good speed. <_< Plus I can use Prevailing Wind to Haste everyone. >_>

As far as animations and heal/damage text, that's just the way RPG Maker 2003 handles things. The only way I can think of to have an option to turn those off would be to make an event that, on the player's request, switches out the characters' skills for skills that have the same name, but instead call an event to perform the effect rather than using the built-in editor. Too much work if you ask me. >_>
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: magnum12 on May 22, 2009, 02:05:50 am
I don't know if this is a bug or just because its a teaser, but when the Rescue RPG quest is finished, it results in a loop in which the quest repeats again but with parts of RPG and mike's squads put together. Any way, we need less generic stuff, such as fail replacing miss or stuff like that.
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Buizel on May 22, 2009, 10:33:04 am
The looping thing is the result of "n" being lazy. >_>

Also that's another thing I wanted to mention to "n" but forgot: in the original TSCA the miss message was something like "PHAIL3D" and in general had more zany dialogue (though I've already mentioned the latter to him).
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Taillow on May 22, 2009, 12:25:40 pm
...in the original TSCA the miss message was something like "PHAIL3D"...
Actually, it's "PH41l3D".  I know.  I still have the old TSCA on my computer to check.
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: magnum12 on June 06, 2009, 04:58:27 pm
Is there anyway to program passive effects onto characters or equipment? For example, giving certain weapons and characters a damage bonus when attacking certain enemies. Or even weirder, modifiers to damage inflicted or taken if the en enemy's level is higher than the characters.
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: ieatatsonic on June 06, 2009, 11:55:05 pm
For effective and unnaffectiveness, in RPGVX you can assign A,B,C,D, and E to weapons, were C is standard and E is unaffective. If you want a weapon that doesn't damage *insert* type, there'd be a box (weapon creation) where you can assaign these characteristics.
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Buizel on June 08, 2009, 09:51:23 am
Taillow I still have my old copy of TSCA too; I was at work though so I couldn't check. <_<

Is there anyway to program passive effects onto characters or equipment? For example, giving certain weapons and characters a damage bonus when attacking certain enemies. Or even weirder, modifiers to damage inflicted or taken if the en enemy's level is higher than the characters.
For weapons you can set a particular element or elements for them and set individual types of enemies to be weak against them. For elements there are five (six in XP and VX) different modifiers: A, B, C, D, E (and F for XP and VX), where A is very weak, B is weak, C is neutral, D is strong, and E is immunity (though you can change the modifiers for each letter; the defaults for weapon elements like slashing are A=150%, B=125%, C=100%, D=75%, and E=50%, whereas for magical elements like fire the modifiers are A=200%, B=150%, C=100%, D=50%, and E=0%. In 2003, XP and VX it's possible to set a negative percentage for the modifier to indicate absorption). You can also change the modifiers as you see fit.

Sample screenshot from one of my games (EDIT: no longer online; see attachment):
[rm2k3ele.PNG]

Regarding extra damage in regards to level--you can't set a "level" for enemies from within the interface; the only options you can change regarding numerical stats are HP, MP, Attack, Defence, Mind (Magic Attack and Defence), Agility, critical hit chance, experience, gold dropped, and item drop chance.

Another screenshot (EDIT: also not available; see attachment):
[rm2k3mon.PNG]
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: magnum12 on June 24, 2009, 01:12:32 am
Too bad there's no option to classify enemies by type such as construct, plant, demon, etc. Looking at the screens, it could still be done manually by individual enemies to make a pseudo group. Taking the plant example, I could see all plant like enemies resisting bludgeon type weapons (fists, staves, etc), light, earth, and water, but being weak against slashing, fire, and sometimes ice. It would be cool if all that resistance stuff could be applied to PCs.
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Buizel on June 24, 2009, 09:39:45 am
Too bad there's no option to classify enemies by type such as construct, plant, demon, etc. Looking at the screens, it could still be done manually by individual enemies to make a pseudo group. Taking the plant example, I could see all plant like enemies resisting bludgeon type weapons (fists, staves, etc), light, earth, and water, but being weak against slashing, fire, and sometimes ice. It would be cool if all that resistance stuff could be applied to PCs.
Well, like I said before, you can emulate certain things with a bit of work, whether it be through events or manually setting things for a particular class of monsters. Also, just like the monsters, you can set elemental and conditional resistances for the characters as well. You can see this in play in TSCA2 whenever a dark-elemental attack is being used.

Sample screenshot from one of my games (EDIT: taken offline for now; see attachment instead):
[(640x482) rm2k3char.PNG]
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Aitamen on June 25, 2009, 04:53:17 pm
^ Star Ocean universe?
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Buizel on May 11, 2011, 06:06:25 pm
^ Star Ocean universe?
While elements from Star Ocean appear in that screenshot that game I was making was not based on the Star Ocean universe.

As I mentioned in the other topic (http://www.soniccenter.org/forum/index.php?topic=4384.msg53891#msg53891), TSCA2 is getting an actual update! If you haven't read the other post I encourage you to do so.

I have updated the original version, made in RPG Maker 2003 by RPG, to include things that I added in the other two versions. Specifically for this version, a new weapon has been added, though the other two versions have had this weapon since their release last year.

Specific tweaks made for this version include:

I'll also mention that as far as text goes, I've tried to make everything a little less generic. Same applies for the other versions.

This version of TSCA2 has the slowest battles due to the slow speed at which the ATB bars fill up, but compared to the other two versions the enemies are weaker and have less HP so while it takes longer to get turns it should take less turns to finish battles overall.

Here are some screenshots from this version:
(http://tsc.thefaec.net/TSCA/2003/2K3-tpx1.png)(http://tsc.thefaec.net/TSCA/2003/2K3-tpx2.png)(http://tsc.thefaec.net/TSCA/2003/2K3-tpx3.png)
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Buizel on May 16, 2011, 02:59:46 am
In case of you didn't know, TSCA 2.0 was originally released on May 16, 2009, exactly two years ago. This is why I chose this day to release the next public build.

You can find v0.05d of TSCA 2.0 here (http://tsc.thefaec.net/TSCA/2003/TSCA2B_005d_Standard.zip) (14.2 MB). As with the 2000 version (http://www.soniccenter.org/forum/index.php/topic,4384.msg53917.html#msg53917) I've made several changes since my last post, including some things that my beta tester (Thorn) doesn't know about.

A couple things I'd like to point out for this version: first is that the "code" that RPG reads during Chapter 2's sidequest was changed slightly from the 2000 version because RM2003 for some reason cannot display backslashes properly; as such I replaced all \s with `s. The second thing I want to mention is that Thorn and I did not test this version nearly as much as the 2000 version and as such there may be bugs present in this version that I'm not aware of. If this is the case please let me know so I can fix it.

For those of you wondering how long Chapter 2 is, it's about as long as Chapter 1, meaning the game is now a little over twice as long as before. Chapter 2, however, will require a bit more effort on your part to get to the end.
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: magnum12 on May 20, 2011, 11:35:16 am
Somehow I had a feeling that those guys would show up. Nice parody of the timed switch part. Can't wait to get to town and purchase new supplies.
Title: Re: NEW AND IMPROVED: TSCA 2.0
Post by: Buizel on May 20, 2011, 11:56:24 am
Indeed, it just wouldn't feel right otherwise. And, the parody was mostly Thorn's idea, so thanks to him for that. And minor spoiler: Chapter 3 takes place (almost) completely within TSC HQ itself. I don't think we've established whether you'll be able to buy stuff yet, though.

Also, thanks for wording your post in such a way as not to spoil anything for people who haven't played. I get the feeling everyone's either busy with the emerald challenges (http://www.soniccenter.org/forum/index.php?board=108.0) or are holding out until the VX version is released, which probably won't be for another week.