Author Topic: Fun with Bleeders! (RTP hopefully not required!)  (Read 4638 times)

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Vasha

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Fun with Bleeders! (RTP hopefully not required!)
« on: June 17, 2010, 11:19:31 PM »


Characters
   Peaches the Stoppy Peaches was just a normal stoppydoppy (more on what that actually is later), never asking for any trouble at all, just minding his own business. Then one day his whole world was turned upside down when he received a summons from the stoppy king!

   King Zephy IV The stoppy king. He admits (somewhat) that he can be rather foolish at times (somewhat) and doesn't always make the best choices (...sometimes). He's sort of the whole reason this whole thing started, so blame him for it all. Jerk.

   Stue the Bleeder Stue was (or, is, i suppose) a bleederee (more on that later as well). In the first game (there was a game before this for RPG2000 that totally sucked, and only featured the bleeders), he and his friends Pid, Lee, Eddy, and It invaded the stoppy castle. Now they're trying to settle back into civilian life, but that' not always that easy for a rascal like him...

   ? ? ? No one really knows where his loyalty lies. Throughout the game he'll show up in different ways, but to what end? The world may never know...

Species

Stoppydoppies Stoppies are worm-like creatures. They are usually found living underground or in trees. Most of the time they are two different colors, usually alternating in the form of vertical stripes, although sometimes they can have multiple or a single color, or a different pattern of colors. They are generally friendly to anyone that they come across. Their enemies, however, are the bleeders. Nobody quite knows why or when the war between them began, but many believe that it shall last for a very long time.

Bleederdees (or Bleebles) http://cpwiki.crystalplains.net/index.php?title=Bleeble (yeah, i'm not gonna take the time to type all that out. it's a bit edited for the game, but that's the basis of it)

Features

Pros (cuz the good stuff is what gets you!)
-Tons of custom graphics!
-Creative characters
-Humor, hopefully :P
-Difficulty (not difficulty levels, but difficulty. some of the boss battles were a pain to playtest)
-Unlockable secrets
-Two ways to play! (though one of them doesn't have sidequests... may or may not finish them before i put the game up, cuz i'm gonna redo this game anyways. probably won't get to the sidequests)
-About 4 hours of gameplay
-Unique skills!

Cons (cuz let's face it, every game has them)
-Default Battle System
-My relatively sucky mapping skills
-Relatively short bleeder side
-Relatively... well, the plot's kinda lame, but it's fun to play anyways (at least, i think so, but why wouldn't I?)

Screenshots
Spoiler: show
As you can see, it's the default battle system, but it still has tons of custom graphics, and a lot of the battles are pretty difficult.

Spoiler: show
And look! We have fishing!

Spoiler: show
That's right, there's even a pacman minigame. It's a bit laggy, but you don't care, right? I mean, it's still really fun! :)

Spoiler: show
It's true, stoppies don't have hands. Neither do bleeders.


Overview

So some of you may have seen a sneak peak of the new version, as i was having some troubles with the custom menu. as you know, it's weird. and that's what you're gonna get here. but it's weird in an awesome way!

There are two ways to play: the stoppy team, which is more puzzle based and goes through the plot of the first game as well, and the bleeder team, which is battle based and considerably shorter than the other side.

Sorry about the RTP being required. i didn't start off with finding the RTP files and inputting them, and i don't really want to go back and do it for all of them. i may do it, though, we'll see.

Demo
http://www.mediafire.com/?6cuxkcw4jtdi9fe

Credits

-Story and Character art (except for humans and rats) by Vasha Clarens
-Character art for rats by Cyril Uberfuzz
-Character art for humans, as well as most/all other graphics, audios, etc. by ASCII
-Game created by Vasha Clarens
-Fishing game and images and some minigames by Tiberius, fuond on www.home.comcast.net/~dcwikman/
-Scripts by Sandgolem, Blizzard, Ahref, Dubealex, and RPG Advocate
-Character design by Vasha Clarens, Cyril Uberfuzz, and Antipode Evangel
« Last Edit: December 28, 2010, 05:21:12 PM by Vasha »

mepwnn

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Re: Fun with Bleeders! (RTP required, at least as of right now)
« Reply #1 on: June 17, 2010, 11:41:06 PM »
I'll play it when the demo comes out. But I haven't been playing RMXP games for a while because it ruins my creativity towards Danmakufu >_<
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Vasha

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Re: Fun with Bleeders! (RTP required, at least as of right now)
« Reply #2 on: June 18, 2010, 12:02:54 AM »
danmakufu?

mepwnn

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Re: Fun with Bleeders! (RTP required, at least as of right now)
« Reply #3 on: June 18, 2010, 01:53:33 AM »
Touhou-make-your-own, run on C-style scripts that create enemies, bullets, shots, etc. But that's enough derailing as it is.
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Re: Fun with Bleeders! (RTP required, at least as of right now)
« Reply #4 on: December 24, 2010, 10:35:11 AM »
Hey, guess what? I actually finished playtesting the part that I was gonna playtest :P I'm going to try to get it standalone right now, let's see how I do.

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Re: Fun with Bleeders! (RTP required, at least as of right now)
« Reply #5 on: December 24, 2010, 11:35:30 AM »
Douible post to announce that the Demo is up! It's got a good amount of gameplay, and it's as done as it ever will be, so keep it here or move it to the completed game section, I don't really care.

silversun

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Re: Fun with Bleeders! (RTP hopefully not required!)
« Reply #6 on: December 24, 2010, 09:45:53 PM »
Downloading, will post my opinion tomorrow!  :)
Er, you said the Demo was up, but that it's as done as it will ever be...is it still a demo then? :P Or is the demo as done as it will ever be?  ???

I feel kinda pathetic since I can't even get past the stoppy tutorial... ::) The maze part.
« Last Edit: December 24, 2010, 10:22:06 PM by silversun »

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Vasha

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Re: Fun with Bleeders! (RTP hopefully not required!)
« Reply #7 on: December 25, 2010, 01:37:48 AM »
Downloading, will post my opinion tomorrow!  :)
Er, you said the Demo was up, but that it's as done as it will ever be...is it still a demo then? :P Or is the demo as done as it will ever be?  ???

I feel kinda pathetic since I can't even get past the stoppy tutorial... ::) The maze part.

Well, it's a 'demo' in that it's technically not the full game, but I'm not working on this anymore (if I do continue work on this series, it'll be the revamp that I started).

And sorry, I love mazes :esthetease: Oh, and if anyone is eventually going to use the Game+ (which you won't encounter for awhile), I realized today that it doesn't work in there, but I've got it ready to put up a new demo (that hopefully won't mess with save stuff) later, but I'm gonna be gone next week so we'll see how it goes.

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Re: Fun with Bleeders! (RTP hopefully not required!)
« Reply #8 on: December 26, 2010, 04:57:34 PM »
A couple of what seem to be bugs ^^;:
-(As a stoppy) The red-roofed town's store can't be entered, a script error comes up and the game shuts down.
-(As a bleeder) When I defeated the monster in the red-roofed town, I left the town to sleep and save, but noticed that the monsters had changed to bleeders and when I tried to go home, there were angry bleeders there too. When I returned to the red-roofed town, it had turned into the stoppy version, with the monster still there.

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Re: Fun with Bleeders! (RTP hopefully not required!)
« Reply #9 on: December 26, 2010, 10:35:03 PM »
Oop, thanks for the heads up.
-Hmm, I'm not sure what script it would have problems with in the store. I'll check when I can get into my game (I really should have put the unencrypted version on my laptop D:)
-Oh, wow, you're actually playing the bleeder side? :P I'll fix that and post a new demo when I can.

Is there any way you can continue while avoiding those glitches?  :-X

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Re: Fun with Bleeders! (RTP hopefully not required!)
« Reply #10 on: December 27, 2010, 04:13:57 PM »
Well, on the bleeder side, I think the game was telling me to go on into the cave, but I was pretty badly beaten down from the fight and wanted to sleep. Not sure if it would have happened had I entered the cave, will try it again later.

On the stoppy side, I don't think it was game-breaking, just kinda an inconvience since I needed a weapon and maybe the weapons there are stronger?

I started with the stoppy side, but I'm terrible with puzzles D:. They're why I never finished Omnisia. Decided I'd try the bleeder side first.

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Re: Fun with Bleeders! (RTP hopefully not required!)
« Reply #11 on: December 27, 2010, 11:00:05 PM »
Well, the bleeder glitch was easy enough to fix. I had a world map for both the bleeders and the stoppies, and I made that teleport you to the bleeder one by accident :P

But on the stoppy side.... I have no idea. I've got no scripting knowledge, and it works for all of the other shops, so I don't know. I'll keep trying to fix it, see what I can come up with.

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Re: Fun with Bleeders! (RTP hopefully not required!)
« Reply #12 on: December 28, 2010, 03:50:25 PM »
What scripts are you using?
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Re: Fun with Bleeders! (RTP hopefully not required!)
« Reply #13 on: December 28, 2010, 04:22:59 PM »
I'm using:

-Sandgolem's Invulnerability Script
-Tiberius' Fishing Script
-Tiberius' Tens Script (Card game)
-Tiberius' Pong Script
-TDS Drain & Aspir (I'm not sure who exactly made that one. TDS... something?)
Code: [Select]
#==============================================================================
# ** TDS Drain & Aspir
# Version: 1.0
#==============================================================================
#------------------------------------------------------------------------------
# Allows for the creating of skills and weapons can drain HP/SP.
#==============================================================================

#--------------------------------------------------------------------------
# * Drain & Aspir edit constants
#--------------------------------------------------------------------------

# Drain Amount HP by a percent from the skill or attack.
# Example: 50 drains half 100 drains it all
DRAIN_AMOUNT = 50

# Drain Amount SP by a percent from the skill or attack.
# Example: 50 drains half 100 drains it all
ASPIR_AMOUNT = 100

# Skills with the Drain effect
DRAIN_SKILLS = [110, 182]
# Skills with the Aspir effect
ASPIR_SKILLS = [111, 208]

# Weapons with the Drain effect
DRAIN_WEAPONS = [6,11,14,16,27, 30, 32, 35]
# Weapons with the Aspir effect
ASPIR_WEAPONS = []


#==============================================================================
# ** Game_Battler (part 3)
#------------------------------------------------------------------------------
#  This class deals with battlers. It's used as a superclass for the Game_Actor
#  and Game_Enemy classes.
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # * Applying Normal Attack Effects
  #     attacker : battler
  #--------------------------------------------------------------------------
  def attack_effect(attacker)   
    # Clear critical flag
    self.critical = false
    # First hit detection
    hit_result = (rand(100) < attacker.hit)
    # If hit occurs
    if hit_result == true
      # Calculate basic damage
      atk = [attacker.atk - self.pdef / 2, 0].max
      self.damage = atk * (20 + attacker.str) / 20
      # Element correction
      self.damage *= elements_correct(attacker.element_set)
      self.damage /= 100
      # If damage value is strictly positive
      if self.damage > 0
        # Critical correction
        if rand(100) < 4 * attacker.dex / self.agi
          self.damage *= 2
          self.critical = true
        end
        # Guard correction
        if self.guarding?
          self.damage /= 2
        end
      end
      # Dispersion
      if self.damage.abs > 0
        amp = [self.damage.abs * 15 / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      # Second hit detection
      eva = 8 * self.agi / attacker.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
    end
    # If hit occurs
    if hit_result == true     
      # Apply Drain effect if a weapon can drain   
      if DRAIN_WEAPONS.include?(attacker.weapon_id)               
        # Value percent for HP Drain
        # If Damage is more than current HP
        if self.damage >= self.hp
          drained_hp = self.hp   
        elsif self.damage == "Miss"
          drained_hp = 0         
        else         
          drained_hp = self.damage * DRAIN_AMOUNT / 100
        end       
        # Gives user the Drained HP
        attacker.hp += drained_hp
        # Heals the player
        attacker.damage = -drained_hp
      end             
     
      # Apply Aspir effect if a weapon can drain   
      if ASPIR_WEAPONS.include?(attacker.weapon_id)               
        # Value percent for SP Drain
        # If Damage is more than current SP
        if self.damage >= self.sp
          drained_sp = self.sp   
        elsif self.damage == "Miss"
          drained_sp = 0         
        else         
          drained_sp = self.damage * DRAIN_AMOUNT / 100
        end       
        # Gives user the Drained SP
        attacker.sp += drained_sp
        # Heals the player
        attacker.damage = -drained_sp
      end                   
     
      # State Removed by Shock
      remove_states_shock
      # Substract damage from HP
      self.hp -= self.damage
      # State change
      @state_changed = false
      states_plus(attacker.plus_state_set)
      states_minus(attacker.minus_state_set)     
    # When missing
    else
      # Set damage to "Miss"
      self.damage = "Miss"
      # Clear critical flag
      self.critical = false
    end
   
    # End Method
    return true
  end
  #--------------------------------------------------------------------------
  # * Apply Skill Effects
  #     user  : the one using skills (battler)
  #     skill : skill
  #--------------------------------------------------------------------------
  def skill_effect(user, skill)
    # Clear critical flag
    self.critical = false
    # If skill scope is for ally with 1 or more HP, and your own HP = 0,
    # or skill scope is for ally with 0, and your own HP = 1 or more
    if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
       ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
      # End Method
      return false
    end
    # Clear effective flag
    effective = false
    # Set effective flag if common ID is effective
    effective |= skill.common_event_id > 0
    # First hit detection
    hit = skill.hit
    if skill.atk_f > 0
      hit *= user.hit / 100
    end
    hit_result = (rand(100) < hit)
    # Set effective flag if skill is uncertain
    effective |= hit < 100
    # If hit occurs
    if hit_result == true
      # Calculate power
      power = skill.power + user.atk * skill.atk_f / 100
      if power > 0
        power -= self.pdef * skill.pdef_f / 200
        power -= self.mdef * skill.mdef_f / 200
        power = [power, 0].max
      end
      # Calculate rate
      rate = 20
      rate += (user.str * skill.str_f / 100)
      rate += (user.dex * skill.dex_f / 100)
      rate += (user.agi * skill.agi_f / 100)
      rate += (user.int * skill.int_f / 100)
      # Calculate basic damage
      self.damage = power * rate / 20
      # Element correction
      self.damage *= elements_correct(skill.element_set)
      self.damage /= 100
      # If damage value is strictly positive
      if self.damage > 0
        # Guard correction
        if self.guarding?
          self.damage /= 2
        end
      end
      # Dispersion
      if skill.variance > 0 and self.damage.abs > 0
        amp = [self.damage.abs * skill.variance / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      # Second hit detection
      eva = 8 * self.agi / user.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
      # Set effective flag if skill is uncertain
      effective |= hit < 100
    end
    # If hit occurs
    if hit_result == true
      # If physical attack has power other than 0
      if skill.power != 0 and skill.atk_f > 0
        # State Removed by Shock
        remove_states_shock
        # Set to effective flag
        effective = true
      end
     
      # Apply Drain effect if a skill can drain
      if DRAIN_SKILLS.include?(skill.id)
        # Value percent for HP Drain
        # If Damage is more than current HP
        if self.damage >= self.hp
          drained_hp = self.hp           
        elsif self.damage == "Miss"
          drained_hp = 0
        else         
          drained_hp = self.damage * DRAIN_AMOUNT / 100
        end       
        # Gives user the Drained HP
        user.hp += drained_hp
        # Heals the player
        user.damage = -drained_hp
      end     

      # Apply Aspir Effect when a skill can use Aspir
      if ASPIR_SKILLS.include?(skill.id)       
        # Value percent for SP Drain
        # If Damage from skill is higer than SP
        if self.damage >= self.sp
          drained_sp = self.sp
        # If SP is 0
        elsif self.sp == 0
          drained_sp = 0
        elsif self.damage == "Miss"
          drained_sp = 0
        else
          drained_sp = self.damage * ASPIR_AMOUNT / 100
        end       
        # Gives user the Drained SP
        user.sp += drained_sp
        # Heals the player
        user.damage = -drained_sp
      end       
           
      # Substract damage from HP
      last_hp = self.hp
      self.hp -= self.damage
      effective |= self.hp != last_hp
      # State change
      @state_changed = false
      effective |= states_plus(skill.plus_state_set)
      effective |= states_minus(skill.minus_state_set)
      # If power is 0
      if skill.power == 0
        # Set damage to an empty string
        self.damage = ""
        # If state is unchanged
        unless @state_changed
          # Set damage to "Miss"
          self.damage = "Miss"
        end
      end
    # If miss occurs
    else
      # Set damage to "Miss"
      self.damage = "Miss"
    end
    # If not in battle
    unless $game_temp.in_battle
      # Set damage to nil
      self.damage = nil
    end
    # End Method
    return effective
  end
end


#==============================================================================
# ** Scene_Battle (part 4)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 5 : damage display)
  #--------------------------------------------------------------------------
  def update_phase4_step5
    # Hide help window
    @help_window.visible = false
    # Refresh status window
    @status_window.refresh
    # Display damage for enemy
    for target in @target_battlers
      if target.damage != nil
        target.damage_pop = true
      end
    end   
    # Display damage for actor
    for actor in $game_party.actors
      if actor.damage != nil
        actor.damage_pop = true
      end
    end   
    # Shift to step 6
    @phase4_step = 6
  end   
end

-Blizzard's Easy Party Switcher
-A 5th Party Member script... I'm not sure whose at all. :o
-Recover All on Level Up Script (by Ahref)
-A Final Fantasy 7 Menu Script (I think by the person who made the Drain and Aspir script)
-Dubealex's AMS
-HP/SP/EXP Bars by cogwheel
-shop script by RPG Advocate


That's what I'm using. I've got the bleeder bug fixed, and I've got the Stoppy bug fixed enough (I've got it easily fixed so that there's a switch turned on at the beginning of the game that moves the important shop stuff outside, so when I fix the bug I can just get rid of that switch. I'll add the new link soon.

New Link is up.
« Last Edit: December 28, 2010, 04:38:49 PM by Vasha »

mepwnn

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Re: Fun with Bleeders! (RTP hopefully not required!)
« Reply #14 on: December 28, 2010, 04:55:00 PM »
You should check the compatibility between your scripts. sometimes a conflict between the two will cause a weird error *is guessing*
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