Thanks. I appreciate your kind words.
Richterwilker
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I did not cut conversations or characters. I made it all from the ground up, over a period of around two years, alone, for no monetary gain,
24 story chapters, each programming story events, enemies behaviour, balancing dificulty for the battle system, ripping assets by myself, mapping, playtesting, fixing bugs over and over, fixing typos on the script.
I own you nothing.
There is a solution to fix this: go back in time to 2016 and give me a japanese Docomo Phone with all the episodes previously download and working, to use as a basis, all the assets ripped, the translated script and the music files. Also, a programming guide based on events.
I don't know who you are to care enough about misleading you.
I'm not sure about the controller, never used one on this game.
About the story, if i remember right, the only thing missing is Special Episode - Legend, and the post game where the player would have to hunt Zirconiade Along other players.
i can't find much about these anywhere, so i basically don't have resources or a basis on how to recreate them faithfully. It is pretty much lost media, even in video form.
The game can be opened in "edit" mode by using Rpg tsukuru 2003 (or Rpg maker 2003).
Text is stored within events (that are either a sprite or pink squares on the map), and these can be edited easily. The thing is: This is legit a massive amount of text, That would take quite a while to be finished. And there is a catch: Some events are repeated in certain maps. Like, sometimes the player can walk up, left or right, so the same event to trigger dialogue may be repeated 3 times. Probably just editing one event and copy-pasting it in place where the other two are could work.
I imagine that the most practical process for finding and fixing typos would be like:
- playing the game until a typo is found > going back to the editor and finding the map where the event with that specific text is > fixing it and play-testing to see if nothing is broken.
Seems simple enough, but i have to emphasize that it is a time consuming task. For being a cell-phone game, this has so much more text that one would expect.
Hi. Thanks for the kind words.
About the game, i agree. It certainly needs a little more polish here and there. If i had the time, i would probably rework the whole battle system and retouch the pixel art more carefully.
I'm grateful for the offer, but i don't know if i myself can be of much help in a collaboration, as i am busy at the moment, doing online courses, a full-time job and other stuff from real life.
If you want to go forward and do it, i think the best i could help would be input on how some of the stuff was made, or specifics parts where you may want an explanation of why something was worded a certain way. Nonetheless, i appreciate your interest.
You have to let the event finish before advancing the text in the dialogue box (like let an npc finish his pathway before closing the dialogue box), otherwise the game may skip to the next map and the event that was still happening in the later map will not find the necessary files being requested. I've made this game when i was i beginner in game development, so there were some bad decisions in the way that certain events were implemented.
Right now it isn't possible to change the controls, but i believe there are more buttons on the keyboard that work besides the ones mapped, like, i'm mostly sure space also works as an action button. Can't remember the other ones.
And it's cool to see someone else that also knows Thaddeus art. If you get stuck in some dungeon, just take your time, analyze the puzzles and save alot.
just checked it. Honestly, you don't need to upload it as an engine while having the whole game hidden in there, i think you'd be better uploading the one level demo Obivanhelgen himself did, which is what i used as a basis to work on and learn how it all functions. It has a smaller size and a more concise structure. I have that build saved somewhere with the improvements i made. Let me just check and i'll give you a link. It's actually a one level demo that you can't find anywhere on the net right now, so you would say it is even "rare".
The engine, properly saying, it's really just the regular rm2k3 engine, but modified to work as a platformer. He created it and i worked on the finer details, improving here and there, translating most of the code to english, as it was originally in german.
There are no external plugins or any of that, it's all internal code within the game. You can check the files and the code with the regular rm2k3 tool. There are some test maps in there, i believe.
If you want to study how it works and use it to make your game, feel free to do it. Just having credit for the both of us would be appreciated.
they're set to escape from the hero direction after defeated. I guess if two of them got to the end of the corridor and the map doesn't have an area for you to manipulate their movement backwards, so you really may be stuck.
The best way to prevent this is probably just keeping more than one save, in case something like that happens.
you prpbably have to playtest and keep multiple saves at multiple points of the game, to be sure that what you translated is working properly when testing in other computers.
Also, you know we're probably getting an official before crisis remake some time in the future with Ever Crisis, right? Just saying that in case you want to rethink all the work you would have to put on this translation.