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NEW AND IMPROVED: TSCA 2.0


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Offline Bilan

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NEW AND IMPROVED: TSCA 2.0
« 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.
« Last Edit: May 17, 2009, 12:10:51 am by Frostymcdoom the Noble, Champion of the Frozen Wastes »
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Offline Luxray

Re: NEW AND IMPROVED: TSCA 2.0
« Reply #1 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?")
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Offline Bilan

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #2 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
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Offline Spinballwizard

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #3 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.
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Offline Bilan

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #4 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/
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Offline ieatatsonic

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #5 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.
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Offline Aitamen

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #6 on: May 16, 2009, 08:04:25 pm »
have you considered ROM hacking for this, or is the scope too large?
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Offline Parax

Re: NEW AND IMPROVED: TSCA 2.0
« Reply #7 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

Offline Bilan

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #8 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
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Offline Firstkirbyever

Re: NEW AND IMPROVED: TSCA 2.0
« Reply #9 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
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Offline Aitamen

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #10 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.
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Offline Bilan

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #11 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?
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Offline Selphos

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #12 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 >_>
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Offline Aitamen

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #13 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?
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Offline Bilan

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #14 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 <_<
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Offline magnum12

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #15 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.
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Offline Bilan

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #16 on: May 17, 2009, 05:43:21 pm »
Not very atm <_<

It is a demo >_>
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Offline Combo

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #17 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
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Offline Aitamen

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #18 on: May 18, 2009, 12:05:11 am »
screenshots on their way in a moment!
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Offline Firstkirbyever

Re: NEW AND IMPROVED: TSCA 2.0
« Reply #19 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!
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Offline Aitamen

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #20 on: May 18, 2009, 12:19:04 am »
RAR!
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Offline P.P.A.

Re: NEW AND IMPROVED: TSCA 2.0
« Reply #21 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
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Offline Taillow

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #22 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.
Hi

Offline Luxray

Re: NEW AND IMPROVED: TSCA 2.0
« Reply #23 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

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Offline P.P.A.

Re: NEW AND IMPROVED: TSCA 2.0
« Reply #24 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
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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #25 on: May 18, 2009, 11:00:10 pm »
Lol wow. I might DL this...
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Offline Buizel

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #26 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... >_>
« Last Edit: May 19, 2009, 11:38:05 pm by Buizel »
Hay guiz, I made a table showing how many points each game tracked by TSC is worth. You should go see it.
Also v2.0 of my TSC calculator is available to use. You should totally use it.
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Offline Taillow

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #27 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 <_<
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Offline Aitamen

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #28 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...
« Last Edit: May 21, 2009, 08:45:45 am by Aitamen »
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Offline Buizel

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Re: NEW AND IMPROVED: TSCA 2.0
« Reply #29 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 >_>
Hay guiz, I made a table showing how many points each game tracked by TSC is worth. You should go see it.
Also v2.0 of my TSC calculator is available to use. You should totally use it.
I update these every Monday around 2:30pm GMT.

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