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[VX Ace] Project Alpha

Xtreme09

TMF Master
Joined
Jul 5, 2009
Messages
758
Points
16
Version 1.2
Contains /F and /M.

Changes:
-Boss slightly tougher. Making changes to encourage strategy and grinding to a certain level. Recommended level 3-4. 3 with items.
-Slime status effect won't loop anymore
-Typo fixed. More may need to be fixed along the way.
-Fix the random encounter bug in the cafeteria

-All skill EP costs are reduced by 10. Except charge shot which is reduced by 5.
-Increased the money gained from enemies by 10
-Medkits will now restore 25% HP instead of 20%
-Most items have their prices cut by 10
-A new chest has been added to the cafeteria
-Mid Medkits have been added as a rare item drop for some enemies

Hello everyone. You're all probably wondering where I've been lately?
Well since Chaos Tower went on hiatus, I decided to work on another game.
This one is different from the usual. I think it's better if you find out for yourself as I've finished the first episode.

This game will be in episodes and unlike any other time, I will keep adding episodes until I feel I should end it in which case I will make a final episode.

This will be more interactive too. What I mean is after you play the first episode, leave me some feedback on how I should improve, what you think should be the next setting for the next episodes etc.
And of course any bugs I missed.

If you find the game too hard or too easy, let me just say that I tried to get the difficulty just right. Originally it was very hard. But from how much I've played, the difficulty varies. Leave me a comment if you have feedback on that as well.

There's not as much tickling in this game as there is other games in the first episode. I've written the game so that the tickling comes into play naturally instead of a silly way.

Also don't hold your breath on when I start or finish making the next episode. My motivation was already suffering with some parts of the first episode. Especially with what I should write about from the beginning (Though from there, I should be able to think up another idea. It's just what first setting to start off with that was difficult.). Just bear in mind.


Anyway, enjoy the game!

mediafire.com/?v2um2ygzle797yb


Credits:

Battle Music: McTricky

Boss Theme
Episode 1 Event - Jonesstoke

Enemy Graphics
Slime sprite - Thalzon

Ace Message System Script - Yanfly

Title Screen
Alpha Bodysuit sprite edit
Scientist glasses sprite edit
Robot sprite
Warehouse boss clothes swap sprite edit - Me
 
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Setting has a slightly Shadowrun-ish feel.

The "treasure chests" blend in with the other crates. Intentional?

Area left of passworded door has random encounters. No other area in the chapter seems to. Intentional?

Balance is fine. I escaped from most battles and was still able to kill the boss. Thanks for not making it grindy.

One thing I'd kind of like to see added: inclusion of portraits accompanying major characters' dialog. Pretty sure Ace lets you generate those. The main work will probably be in editing dialog boxes.

The town is easy to get lost in.

While I appreciate being able to hold a key to advance dialog, making said key(s) include shift is annoying. This is because I keep shift held down to sprint.

Typo: "are the most ticklish are" (instead of "part").
 
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it seems it wont let me download this the link for download doesnt work
 
I've got mixed feelings about this one. It's ok as a game in and of it-self, but the tickling is so sparse it spoils it just a bit. Plus, and this is only a personal thing, i'm not fond of tickling involving males.

Well, regardless of what I just said, i'll most likely still keep playing it as (or if) it develops.
 
I've played through what you have so far, and I have to say I like the direction it is going. One bug that I have found is with the final boss's "stun" move, if used on Alpha (she was the only one alive, but not sure if it matters), it goes into an endless loop requiring a restart. Other than that and a few typos, I enjoyed what you have so far and look forward to what else you might come up with.
 
Setting has a slightly Shadowrun-ish feel.

The "treasure chests" blend in with the other crates. Intentional?

Area left of passworded door has random encounters. No other area in the chapter seems to. Intentional?

Balance is fine. I escaped from most battles and was still able to kill the boss. Thanks for not making it grindy.

One thing I'd kind of like to see added: inclusion of portraits accompanying major characters' dialog. Pretty sure Ace lets you generate those. The main work will probably be in editing dialog boxes.

The town is easy to get lost in.

While I appreciate being able to hold a key to advance dialog, making said key(s) include shift is annoying. This is because I keep shift held down to sprint.

Typo: "are the most ticklish are" (instead of "part").

The chests have some different color and design to them. They should be easily recognizable. The first one you come across where the bot is moving in a U will show you what they look like.

And no, that are is not supposed to have random encounters. I fixed that up now.

Hmmm... I should increase the strength of that boss if that's the case...

Portraits are likely not going to happen. And yes, that would put a strain on dialog box size.

Yeah well it's a big city. I thought so too when testing but the whole area is just an upwards rectangle.

I had no idea you could hold shift to speed up dialog. Maybe you should stop because editing that would require scripting.

Fixed the typo.

I've got mixed feelings about this one. It's ok as a game in and of it-self, but the tickling is so sparse it spoils it just a bit. Plus, and this is only a personal thing, i'm not fond of tickling involving males

Yeah I should have warned at the beginning about that. This game's episode doesn't have any tickling until the end parts. That's the result of the tickling coming into play naturally instead of a silly way this time. Like I said, this game is different. There will be more tickling in the next episodes. The first is just the introduction to this.

Should have warned about the game having /M too and if you don't like it, then tough. There's not much /M in these games and its high time they got some. It's not just people who want /F all the time, some want some /M in the mix too.

I've played through what you have so far, and I have to say I like the direction it is going. One bug that I have found is with the final boss's "stun" move, if used on Alpha (she was the only one alive, but not sure if it matters), it goes into an endless loop requiring a restart. Other than that and a few typos, I enjoyed what you have so far and look forward to what else you might come up with.

Ugh. Right. I fixed that up so that it doesn't affect her if she's already got the status effect.
List of typos would be nice.


Thanks for the feedback guys. I'll be releasing a new version fixing the bugs.
 
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The chests have some different color and design to them. They should be easily recognizable. The first one you come across where the bot is moving in a U will show you what they look like.
I can see them. The point I'm trying to make is that unless you are deliberately trying to make them easy to overlook, which you might well be doing, the contrast between those chests and the area they're in is too low.

Hmmm... I should increase the strength of that boss if that's the case...
Up to you. I'm pretty sure most of the people playing these games are doing it for the scenes and story. I have absolutely zero patience for grinding in single player RPGs, at this point. If they require grinding, I cheat. Fighting the same robot (or tickleshroom or catgirl or whatever) 20 times is not interesting. I haven't played a TRPG as intended since, I think, Lala's Ordeal 1?

I assume I'm the exception, not the norm.

Portraits are likely not going to happen. And yes, that would put a strain on dialog box size.
K. I mentioned it because in other RPGMaker games, the facial expressions added a lot for me.

I had no idea you could hold shift to speed up dialog. Maybe you should stop because editing that would require scripting.
I found a fix. See next post.

Should have warned about the game having /M too and if you don't like it, then tough. There's not much /M in these games and its high time they got some. It's not just people who want /F all the time, some want some /M in the mix too.
You could accommodate both by having some kind of toggle. Not to put too fine a point on it, but I think people have those reactions to /M because to them, seeing a /M scene in the middle of a game with /F content is like someone inserting gay male porn into their lesbian porn, even if it's a female doing the tickling.

Forgiving the weird analogy, the 'lee is the object of their attraction. So, swapping from a female object to a male object is, if the strength of reactions is to be believed, slightly jarring.

I'm not saying to take anything out. I'm trying to help you understand where they're coming from.
 
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I had no idea you could hold shift to speed up dialog. Maybe you should stop because editing that would require scripting.
Found a fix while skimming the Ace Message System documentation.

Tools -> Script Editor -> Messages (left hand side, under Materials)
Code:
module YEA
  module MESSAGE
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - General Message Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # The following below will adjust the basic settings and that will affect
    # the majority of the script. Adjust them as you see fit.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This button is the button used to make message windows instantly skip
    # forward. Hold down for the effect. Note that when held down, this will
    # speed up the messages, but still wait for the pauses. However, it will
    # automatically go to the next page when prompted.
    TEXT_SKIP = :A     # Input::A is the shift button on keyboard.

Change that last line to TEXT_SKIP = nil. That prevents shift from advancing dialog at supersonic speeds, but still allows mashing space bar or Z to advance dialog quickly.
 
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Well I have to say that i do like the feel of the game. I flows nicely and has just the right difficulty, More like a normal RPG.
 
Very interesting game, I liked the cute scene at the end of the first ep!
 
I can see them. The point I'm trying to make is that unless you are deliberately trying to make them easy to overlook, which you might well be doing, the contrast between those chests and the area they're in is too low.

Up to you. I'm pretty sure most of the people playing these games are doing it for the scenes and story. I have absolutely zero patience for grinding in single player RPGs, at this point. If they require grinding, I cheat. Fighting the same robot (or tickleshroom or catgirl or whatever) 20 times is not interesting. I haven't played a TRPG as intended since, I think, Lala's Ordeal 1?

I assume I'm the exception, not the norm.

K. I mentioned it because in other RPGMaker games, the facial expressions added a lot for me.

I found a fix. See next post.

You could accommodate both by having some kind of toggle. Not to put too fine a point on it, but I think people have those reactions to /M because to them, seeing a /M scene in the middle of a game with /F content is like someone inserting gay male porn into their lesbian porn, even if it's a female doing the tickling.

Forgiving the weird analogy, the 'lee is the object of their attraction. So, swapping from a female object to a male object is, if the strength of reactions is to be believed, slightly jarring.

I'm not saying to take anything out. I'm trying to help you understand where they're coming from.

They are not that hard to find. Maybe if you slowed down, you might be able to see them because now I know you're just trying to speed run through a game you just started playing. I checked myself and you can see them. The contrast is fine.

Then stop playing RPGs. Grinding is the entire point to an RPG. To get stronger and overcome the challenges because of it. Cheating defeats the purpose.

I gave a warning for /M already and I did not design the game to accommodate for an off switch. What? Skipping with the Shift key doesn't work on those parts?



Lurk, you need to seriously grow up. Not everything is going to go your way. I'm not changing the chests, i'm not making the game easy to breeze through and i'm certainly not going to change anything about the /M just because it makes you and only you uncomfortable.

I changed the script so it doesn't have a text skip but you need to think about things rationally. This is my game and I will change things when it is absolutely necessary. I'm not giving into peer pressure and changing the game to how you like it.

As for the 'lee being the object of the attraction, that is EXACTLY why i'm adding /M. It may shock you but there are people who enjoy both /F AND /M. Do not bring this up again. I'm not changing it. Or do I have to edit the start of this thread so it warns of /m in big bright colors for you?

I expect criticism but I also expect it to be rational.
 
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just to add perspective from someone who is not a fan of M related content. It doesn't bother me. I understand the choice and even applaud it. If the M content bothers anyone. Skip it, Not like it's being thrown in our faces. If you can add the faces though. that would be nice.
 
Played it and got a very nice first impression.
I like the idea to introduce tickling to the real world without the typical "tickle monsters everywhere and you can't feel pain anymore". Not that I mind that kind of setting, but it gets a bit worn out, so great job on that 🙂

The story is interesting so far, I especially like details like Drake's girlfriend. Even if you may never see her in the game it gives the character some kind of depth. Also nice map design, there was a small place where I got a bit dizzy from the robot movements, but in general a great job.

As you said in your first post, there wasn't that much tickling in this version, but in my opinion a good first introduction chapter is worth the trade!

About the discussion above - I can understand both point of views. Sometimes I'm too lazy to grind and just want to enjoy the story and the tickle scenes, but in other games I really enjoy the challenge. While Tower of Gargalesis was maybe a bit too much, I'll remember that boss fight which took me half an hour (and that was my fifth try or sth) and it gave me a great feeling of success ^^
I think the right approach is some kind of balance, enough to annoy the "speedplayers" but not that much that the player thinks you try to stretch the playing time with grinding xD


Well, I would really like to play the further chapters some day! *throws motivation cookies at Xtreme* 😀
 
If you can add the faces though. that would be nice.

I could generate a face for some of them but due to the limited resources in the face, I don't think I'd be able to get it right. Also I would have to edit all the text messages so that it doesn't go off to the right. I've already got dialog that fills the whole message window. I'll think about it.

Played it and got a very nice first impression.
I like the idea to introduce tickling to the real world without the typical "tickle monsters everywhere and you can't feel pain anymore". Not that I mind that kind of setting, but it gets a bit worn out, so great job on that 🙂

The story is interesting so far, I especially like details like Drake's girlfriend. Even if you may never see her in the game it gives the character some kind of depth. Also nice map design, there was a small place where I got a bit dizzy from the robot movements, but in general a great job.

As you said in your first post, there wasn't that much tickling in this version, but in my opinion a good first introduction chapter is worth the trade!

About the discussion above - I can understand both point of views. Sometimes I'm too lazy to grind and just want to enjoy the story and the tickle scenes, but in other games I really enjoy the challenge. While Tower of Gargalesis was maybe a bit too much, I'll remember that boss fight which took me half an hour (and that was my fifth try or sth) and it gave me a great feeling of success ^^
I think the right approach is some kind of balance, enough to annoy the "speedplayers" but not that much that the player thinks you try to stretch the playing time with grinding xD


Well, I would really like to play the further chapters some day! *throws motivation cookies at Xtreme* 😀

Thanks for the compliments. 🙂

Yeah at this stage, it's been done to death now.

Everytime you finish a mission, you get to go into the city and buy supplies, weapons and armor. You'll get down moments like this too that builds character or others that involve tickling. Oh and and Drake's girlfriend will be seen in the game. 😉 Time will tell when exactly that will happen.

And yeah, the enemy movements can get confusing but I had to make some obstacle to get through that gradually gets more difficult.

Ultimately it's about fighting and getting stronger as a result. Cutting corners just isn't as satisfying. I agree that overly-grindy games like ToG are a bit much but grinding is one of the core parts of an RPG. Another being balance. I don't want to make this ball-bustingly hard but I don't want it to be a breeze either. Just enough of a challenge that it encourages you to think a little instead of mashing the space key.

Now as for further chapters, I got material for enemies but I'm at a crossroad as to what I should do next. The part at the end of episode 1 I'm saving for a later time (It takes time for someone to develop something anyway. 😉 Not talking about me 😛 ).

I can either do an episode involving the supermarket with some food come to life (context is everything) or leave that for later and do an episode that involve insects. Or if you have an idea of your own for an episode, pitch it to me and I'll see what I can come up with. Interaction is one of the points of this RPG project after all.
 
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Ah, I can see that being a problem. I don't know how all this works. Nor can I imagine how difficult it really is to make one of these games.
 
Downloaded the game, but won't be able to try it out until later tonight.

Can't wait to see what you've done in here though, Xtreme 🙂
 
Supermarket food? Okay, I have a bit of a hard time imaging a tickle scene with that, but why not xD

Hm, some ideas... of course that depends heavily on the atmosphere of the game... let's see...
- controlled cleaning tools (brushes, brooms, ...) overwhelm and "enslave" the cleaning personal of important companies to get access to every room/door/computer/...
- a modified bus bounds people to their seats and the personal tries to get as many credit card infos as possible (or secret company passwords and stuff)
- a technology chip is being implanted into human brains, turning them into mindless tickle zombies with special abilities (yeah, mainstream here we go 😀)
- did you hear about that strange planetarium with genetic mutated plants and stuff? (twines, pollen, ... one does not simply make a tickle game without Hana, the sadistic flower girl)
- a new weapon for cyborgs, a laser which penetrates every material and effects the nerves of the target (paralyzing, tickling)
- instant messaging from brain to brain technology! Oh, wait, what do you mean you can hack this communication tool and send "tickle packets"?
- naaah, we're sooo over these genetic experiments which cross humans with snakes to create naga creatures with three arms which take over the water routes of the world...
- the obligatory remote controlled feathers, either with some kind of self acting swarm intelligence or as Google Street View app...
- hair extensions in every color and length! woot, you can actually press on a button and let them tickle the wearer? Who would invent such things?
- hey, we're in the future, there are data helms which sent you in virtual worlds... sure, only to play games... did I mention the stimulus addon? You can feel the breeze of the wind... the ground under your feet... nobody would ever abuse that.
- small spider robots! Spiderbot, spiderbot, does whatever a spiderbot does. Can it make a human laugh... loooook ooooout...
- artificial limbs are cheap and useful nowadays! And of course your right arm does what you tell him to do. Does it?
- FLYING NINJA ROBOTS WITH PONY CANNONS AND PORTAL GUNS WHICH LEAD TO A TICKLE DIMENSION AND...

Okay, I need sleep 😀
Ideas can be used by anyone who's motivated to do so.
 
Supermarket food? Okay, I have a bit of a hard time imaging a tickle scene with that, but why not xD

Hm, some ideas... of course that depends heavily on the atmosphere of the game... let's see...
- controlled cleaning tools (brushes, brooms, ...) overwhelm and "enslave" the cleaning personal of important companies to get access to every room/door/computer/...
- a modified bus bounds people to their seats and the personal tries to get as many credit card infos as possible (or secret company passwords and stuff)
- a technology chip is being implanted into human brains, turning them into mindless tickle zombies with special abilities (yeah, mainstream here we go 😀)
- did you hear about that strange planetarium with genetic mutated plants and stuff? (twines, pollen, ... one does not simply make a tickle game without Hana, the sadistic flower girl)
- a new weapon for cyborgs, a laser which penetrates every material and effects the nerves of the target (paralyzing, tickling)
- instant messaging from brain to brain technology! Oh, wait, what do you mean you can hack this communication tool and send "tickle packets"?
- naaah, we're sooo over these genetic experiments which cross humans with snakes to create naga creatures with three arms which take over the water routes of the world...
- the obligatory remote controlled feathers, either with some kind of self acting swarm intelligence or as Google Street View app...
- hair extensions in every color and length! woot, you can actually press on a button and let them tickle the wearer? Who would invent such things?
- hey, we're in the future, there are data helms which sent you in virtual worlds... sure, only to play games... did I mention the stimulus addon? You can feel the breeze of the wind... the ground under your feet... nobody would ever abuse that.
- small spider robots! Spiderbot, spiderbot, does whatever a spiderbot does. Can it make a human laugh... loooook ooooout...
- artificial limbs are cheap and useful nowadays! And of course your right arm does what you tell him to do. Does it?
- FLYING NINJA ROBOTS WITH PONY CANNONS AND PORTAL GUNS WHICH LEAD TO A TICKLE DIMENSION AND...

Okay, I need sleep 😀
Ideas can be used by anyone who's motivated to do so.

I might use some of these. I've definitely had the virtual world idea on my mind. Only it's Alpha uploading her AI self into that instead.

Spider robots is another one I can do as well. I'll have to make a premise for that...

The cyborg weapon sounds interesting. I'll think about that one.

Cleaning tools might be iffy. I'll have to check my enemy graphics for that.

Thanks for the ideas!
 
Played it last night.

I found it pretty nice, with good area design and a simple, but good charadesign.

I especially liked Alpha; I see her as a character with great potential in "human" terms and even a special degree of "inhuman" flexibility (her personality is programmable, after all). Of course I like the fact that even now, with only a basic program, that girl has the word "ticklee" hardwired in her circuits...
By the way, if new ideas and suggestions are welcome, I was wondering... what if Alpha was infected by an informatic virus that altered her behaviour and made her "change" sometimes? You could do a couple episodes with the infection in progress and none, not even herself, knowing about it. She would behave mostly normally, continue doing her missions and all, except when the virus activates... then she would start to do some things a bit more, uh, naughty-girly...

Now, the "critique" part:

The combat system of this first episode was pretty good (and the battlers were very neat!) but the skills were in my opinion far too costly, to the point that you had the autonomy for just a couple of combats before having to run back to the healing source; which was, conveniently, unlimited.
A different aspect of this issue is the role of consumables: in this first chapter you still had almost non-existent founds that allowed to buy only a few selected items. But most of the things available had either a very low yeld (a medkit gives you 20% hp and requires a turn; a single hit of a double bladed robot easily takes 35% of your hp) or a very specialized yeld (like a fixed amount of energy AND life) that could be useful but required the right situation to avoid wasting the money. This situation made you very dependant on the healing source, making it far more desirable than your own resources, and thus kinda removed the point of exploring every nook and cranny of the building, since farming near the healing point or far away from it was essentially the same thing but one option was costly AND risky while the other was none of the above. My suggestion? While as I said the skill costs could be revised to grant a bit more, it might be useful if the player had access right from the start to a couple of very low-cost and cost-efficient consumables oriented only toward a single resource (HP or energy); if you did that, then you could justify a nerf of the healing source too (like "usable 3 times only"), making the game more about surviving and planning the use of your resources and less about "sticking close to the healing well".

The "male tickling problem". I personally do not see it as a very big problem, honestly. But I understand the fact that the mixture of male and female content may be unpleasant for some eyes. For the sake of reason, I would separate this issue in two smaller problems: what the author has already done and what he intends to do. This chapter has an interesting stylistic choice, the "torture during combat". With this approach the content is unavoidable, and frankly it feels "right" to have it that way: I mean, it would be quite ridiculous if you had to skip the boss move every time, or turn it off (lol), or things like that. Even if the author was willing to meet the needs of people who dislike the mix, here it would make no sense to do so.
In the future chapters, however, one can imagine that the amount of overall tickling content is going to increase, and if more /M content is to be expected, perhaps the static scenes might be skipped or turned off entirely. This would not eliminate the /M aspect, which would likely continue to appear in combats, dialogues and so on, but it would make the game more friendly for people who dislike the mix.

Finally, a question: I brought the two char to lvl 4 only, so my global view of the skill system is still limited, but... are we going to see a future use of the TP resource (or adrenaline or whatever it is called, "the green bar")?



BUG REPORT

I couldn't find any real bugs, just a couple of tile problems. I would recommend to flag all the "chair" tiles as walkable, because in some areas chairs were impossible to walk on and this caused some minor discomfort when searching desks and the like.
 
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Played it last night.

I found it pretty nice, with good area design and a simple, but good charadesign.

I especially liked Alpha; I see her as a character with great potential in "human" terms and even a special degree of "inhuman" flexibility (her personality is programmable, after all). Of course I like the fact that even now, with only a basic program, that girl has the word "ticklee" hardwired in her circuits...
By the way, if new ideas and suggestions are welcome, I was wondering... what if Alpha was infected by an informatic virus that altered her behaviour and made her "change" sometimes? You could do a couple episodes with the infection in progress and none, not even herself, knowing about it. She would behave mostly normally, continue doing her missions and all, except when the virus activates... then she would start to do some things a bit more, uh, naughty-girly...

Now, the "critique" part:

The combat system of this first episode was pretty good (and the battlers were very neat!) but the skills were in my opinion far too costly, to the point that you had the autonomy for just a couple of combats before having to run back to the healing source; which was, conveniently, unlimited.
A different aspect of this issue is the role of consumables: in this first chapter you still had almost non-existent founds that allowed to buy only a few selected items. But most of the things available had either a very low yeld (a medkit gives you 20% hp and requires a turn; a single hit of a double bladed robot easily takes 35% of your hp) or a very specialized yeld (like a fixed amount of energy AND life) that could be useful but required the right situation to avoid wasting the money. This situation made you very dependant on the healing source, making it far more desirable than your own resources, and thus kinda removed the point of exploring every nook and cranny of the building, since farming near the healing point or far away from it was essentially the same thing but one option was costly AND risky while the other was none of the above. My suggestion? While as I said the skill costs could be revised to grant a bit more, it might be useful if the player had access right from the start to a couple of very low-cost and cost-efficient consumables oriented only toward a single resource (HP or energy); if you did that, then you could justify a nerf of the healing source too (like "usable 3 times only"), making the game more about surviving and planning the use of your resources and less about "sticking close to the healing well".

The "male tickling problem". I personally do not see it as a very big problem, honestly. But I understand the fact that the mixture of male and female content may be unpleasant for some eyes. For the sake of reason, I would separate this issue in two smaller problems: what the author has already done and what he intends to do. This chapter has an interesting stylistic choice, the "torture during combat". With this approach the content is unavoidable, and frankly it feels "right" to have it that way: I mean, it would be quite ridiculous if you had to skip the boss move every time, or turn it off (lol), or things like that. Even if the author was willing to meet the needs of people who dislike the mix, here it would make no sense to do so.
In the future chapters, however, one can imagine that the amount of overall tickling content is going to increase, and if more /M content is to be expected, perhaps the static scenes might be skipped or turned off entirely. This would not eliminate the /M aspect, which would likely continue to appear in combats, dialogues and so on, but it would make the game more friendly for people who dislike the mix.

Finally, a question: I brought the two char to lvl 4 only, so my global view of the skill system is still limited, but... are we going to see a future use of the TP resource (or adrenaline or whatever it is called, "the green bar")?



BUG REPORT

I couldn't find any real bugs, just a couple of tile problems. I would recommend to flag all the "chair" tiles as walkable, because in some areas chairs were impossible to walk on and this caused some minor discomfort when searching desks and the like.

Thanks for the compliments. I was considering a virus infection actually. I'll keep that in mind for later.

You're right about the items and skills. Which is why i've increased the medkit to 25% health restore, decreased the cost of most items by 10, increased money output from enemies by 10, reduced the power of Blade Bot a little, all skills cost 10 EP less than they would usually except for charge shot which has a reduced cost by 5 due to its power. I also added a new chest to the cafeteria. (One of the rooms in the warehouse office hallway). Added Mid Medkits as rare item drop for some enemies to add to the nerf.

I can release a patch now or wait until the next episode is done. Up to you.

The /M scenes outside of battle can have a feature that can be easily added to skip /M scenes entirely. If I decide to make a /M scene, i'll do that.

Very unlikely i'll be using the TP. I have no idea how to remove that part of the combat window.

As for the chairs being unable to walk on and making it hard to search desks, you're not going to find anything in those places anyway. It's the ones that don't have chairs in front of the desks that can be searched.

Thanks for the feedback!
 
I can release a patch now or wait until the next episode is done. Up to you.

Me? Well, as you prefer. Of course I'd like to see the patch right now, but the thing I'm really impatient about is chapter 2 😉


Very unlikely i'll be using the TP. I have no idea how to remove that part of the combat window.

Hmmm. Perhaps I can help you with that.

Try this:

http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/tp-manager/

I haven't tried it myself yet (because I'm experimenting with another system), but it should allow you to do lots of things with TP, including, I presume, blocking it.

I would love however to see them used, because in a futuristic and cybernetically-oriented world like the one you are depicting, I can see lots of applications for a TP system of some kind (especially if altered in the ways that system should allow you to do). Some examples:

Reactive defense skills. Especially useful with a "tanky" TP system that gives you TP only when you take damage. The subdermal armor of Aplha begins accumulating kinetic energy from received blows and starts converting it in a static discharge. When you reach the treshold, you can activate a special skill, such as an overcharged shot of the standard plasma cannon, or a karate move that electrocutes the enemy. Lots of direct damage.

Remote connection skills. Especially useful with a time-based TP system that gives you TP each turn. Alpha incorporates a module that is remotely linked to a support (a generator in the QG or something like that). The moment a fight begins, she requests support from the generator, which in turn starts charging her special batteries. When the charge is completed, same as above.

Hacker skills. While fighting, Alpha attempts to remotely hack the cybernetic systems of the enemy. TP based on time and-or conversion from energy pool. If the bar hit 100, Alpha managed to break the firewall and can use a hacker skill; the enemy is incapacitated for a number of turns, trying to regain control of his functions.

...and so on.
 
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Me? Well, as you prefer. Of course I'd like to see the patch right now, but the thing I'm really impatient about is chapter 2 😉




Hmmm. Perhaps I can help you with that.

Try this:

http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/tp-manager/

I haven't tried it myself yet (because I'm experimenting with another system), but it should allow you to do lots of things with TP, including, I presume, blocking it.

I would love however to see them used, because in a futuristic and cybernetically-oriented world like the one you are depicting, I can see lots of applications for a TP system of some kind (especially if altered in the ways that system should allow you to do). Some examples:

Reactive defense skills. Especially useful with a "tanky" TP system that gives you TP only when you take damage. The subdermal armor of Aplha begins accumulating kinetic energy from received blows and starts converting it in a static discharge. When you reach the treshold, you can activate a special skill, such as an overcharged shot of the standard plasma cannon, or a karate move that electrocutes the enemy. Lots of direct damage.

Remote connection skills. Especially useful with a time-based TP system that gives you TP each turn. Alpha incorporates a module that is remotely linked to a support (a generator in the QG or something like that). The moment a fight begins, she requests support from the generator, which in turn starts charging her special batteries. When the charge is completed, same as above.

Hacker skills. While fighting, Alpha attempts to remotely hack the cybernetic systems of the enemy. TP based on time and-or conversion from energy pool. If the bar hit 100, Alpha managed to break the firewall and can use a hacker skill; the enemy is incapacitated for a number of turns, trying to regain control of his functions.

...and so on.

I'll release a patch soon then.
EDIT: Version 1.2 has been uploaded. Unless there are bugs, this will be the last patch until episode 2 is released.

I'm not using that script since it sucks. Keeps giving me errors. Though you have given me something to think about for TP use. I'll implement something in Episode 2.

Just a note guys. Episode 2 may be a short one. Just throwing that out there.
 
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