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Sorry for taking so long to get back to you.

For Underwater Facility, here's the solution:
http://www.youtube.com/watch?v=zEtXzUo3vCM

Those levels sound about right, maybe even a bit high.

Don't worry too much about the flying guy (Joker). At one point in the final phase, you'll have access to every character.
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Hey guys, it's been a while. So long in fact, that I had to get my password reset cause I couldn't remember what it was :P.

AAG is now completed and released! Check it out: http://gamingw.net/forums/index.php?topic=11586.new#new
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Background
Alter A.I.L.A. Genesis takes place in a post-apocalyptic world. You play the role of a young man known as Leon, who seeks to survive in the harsh environment he is brought into.

Exploration is done mainly via a side-scrolling view. In certain areas, an exclamation mark will sometimes appear, indicating the presence of hostiles. Press Z when this happens to initiate battle, or wait to let it pass. Sometimes battle will be unavoidable. When walking, enemy encounters won't occur.

The battle system revolves mainly around each character's Abilities, which are a set of commands specific to that character. Abilities require AP and EX to use. AP is gained every time a character takes a turn. The default is 2. EX is gained every time a character uses an Ability. The default is 1. Note that this may change depending on the situation.


Trailer courtesy of Sum Gai. Thanks buddy![/center]

Controls
Z: Action/ Confirm
   Up: Interact with Above/Background
   Down: Interact with Below/Foreground
X: Menu/ Cancel
Shift: Hold to walk/run
F4: Toggle Fullscreen
F5: Toggle 2x Size
F12: Reset to Title

Known Glitches
Due to the limited functionality of the RPG Maker 2003 engine, there are various glitches and bugs which are unfortunately unfeasible or impossible to fix:
   - Sometimes during an action, the battle data of a character will be temporarily overwritten with another character's, causing them to not perform as expected for that round.
   - In certain cases, player actions can be interrupted by the enemy or other character's actions. To minimize the occurance of this, wait for current actions to finish before selecting an action with another character.
   - Using items and guarding doesn't trigger the code to check for enemy deaths. You need to actually use an ability, or let the enemies take a turn.
   - Although not a bug, Active Mode should be changed to Passive Mode in the in-game menu to prevent enemies from acting while you are taking an action.

Hints and Tips for Boss Battles
- Don't expect to just be able to spam regular attacks until you can use your Exceed ability. You won't win an attrition war with the enemy party.
- Always target the enemy's weakness if you can. If you want, think of this as a Shin Megami Tensei game. :P
- Make sure to keep your HP up. The vast majority of bosses have pretty powerful high EX costing abilities that'll wipe out your party if you're not expecting it.

- That said, keep in mind, the enemy is subject to the same rules as the party. In other words, they're also gaining AP and EX, and they also need it to use their more hard-hitting abilities. So if you can prevent them from using them while still retaining the ability to use yours, you'll be able to beat any boss.
   - You can tell how much EX an enemy's ability uses by looking at the name of the ability. Similar to your character's abilities, it'll show up as the number of squares on the left side of the name.
   - Of course, the above passes quickly so isn't that reliable of a method. As a general rule, you can expect that:
      - Anything that uses an element other than Force likely costs at least 1 EX
      - Anything that does multi-targetting likely costs at least 1 EX
      - Anything that hits everyone hard probably costs 2 or more EX
      - Anything that outright kills someone from full health, or makes you swear "Bullshit! That can't happen!" is likely an Exceed ability.
         - Chances are it'll also be very flashy.
   - Obviously, there's going to be some exceptions, but for the most part, this can be followed.

- Don't ignore Field Effects either. Bosses don't, and the Field Effects they use generally stack things in their favor. It's not just about dealing as much damage as quickly as you can. A lot of times, it's also about controlling the situation.
- Modes, Field Effects, and Boost ailments all stack. If you're creative, you may be able to create a situation where you can pretty much negate everything the boss throws at you, while tossing out Exceed abilities every turn. Bosses won't stand a chance.










DOWNLOAD LINK - RMN


October 10, 2010



Notes
- This is a re-make of the first Alter A.I.L.A., therefore it is not required to have played the original.
- The RM2k3 RTP is not required to play.
- The download is about 72.4 MB.
- Thanks to RMN for hosting!
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Yeah, perspective and me don't really see eye to eye :'(

Quote
If it's really that important for her to be looking down from that angle

It's important in the sense that she's looking down on something.. (That isn't what she actually says in-game :P)

I tried moving her head around a bit, giving me this:



Not perfect, but it'll get the msg across I guess. In any case, it's certainly not important enough to re-draw. I'll try that next time though.
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Well it's more like her head's in a whacky position that's actually physically impossible unless her neck's really looooooooooooooooong.

...

 :fogetshrug:
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@thernz

How many side-scrollers do you have? You should just combine them all into one and release it under the title "Pan and the Chinese Vampire's Excellent Adventures"

@koaangel

Nice nice nice


Have a totally risque and semi nsfw screenie:

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The demo ends at the end of phase 3. Sorry, I overwrote the "end of demo" msg when I was making a new patch, so it actually tries to send you into phase 4, which isn't yet playable.

In the meantime, here's some eye candy :D​.


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I too think you should include a playable game with that map demo!

It does look very good though.
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Hey guys,

I did an interview with Gamerz Snark, who also did a video review of Alter Aila + Alter Aila Genesis.

Check them out here!
http://www.gamerzsnark.com/Alter%20Aila%20Review.htm
http://www.gamerzsnark.com/

The interview is also appended below:

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Quote
It's cool that you're doing a remake, but I thought you were planning a sequel? At least that's what I remember..

I still am. But after seeing how different the two games would be and realizing that people would probably just skip AA and go straight to the sequel, I decided I better go back and fix things.


Quote
There are a few more typos as well, and you can "walk" sideways in the black spaces in between walls in the area in No Man's Land 2. Also, I'm guessing that the mansion quest was optional, but you might want to drop a hint as to why it's on the map, as it is rather puzzling.


I don't remember if I fixed No Man's Land 2 yet or not, but I'll look into it all the same. Yeah I guess the mansion kinda just comes out of nowhere. I'll try putting more info about it somewhere. Could you let me know where you saw the typos?


Quote
I... Jizz... in... my... pants....


Hey, good to see you back! Yeah, AAG can have that effect on people :D​. I dunno if you'd really want to play it right now, as it's apparently balls-breakingly difficult. The full version release will make things somewhat easier, so I guess, don't despair if you can't seem to get anywhere with the game :P

So just to update you guys, I am quite close to completion. There's still a long ways to go, but compared to how things looked when I was starting out, it's very close :)​. I am thinking I will be able to release the full game sometime in late January, early February (so expect to actually see it in March :P).

I also won't be around much for the next 2 weeks to 2 months, as I'm currently in school (and its as balls-breakingly difficult as AAG seems to be to a lot of you, which means I'll be pretty busy grinding textbooks). So if I don't respond to PM's or forum posts, that's probably why :)​.
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I agree, that would be sweet (in aw  :fogetbackflip: way) - except that it means I have sprite a lot of different battle charsets for one character  :welp:


Well I don't know what you have planned for the battle system, but if its anything standard, you could probably just do the one main battle charset, and make a bunch of copies with the different hats pasted on it. It certainly wouldn't take long. Heck, I'd do it for you if you want.
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Okay, I looked into Scott's data. You were right, turns out I had forgotten to set it, so none of his data was actually correct.. Thanks for the catch. Guardbots are also nerfed so that they don't both toss a massive hit-all attack given the opportunity.

I doubt I'll give the thugs more screentime though, they're pretty generic and throw-away after all!
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@SW, I seriously think you should use all of them.

Just have the main character randomly change hats throughout the course of the game. It would be awesome.

Offer no explanation for it either.
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@SupremeWarrior

I like very much.

When can we expect a topic/release?
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Thanks for the feedback, looks like a lot of people are having trouble with those guardbots, so I'll try nerfing them. I'll also look into Scott's info on the first fight.

On the slum thugs, they're suppose to be there. Most general non-story bosses can be re-fought at any time. It's just something I'm trying out.
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>Daris

The other battles haven't been implemented yet. Right now it's only up to the last boss battle of phase 3. In a later release, there will be more.
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Maybe you can just throw something quick together with it so that the work doesn't go to waste? That's what I've been thinking of doing with some projects of mine that've been collecting dust for years now.
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Thanks, I've mostly just been editting instrumentals from various soundtracks. You're definitely welcome to send some songs my way and I'll see if I can't make use of it. No promises though :P.
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Yeah sorry, you don't have Violet for that fight. In that case, Leon's Exceed with a Freeze sync equipped oughta work.

I'm going to try making it so that Indy's "steal stuff" abilities work 100% of the time. Let's see how that goes..

EDIT: New patch

EDIT EDIT: New patch strikes back:

Patch 3.5 (Aug 5, 09): http://www.megaupload.com/?d=IEDKG3CJ

WARNING: Before applying patches, save using a blue cube Terminal, or else the game may freeze on loading. Save afterwards to remove the Phase Indicator "character".

Patch Changes:
- Increases money drop from fights
- Fixes game-breaking bug which involves getting into a fight while jumping over a pit.
- Fixes a bug where common treasures kept giving you the same thing.
- Added green arrows at ladder bottoms
- Fixed Black Speck Mk. 2 boss fight in Gallith
- Fixed some music problems in Bridge Facility and Jackal Labs
- Increased Dread's DMG output
- Changed Jake's Temporal Stasis to an attack-all ability.
- Indy's Abilities work 100% of the time.
- Downgraded the Rebel Gunner boss
- Fixes ladders in Gallith
- Adds some missing files
- Other misc. fixes

To install, replace the files in the game folder with the downloaded ones.