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Lipucd

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Re: ROA

I downloaded it and it's actually a ryona saga and not ROA :(
Core0073 is the last updated ROA files.
They have since stopped working with Fighter Maker, and as such that version of ROA is no more.
They are now playing around with something else to make like a Ryonasaga idle game of sorts...I can't say much on it myself, you get members at random and they get stronger over time, but it's kinda funky.
 

Unknown Squid

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Re: ROA

I've got a haphazard collection of some of the old ROA fighting games I can upload. The file hosting that the RSaga devs use has always been confusing because they have three or four separate games on there, and tend to upload in the form of tiny updates more often than complete or playable builds.

Here's three ROA fighting game builds from my old files. I've given them names in brackets to help distinguish them.

ROA fighting game


(Classic) : so called simply because it was the first one I played. Features a choice of characters, all of which go through the same set of 4 levels if I recall correctly.

(Brown Manta Survival) : A later made build, with a much more polished feel, extra attacks and movement abilities, and slicker animation. Only one character and enemy, with only one stage. It is actually possible to win if you can defeat enough enemies.

(Three Red Manta) : A slightly odd build. Some of the characters play like they do in "Classic", whilst Rydia and Riesz seem to get a bugged 1st stage that won't complete. The 'Nude Rydia' character however gets a special stage where you and two allied characters are fighting three red manta. The red manta are special in that once they penetrate someone, they can't be made to let go and that character is out of the fight. For a special challenge, try to complete this stage without letting your friends get raped. It's not easy.
(((I just tested the three manta one right now, and for some reason it crashes on me intermittently. Didn't used to. Perhaps it will work ok for you? *shrug* )))


If you want a method to adjust the difficulty on any of these, you can edit the game speed in the options menu (if you can figure out which slider it is) or by changing the number in the game.ini file, at...
"Editor.TestPlay.GameSpeed=7"

Lower numbers are faster. The faster the game, the less time you have to react accurately, and the harder the button mashing to escape/recover will be.





I also have a personal build of the other RPG battle style "R-Saga" game, that I like to think is fairly neat, if anyone was interested in that. Been slowly working on it over time. It's complete with English patch, a good bunch of bug fixes, and various fixes and additions I've been doing on the side. I took the liberty to disable a lot of the lower quality or just plain unsexy enemies and player characters, plus have edited a fair amount of stats and attack type priorities to make fights more interesting, and to lean towards the more ero based attacks. Fixed some broken hitboxes and position data on a few enemies. Disabled some stupid one hit kill attacks, and things like that. I've even experimented with adding in a new attack skill, a new monster, battle backgrounds, some pretty startup screens, some new 'Event' battles, and other stuff I probably forget about.
 
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S4k3

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Re: ROA

YESSSSS! the fighting ones! on all three of them, as soon as I get to the 'press any key' screen, the game crashes? any ideas?
 

Soljer13

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Re: ROA

sexy Ryonasaga? do you mean its mostly rape moves? In any case, YES PLEASE share it!
 

Lipucd

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Re: ROA

I've got a haphazard collection of some of the old ROA fighting games I can upload. The file hosting that the RSaga devs use has always been confusing because they have three or four separate games on there, and tend to upload in the form of tiny updates more often than complete or playable builds.

Here's three ROA fighting game builds from my old files. I've given them names in brackets to help distinguish them.

ROA fighting game


(Classic) : so called simply because it was the first one I played. Features a choice of characters, all of which go through the same set of 4 levels if I recall correctly.

(Brown Manta Survival) : A later made build, with a much more polished feel, extra attacks and movement abilities, and slicker animation. Only one character and enemy, with only one stage. It is actually possible to win if you can defeat enough enemies.

(Three Red Manta) : A slightly odd build. Some of the characters play like they do in "Classic", whilst Rydia and Riesz seem to get a bugged 1st stage that won't complete. The 'Nude Rydia' character however gets a special stage where you and two allied characters are fighting three red manta. The red manta are special in that once they penetrate someone, they can't be made to let go and that character is out of the fight. For a special challenge, try to complete this stage without letting your friends get raped. It's not easy.
(((I just tested the three manta one right now, and for some reason it crashes on me intermittently. Didn't used to. Perhaps it will work ok for you? *shrug* )))


If you want a method to adjust the difficulty on any of these, you can edit the game speed in the options menu (if you can figure out which slider it is) or by changing the number in the game.ini file, at...
"Editor.TestPlay.GameSpeed=7"

Lower numbers are faster. The faster the game, the less time you have to react accurately, and the harder the button mashing to escape/recover will be.





I also have a personal build of the other RPG battle style "R-Saga" game, that I like to think is fairly neat, if anyone was interested in that. Been slowly working on it over time. It's complete with English patch, a good bunch of bug fixes, and various fixes and additions I've been doing on the side. I took the liberty to disable a lot of the lower quality or just plain unsexy enemies and player characters, plus have edited a fair amount of stats and attack type priorities to make fights more interesting, and to lean towards the more ero based attacks. Fixed some broken hitboxes and position data on a few enemies. Disabled some stupid one hit kill attacks, and things like that. I've even experimented with adding in a new attack skill, a new monster, battle backgrounds, some pretty startup screens, some new 'Event' battles, and other stuff I probably forget about.
Might as well share the Ryonasaga if you can? Hell, might work me to make more stuff for it ( or if nothing else update Roomi and Q-bee for this stuff, including that MO2's become a blossom buddy to assist me on images. ).
 

Unknown Squid

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Re: ROA

YESSSSS! the fighting ones! on all three of them, as soon as I get to the 'press any key' screen, the game crashes? any ideas?
Sorry. Never had that problem myself. Wouldn't know what to say beyond the typical "Have you enabled Japanese Unicode settings?" stuff. I think it does need it. Beyond that though, I don't really know.

- - -

And I just noticed that your name seemed familiar Lipucd. You worked on ripping and preping the sprites for Q-Bee in RSaga didn't you? I presume some other stuff as well.

Here's my RSaga game then. Keeping in mind that this is a personal version.

[Updated - 15/12/2013]


I have tampered with a fair too many things to list, but most of it is in the aims of making the combat generally "sexier", and also more interesting. There are also several characters and enemies that I've flat out disabled by removing them from the start data. Mostly enemies with static images and dull attacks, or player characters that were incomplete, lacking voice, or just didn't really work with the H-attacks. The files still exist in the relevant folders if you want to re-enable them. I have also sorted characters via the "Team" function, into a main/favourites category, and a "reserve". Mostly just personal taste and based on which characters I used most. I know it not at all what the "team function" of the game was intended for, but it does work for it. I would like to clean up the messy list of monsters a bit more, but it's a tricky task.

I've tweaked and balanced some of my preferred characters to be a little closer matches to each others' overall ability levels, but also tailored them a bit towards certain areas. Several characters have been themed towards a certain element for example, whilst removing most of the stray skill points in other random elements. It helps keep the move lists for each character tidier, and also adds a tiny bit more tactical choice when selecting a party. The characters in the "Reserve" list are less likely to have been touched on by me. Same treatment goes to several enemies. Why the original creators of these things thought that half the monsters each needed 60+ seemingly unrelated attack options, I have no idea.

All that said, don't get too hyped or anything. It is still just RSaga, and given how chaotic the games content is, barely scratching the surface in terms of trying to make it a coherent and solid feeling game.

But hey, it's fun to work on, and I do feel my edits have been for the better generally.


[[Should this be in the other thread? The RSaga one? >_> ]]
 
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Stiltzkinator

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Re: ROA

All that said, don't get too hyped or anything. It is still just RSaga, and given how chaotic the games content is, barely scratching the surface in terms of trying to make it a coherent and solid feeling game.
I think the prospect of dungeons is where the game really had the potential to take off, especially since it seemed like there was going to be an option for traps that could be sprung outside of battle. And since the game is relatively English-friendly with a bit of work, we could technically take it into our own hands and revive that aspect.

But while we're on the topic of the Ryona Warehouse's now scarce game builds, does anyone know about the one that had Ryonasaga graphics, but played like a 2D sidescroller? It wasn't top-down like the RPG, and it wasn't a strictly fighting game like ROA, either. If I remember correctly, it only had one or two rooms to it, but it was very interesting to play.
 

MajorKagami

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Re: ROA

I think the prospect of dungeons is where the game really had the potential to take off, especially since it seemed like there was going to be an option for traps that could be sprung outside of battle. And since the game is relatively English-friendly with a bit of work, we could technically take it into our own hands and revive that aspect.

But while we're on the topic of the Ryona Warehouse's now scarce game builds, does anyone know about the one that had Ryonasaga graphics, but played like a 2D sidescroller? It wasn't top-down like the RPG, and it wasn't a strictly fighting game like ROA, either. If I remember correctly, it only had one or two rooms to it, but it was very interesting to play.
...the game that the topic of this thread is about.
I think I have every build plus some I been working on I'll try to upload everything.
 

Unknown Squid

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Re: ROA

I think the prospect of dungeons is where the game really had the potential to take off, especially since it seemed like there was going to be an option for traps that could be sprung outside of battle. And since the game is relatively English-friendly with a bit of work, we could technically take it into our own hands and revive that aspect.
Yeah, I can certainly agree there. A progressing series of battles that influence the ones after them and have a feeling of continuity is definitely where the real fun is. It's how I always tried to structure even my 'test mode' battles when I played. I'd plan out a set of battles in advance, and see if the party could survive them with any degree of dignity in tact.

I have created a few very basic non scripted 'event battles', but at the time I looked was unable to decipher the Dungeon system too well. Could always try to give it another shot I guess.

In the mean time I had been intending to try and build up a nice list of various themed event battles. Last time I worked on RSaga was a few months back now though. Memory will be at least a little rusty on things.
 

Lipucd

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Re: ROA

Yeah, I can certainly agree there. A progressing series of battles that influence the ones after them and have a feeling of continuity is definitely where the real fun is. It's how I always tried to structure even my 'test mode' battles when I played. I'd plan out a set of battles in advance, and see if the party could survive them with any degree of dignity in tact.

I have created a few very basic non scripted 'event battles', but at the time I looked was unable to decipher the Dungeon system too well. Could always try to give it another shot I guess.

In the mean time I had been intending to try and build up a nice list of various themed event battles. Last time I worked on RSaga was a few months back now though. Memory will be at least a little rusty on things.
I worked with the RSaGa team for a while back, mostly when this was just on...what was that vore site again? Eka's Portal or something like that?

Still, I was the guy who connected with Camel and a few others, made the push to update the .exe to read a 'Translation file' if set for such ( that made my job a hell of a lot easier ) and worked on implementing both Q-Bee and Roomi towards the game. I had started on other things ( ripping tilesets from SMT 1,2 and If... for dougion BG's, workingg on custom status and monsters, more rebirths for gals [ the slime Rynoa's my doing as well ] ) but...The English side at that point started to fall out of favor, and I was taking a gutsy chance to try to get someone to assist me to make artwork to add Q-Bee towards RyonaRPG. After that flaked out and I was getting back into it...people had moved away from Ryonasaga, and everyone was focused on RyonaRPG, and doing a translation project with an RPG Maker 2000 system is hell on the best of days...

Still, if interest is rising back, that might get me to pick up a lot of my older stuff and give another stab at it. I still recall a lot of the formatting issues and nuances after all this time, and the Japanese wiki's still up AFAIK.
 

Stiltzkinator

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Re: ROA

..people had moved away from Ryonasaga, and everyone was focused on RyonaRPG, and doing a translation project with an RPG Maker 2000 system is hell on the best of days...
All so true, but these projects, including ROA, are basically open source right? There's no problem if people outside of the initial 'community' improve on what was left over, is there? Maybe it would be possible to start building interest anew in these games.
 

Unknown Squid

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Re: ROA

You were involved in getting the translation support into the game? Awesome. I remember back before that existed, I actually manually translated the names of nearly all the monsters, player characters and attacks, by editing each individual txt file. Was ridiculously tedious. Just as I was about to announce and offer my efforts, I discovered that a more comprehensive translation patch had been made anyway. : P

But anyway...

I've been looking at the dungeons a bit today, seeing what I can figure out. I though I'd try my hand at producing some alternate graphics for a dungeon. Still basic, but more interesting to look at than the plain grey walls. Made them to match the common "Dark_Cave" background.



I figured out how to use alternate wall types within the same dungeon, making a cave themed door for the graphics set, though this could also be used to add slight variations in a selected wall to help players navigate. Also tested out using "objects" in dungeons. Seems pretty easy. Did a test with a bound Celes sprite. I could definitely turn the odd hole in the ceiling that represents a way up into a ladder or something that would look reasonable. Adding things like chests, dropped items, visible monsters, prisoners, or just misc scenery is all easy. One limitation is that it kind of has to be centred on the tile because they always spin to face the player. An object on the left of a coridor would swap sides on your way back, which could disorient people pretty quick.



I kind of want to make some additional versions of it now, featuring slightly tweaked colours or brightness levels, so to give a means of visually distinguishing different levels/floors in a dungeon. Would be rather tedious, but easily doable.

Here is the files for the dungeon I'm using to test this on so far, if anyone wants to have a look at it in game. Just drop it in your 'Dungeon' folder, and then add 'DungeonTesting' to the Dungeon.txt in the StartData folder.

Currently only applied to floor 1. There is still a mess of backup and workingspace folders. Just ignore those. None of the "doors" or the added objects actually do anything. Monsters may interrupt your exploring.

I need to look into the dungeon events system next.
 
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Stiltzkinator

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Re: ROA

I've been looking at the dungeons a bit today, seeing what I can figure out.
Holy shit. In a rather short amount of time, you've turned the dungeon feature into something much more interesting already.

I'm not much on art, but if this goes the way of a collaborative project, I'd be more than happy to help out with coding some events and such.

Seeing the work you've done so far has given me some inspiration to see what is possible, so I'm going to poke around with the game for a little bit and see what I can come up with.
 

Unknown Squid

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Re: ROA

: )

Looking at the dungeon events some more, it looks straight forward enough to do basic roaming enemy lists and location triggered battles. It's going to be all the extra little details that will take some figuring out. Like how to remove a specified "object" graphic after winning a battle for example.

I'll probably attempt a small and quick dungeon of my own some time later.

Unrelated to dungeons, I had the passing urge to whip up and add another title screen. Since Lipucd seems to bee~ something off a Q-Bee fan, I thought I'd make it a Q-Bee one.



To add it to your game you need to save the pic and add it to the 'System' folder and make sure it's named something along the lines of 'TitleBG_6.jpg'. Basically one number higher than what is already in the folder. Then go to the 'option_S.txt', and change the number at the end of "TitleBGpop = 5" to match the highest numbered TitleBG you have. If done correctly, it should then be included into the randomised set of TitleBGs that the game uses. : )
 

Vossryn

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Re: ROA

Oh wow isn't this a blast from the past. I remember making a few monsters for this game....kinda regret it now cause of how bad they where but still, memories!
 

Lipucd

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Re: ROA

All so true, but these projects, including ROA, are basically open source right? There's no problem if people outside of the initial 'community' improve on what was left over, is there? Maybe it would be possible to start building interest anew in these games.
Yup. Admittedly it is Japanese, so they do have that entire 'Credit where credit due' ordeal, but the RSaga's ordeal has been that it's been very open access and editable for anyone to jump in and add content...as long as they had the skills to back up adding towards such.

I've been looking at the dungeons a bit today, seeing what I can figure out.
Seems like you found out everything I could tell ya then. Yeah, they actually made it very powerful. You can pretty much do your own SMT or Etrin Odyssey Floor part by part if you hand the time and energy ( outside of say F.O.E.'s as you can't make events 'move', thought you can make them 'triggers' ). The wall effects are pretty simple to grasp as well, and I'll admit I like how go-ho you've been so far with this! I guess in the next day or two I best pop open an SNES Emulator and start sprite ripping a few SMT locations then! =D

Also thanks for the BG, saying I'm making a devoted porn game primary for Q-bee, calling me a fan might be putting that lightly. :p
 

Vossryn

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Re: ROA

Yup. Admittedly it is Japanese, so they do have that entire 'Credit where credit due' ordeal, but the RSaga's ordeal has been that it's been very open access and editable for anyone to jump in and add content...as long as they had the skills to back up adding towards such.
While open source I wish that RoA was as easily moddable as Ryonasaga. Really wanted to make a beat'em up using the characters from Rsaga in there.
 

Lipucd

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Re: ROA

While open source I wish that RoA was as easily moddable as Ryonasaga. Really wanted to make a beat'em up using the characters from Rsaga in there.
That's more Fighter Maker's issue then the RSaga team, and the 'newest' RyonaSaga is via game maker, but they pass around the Binary of the project around along with the compiled format.
 

Allsop2604

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Re: ROA

Here's my RSaga game then. Keeping in mind that this is a personal version.

When I run "ryonasaga_090927DXL302" I get a blank black screen with music. I don't seem to have any crusor control and no keys seem to function anything.
 
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