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The Story

Cheyo was 15 years old. She has beauty, brains and money. To the people outside, Cheyo's life is perfect, and it was... Until the soldiers came. She was too young to understand why, but they took her mother. In desperation, Cheyo's mother claimed that Cheyo wasn't her daughter, that she was just the orphaned child of a lowly peasant that died while giving birth.

Cheyo knew this wasn't true. She knew that all her mother wanted was for her to be safe.

Before she was taken away, Cheyo's mother gave Cheyo a letter, and told her only to open it when she felt like the time was right.

5 years later, on her 20th birthday, Cheyo reads the letter. Inside, she finds the answers to all her questions.

Join Cheyo as she embarks on the perilous journey of justice... and revenge.

 

Screenshots, Art, Music & Videos

CheyoLineart.png

Cheyo Lineart by FatYogi

 

Titlescreen.png

Titlescreen - Lineart by FatYogi, Title by RGangsta

 

Youtube Video ->

"Cheyo's Theme" By Brandon Griggs

 

Scripts

Ccoa's Universal Messaging System

Falcon's Tax System

Descendant of Orr's Lighting System

Kellessdee's Book System

Kellessdee's XMB Menu System

Leon's Day & Night System

Zeriab's Quest Book

Paradog's ATB System [With fixes by Kellesdee]

MicKo's Skill Tree

 

Credits

Tenoukii (Story)

Brandon Griggs (Music)

RGangsta (Graphics)

FatYogi (Art)

Ccoa (Scripts)

Falcon (Scripts)

Descendant of Orr (Scripts)

Kellesdee (Scripts)

Leon (Scripts)

Zeriab (Scripts)

Paradog (Scripts)

MicKo (Scripts)

 

Support Cheyo

Help support the Cheyo project by putting this banner in your forum signatures to spread the word!

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i1119.photobucket.com/albums/k627/Tenoukii/cheyosupportwhite.png

Created by RGangsta

 

Demo

Alpha Productv1.0

Fixed link that hopefully works. Please read all the Info below:

Here's a copy of the Revamped game. I'm not going to call this a demo, I'll call this an Alpha Testing Product.

I know that the Gold Window Pop-up takes a while and it leaves a random windowskin box on the screen, so I'll have this fixed ASAP. Any other suggestions, bugs or errors can be put in a .txt file and uploaded for me to get down to fixing them.

If there are any script errors or missing files errors, reply below and again I'll try to fix it.

The first cutscene is currently skipable, but won't be in the actual game.

I will be adding more to these maps (E.g: More traders)

Don't forget to support by putting the banner in your signature!

P.s: Posting this made me spill Frijj Cookies & Cream Milkshake on my keyboard, so you'd best do the test (That rhymes!!! xD)

Really sorry about things that are going wrong with the downloads, but for some reason it isn't compressing properly. I haven't got round to adding the books in so reading the Guide Book is useless. There are a few bugs and spelling/grammar errors so please just make a note of them and tell me. You will have to go into the Data > Books folder and make a folder called Enemies if you want to see Kellessdee's amazing book script in action though. Also, Gem Attachment's doesn't happen yet because there isn't a script for it. You will game over at the end of the sewers and that's the end of your demo. Please feel free to give Constructive criticism.

Edited by Tenoukii

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Hmm... good point. I'll tinker and find something to suit it (:

thanks (Y)

EDIT: Done (: Couldn't seem to get a good balance changing the colours, so I just changed the greyness to make it look a bit more dusty :)

Edited by Tenoukii

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Awesome story! :alright: It's to be well developed! Government corruption always makes my blood boil!

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Haha.. thanks. Even I thought it was quite good considering I randomly came up with it.

I was starting a game called Cheyo before, but I decided I didn't like it and deleted everything from it and made this one instead ^_^

 

EDIT: Forget this edit ^_^

EDIT 2: Battle Video added up top (Youtube) and a new video (Also Youtube)

Make sure you reply with your thoughts!!

Oh, btw, on the first video (cutscene) the timer has been LOWERED to 5 seconds (from 1:30) for the testing purposes.

Edited by Tenoukii

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Normally I don't test out games too often, but since you asked me nicely and it's a short demo I tried it out.

 

The dialogue seems good so far, 1 spelling error: you have allegance, and it should be allegiance. Its when the man asks "Do you accept my allegiance...."

 

Nextly, I actually got stuck after the battle, I could not find the chest that has the pick axe so I cannot tell you much further. I would suggest perhaps to make the first battle a LITTLE bit easier. It wasn't really difficult, but I finish the combat with 300 some odd hp and 5 mp, which is pretty low for being about to move onto a dungeon (and no healing items)

and it took me a bit to realize I had to speak to each npc in order after trying everything they told me. I dunno if there is a better way to do this, but maybe a little more direction, or at least make the other npcs speak all the time, maybe just change the dialogue after you have tried what the previous one said.

 

And I couldn't do anything else because as i said i couldn't find the pick-axe

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Haha... I new the chest would be the sneaky one that people can't find :P It's right at the top of the passage way, in the little recess.

As for the NPC's... do you think a balloon icon to attract attention to that particular NPC would make you realise you had to talk to them?

The first fight sorta stifled me a bit because its either easy or hard (in my view). His current HP is at 2000... any suggestions otherwise?

And lastly.. if you are going to go again and finish playing the rest of it, I would recommend visiting the Draw Points (detailed above) before fighting Obstine. (And you have to interact with the little stick thing, not Terris [The NPC])

Thanks for trying :D

 

EDIT: And it's also Cheyo who asks about the allegiance, lol. did i forget to change the UMS script call?

Edited by Tenoukii

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I got it! The only thing I would suggest is to let the player open the chest before they speak to everyone. It is noticeable and I don't know how i missed i, i was checking behind each wall. But if the player notices it before he reads all the dialogue it may trick him/her into thinking it is nothing, so maybe have the cheast able to be opened prior to speaking with everyone?

 

Also, I need to play it again. I got my ass kicked by obstinate...then realized you said I should check out the draw points before fighting obstinate. Maybe you should make that A little more clear in the game somehow? Otherwise people may think it's impossible and give up playing.

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D: I just got my ass kicked by him... And he's my own boss?!?! lmaoo

What do you think of the music choice for it though :P I thought I'd use different music for each evented battle.

I also need to add a new section of text into that battle to tell people to use the wierd Ice Orb (Teaches Cheyo Ice) because he's weak against ice.

And finally, I've noticed a small glitch in the ATB script! (D: Shock horror!) When I use items it still comes up as arrows to select the player. But that's it really (:

 

EDIT: I've made small changes to make it easier. just unzip (download from here: http://www.mediafire.com/?yvpbpl86b4ao5h8) and replace the original Data files (if you want too ofc)

Edited by Tenoukii

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Oops! Sorry, I never even thought about that XD haha, I forgot that the arrows will still be displayed to select character, lemme fix that up!

 

 

class Scene_Battle  
 #--------------------------------------------------------------------------
 # * Frame Update (actor command phase : actor selection)
 #--------------------------------------------------------------------------
 def update_phase3_actor_select
   # Update actor arrow
   @actor_arrow.update
   @status_window.cursor_rect.set(0, @actor_arrow.index * 32, @status_window.contents.width, 32)
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # End actor selection
     end_actor_select
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Set action
     @active_battler.current_action.target_index = @actor_arrow.index
     # End actor selection
     end_actor_select
     # If skill window is showing
     if @skill_window != nil
       # End skill selection
       end_skill_select
     end
     # If item window is showing
     if @item_window != nil
       # End item selection
       end_item_select
     end
     # Go to command input for next actor
     phase3_next_actor
   end
 end
 #--------------------------------------------------------------------------
 # * Start Actor Selection
 #--------------------------------------------------------------------------
 def start_actor_select
   # Make actor arrow
   @actor_arrow = Arrow_Actor.new(@spriteset.viewport2)
   @actor_arrow.index = @actor_index
   # Associate help window
   @actor_arrow.help_window = @help_window
   # Disable actor command window
   @actor_command_window.active = false
   @actor_command_window.visible = false
 end
 #--------------------------------------------------------------------------
 # * End Actor Selection
 #--------------------------------------------------------------------------
 def end_actor_select
   # Dispose of actor arrow
   @actor_arrow.dispose
   @actor_arrow = nil
 end
end

#==============================================================================
# ** Arrow_Actor
#------------------------------------------------------------------------------
#  This arrow cursor is used to choose an actor. This class inherits from the
#  Arrow_Base class.
#==============================================================================

class Arrow_Actor < Arrow_Base
 def initialize(viewport)
   super(viewport)
   self.opacity = 0
 end
 #--------------------------------------------------------------------------
 # * Get Actor Indicated by Cursor
 #--------------------------------------------------------------------------
 def actor
   return $game_party.actors[@index]
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   super
   # Cursor right
   if Input.repeat?(Input::DOWN)
     $game_system.se_play($data_system.cursor_se)
     @index += 1
     @index %= $game_party.actors.size
   end
   # Cursor left
   if Input.repeat?(Input::UP)
     $game_system.se_play($data_system.cursor_se)
     @index += $game_party.actors.size - 1
     @index %= $game_party.actors.size
   end
   # Set sprite coordinates
   if self.actor != nil
     self.x = self.actor.screen_x
     self.y = self.actor.screen_y
   end
 end
 #--------------------------------------------------------------------------
 # * Help Text Update
 #--------------------------------------------------------------------------
 def update_help
   # Display actor status in help window
   @help_window.set_actor(self.actor)
 end
end

 

just put this above main! Its kinda a cheap quick fix (the arrow is still drawn...only drawn invisible and a cursor is placed over the selected player)

 

tell me how that works

Edited by kellessdee

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Yes :D That works perfectly thank you.

So now, you can either rest and let someone else sort this (since you've been an amazing help and already exceeded expectations) or you can sort it, either way i'm not fussed, since it's nothing major that can wait a while.

And yep... It's another timer problem :D

You should already know that you select your time limit for the quest (if you don't, you now do), and because of that I have 4 different timers. I started by trying them all in the same Parallel event, just on different pages activated by different switches (no luck), then i tried seperate Parallel events (still on different switches).

It was the same problem both times: The timer counted down 1 second and then just stopped. (I carried on since I was only there to test the Draw Point edits i've done).

When I started a battle with Obstine, the timer started counting down again, but when I won and went back to the map, the timer went back to 4:59 (how it started)

D: I hate timers! But it's a feature I would love to have, so any fixes are welcome! :D

 

EDIT: I also resent the fact that nobody's commented on how amazing my Blue Crystalis logo is!

Joking. But I am pretty proud of it considering it took 5 minutes.

I'm also just about to put the new Title Screen in the Screenshot section :)

Edited by Tenoukii

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The mapping is very empty in the cut scene. Add more objects to make the maps look good. Right now they bald.

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Ahh...

2 small things:

 

1 - I'm changing it (again) and should have a newer demo in a few hours

2 - if you do want to play this one (which is riddled with bugs that I totally overlooked =I) than just put the attached file in the Graphics/Pictures/back folder

 

Thanks for taking an interest!! first in a while xD

 

EDIT: Oooh bullett! Loving the sig :D

Edited by Tenoukii

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Hey there, it's Brandon. I played through the most recent alpha release (recent as of May 15th) several times, and found a bunch of improvements you could make. I divided these into "Bugs," "Typos/Spelling Errors," "Balance," and "Misc Comments." I hope you find it helpful! :)

 

Bugs

 

- Minor graphics glitch in the fourth cutscene (when Ruiku and Cheyo go down to the Sewers). When Cheyo is following Ruiku, she falls one step behind halfway down the path. Not sure what caused this, but you might wanna look into it (it's not a huge deal though). (Note: this could have just been my computer too, I was lagging at the time.)

- After the opening cutscenes, when you're near the witches, you can leave the screen to the bottom and go to the sewer area, before handing her the items you needed to buy.

- The top witch cannot be talked to, because of pathing blockers or some similar issue. Not sure if this was intended.

- The item "Guide Book" crashes my game. "Unable to find the file data/books/Enemies/."

- I was able to go over the exit to the sewer, into a black tile, and I got a "Game Over." I think you must have set the exit event to Action Button instead of Player Touch, or whatever.

- The last lines of dialog kept running over and over, in an infinite loop.

 

 

Typos/Spelling Errors

 

- First cutscene, second frame: "Rain wildly lashed against the window (singular), shaking them (plural) violently. Maybe just change "window" to "windows."

- First cutscene, midway through (mother talking): "Live long and be well in the knowledge that no matter where I might be, that I am thinking eternally of you." You have a double "that" in this sentence. It should read, "Live long and be well in the knowledge that no matter where I might be, I am thinking eternally of you." Take out the second "that" and it reads correctly.

- First cutscene, very next sentence has no period after the end.

- First cutscene, when the soldiers come inside the word "Forbidden" is spelled "Forbiden."

- First cutscene, when the soldiers are talking: "Witchcraft is a crime that incurs no trial, and the immediate deployment of the execution method." This sentence would better read: "Witchcraft is a crime that incurs no trial, but rather brings about immediate execution."

- First cutscene, when the mother is talking: "That is correct sir." This sentence needs a comma after "correct," because it is addressing somebody directly. It should read "That is correct, sir."

- First cutscene, when Cheyo is reading the letter "You sister was named..." should be "Your sister was named..."

- First cutscene, when Cheyo is reading the letter "At first, they were unsure weather..." should be "At first, they were unsure whether..."

- First cutscene, when Cheyo is reading the letter "Take a hold of your families legacy..." should be "Take hold of your family's legacy..." because "family" in this case is singular, with a modifier, and I'm almost positive that "take a hold of" is English slang, and only used in informal speaking. The informal tone doesn't sound right coming from her mother, who had previously been writing in the formal tone.

- Second cutscene, Ruiku's father says, "By the looks of that gown you've got quite a deep pocket." should have a comma after "gown," I believe.

- Second cutscene, Cheyo says to Ruiku's father, "I'm a Madoshi" without a period at the end of her sentence.

- third cutscene, Cheyo says to Jennie "I'm Cheyo" with no period.

- third cutscene, Renizia says "From the looks of that gown you're from the West Coast," which is fine, except you need a comma after "gown" again, I believe.

- third cutscene, Ruiku's father says "Everyone else can go and sit around the table." This is ok, and can be kept, but I would erase the "and," as it doesn't serve any purpose in the sentence. You can keep if it you want his speech to be informal, however.

- third cutscene, Ruiku's father says "And follow any instructions contained precisely" This sentence needs a period at the end, and you should change "contained" to "contained within" or just "within." (There is no modifying word to show where the instructions are contained.)

- third cutscene, Ruiku's father says "If they see you here then they'll know something's up." It would sound better to say "If they see you here, they'll know something's up." in my opinion. Otherwise, the sentence needs a comma before "then."

- third cutscene, Ruiku's father says "Ruiku, take her down the back entrance." This is, again, informal to the point of being grammatically incorrect. You need the word "through" in there. It should read: "Ruiku, take her down through the back entrance." Optionally, if this wasn't what you were trying to say, you can put "Ruiku, take her down to the back entrance." It needs a preposition, though, either way.

- third cutscene, Ruiku says "Yeah... It goes right the way down to the Sewers!" This didn't make sense to me, it should probably read "Yeah... It goes all the way down to the Sewers!"

- fourth cutscene, when Ruiku's father is talking to the soldiers, he says "Can I help you gentleman?" It should read "Can I help you, gentlemen?" It needs a comma because of directly addressing the soldiers, and it should be gentlemen, plural, since there are two soldiers.

- fourth cutscene, the one soldier says "We got a warrent to search the premises." Warrant is spelled incorrectly, and it should be "We have a warrant..." or else "We've got..." but the first one is probably better sounding.

- fourth cutscene, Ruiku's father's last line does not have a period.

- In the Quest Book, under completed quests, it says that you bought Ruiku 5 Potions. I don't believe this is what you bought her.

 

 

Balance

 

- Both enemies and your characters seem to deal a lot of damage per hit. I'd change this around a bit. Atm, you have to use up lots of potions just to make it through the random encounters.

- Random encounter rate seems a tad bit high in the sewers.

 

 

Misc Comments

 

- Am I gaining stats when I get attacked? If so, could this get a bit unbalanced later, if you grind on random encounters? Edit: Nvm, it doesn't seem related to being attacked. Why do I sometimes gain stats? Is this the role of "TP?"

- Would be nice to know what "TP" does, that you gain from battles. Maybe this is explained in the Guide Book, but I couldn't view it, due to it crashing my game. :P

- I can't figure out how to apply gems to my armor, weapons, etc. Maybe this is in the Guide Book as well.

- Overall very good start! I love the opening cutscene that you added, it explains a lot.

 

 

P.S. My apologies for being an English minor. :P

Edited by LaMasquerade

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Ouch on the grammar and spelling! I was hoping it would be stuff like You spelt grey or colour wrong then I have an excuse! I'll read the rest properly later and sort it out.

I did notice a couple of bits you've said that I have done on purpose :)

But right now I just woke up from a dream where I somehow ran from New York to just up the road from my house in under a minute :S A confuzzling dream indeed. And I have an exam to go fail. Yay!

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I think you should add a few more version numbers at the end of your Alpha. I am pretty sure you up dated it since you replied to my post, and although you only made a minor change(starting location). I believe you should have changed the presented version number. This way I would be 100% certain that it is in fact an updated version of some kind.

 

My suggestion is develop your own format or google version formats.

You currently have V1.0 I personally would have it be V 1.000.000

Then when you make minor updates, you can work with the last numbers and major updates(maps, new story etc.) can be the first decimal numbers.

If you develop a format that is easy for you to remember it wont be hard to keep your version number updates. Ultimately you can just add a whole bunch of place holders, and just up it by the smallest when small content, and maybe a 10s or 100s column for larger content. I think this would make it easier for people to constantly Alpha for your project.

 

*EDIT* My rule of thumb, is new version number every time I back my project up, and every time it goes live/gets tested/traded/handed off etc.

Edited by Jon Bon

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I think you should add a few more version numbers at the end of your Alpha. I am pretty sure you up dated it since you replied to my post, and although you only made a minor change(starting location). I believe you should have changed the presented version number. This way I would be 100% certain that it is in fact an updated version of some kind.

 

My suggestion is develop your own format or google version formats.

You currently have V1.0 I personally would have it be V 1.000.000

Then when you make minor updates, you can work with the last numbers and major updates(maps, new story etc.) can be the first decimal numbers.

If you develop a format that is easy for you to remember it wont be hard to keep your version number updates. Ultimately you can just add a whole bunch of place holders, and just up it by the smallest when small content, and maybe a 10s or 100s column for larger content. I think this would make it easier for people to constantly Alpha for your project.

 

*EDIT* My rule of thumb, is new version number every time I back my project up, and every time it goes live/gets tested/traded/handed off etc.

 

I completely agree with this. I think it's a good idea.

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Link is broken.

Damn... well, I'm working on improving everything at the moment and putting in the extra scripts which have been finished now, so if you can hang in there for a while then I'll have the newest and best one up (:

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