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ChamberACR
Allen Royston @ChamberACR

Age 41, Male

Army 2LT

UNR

USA

Joined on 10/11/08

Level:
3
Exp Points:
90 / 100
Exp Rank:
> 100,000
Vote Power:
3.39 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
6
Saves:
5
B/P Bonus:
0%
Whistle:
Normal
Trophies:
4

ChamberACR's News

Posted by ChamberACR - November 4th, 2009


So I've been spending a lot of time adding content to an already robust fighting engine. If you've played the first chapter, then you'll know that UPGRADES are my way of introducing a sort of "talent tree" (ala WoW) to the traditional RPG formula. In the first chapter, you had about 25 to select from. In chapter 2, you'll have 75 (!) to choose from. These are broken down into 3 tiers. The first tier will only cost you one upgrade credit to increase an upgrade rank; the second tier requires 2 credits, and the third tier requires 3. Every level you go up you'll get two upgrade credits to disperse as you see fit. As you can imagine, this creates a wide variety of gameplay options that change how you play the game.

Here's a breakdown of the upgrades thus far.

TIER 1:

RESERVE TANK: Increases HP by 4/8/12/16/20%.
ETHER EFFICIENT: Increase SP by 4/8/12/16/20%.
ASSAULTING FORCE: Critical Strike damage increased by 15/30/45%.
CRITICAL MASS: Improve your CHARGE rating by 10/20/30%.
TECHNOPATHIC: Improve your FOCUS rating by 10/20/30%.

BRAWNY: Increase STR by 3/6/9/12/15%.
ARMOR POLISH: Increase DEF by 3/6/9/12/15%.
VOLTAGE AMPLIFIER: Increase ETH by 3/6/9/12/15%.
DAMPENER FIELD: Increase EDEF by 3/6/9/12/15%.
ALACRITY: Increase AGI by 3/6/9/12/15%.

SERENDIPITOUS: Increase LUCK by 3/6/9/12/15%.
ANODIZED: Increase RES by 3/6/9/12/15%.
AMELIORATE PLATING: Increase ARMOR rating by 10/20/30%.
SHOCK PROOFING: Increase ABSORB rating by 10/20/30%.
BENIGN HEALER: Increase HEALING potential by 10/20/30%.

EXPEDITIOUS: Increase CAST SPEED by 10/20/30/40/50%.
CONCEALMENT: Increase STEAL rate by 7/14/21/28/35%.
TARGETING SENSORS: Increase CRIT rate by 1.5/3/4.5/6/7.5%.
OBVIATE INPUT: Increase EVADE rate by 1.5/3/4.5/6/7.5%.
GALLANTRY: Damage caused by enemy melee/buster damage decreased by 5/10/15/20/25%.

INSULATED: FIRE RESISTANCE increased by 8/16/24/32/40 points.
ANTI-FREEZE: ICE RESISTANCE increased by 8/16/24/32/40 points.
DUST COVERED: WIND RESISTANCE increased by 8/16/24/32/40 points.
GROUNDED: ELECTRIC RESISTANCE increased by 8/16/24/32/40 points.
IMMUNIZED: BIO RESISTANCE increased by 8/16/24/32/40 points.

Megaman X RPG Chapter 2 Update: Tier 1 Upgrades


Posted by ChamberACR - October 18th, 2009


Hey everybody! I'll be graduating from OCS in about two weeks now and will be pinning on 2LT rank shortly thereafter. That being said, I can once again pursue my hobby of making my kickass megaman RPG's series once again! Woot! I have a list of improvements I've been slowly integrating into the original game engine. I'll be talking about those improvements more as the game moves further along development. Thanks for all the support over the past 6 months; I promise the next chapter will be bigger and better. If anybody wants to contribute to this project, I'm always looking for animators/spriters/background artists.

Thanks as always,
- "Chamber"

Megaman RPG X: Chapter 2 is underway!


Posted by ChamberACR - July 27th, 2009


Hey everybody, i have some good news and I have some bad news. The bad news is I haven't been able to finish the next chapter (or installment) before my OCS ship date (which is tomorrow, or July 28, 2009), which means (unfortunately) that the next chapter won't completed be for a while. For that I truly apologize. I love making games, and I loved the fantastic feedback I've gotten from everybody, but the fact is I have bills to pay. And sadly, if rejoining the Army is the only way to earn a paycheck, then so be it.

The good news is, however, that I've finished a substantial amount of work on the game, and - assuming I don't completely forget what I've been doing in the nefariously hot and miserable Georgia climate - it shouldn't take too long to pick up and finish what I've started once I'm done. Which can be anywhere form 14-20 weeks from now. (Ugh!)

Again, I just wanted to thank everybody for the loads of support and positive feedback. That's really been my keen motivator and it's been a pleasure hearing from you. Thank you to everybody who wrote me an email or left me a comment - even the negative ones (although I have a special amount of scorn for some of you). Wish me luck guys!

Sincerely,
- Allen "Chamber" Royston

And Here We Go...


Posted by ChamberACR - July 3rd, 2009


Megaman X: RPG Mission Pack is currently in development. It's not a full on sequel, but it will include several small "side quests" to help tie over the wait. There's a few features included that will improve upon the original engine.

- Save Transfer feature enables all equipment/stats/etc to carry over. (100% complete)
- Map Feature that looks and operates similar to Castlevania/Metroid. (100% complete)
- Purchasing AND equipping new gear can now all be done from the shop menu. (100% complete)
- New enemies/bosses. (10% complete)
- New animations for main characters. (0% complete)
- Items are now broken into four parts: Consumables, Treasures, Scrap and Key Items. This should help alleviate any confusion as to what items do. (100% complete)
- Mix and match scrap to create new items and equipment! (0% complete)
- More efficient code. (100% complete).

I don't know when it'll be finished, but hopefully it'll be within the month. Because after that... well... yay Army. Wooo.

Currently In Development


Posted by ChamberACR - June 21st, 2009


Hey everybody, just wanted to let you guys know that Megaman X RPG: Chapter 1 has been released. There were a few problems at first, but the blunt of the glitches have been fixed. I hope you enjoy it and let me know what you think.

Please vote!

-Chamber