Saturday, April 18, 2015

Looking back -- Fnrrf Ygm Schnish, the Earthbound ROM hack (part 1 of many)

Waaaay back in the vicinity of 2005, I started on a ROM hack of one of the great old Super Nintendo RPGS -- I'm talking about Earthbound, to be specific (though I also attempted a Final Fantasy 6 hack a couple times that never quite got finished.)  The hack was simply titled "Fnrrf Ygm Schnish," and it managed to cover the entire game from start to end with all kinds of silliness.  In addition to retaining some of the game's original silliness, of course. XD

Anyway... I've recently started playing through the game again, and I figured I'd write about it -- my thoughts on the thing looking back, what I was  thinking when I made it, and of course loads and loads of screenshots.  Of course, I'll be starting off where the game itself starts off: with Clifton Forge.

But before that, the intro sequence and title screen!

Yes, Giygas was replaced with "Dubya" (aka George W. Bush) in this thing. XD
I'm still pretty happy with this title screen, even a decade later.
Even the logos of the companies that made the original game, which displayed before "THE WAR AGAINST DUBYA" popped up, got goofed around with.  Nintendo's familiar logo became "Ninjutsu" with a little ninja dude sitting on one end of it, "APE" became "Bigass Monkey," and the third logo -- I think it was HAL Laboratory (more commonly known for Kirby than for their connection to Earthbound) -- was replaced altogether with a "Num Power" one.

The game starts off pretty much exactly like Earthbound but with some names changed.  The year is 2004 rather than 199X, and the town is Clifton Forge rather than Onett.  The meteor lands, and the main character (in this game, basically just me -- also known as Eddie, though various other "default name" options also exist for him) goes  to investigate.  Instead of Ness's pajamas, Eddie goes out in nothing but some black shorts (forgetting to put his glasses on, even!) at first.  Pokey is (of course) replaced by Adam Nebozu, and Picky by his sister.  Ness's dog was transformed into Teekee, making this his first game appearance a decade before he had  his own game.

Eddie, Nebozu, Teekee... and Eddie's mom over by the table.

"Furt Furt" explains stuff.
After going up to the meteor, you meet "Furt Furt," Buzz Buzz's replacement.  He explains that in the future, Dubya has become "The President of Evil" and has destroyed everything.  Funnily enough, this actually ends up being foreshadowing for the state of pure evil and chaos that Dubya appears in when you finally meet him at the end of the game... unlike in Earthbound where nobody really had any reason to suspect that Giygas is not so much "intelligent evil villain guy" as "gone so crazy that he's just a swirling, incoherently-babbling demon face background rather than anything resembling his original form" until you get to him.

 On the way back down from the hill, your way is blocked by one of Dubya's followers from the post-apocalyptic future that was apparently supposed to have come around last year according to this game.  The "Bush S.S." (meaning Bush Secret Service) in the future are apparently robots in suits and ties with psychic powers rather than actual human secret service agents.  I attempted to expand this boss battle a bit to make it feel more like a real boss rather than just "Buzz Buzz easily wins" as in the original game, but I think I may have made it drag out a little too long as a result. XD


In the aftermath of the night's events, Adam is punished with "no dessert until the Apocalypse" by his dad Bonhayde Nebozu (I think I spelled it "Bonhedd" at the time I made this game, but still, the silly-spelling-of-bonehead thing was already present.)  And Teekee vows to never go outside again, even if Mom wants to kick him out for supposedly peeing everywhere.

Following the sunrise, you get to finally explore Clifton Forge, including....

 ...the library, where a somewhat snarky girl dressed as an elevator attendant talks about how she can't read (if I'm remembering right, this was loosely based on a brief Livejournal comment interaction at the time, in which the other person completely mangled the meaning of what my comment was saying, thus appearing to be someone who could not read.)
 There's also some people more typical of a library, like a guy who talks about the next Harry Potter... err, I mean, Harry Pothead... book that's about to come out.
 
 And there's also an "Aggressive Biblethumper" who recently read The Da Vinci Code and was stirred into an incoherent angry-religious-person rage at the implications that Jesus married and had kids.  Yeah, referencing how that was a big controversial thing when the book first came out.  He comes out of nowhere and asks your opinion about that, and you have two options -- agree with him just to get him off your back, or say no and start a fight.  At this point in the game it's an excessively hard fight, too, since these guys don't show up as normal enemies until later.

I like how this bit turned out -- I programmed this guy myself.  There wasn't anyone in the library who'd attack you if you answered "wrong" to a yes/no question in the original Earthbound, of course. XD
 And this guy comments on the Metroids you can find floating around in various spots.  Usually, they will kiss you, which restores your energy.  There's one spot in the game where they'll attack instead, though.
 And aside from the library, there's also a treehouse hideout hidden away among... trees.  In there, a kid will give you a pair of sunglasses that he apparently got from Ah-nold Schwarzeneggar.  Originally he gave you his hat, but that always seemed a bit silly to me since the kid clearly still has his hat on even after he gives it to you... plus, I don't like hats, so all the hat-type items in the original game were changed to glasses-type ones instead.
 There's also a couple of "wandering Krillins" hanging out next to a locked shack near the base of the hill.  They say "mondo cool" in almost every textbox. XD
And there's also Kingdom Hearts (well, Organization XIII in specific) references all over the game, the first few of which show up right here in Clifton Forge.  Mostly replacing random NPCs, but a few take the place of major characters instead.  These references were not present in the original 2005 version of the hack, but were added in sometime in the 2006-2007 range when I expanded upon the original version drastically and moved it a lot further away from the original game than it was before.
 Another possibly-important place around town is the "Wizdum Man's" house, where he has a booth set up for people to come up and pay him some money in exchange for a bit of goofy and vague advice.  As should be extremely obvious, this guy was the direct inspiration for the Wizdum Man who shows up in Chapters 2 and 4 of Okédoké! La Leyenda Mexicana.
 The Burger Shop from the original game has been changed to a chicken-themed restaurant named "Bite-a-Bird," due to the fact that the main character of the game doesn't eat burgers (or anything beef-based.)  Bite-A-Bird also reappeared in Okédoké, this time as Canada's number one chicken-based fast food restaurant.
 And inside Bite-A-Bird, another Kingdom Hearts reference.  I think I managed to fit just about every member of the Organization into this game in one way or another... only a few don't end up either mentioned or actually appearing in-person.
And the random trucks/vans around town have been fiddled with a bit.  This one's based on some graffiti I saw on a big delivery-van type vehicle around the time I was making this... though I changed the meaning a bit, I'm guessing. XD
 
 And the gang from the original game was replaced with "The Swarm," which in this game is made up of "Pretty Evil Girls," "Bratty Rich Nerd Girls," and "Underage Prostitutes."  One of those three is not even remotely based on the actual Swarm I knew in high school, at least as far as I'm aware.  It should be obvious which one that is. XD
 
 If you say "yes," she just says "Go lose some weight, fatty!" rather than actually letting you join them.  Because of course they won't let you join them.
 And the boss of the Swarm in this game is none other than Sarah Nancos Fartbean, going by first name only in this case.  She "chants a magic spell" one turn before firing an energy beam at you, and she can also "say something nasty" to reduce your Shiznit level or attack with her claws.  She's... a bit underwhelming compared to the versions of her that appear in my other games, like Alleghany Hell School and Okédoké, but that's to be expected considering she's the first boss here rather than being optional or near the end of the game. XD
 
After you beat her, she calls upon the power of her vast cellphone collection, which has apparently been conglomerated into one gigantic cellphone robot: the Cellphone Megazord! It's a pretty difficult fight at this point in the game, with its one weak point being that every attack is preceded by a "the Cellphone Megazord started picking up a signal" message -- so it never attacks two turns in a row, giving you some time to heal.

After you break her robo-phone, she throws a fit, calling you "mean! and AWKWARD!"... but then gives you some information about stuff going on around town, randomly, since you beat up her robot.  I don't understand the logic here either. XD

Anyway... as usual in Earthbound, after this you can go to the mayor and get the key to the locked shack where the Krillins were hanging out before...
 ...where one of them will reward you with a pair of Baggy Pants (which resist paralysis attacks) for unlocking the door.  And on the other side of the shack is a cave, where new enemies show up...
 
 ...enemies like "Overly Happy Turds," which would definitely be redesigned to resemble one of my coworkers if I drew them now.  They'd probably even be called "Turdlers."
 
 There's also "Angry Pikachus," replacing the generic mice.  They attempt to use "Zzzter," but since they're only Pikachus, they don't actually have enough power to use such a strong attack... their weak-ass attempts at shocking you actually do no damage whatsoever.  Because come on, a piddly little Pikachu wouldn't be able to do much even to real-life normal Eddie, what are they going to do against video-game superpowered Eddie?
 ...they're going to be crushed instantly by a blast of Num Power, that's what. XD
 The big sparkly thing that indicated a main boss previously is now a big "boss!" sign with what appears to be airport landing lights flashing in red on top.  You still have to talk to the sign to fight the boss, oddly.
 And here's the first boss -- "Big Bug Bubba," clearly a Bush supporter (he's got a bumper sticker right there on his abdomen!), and two Servant Redneckpedes which will heal their boss.  It's pretty easy to wipe out the Redneckpedes in one shot with the Numnum attack, but Bubba is still fairly hard due to the fact that he just does so much damage.  You have to heal a lot.  I kind of went overboard with the difficulty in the early parts of this game, to the point where beating the Swarm is borderline impossible without a few level-ups and improved equipment (Walking Stick replacing your starting Pointy Stick and the Ah-Nold Shades, ideally) and the first "real" boss, which was super easy originally, is actually kinda tough this time.  This trend continued for a while, but once you get to the point where you have three characters in your party things get a little less ridiculous, if I'm remembering right.

The sequence in the police station is pretty much unchanged, aside from Captain Strong's secret technique being "Super Ultra Ghetto Gepetto Martial Arts" now rather than... whatever it was originally.  Oh, and some text of course -- there's a Wandering Krillin hanging out near the jail cells, and a receptionist who talks about wanting to go off and join the Swarm rather than working there.

And that's the last of Clifton Forge! Next time around, the city of Pibb, where everyone drinks Mr. Pibb.  For some reason.  I'm not sure why I named it that... XD

Wednesday, April 8, 2015

Some ideas for future Muyeo project



Odd how I tend to get ideas when walking around random places in town, usually at night.  Just tonight I had a bunch of stuff pop into my head, all related to a story/comic idea I had a while back with a planet populated by humanoid cat critters.

Shown here: early sketches of characters from that idea.

So, at first I just had a pile of characters and not much of an idea of what I was going to do with them.  Muyeo, the shorter cat guy with the giant spoon, is the main character (and a heavily reworked form of a much older character from way back in the high school years.)  The taller cat guy next to him is actually shorter than Muyeo in his normal form, but has the power to change size (from a smaller-and-faster form to a taller-and-stronger form, which causes his shirt to rip off in the process.)  They're... sort of friends, but more rivals at first, with one of the first scenes probably being the two of them having combat practice (fighting each other) and Muyeo's original weapon -- probably a generic sword -- getting broken or lost, leading to him grabbing the giant spoon.  The smaller cat-girl is friends with both of them, but more Muyeo than the other guy.  The dancing suit-wearing guys in the lower right are another group, most of which know at least one of the main three... out of the whole group, probably only the one with the scar and open shirt will end up doing a whole lot at any point (the rest probably live up to the word written upside-down on the lamp dangling over their impromptu dance party. XD)

Then I started to get a few more ideas... for example, the odd castle-looking building on top of the hill is not native to the planet Kekyb (...did I mention that's what the cats' planet is called?), but instead is something that fell from the sky one day and planted itself up on the top of that mountain.  Its inhabitants are mostly a legion of robots, with a few more unique characters (shown up at the top) also featured.  Fat human is basically going to be a "fake boss" type -- thinks he's much more important than he actually is, meanwhile the robot guy next to him is the one who's more involved in running things.  And the dog guy next to him (who's the only one so far who has a definite name: Mutt! XD) is basically just a higher-level grunt, tougher than the random robots but still not anyone too important.  Shadowy guy on the throne in the background, of course, is the one who's in charge of the whole group (robot guy probably takes orders directly from him.)

And also, the little cat girl is going to go nuts/snap in some way, causing something within her to come out (split personality? some kind of suppressed-up-to-this-point power? some combination of both?) and trigger a transformation into the shadowy, tentacle-y form shown here (and shown better in another drawing I'll post in a second.)
Cute innocent little kitty girl... NOT.

So yeah... she's in that creepy tentacley form, and some of the random useless bystander guys are probably going to get mind-controlled by her, while Muyeo and the currently nameless one will probably end up trying to fight her... and not doing so well.

And as of tonight's random thoughts when wandering around outside, I now know how I'm going to resolve the "little cat girl has somehow gone nuts and started attacking and/or mind-controlling everyone with her crazy green glowing energy tentacles" conflict, AND how I'm going to tie it into the "mysterious castle place that fell from the sky onto the top of a nearby mountain and is full of robots" part I had planned for later (the castle appears before the cat girl goes nuts, but it's just mysterious background scenery at that point and nobody from there actually gets involved until a bit later.  Unless, of course, the robots are somehow involved in the cat-girl going nuts in the first place -- I'm not 100% sure about what might be the trigger for that state just yet.)

Basically... after everyone's made their attempts to get her to turn back to normal and/or smack her around until she loses consciousness (and hopefully the crazy tentacled form along with it) and they all have pretty much failed, the leader of the robots arrives unexpectedly and does something to her which causes her to transform back to normal (...and be a bit embarrassed as she notices that the transformation caused her shirt to unbutton.)  Before anyone can celebrate, said robot also knocks her unconscious and lifts her up by the back collar of her dress, telling the others that he's going to take her away to make sure it doesn't happen again.  At first it basically sounds like he's going to help them out by preventing another freak-out-and-go-around-tentacling-everything incident, but pretty soon it becomes clear that things are a little sketchier than that, and the methods of preventing this from happening again might not be so good for her after all... and robot-guy admits that they might never actually see her again once he takes her away.  Of course, the others aren't having that, but before they can make a move to stop him robot-guy is gone.  Or possibly there's a brief fight and robot-guy easily beats them (either due to their current worn-out state or them just not quite being on his level yet, if not both.)

And this, of course, leads them to plan to travel up to the castle-type place and find her.

I've also had some thoughts about the kitty girl's transformation.  Specifically, that it's not necessarily a bad thing despite how scary it is (hence the robots removing or further suppressing it not being good for her, even if they don't keep her up there forever), it's just uncontrolled and needs to be balanced out rather than just being allowed to go rampaging all over the place like the way her initial transformation was.  Eventually she might even be able to transform on purpose and retain control over herself while she's smacking things around with glowy energy tentacle thingies! That'll probably be much later on, but still, it should probably happen at some point.

Oh, and Muyeo and the other guy aren't immediately going to be fighting when they go up to the castle place.  The robots for the most part aren't going to be violent unless ordered to, or if they're attacked first... so they basically end up sneaking in.  Except not so much "sneaking" as "walking right on in the front door because nothing was ever stopping them except being afraid of the place before."  It's only after they start investigating further and causing trouble (probably Mutt and some generic robots getting beaten up, the two forcing their way into restricted areas, etc.) that the place goes on high alert, and the leader of the robots ends up encountering them -- or maybe Muyeo specifically? I know the images popping into my head didn't include both of them at this point, so maybe they get separated at some point, or they split up to cover more ground or something.  But yeah... even though Muyeo and the other one are probably a lot stronger at this point compared to the beginning (they probably trained to prepare for breaking into the castle and all), I'm picturing that the fight against this guy isn't going to be easy for them at all.  I'm not sure where things will go from this point, though I imagine if they manage to grab the kitty-girl and escape the castle with her that will bring the robots out in force, leading to even more fighting (but outdoors this time!)  And I still need to decide what the deal is with the shadowy guy on the  throne behind the other bad guys-- I've never drawn him in non-shadowed-over mode so far, or decided exactly how tall he is or even what he is.

Friday, April 3, 2015

Guardians of the Barfoo

Since the Fnrrf Ygm Schnish wiki is no more, there's no longer one place where buttloads of information on the various characters and other stuff I've made up can be found.  Well, I'm going to be attempting to fix that problem by posting a series of things on here about various things from the Fnrrf Ygm Schnish universe, updating them as time goes on just like I used to do with the old wiki pages.

The first of these "wiki article blog posts" will be the one covering the Guardians of the Barfoo.  There are currently 14 Guardians in all (though numbers fluctuate over time; there have been more at some points in the past and less in others), with 13 of the group assigned to watch over a certain region of Earth and protect any Barfoo Points (the locations around the world where the divided power of the Uggy Barfoo was sealed away to prevent misuse) within their region.  The 14th Guardian has a unique role as a "backup/support" member of the group whose purpose is to be on call in case one of the others needs extra help with something.  Each Guardian was chosen personally by J'daahi Bunprego (an ancient bunny-like spirit who was responsible for splitting and sealing the Uggy Barfoo's power in the first place) and infused with a tiny fragment of the Barfoo's power in order to strengthen them to a level where they can protect their region effectively from any possible threats.

The first-generation Guardians were chosen by Bunprego about 8000 years ago, shortly after the Barfoo's power was split and hidden away.  Around 3200 years ago, another group of Barfoo Guardians aided J'daahi Bunprego in his battles against the forces of Moronism (basically, stupidity itself, but manifested as an active force--have you ever known someone who acted stupid on purpose, either to annoy someone else or because they had the idea that doing stupid things was "cool" somehow? that'd be an example of the sort of mindset Moronism draws its power from), fighting the Moronic Army while Bunprego himself took on the Lord of Moronism Ma-Du Yzular on the surface of the moon.  Though little is known of these Guardians, it's likely that there were fewer of them than in the current generation, perhaps even as few as six or seven spread across the whole world.  And there have been more Guardians to go with each generation between these time periods and leading up to the present, with their ranks including not only humans but elves, vampires, and various other inhabitants of Earth... and perhaps even some historical figures that you might have thought were "just ordinary humans."

And now I'll introduce you to the current members of the group (who will each get their own picture and section as I come up with more information about them.)


HOOJI MOFOS: The Guardian assigned to watch over the Middle East and northern Africa, Hooji's region includes one Barfoo Point located somewhere in Egypt, inside a pyramid that floats high in the air and is protected by strange magic that prevents ordinary people from being able to see it at all.  He was born in 1968, and became a Guardian of the Barfoo in the year 1985.

Hooji is unusual among Guardians in that his position (and the Barfoo Power that came with it) was passed down to him by his grandfather, who had been a Guardian of the Barfoo for decades and who had trained Hooji in preparation for the day that he might inherit that position from him.  Rather than knowing nothing about the Guardians of the Barfoo until the day he became one, like most of the others, Hooji grew up aware of their existence and knew he would someday inherit his grandfather's Barfoo Power from a very young age.  It's likely that several of the special techniques he uses were based on those his grandfather once used, though chances are that Hooji has put his own spin on them (along with putting his signature on the techniques he uses by adding "Hooj" to their names.)

Hooji is a skilled fighter, perhaps one of the strongest among Barfoo Guardians, due in part to the martial arts training he has received from his friend Afronian Gorgonzolas (who is perhaps the most powerful ninja to have ever lived) as well as the training he received from his grandfather before he had even gained his Barfoo Power.  He can fight hand-to-hand if necessary, but he prefers to use what he refers to as the "Holy Plunger"--an ornately decorated toilet plunger which never gets dirty despite being used in exactly the way any other plunger would be used.  This is thanks to Hooji's Barfoo Power, known as "Skin of the Barfoo," which prevents anything from sticking to (or absorbing into) his body or any object connected to it, such as a weapon or clothing.  This power provides protection from all sorts of things, ranging from sand getting in the eyes (a real problem in much of the area he watches over) to contact poisons to infections and parasitic lifeforms.  As nothing can ever stick to his clothing either, this also means that Hooji has no need to wash his clothes, since the dirt and sweat particles that would normally cause them to become smelly over extended wearing just roll off of them instead.

Hooji has developed a variety of fighting techniques revolving around the Holy Plunger, the most powerful of which involves launching himself through the air at high speeds with the Plunger held forward so as to ram into an enemy's stomach or chest.  His "Mind Plunger" attack strikes the opponent in the head in such a way that their memory is temporarily disrupted, making them have difficulty remembering complicated techniques while its effects last and possibly even causing them to forget recent events (such as ending up in a fight with Hooji, perhaps.)  It's possible that this is a technique he learned from his grandfather, as it's one of the few techniques he uses that doesn't have "Hooj" attached to its name.  Hooji is also capable of using the Barfoo Power he's been infused with in various other ways.  Though also capable of generating protective barriers from the Barfoo Power within him, his most common method of using this power is to generate spheres of energy he refers to as "Hoojballs," which he throws at enemies.  A barrage of these is known as a "Hoojstorm."  He can also rapidly launch them from the Holy Plunger, a technique known as the "Hoojball Cannon," or charge a much larger amount of energy into the Holy Plunger before unleashing it, creating a huge blast of pure white energy known as the "Hoojtastic Cannon."

Hooji's last name is not pronounced like the plural of "mofo"--it's more like "mo-foss" (with "foss" rhyming with "gross.")  His first name was inspired by the announcer in Super Smash Bros. Melee, who can sometimes sound like he's saying "Hooji!" rather than "Luigi!" if you're not paying close attention or if other background sounds are interfering with your ability to hear the voice clearly.  That's also why his facial features are almost exactly like Luigi's.  His clothing was partially inspired by the costumes worn by Dr. Gero and Android 19 in Dragonball Z, specifically the orange puffy shoulder ruffles that both he and Dr. Gero share.


TAKOHARA: Though he appears to be only an old man walking with a cane, Takohara is in fact the Guardian assigned to watch over eastern Asia, and one of the oldest current Guardians.  Within his region are  two Barfoo Points--one located in an abandoned mountaintop fortress somewhere in China (which was originally inhabited by the warlord Bozo Kuso, before he became the Lord of Crappiness centuries ago and left Earth to dwell in the Land of the Great Duh), and another in the depths of a bizarre crystalline cave system somewhere beneath Japan.  As the crystal cave's Barfoo Point is already pretty well protected by the cave's remote location and inhospitable environment (it's very hot down there, and there are razor-sharp crystals all around), Takohara focuses primarily on the relatively unguarded Barfoo Point in the Fortress of Bozo Kuso, perhaps out of a worry that Bozo Kuso or his minions might someday return there and attempt to claim its power for themselves.

Takohara's cane has a sword blade hidden inside it which can spring out at a moment's notice.  In battle he relies primarily on this weapon, as his Barfoo Power -- "Nerves of the Barfoo" -- does not provide him with any offensive ability.  What it does give him is massively superhuman reflexes, making it seem as though he's predicted the next three moves an opponent will make before even so much as a small twitch gives them away; thanks to this power, he is able to dodge attacks from even much faster opponents with little apparent difficulty, and the speed of his counterattacks that follow is likewise enhanced.  Though he is somewhat frail in comparison to most other Guardians due to his age, his ability ensures that he will rarely ever actually get hit.  It's possible that Takohara has other powers as well, though if so their nature is as of yet unknown.

I haven't decided on his full name yet; so far it's only "Takohara," but presumably he has a last name (or perhaps that is his last name, and he has some yet-to-be-revealed first name that I haven't come up with yet.)  I actually made him up long before I came up with the concept of Barfoo Guardians; his first appearance was in an old story from 2006 titled Fnrrf Ygm Schnish: Tales of the Hippievan.  In that story, he had darkness powers in addition to his sword-cane, though that has not carried over to the current version of the character.  His name was originally used for a completely different character, a 16-year-old Zwooban warrior who (again) had darkness powers.  That Takohara never actually showed up in anything; I don't think I ever actually drew him, even.

ALBERTO ALFREDO VON POODMU:  Standing at around 6'04", this rather intimidating-looking guy is the Guardian assigned to continental Europe (excluding Russia, which has its own Guardian due to the sheer size of its landmass.)  Within his region is the Barfoo Point located somewhere in the Vatican, which he frequently monitors for any sign of tampering.  He was born in 1927, but you'd probably never guess he was any older than maybe his late 40s just by looking at him, as he's kept himself in such good shape that the only sign of advanced age is his baldness.  The infusion of Barfoo Power may have played a part in his unusually slow aging, as it's likely that he has been a Guardian of the Barfoo for many decades at this point.

Alberto is perhaps at the peak of strength that a human could possibly achieve without enhancement from unusual powers, a level which by any ordinary person's definition would qualify as superhuman.  The sword he wields is intended to be used with both hands (and even then its sheer mass makes it nearly impossible to use effectively for any ordinary human), but Alberto swings it near-effortlessly in just one.  Along the same lines, his armor is probably too heavy for an ordinary human to even move effectively while wearing it, but Alberto manages it just fine.

He prides himself on that strength which he developed over decades of training, and refuses to even use the Barfoo Power infused in him unless he has no other choice.  When he does face an opponent powerful enough to force him to resort to his Barfoo Power, he uses it in ways that enhance his natural strengths--boosting his physical power even further, or surrounding his sword in a destructive aura of golden energy which causes blades of Barfoo Power to go flying off at high speeds whenever he swings it in an enemy's direction.  His only named special technique is "Fist of the Barfoo," which surrounds the sword with an aura of condensed Barfoo Power that causes it to strike like a heavy blunt-force type weapon rather than one with a cutting edge.  This technique is useful for times when knocking an opponent unconscious rather than killing them is required, but the opponent is too strong for Alberto to simply rely on smacking them with the flat side of his sword (or his bare hands) like he could with a weaker foe.  It's also handy against regenerating enemies which could easily piece themselves back together after being cut, but might be more seriously affected by a sudden blunt impact -- especially when he chooses to release the Barfoo Power surrounding the sword upon impact, generating an explosion of energy.

Alberto is another character who came before the Guardian of the Barfoo concept, originally being the king of a small city-state somewhere in Europe (called Yobobo in some stories and Nanarrgh in others.)  His abilities were similar back then, though he didn't have Barfoo Power to fall back on back in those days--he was just "the world's strongest normal human," somehow managing to reach a level beyond some users of various unusual power sources with nothing but swordsmanship skill and a whole lot of plain ol' brute strength.


(CURRENTLY UNNAMED): The Guardian of the Barfoo assigned to the western United States, watching over the Barfoo Point located in the Snoo Snazfu ruins somewhere in the deserts of Nevada.  Her exact age is currently unknown, though she doesn't seem like she could be that much older than Bridget... maybe they're around the same age?

Her Barfoo Power is "Steps of the Barfoo," which causes immense amounts of energy to be infused in her legs and feet.  This makes it possible for her to walk over -- and through -- virtually anything without any harm or even slight discomfort, whether it be thorny bushes, hot desert sand, sharp metal spikes, or even molten lava.  This ability also allows her to walk over non-solid surfaces, such as water, as if they were solid ground.  Because of the way her legs and feet are enhanced, she has developed a fighting style revolving around kicks, even using her feet to block incoming attacks (which, thanks to her Barfoo Power infusion, will usually bounce off as though colliding with an iron wall rather than actually harming her in the least.)  It's likely that this infusion of  Barfoo Power also makes her able to run much faster and jump higher than she would otherwise be able to.

She is loosely based on a picture of a girl in sunglasses  that I drew somewhere in mid/late 2004.  I think that drawing was originally intended to be loosely based on a girl I kinda-knew in high school, though I'm not 100% sure at this point since that was a decade ago.

BRIDGET STICKE:  Actually not the complete Bridget (Queen of the Burijeoo) but one of the two split-selves created in the aftermath of the failed Burijeoo invasion of October 2003.  The "good" split-Bridget, retaining only memories that related to her human identity during all her years in hiding on Earth, encountered J'daahi Bunprego during a climb further up the peak of Mt. Goribo near her home and was offered the position of Guardian of the Barfoo to fill in for an older Guardian who had recently passed on, watching over the eastern United States and the whopping three Barfoo Points located there (one in the dungeon beneath Alleghany High School's cafeteria, one in the underground Burijeoo city of Yagziknia, and the last in an underwater cave somewhere off the southern east coast.)  Perhaps the presence of so many Barfoo Points in close proximity to each other is the reason why Bunprego was in such a hurry to appoint a new Guardian for the region, which may have also led to him overlooking Bridget's past due to the current Bridget (actually only the "good" split-self) having a total lack of evil intent.  She accepted Bunprego's offer right away and was infused with Barfoo Power like all other Guardians.

The original Bridget was born in 1986, but the split-selves that currently exist came into being in late October of 2003.  In a way, this makes Bridget the youngest of the Guardians (less than a year old at the moment she joined!) in addition to being the most recent to join... but as she has a lifetime's worth of memories just like anyone else born in 1986 (only missing memories of periods in her life when the original Bridget spent much more time in her true Burijeoo form, such as her first five years of life on the Burijeoo homeworld or the summer when she returned to her world to regain her place as Queen), nobody actually considers her to be any younger than her physical age would suggest.

As a Stage 6 Burijeoo (or perhaps some unnamed stage even beyond that that only a rare few Burijeoo ever reach, as her true Burijeoo form is unique among her species), she is naturally much stronger than an ordinary human even when disguised in human form.  She primarily fights hand-to-hand, slashing enemies with her claws, though she has no memory of the Burijeoo fighting techniques that the original Bridget possessed (only the "evil" split-Bridget inherited this knowledge.)  Using the Barfoo Power she was granted by Bunprego, "Claws of the Barfoo," Bridget gains the ability to project blades of energy from her claws, both enhancing her short-range combat ability and making it possible for her to launch cutting waves of energy at distant enemies.  She also develops the ability to project blasts of yellowish Barfoo energy which sometimes take on the form of lightning, particularly when the energy is generated from her claws first and then projected outward.  Though she eventually regains all of her Burijeoo abilities (including at least the most basic forms of all the Burijeoo magic the original Bridget had known, as well as being able to shift back to her true form rather than being "locked" into human form), this had not yet happened when she first became a Guardian of the Barfoo, so for a time she was only aware of her Barfoo-based powers.

The reawakening of Bridget's innate Burijeoo abilities came as a bit of a shock at first, as she did not consciously remember how to use Burijeoo magic and simply found it coming out when she had meant to draw upon her Barfoo Power instead -- a fireball manifesting instead of a sphere of Barfoo Power or a bolt of blue magical lightning rather than the golden-white Barfoo Power-generated version, for example.  At first she worried that something bad was happening to her, that she was falling under the influence of some evil being or had even been possessed, especially after she first shifted into her true Burijeoo form by accident -- not remembering what a Burijeoo even was, it was as if she had suddenly changed into some unfamiliar bug-monster out of nowhere, only to unconsciously shift back in a panic seconds later.  With some help from Sarah Nancos Fartbean, and later the Yagziknian Burijeoo living in the caverns far beneath Mt. Goribo, she was eventually able to accept her Burijeoo side and began to rely on her Burijeoo magic more than her Barfoo Power, developing a fighting style that resembled a variation of that which the original "complete" Bridget made use of.

The story of how Bridget (or rather, one of the two Bridgets) became a Guardian of the Barfoo ties in heavily to the story of Fnrrf Ygm Schnish: Alleghany Hell School, specifically its ending.  Bridget is also based on someone I knew in elementary and high school, though at this point the resemblance is mostly in appearance more than anything else. 

BLACKBIRD UNDERTREE:  This somewhat eccentric tophat-wearing man (with a purple Barfoo-patterned tie...) is  the Guardian of the Barfoo responsible for watching over the British Isles.  The reason for having such a small area to watch over is the fact that two Barfoo Points are located there, one somewhere in Ireland and another in England.

His powers are mostly unknown, though it's rumored that he can make use of a technique known as the "Shadow of the Barfoo" in order to blind enemies and make it impossible for them to detect his presence... this power is said to create a sphere of brilliant golden energy around his opponent which projects its own light inward but does not allow any light to enter or exit its radius, making it impossible for whoever is inside to see out and blinding them with its light if they make any attempt.  Being in such close proximity to the sphere of Barfoo Power likely disrupts sensing abilities as well, forcing anyone unfortunate enough to be stuck in its center to rely on their senses of hearing and smell to figure out where they're going.

Blackbird Undertree was originally a separate character, appearing in my Pokémon parody/tribue game Puckamon as the owner of a "Puckamon Orphanage" and claiming that Puckamon Gyms would someday be called "Orphanages," so he would rightfully be the leader of his city's "Puckamon Orphanage" as soon as that happened. When I first drew the character who would originally be known as Blackbird Undertree among the ranks of the Guardians of the Barfoo, he had a similar design as the Puckamon version but wasn't intended to be the same guy--I only later gave him the same name (inspired by a forum member who said he pronounced the OHRRPGCE's acronym as "orphanage") when I realized just how similar I'd made them look.

HUBA GEDOUNGA:  An older Guardian responsible for sub-Saharan Africa.  Huba stands out among the Guardians of the Barfoo--being only 5 feet tall and having the unusual combination of dark brown skin and bright green hair will do that--and is also unique in that his region once contained the resting place of the Uggy Barfoo itself (rather than having any Barfoo Points.)  At least, before the stone was stolen by the "treasure-hunting" Nebozu family, with wife Priscilla Nebozu manning the escape helicopter while the husband, Bonhayde Nebozu, snuck into the cave on an island off the southwestern coast of Africa to steal the artifact.  Their butler Wienersworth, of course, was the one responsible for taking care of their very young children (both under 3 years of age) back at the Nebozu family yacht while all this was happening.

His Barfoo Power is "Horn of the Barfoo," which infuses his staff (or any other weapon he happens to pick up) with an incredible amount of energy.  This energy serves to protect the weapon from damage and enhance its striking force (and true to its name, the "Horn of the Barfoo" makes it possible for him to use the end of the staff as a piercing weapon despite its blunt tip by surrounding it with a shell of sharp-edged energy), but its true purpose is revealed whenever the weapon strikes earth or stone in any form.  By doing so, he is able to transfer the energy into such materials and manipulate them to produce a wide variety of effects, ranging from kicking up a sandstorm to causing slabs of rock to erupt upward to opening up a massive chasm.

This guy is very loosely based on a character in one incarnation of my attempted-several-times Final Fantasy 6 ROM hack.  I think he was called "Huber" back then, for some reason... but whatever his name was, the "short black guy with neon green mohawk" design started with that game.



(CURRENTLY UNNAMED):  A Jamaican elf and Guardian of the Barfoo responsible for South America and the Caribbean.  No Barfoo Points are known to be located in this region currently, though it's likely that at least one was hidden there in the past but needed to be moved because someone had located it and attempted to draw out its power, or perhaps because population growth placed it smack dab in the middle of a major city.  He is the largest of the Barfoo Guardians, standing an inch or two above even Alberto.

His Barfoo Power is "Cloak of the Barfoo," a defensive ability which allows him to conceal himself from those around him in a variety of ways.  On the most basic level, it can provide him with camouflage to blend in with his surroundings or cause the area to become surrounded in a dense fog so that enemies are unable to see his exact position; when used on a higher level, the Cloak of the Barfoo can cause him to become completely undetectable to all senses, even blocking out energy-sensing powers which would normally reveal the presence of invisible entities right away.  It's possible that this ability can even make him intangible, allowing him to pass through ordinary objects and other creatures alike if he feels the need.

And yes, his shorts have a marijuana-leaf pattern on them.  He also has a necklace with the Uggy Barfoo symbol, similarly to Blackbird Undertree's Barfoo-pattern tie and various other Barfoo symbols appearing in these guys' designs.
(CURRENTLY UNNAMED):  A Guardian of the Barfoo reponsible for watching over Canada and Greenland.  A single Barfoo Point is located in this region, somewhere deep in an area of the Canadian wilderness uninhabited by humans.

Her Barfoo Power is "Breath of the Barfoo," which provides her with the unusual ability to alter the temperature in the area around her in various ways.   Though the most obvious use of this ability is making all sorts of environments tolerable (cooling down the air around her in extreme heat or warming it up in sub-zero weather, for example) she can also use this power to lessen the force of fire- or ice-elemental magic or even focus its effect into a smaller area in order to attack, such as by sending a gust of frigid wind flying with a swing of her axe.  This ability makes her essentially immune to the effects of extreme temperatures either hot or cold, at least when such temperatures are a widespread environmental sort of thing rather than in a sudden burst such as from fire or ice magic (which she can weaken, but not always cancel out entirely.)


(CURRENTLY UNNAMED):  A Guardian of the Barfoo responsible for watching over Central America, a region containing two Barfoo Points--one in the mountains near the abandoned Mexican mining town of El Dorito, and another in the hidden jungle city of Arrrrghltan further south.

He is unique among the Guardians in that he uses a gun (a fairly standard semi-automatic pistol) rather than some variety of melee weapon.  This is due in part to the nature of his Barfoo Power, "Eye of the Barfoo," which provides him with perfect aim -- even opponents capable of moving faster than an ordinary bullet would have difficulty dodging his shots, as once the Eye of the Barfoo becomes active his aim is improved to such a degree that it seems he is able to shoot not at where someone currently is but where they will be by the time the shot reaches their position.  By combining this with the ability to infuse Barfoo Power into each bullet (or even just shoot beams or spheres of Barfoo Power in place of standard bullets), he becomes able to take on opponents who would easily shrug off ordinary gunfire.

Yes, he has really weird eyebrows.  I'm not sure if they're naturally like that or if he's replaced his actual eyebrows with tattooed-on designs, but either way they're pretty odd-looking!

(CURRENTLY UNNAMED):  The Guardian responsible for watching over Russia, a vast area which formerly held a single Barfoo Point (it was relocated after Soviet scientists attempted to harness its power during the Cold War.)

His Barfoo Power is "Weight of the Barfoo," which provides him with the ability to alter the weight of his own body as well as anything he touches.  He uses this to great effect in combination with his mace, which he can amplify the weight of at the moment of impact in order to strike with tremendous force.  By making his own body incredibly heavy he can stand up better to larger or stronger opponents, making it nearly impossible for them to budge him from a defensive position -- the enhanced durability granted by his infusion of Barfoo Power helps as well.  By reducing the weight of objects, he can lift or push nearly anything, even objects that would be far beyond his capabilities normally.  This power can even raise or lower the weight of his opponents, throwing them off balance or even making them unable to move, though his control over the weights of living beings is not as absolute as that over inanimate objects and strong-willed (or just overwhelmingly powerful) opponents can resist the effects or even shrug them off entirely.

(CURRENTLY UNNAMED):  The Guardian responsible for watching over Australia, including the Barfoo Point located somewhere in the outback.

His Barfoo Power is "Fangs of the Barfoo," which grants him the ability to generate blades of energy of varying sizes and shapes.  He generally prefers to create one or two large knife-like blades and wield them in his hands like an ordinary weapon, though if the situation calls for it he can sprout blades from various other points on his body -- generating blades from his elbows or knuckles, for example, or causing blades to spring out from his wrists in order to cut ropes binding them.  He could probably even cause a blade to appear from the tip of his nose if he felt the need for such an unusual means of attack.  Though similar to Bridget's "Claws of the Barfoo," the two abilities are not quite the same -- Bridget's energy-claws can only be generated from the tips of her fingers (rather than from many different body parts), and unlike Bridget's claws the Australian Guardian's blades cannot be unleashed as cutting waves of energy or lightning bolts, though he can throw them like ordinary knives if he produces a hand-held one.

(CURRENTLY UNNAMED):  The Guardian responsible for watching over the Pacific islands.  She was born in 1988, and became a Guardian of the Barfoo at the age of only twelve after nearly drowning in the process of rescuing others who had been swept away into the ocean during a freak storm.  The region's previous Guardian fished her out of the ocean and, by transferring the infusion of Barfoo Power he had been given into her, managed to save her life even though she was too far gone for either conventional medicine or standard healing magic to be of any use.  Though she did manage to get several others out of the water before going under herself, her parents unfortunately were washed out to sea and lost before she could reach them.  For what remained of her youth, she was raised by the now-depowered former Guardian who rescued her, who also taught her how to make use of the weapon and Barfoo Power he had passed on to her.

She wields an unusual sword with a fish-bone design along the flat side of the blade.  This weapon, like her status as a Guardian of the Barfoo, was passed down to her from the previous Guardian of her region.  As the bones of the pattern on her sword light up, the sword's power increases further and further; this process is triggered whenever she is put into a situation where she is unable to breathe normally (most commonly when she's underwater, though anything that would prevent her from breathing or make it harmful to breathe -- such as her airway being blocked or cut off in some way, being exposed to vacuum, or wandering into an area filled with some gas that humans can't safely breathe -- would trigger the sword's fish-bone patterns to begin lighting up.)  This also makes bad guys trying to choke her in a fight a terrible idea. XD

As the bones light up, the sword and its wielder are both strengthened, making it easier to get out of whatever situation is making her unable to breathe in the first place.  When all five of the bones have been lit up, the tip of the blade transforms into a giant fish head and six "wings" of Barfoo Power appear hovering inches away from various parts of her body -- one at each shoulder, one at each wrist, and one at each ankle.  This power is known as the "Wings of the Barfoo," and while active the wings enhance the speed and force of her every movement as well as allowing her to fly (or to move freely underwater without the need to fall back on the awkward motions of human swimming at all.)  So long as the wings are active, she has no need for air and can survive indefinitely underwater or in other situations where an ordinary human would be unable to breathe; only when her Barfoo Power is totally exhausted (or she voluntarily deactivates the wings) will her breathing processes return to normal again.  It's currently unknown how the sword's transformation affects its abilities, but chances are that the open fish-mouth has some function beyond simply catching enemies in its jaws.

I really, really like her design.  I'm not sure what it is, exactly, but I just really like drawing her and I like how her design turned out here.  As far as her abilities go -- her fish-sword strengthening when she's unable to breathe could be a disadvantage if she's fighting on dry land, but it should be possible for her to "cheat" by intentionally cutting off her own airway (just holding your breath isn't enough, since it's difficult to force yourself to do so when you don't have something--like water or unbreathable gas or something choking you--to prevent you from just breathing out again reflexively beyond a certain point) temporarily to power up.

(CURRENTLY UNNAMED):  Looking like a "Halloween witch" more than anything else, this ancient Guardian of the Barfoo is  the one assigned to the "backup/support" position.  She seems to have a deep understanding of the history of the Guardians and of what J'daahi Bunprego would or would not want them to do in any given situation, likely a result of having held her position for so long.

Though the full extent of her abilities is unknown, it is clear that she relies primarily on magic.  Unlike most human magic-users, she has no need to speak magic words or phrases to trigger her spells, a trait shared by the styles of magic used by the Burijeoo and Grim Reapers despite the fact that her magic itself seems much closer to the style used by human wizards.  This is the result of her Barfoo Power, "Voice of the Barfoo," which also provides her with a variety of other voice-related enhancements.  So long as her Barfoo Power remains, she has the ability to make her voice heard even over long distances and through noise that would otherwise disrupt it (such as strong winds or a crowd), making it possible for her to speak to someone as if standing right next to them even though she's actually a hundred feet away on the other side of an angry mob or some other similarly-noisy situation.  Magic that would normally muffle or silence sound has no effect on her, and even if it did she would still be able to cast spells under its influence due to having no need for the speaking of magic words in the first place.  She also has the ability to "speak" directly into one's mind, conveying not only mere words but the various images and feelings that thoughts take the shape of as well.

She is capable of high-speed flight using her broom, appearing much like the popular image of a witch riding a broom when she does so; this ability comes in handy considering that she has no defined area and may be called in to assist other Guardians at a moment's notice.  She also uses her broom as a focus for various forms of magic, such as countering other spells (a technique she is highly skilled in) and repairing or even creating simple objects (such as bandages or articles of clothing) simply by tapping the end of the broomstick against something.  It seems she can use her magic to heal, but the extent of this power is limited -- stemming the blood loss of a severed arm is well within her power, but restoring someone who is at death's door due to drowning is not (or if it is, her magic would only revive them into a miserable, permanently-damaged state to which death would be preferable.)  She is also capable of taking a glimpse into one's recent memories, perhaps using magic to do so, though it's not clear what limits (if any) this ability may have.  In combination with her "Voice of the Barfoo" making it possible to speak directly to someone's mind, this allows her to quickly and easily show one person's memories to another.

===============

There is also an "unofficial" Guardian of the Barfoo, who technically qualifies due to being infused with a small amount of Barfoo Power but is not actually included among the ranks of the Guardians. This is the Great Anbell, a massive version of the Anbell creatures which guard the Num Coin's temple in the cave system near the hidden Burijeoo city of Yagziknia somewhere in southwestern Virginia.  Though not containing the degree of power that the Uggy Barfoo possesses, Bunprego still saw the Num Coin as being an object that ordinary humans (or worse, evil forces from elsewhere) should not be allowed to acquire; he chose the strongest among the Anbell and infused it with Barfoo Power, causing its size and strength to increase drastically.  The Great Anbell is the final obstacle in the path of anyone seeking to snatch the Num Coin from its resting place, dropping from the ceiling to block the way of anyone who approaches the Coin's chamber.

Tuesday, March 17, 2015

If you're reading this, I've set this thing back to "public"

Yep... a couple months have passed, certain forum threads containing unwanted links here have run their course, and the Fnrrf Ygm Schnish blog has returned!  The post that was linked to has been removed (though not forever; I'll be writing a more in-depth version of it at some point in the future to replace the "quick and lazy" version that was here before), so even though that link was never removed like I asked, it still won't actually go anywhere.

Actual new posts here should be coming in the not-too-distant future.  I've already updated the "links to my games and stuff" post with the newest addition (Teekee, a game about a fat goofy gray cat), as well as some recent subtractions (my crappy old game from the 2000-2003 era, The Kirby Lands, is no longer available for download anywhere... so it was trimmed off of the list.)

Thursday, January 22, 2015

Fnrrf Ygm Schnish: Alleghany Hell School

...okay, so it turned out the blob game mentioned in the previous post didn't hold my attention as long as I thought it would (though I do still have ideas for that one bouncing around and do still plan on making it eventually.)  Instead, in the past couple days I've gotten back into working on Fnrrf Ygm Schnish: Alleghany Hell School, which is a game I've been (very slowly) working on since all the way back in 2008.

Though, in a way, it actually goes back to 2003.  Here's the full history...

Like I said just a second ago, FYS:AHS's origins can be traced back to 2003, when I was just starting my senior year of high school.  I'd been fiddling with the OHRRPGCE since its earliest versions (back in 1998) and had gotten a bit of practice with it, and after several fairly awful games that got finished (and several better ones that didn't) I had another idea for a game.  This one was to take place in my high school to start out with and then branch out to other areas (which turned out to be a big part of why it never got done--making the scale  too big didn't work very well, and the story ended up being pretty slapped-together and nonsensical.)  I did a bunch of graphics for the game, but never got more than a single school hallway into an actually-playable state.  I also made the mistake of letting people sign up to be playable characters in the game... of course, most of the people who signed up weren't people that really grabbed my attention in the "I could make a character based on them" way (it's hard to describe exactly what way that is, but some people just stand out to me in weird ways and ideas for characters based on them come to mind much more readily), so these sign-up characters ended up just being... the person they were based on, but with a sword! Or some other random weapon.  The characters I actually wanted to put in the game were still there (many of them based on actual people too), but there were a bunch of "extras" based on those who signed up, which made the whole thing kind of feel slapped-together in yet another way.  Anyway... I did a lot of planning for this game but not a lot of actual game-making, and it ended up never getting beyond the point of "one hallway with a Drunken Kangaroo boss randomly hanging out near some stairs" completion.  You could get one party member (picking from three available in the classroom you started in), but only one of them ever had any special abilities defined so when testing the game I always picked her.  Yeah... not a lot of this actually got done.  It DID, however, give me some of the concepts I used in later games--the Freaky Fungus enemies that showed up early on (based on an actual fungus I found a few times) reappear in FYS:AHS with a much bigger role, and FYS:AHS (like the 2003 Fnrrf Ygm Schnish game) starts out with the school experiencing one of its many sudden power outages.

The Australian science teacher tellin' it like it is.
Only two of the playable characters from 2003 FYS are still playable characters in FYS:AHS, and one of them doesn't stick around in your team for the entire game (though I won't post any spoilers as to why, or which character I'm referring to here.)  The others, however, still appear in the game as NPCs (or, in one case, a recurring NPC earlier on and a boss battle later.)  The power outage plot ends up being resolved very differently than the original version--rather than a demonic "Servant of Spongebob" (...yeah, I had Spongebob in the game as the "Lord of Moronism," or basically a guy who has power over stupidity and tries to spread it across the world as much as possible) tampering with the school's electrical systems in order to supercharge its own power, the power outage in the new game was a result of faulty wiring being chewed through (though I won't spoil how this is discovered or how it's fixed, of course.)

Anyway... onto the 2006 version.  After not getting far in 2003 FYS and eventually even deleting the game file altogether, I started on a new Fnrrf Ygm Schnish game in 2006.  This one, like the previous attempt (and the current game) started out in Alleghany High School.  Unlike the 2003 and 2008-to-present versions, it didn't start with a power outage but with a school dance... during which a couple students show up late and discover that all the other students have gone missing with no explanation.  This leads to an exploration of the school, and the character based on me briefly blacks out and has a journey through some bad places in his own mind where an evil duplicate of himself named "Edwin" is lurking.  After this, the two characters are reunited and go back outside, where they find a scary-looking dude in a Santa outfit calling himself "Blackbeard Santa."  He promises to "give the gift of Moronism" and then attacks.  If I had made anything beyond this battle, it would have been revealed that Blackbeard Santa was responsible for the disappearances, trapping all of the other kids inside his magical sack, and the dance proceeds as normal (the game would have faded out and skipped it, of course, but still.)  After that, things would have gone to a mostly incoherent story much like 2003 FYS but with a different plot that at least tried making sense this time.  Nothing past the point of Blackbeard Santa ever got done, though.  2006 FYS contributes a few things to the new game, too; some randomly-encountered enemies (like Possessed Mops and Roaches) have returned, as has Adam Nebozu and his awkward, random, golf-based fighting style, where he might unleash a powerful "Golfball Rain" upon whatever unfortunate critters he's facing or he might just hit a "Bogey" and end up smacking his allies (or himself!) with the ball instead.

Finally, in 2008 I started working on Fnrrf Ygm Schnish: Alleghany Hell School--and this one, I'm not going to give up on or cancel.  Finally I've got a storyline that both actually makes sense and keeps itself fairly contained rather than trying to sprawl out across the whole world; in FYS:AHS, almost the entire game takes place within the school and surrounding areas.  The "branching out" occurs when you go into secret dungeons and cave systems under the school, which lead you to some more unusual places.  In the case of one line of caves, you'll be able to reach the outside, but only one mountain wilderness area is accessible this way--the important stuff is going on back at school (or below it, or in the sky above it...), so you can't just wander off down the highway or anything!

FYS:AHS has gone through some changes since I first started.  In early versions, the graphics were too bright and almost had a "pastel" look to them... which was completely unintentional, and a result of the old, worn-out monitor I was making the game on (which made everything look darker and bluer than it actually was.)  This has since been fixed.  The game also had some kind of awful-looking walkabout graphics in its earliest stages, and lazy battle graphics which were just "extended" versions of those walkabout graphics.  The character portraits (which everyone has this time around, not just important characters!) were pretty crappy before, too, but I've remade them to more closely resemble those in my other game Okédoké! La Leyenda Mexicana.  Here's some comparisons...

Eddie battle sprites.  Above: new version.  Below: old crappy version.
Old version walkabouts. Look how crappy they are.
And here's the newer and better versions.
Mouths! Noses! And no more big goofy eyes! Yay!
Old portrait graphics.  Some of these are seriously ugly.
And here's some of the new portraits.
Older versions than what's currently in the game, but still better than the ones above!
Anyway... it feels like my work on FYS:AHS is finally picking up steam.  The school's maptiles are all set up so that I won't need to make many new ones to finish up the classrooms and such (only for actual new areas, like the secret lab under the school or the outside.)  Just last night I finished up an area that was left half-done the last time I really got any work done on this game, and I've also fiddled around with the Cafeteria Dungeon so as to make it easier to avoid running blindly into battles with Yuckow Foods that burst out of trash cans and boxes when you open them (and these are very difficult to beat at this point in the game... probably impossible if you don't equip some items to give your characters poison resistance... so preventing people from stumbling into them without saving first and then losing all of their progress is a good thing.  If they were warned, they can't whine as much. XD)

And now, some more screenshots of recent additions to the game! Those of you who know me on Facebook will probably have seen these already, but hey.

New addition: use bathrooms to restore your HP and EP.
Female party members will use the girls' bathroom, of course.
If you're above 50% HP, the message here sounds a lot less urgent.

Nebozu apparently doesn't know the blue-haired ninja.
Either that, or he's just being a jerk.
...okay, yeah, probably the second option.

Fartbean Enterprises is a name that comes up a lot in my games, as you may have noticed.
FYS:AHS and Okédoké take place in the same world, and both feature Fartbean technology.
Fartbean is someone's last name--the company has nothing to do with farts.  Or beans.

Thursday, January 1, 2015

First look at a new (but also, sort of old) OHRRPGCE project I'm working on

Our blobby heroes.

You may have seen these guys before--I've posted them in a couple places, and if you know me in person you've probably seen me draw them at least once.  They're from an OHRRPGCE game that I've been tentatively calling "the blob game" ever since 2011 or so when I first starting the earliest work on it, but now for the first time it actually has a real title: "30 Plagues."

As the presence of a title suggests, it also has a storyline now.  It's pretty basic, but what I'm going for with this is not really a long story- or character-focused game (like Okédoké was) so there's nothing wrong with that at all.

Basically, the story goes that some time in the not-too-recent past an evil sorcerer named Valnabbath unleashed thirty powerful monsters upon the world (these are the "30 Plagues" the title mentions) and caused all kinds of random destruction, wiping out civilizations and basically scaring the crap out of everyone.

Here's a few of them (there are, of course, 30 in all... but I'm not going to post all of them here. XD)

"Death Machine" Droulodos

"Plague Carrier" Kolodor

"Sky Invader" Vuumfata

"Demon Judge" Waldohrer

And then one day, out of nowhere, Valnabbath just kind of vanished, leaving his monsters behind to wreak havoc without anyone directing them like he had done before.  Eventually things calmed down a bit--the Plagues settled into certain areas and didn't travel outside their territory much, and so people relocated to avoid the territories of the Plagues and rebuilt society.  Things were at least sort of peaceful, the occasional random monster attack notwithstanding.  Years pass, and eventually the 30 Plagues seem to be stirred up by something once again, showing up in populated areas to spread chaos more and more frequently.  This, of course, leads to various random heroes forming groups to head out and track down the monsters to fight them off.  Which is where the little blob guys from the picture above come in!  Here they are again so you don't have to scroll all the way back up:


As you can probably guess by their appearance, the blobs are set up like different RPG character classes.  They are (from left to right in the above picture, top row first)...

WARRIOR: Focused on physical combat.  Lots of HP, high attack and defense, but fairly slow and has no magic capacity.  Wields axes, equips shields and helmets.  Has a Defend command which temporarily provides a defensive boost (increasing raw defensive power mostly, but also slightly increasing the chance of dodging or blocking attacks entirely.)

ARCHER: Focused on physical combat... at a distance.  Less HP and raw strength than the Warrior, but faster and  better at dodging attacks.  Wields a bow and arrows, equips hats.  Has a set of "Sniper" abilities which allow multiple arrows shot in one turn, special arrows which do more damage against certain types of enemies, and other special effects along the same lines.  Equipping a better quiver allows you to use these techniques more often, though for purposes of making the Archer less annoying to play as you'll never run out of regular arrows entirely.

BANDIT: Not as good at fighting compared to the Warrior or Archer, but faster and with slightly better defense than the Archer.  Wields swords, equips bandannas.  Has a Steal command (which, obviously, lets you steal stuff from enemies) as well as Dodge, which sends your chances of dodging incoming attacks through the roof temporarily.  Equipping loot bags will made the Bandit more likely to succeed in stealing, or effect what you end up with when stealing (you'll either get more items or more money, depending on which bags you equip.)

WIZARD:  Focused on attacking with magic, to the exclusion of almost everything else.  Very low stats (aside from magical power, which is the highest of all the blobs.)  Wields a staff, equips hats.  In addition to using magic to attack (using fire, water, earth, wind, lightning, and more) the Wizard can also use a variety of spells that weaken enemies.  Equipping a magical symbol allows them to restore their MP once per battle, while equipping a magic book provides a degree of resistance to the type of magic the book teaches.

PRIEST: Focused on healing and defensive magic.  Very low stats, though slightly better in the area of defense than the Wizard (though balanced by lower magical power and speed.)  Wields a staff, equips hats.  The Priest's magic is a bit more varied than the Wizard's, with a variety of different healing spells, some defensive and strength-boosting ones, some that weaken or disable enemies, and even a few that attack enemies (though not quite as directly as the Wizard's spells, and often not as reliable.)  Like the Wizard, they can equip books and magical symbols which provide them with some extra options.

SUMMONER: Uses magic which summons other entities to fight for them.  Stats are a little better than the Wizard or Priest, but still not enough that they can fight very well without the aid of their summoned creatures.  Wields a staff, equips hats and beads.  Unlike the Wizard and Priest, a Summoner doesn't have the option of a MP-restoring item... but instead, they have a "Barrier" command which gives them a good chance of avoiding incoming magic attacks.

NINJA: A combination Bandit and Wizard, basically.  Fast, with decent attacking power.  Wields a sword, equips headbands.  Can use some magic, including a few types nobody else can (mostly disabling/weakening types, with a few strengthening and direct attacking spells mixed in) and has a Dodge command, but doesn't have the ability to steal or to restore their MP mid-battle if they run out.

PIRATE:  A combination Bandit and Archer, with a few odd little bits mixed in.  Slower and sturdier than either of those two classes.  Wields swords, equips hats.  Has a pistol as a secondary weapon, which works similarly to a magic attack (but doesn't work very well on every enemy.)  Like the Wizard and Priest, a Pirate can equip an item (an ammo bag, in this case) that allows them to reload their pistol once mid-battle.  Equipping  better pistols is also a possibility.

PALADIN: A combination Warrior and Priest.  Less attacking power than a Warrior, less magical power than a Priest, and very slow... but with good HP and defenses.  Wields swords, equips shields and helmets.  Like the Ninja, they can use some magic (not as much as a Priest or Wizard) including a few spells that only they learn, but they don't have the ability to recharge their MP mid-battle and can't equip magic books like the magic-focused classes can.

CHEF: One of the oddballs.  Stats are decent overall (with HP being above-average and only speed being very low.)  Wields frying pans, and equips hats and aprons.  Rather than magic, Chefs fight using food, rapidly preparing various recipes in the middle of a fight in order to heal or strengthen their allies or even attack! Of course, you need the ingredients to do much of this...

BERSERKER: Another oddball.  High HP and attack power like a Warrior, and also a bit faster, but with weaker defenses.  Wields an axe, equips masks and capes.  Berserkers start out like faster but less-sturdy Warriors, but gain access to the ability to go into a rage and fight like a monster as you begin to defeat some of the 30 Plagues--a Berserker will eventually become able to imitate the abilities of 24 out of the 30.  The only downside to this is that when in a rage, you can't control what they're doing until they snap out of it...

BUFFOON: The joke class, pretty much.  Weak stats all around (though their HP and speed are above-average.)  Wields scepters, equips hats.  They can use a limited selection of magic, but unfortunately this isn't very reliable as their spells are chosen randomly at the beginning of the game... and when you try to get them to use magic, which spell you get is also random.  Their one real advantage is the ability to equip a flask of some strong alcoholic beverage, which can be used once per battle to fully restore both their HP and MP.

======

Right now this one is definitely still in the "planning/setup/graphics" stage of things, but hopefully I'll have a shell of a demo set up soon so I can start testing out the battle system and see if things will work out the way I planned (or if I need to fiddle with stats and such again to get them working better, heh.)