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And speaking of DLC...
That's all the info you're getting right now! :P
ICU Gigasoft is a team of hobbyist game developers. We make games for fun and for everyone!
That's all the info you're getting right now! :P















Features:
*Recruit Monsters that you fight
*Add those Monsters to your team
*Breed those Monsters to make new ones
*Monster Genders (+ and -)
*Nicknames for monsters
Not Implemented:
*Wildness/Tameness Stat (I haven't figured out how this would help.)
Background:
This is something I'm working on for, what is essentially, a Dragon Quest Monsters (or Dragon Warrior Monsters) remake. Initially, I had no clue how to make such a thing so I used a different method of getting monsters. However, after learning of the powers of Arrays and the ".push" function (yes, laugh at my mishmash scripting knowledge) I realized I had a chance at doing this. Maybe because of years of RM2k/3, I've been taught to jump of the hurdle of insufficient knowledge by trying what you know, I've been able to produce a system that ignores my scripting inexperience. A prime example of this inexperience is that of which was mentioned before, and in addition some of the programming (mostly of the Battle Scene) is actually eventing using the "Call Script" command.
Despite all of this, I've come up with a product imitates the famed Mosnter System from the DQM series as much as I could. There are differences (mostly out of my own lack of knowhow and few for personal taste) and they do change things up a bit. Eventually, I would like to release this, but I'm not exactly sure how to go about doing it. Some of this is eventing, and others of it scripting, but none of it was created with the initial intention of making it public. Common Events are used, Game Switches, and lots of Global Variables show that I'm still new at this. At the least, I'll produce a demo of the game for which it is crafted but a standalone release of the script is still up in the air.
How Offspring Is Decided:
Ped1 = "First Monster's Name"
Ped2 = "Second Monster's Name"
Fam1 = "First Monster's Family"
Fam2 = "Second Monster's Family"
The game checks a predetermined array of monster combinations for a key that matches any of the following, and in the following order.
*Ped1, Ped2 (As specific as it gets. The unique result of two monsters)
*Fam1, Ped2 (Less specific. The result of the pedigree and the mate)
*Ped1, Fam2 (Reverse of previous. Specific monster with general family)
*Fam1, Fam2 (The least specific. The result of any monster from either family.)
I'm not sure if this is the best way I should set up the priorities, but it does follow the rules of breeding that the series put in place.
Walk Through: (Click pics for full size)
First you use the "Recruit" Skill during battle. The ease in which you recruit a Monster is based on your "Tamer Level" and their current HP. Much like Pokemon, whittling down an opponent's HP is to your advantage. Unlike DQM, you can't use an item to make your enemies like you more, but this is still a suitable substitute.

If luck is on your side, then monsters will join your party after battle. Unlike DQM, more than one monster can join you.

In the Monster Farm you can change your party, adding up to three monsters to your team. You do fight with your monsters, FYI.

And best of all, their is the Starry Shrine thing. The place where you can breed your monsters. Choose any two monsters (the first being a pedigree and the second the mate.) to breed from your farm and party. The parents of the monsters will run away, but the child will be at the level of the pedigree and will know both parents skills. This is a sizable change from the original games. Partly to get rid of having to grind a level one monster up later in the game, and partly because your loosing two monsters to gain one.
The way I've scripted breeding is as close to the DQM as it can be. It does matter who the pedigree is and who the mate is, because reversing the order will produce a different monster. For every combination of monster, there is an offspring. The only exception being monsters from the Boss Family. They will be a little more selective in that area.

And finally, you have your offspring. There will be no eggs to pay to hatch, you simply receive the monster and are ready to go. All new monsters are sent to the farm first, so you'll have to pick them up there.

Now you can fight with your new monsters.
If you have any questions or comments about this, please respond. If you'd like me to go into detail on any part of this, I'd be glad to do it.


But enough about me. What you want is Mario, and I know it. That one poll I once had at that one time showed a 6:1 interest in Mario over Zelda, so this is scientifically proven as well. Anyhoo, all I have to say is expect more media and more information on the sleeping beast. However, when you're really interested in taking a gander try summer time, for without the hassle of school I expect productivity to increase tenfold. Well... ten times zero isn't much but you get the point.


Moveset:
Name: Dracky
Family: Dracky
Number: 1
Dracky are speedy and weak and overall simple. You can find them very early on in the game, which is actually a good thing because the max level of a Dracky is high (LV 50). The vareity of interesting and potentially powerful moves may be ignored by the unintimidating look and lack of rarity.
Moveset:
Name: Slime
You start off with this gray slab with limited allure and limitless potential. As you progress through the game, you can unlock trophies and other decorations for your room. Or, if you manage to make a surplus of money, you can spend it on special items found in a Decor Store.
Gee, doesn't that look (slightly) better?


Golden Sun
[7.5/10] (10/23/06)
Final Fantasy Tactics Advanced
[8.8/10] (1/19/076) (by C Division)
Paper Mario: The Thousand Year
Door [9/10] (12/11/06)
Coming Soon... Go to Downloads.com to
get a free RPG Maker XP Trail!
Wave Bossa, AKA I Division, is a dedicated member of the ICU Gigasoft
team. Thanks to recent surge of interest in his incredible, but
controversial, Mugen Character K'oss, he has created his own development
blog and promises more news and updates. In order to learn more
about his creations and see videos of his characters in action, just
follow the links to his site.
Welcome to U Division's Official Website!
What is U Division?
U Division is a part of the ICU Gigasoft game-making team. We create
games based on the "RPG Maker 2003" and "RPG Maker XP" software from
Enterbrian. The software belongs to them, but it allows us to make
games for free.
Are U Division Games Free? Please tell me they are!!!
Repeat, ALL U DIVISION GAMES ARE FREE. This is more of a hobby if
anything, so we do not seek to make a profit out of it. That is a
double edged sword, because at the same time there is no money to provide
the extra "motivation" to complete a game.
Um... do you have any completed games?
Do not worry, we plan on completing our current projects for you to play, or
at least arrive at the state where we can produce demos of our product.
Hey, how do I play these games?
In order to play the RPG Maker 2003 games, you will need to install "RPG
Maker 2003" on your computer. Sites such as
"RPG RPG Revolution" offer this
program, you can order it online.
What about RPG Maker XP?
That's the beauty of XP, you don't need to install anything but the game!