Angels with Scaly Wings

Angels with Scaly Wings

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Marko M 14 Feb, 2018 @ 5:05pm
AWSW: Super Quest [EPISODE 1 DEMO]
Hey, what's up guys, it's ya boi Marpet here, releasing a mod. Enjoy.

Yup. Im releasing a mod, i don't know how to upload to the workshop. Anyways, this is a demo of the mod. Quick warning though: It's cringy af, just pure cringe

link: https://drive.google.com/open?id=1SxqxgxeTon_wXcRbzSDRMIVXkjpT8ZG6

This mod takes place after the true ending. But it does not take place in the human world.


No, but serious talk here:

As you can tell, there are so many plot holes in this mod. And my grammar is just terrible. And i can't really make a mod that blends in with the universe of AWSW. Either way, my only motivation to make this mod is to learn the codes better and understand them better. And hopefully use it someday in the future
But of course, depending on the feedback, i might continue making this mod. An episode 2 perhaps. Well, i don't really want to finish the mod only to hear later on that this mod is complete garbage. Anyways, i hope you enjoy it.
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Showing 1-7 of 7 comments
Amaletz 2 14 Feb, 2018 @ 5:53pm 
I wouldn't go so far as to say this is cringey. It definitely needs some polishing, but I like where you're going with this. By all means, I'd like to see more.

♥♥♥♥♥♥♥♥♥, that opening line of dialogue though... "We were too late". My jaw dropped! D:

I'm predicting that the mysterious figure is either Reza, or the MC from the evil ending. Don't tell me which though. I wanna wait and see. :3
Last edited by Amaletz; 14 Feb, 2018 @ 5:54pm
CashMoneys 14 Feb, 2018 @ 6:13pm 
Well... I think it had its moments, if nothing else, getting to dish one to Emera got a laugh out of me.

The fighting mini-game was pretty fresh as well. I was actually contemplating doing something of a gameplay shift as well, but its hard to put those kind of things anywhere without it feeling a little random. Still, it was ok here though. How exactly does the player just 'heal' though?

Polish, however, is really needed. Please don't be discouraged though. It's always great seeing people giving something new a go.
Mod community here is small enough as it is, so I'm pretty sure everyone will be around to give advice, and here's mine.

Don't feel obliged to keep anything in the script that you don't like, especially the things that you would label as cringe (which you seem to do, a lot). If anyone should like what you did at the end of the day, it should be you first. Sit back, think about it, and if you don't like it, don't be afraid to try a different angle. Spend all the time you need to.

You're aware of the grammatical issues at least. You really could improve things a lot just by turning on a spellchecker, and capitalizing all the 'I''s.

Hope you continue, though.

Last edited by CashMoneys; 14 Feb, 2018 @ 6:35pm
Marko M 15 Feb, 2018 @ 3:46am 
Thanks for the feedback. Of course i will improve it. It is far from finished. I plan to make this a mini series which will have at least 5 episode (With extended dialouges, Episode 1 is rather short.). But yeah, the reason i call it cringey is because of how it not really blends in with the AWSW. It becomes more of an parody rather than an immersive novel.
Euro 15 Feb, 2018 @ 4:40am 
jump mainmenu is used to return to the menu screen rather than jump main_menu. that pesky underscore is your problem.

in terms of the battle scene, it would probably be easier for you to do health checks during the attacking phase rather than after the enemy retailiates. this would also remove the requirement for healthcheck and make it not possible for to double KO.

for Zhong's dialogue as we know who he is use Zh rather than Wr at the start of each of his dialogues, although Zhong should really be working his morning job at the store, but thats a plot point.

Don't know if its intentional but emera shocked doesnt exist. so thats a missing sprite.


The mods itself, is a rather interesting take on what AwSW could of been. looking through the the rpy files i think i can see what you plan to do in the future, and although there are many errors in terms of plot, grammar, misused words, and in my opinion errors in terms of character (Emera) I enjoyed the read through and looked forward to seeing what you do next.

If you need any help just ask. I left out plot and grammar mistakes for now (although i did mention one).
Marko M 15 Feb, 2018 @ 5:17am 
Originally posted by Euro:
jump mainmenu is used to return to the menu screen rather than jump main_menu. that pesky underscore is your problem.

in terms of the battle scene, it would probably be easier for you to do health checks during the attacking phase rather than after the enemy retailiates. this would also remove the requirement for healthcheck and make it not possible for to double KO.

for Zhong's dialogue as we know who he is use Zh rather than Wr at the start of each of his dialogues, although Zhong should really be working his morning job at the store, but thats a plot point.

Don't know if its intentional but emera shocked doesnt exist. so thats a missing sprite.


The mods itself, is a rather interesting take on what AwSW could of been. looking through the the rpy files i think i can see what you plan to do in the future, and although there are many errors in terms of plot, grammar, misused words, and in my opinion errors in terms of character (Emera) I enjoyed the read through and looked forward to seeing what you do next.

If you need any help just ask. I left out plot and grammar mistakes for now (although i did mention one).


Noted. Indeed, i am aware of the errors. As for the plot, of course there are a lot of plote holes. I wasn't really to sure how i would do some of the scenes, i mostly assumed of how it could work and tested it out.

As for grammar. Yeah, my grammar is pretty bad. I don't think i meet AWSW's standards when it comes to writing.

As for the battle scene, i wanted to make so if the last attack was done by the enemy, reducing the player to 0. it would trigger the "healthcheck". Though, with the "while.." i can't place it inside the "while" otherwise it would trigger the "enemy_hp <= 0: else:" and it would cause it to break the loop even if player/enemy's Hp is full. But of course, the DOUBLE KO is indeed unnecessary.

Help is of course always appreciated. After all, I am just one person doing this mod. xP
Euro 15 Feb, 2018 @ 7:36am 
I don't know if you've noticed this yet, but ep1anchoice2 being defined during the facility visit cause the game to throw an error if you go to the bar first during the investigation (you can skip past the error, thankfully), moving them under the missionmenu label fixes this.

Im probably being picky here and after rereading my response I feel I mispoke, which i apologise, but for the battle scene, what I would change is if you replace the jump phase2 of the player's attack to
if enemy_hp <= 0: jump victorystatus else: jump enemyattack1

and add at the end of the enemyattack1

if player_hp <= 0: jump loseep1 else: pass

You would also have to replace the jump phase2 under both block and heal with jump enemyattack1 like for the player's attack phase.

You make both phase2 and healthcheck irrelevent and makes a double KO impossible (thinking about it i can't see a double KO being possible as if the player knocks the enemy below 1 hp with an attack the healthcheck would trigger through phase2 and move to victorystatus).

To me, it feels like a less convoluted way of doing this and can be expanded upon if for example you have multiple enemies at a time.
Marko M 15 Feb, 2018 @ 8:42am 
Originally posted by Euro:
I don't know if you've noticed this yet, but ep1anchoice2 being defined during the facility visit cause the game to throw an error if you go to the bar first during the investigation (you can skip past the error, thankfully), moving them under the missionmenu label fixes this.

Im probably being picky here and after rereading my response I feel I mispoke, which i apologise, but for the battle scene, what I would change is if you replace the jump phase2 of the player's attack to
if enemy_hp <= 0: jump victorystatus else: jump enemyattack1

and add at the end of the enemyattack1

if player_hp <= 0: jump loseep1 else: pass

You would also have to replace the jump phase2 under both block and heal with jump enemyattack1 like for the player's attack phase.

You make both phase2 and healthcheck irrelevent and makes a double KO impossible (thinking about it i can't see a double KO being possible as if the player knocks the enemy below 1 hp with an attack the healthcheck would trigger through phase2 and move to victorystatus).

To me, it feels like a less convoluted way of doing this and can be expanded upon if for example you have multiple enemies at a time.

Thanks for noticing the define error. I'll be fixing it. And yeah, the way you do it for the HP checking makes it more easy. I guess i wasn't thinking outside the box. xP Or rather, i didn't think about the obvious solution. xD
Last edited by Marko M; 15 Feb, 2018 @ 8:42am
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