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Generic RM2k3 RTP Gaming Fun!

I always wanted to make that game based on everything I enjoyed as a kid. This is the end result.

Hero's Realm creates a super-synergy of proactive features to create a gaming experience greater than the sum of its parts.

Lead four heroes and their teams against the evil forces of Mephistocles, the Lord of Demons in this retro-RPG adventure. Toggle between the four heroes as you explore dungeons, ascend towers, spelunk caves, save villages and defeat the forces of evil! Reminiscent of classic RPGs such as Dragon Quest III and Final Fantasy V, Hero's Realm is a fun romp in old-school RPG nostalgia.

-22 character classes (12 base classes, 4 hero classes, 3 secret classes, 3 master classes)
-TONS of game content and sidequests
-Classic NES-era and SNES-era RPG gameplay
-Great music
-Multi-party switching system (like Kefka's Tower in FFVI!)
-Multi-party tactical battles (at least 5 of them!)
-Massive world map

The story is split into 5 chapters, with each of the first four chapters focusing on a new hero, and the 5th chapter bringing them all together.

Chapter 1: Won't Somebody Please Think of the Children?
Chapter 2: There is Something Fishy Going on...
Chapter 3: Land of the Rising Son
Chapter 4: True Calling
Chapter 5: The War on Terror

This is a list of websites where Hero's Realm has been mentioned or linked to.

Download and unzip this file. Install the fonts in your C:\Windows\Fonts folder.

Hero's Realm has a TVTropes page.Check it out.
Did you enjoy Hero's Realm? Consider helping me out so that I can make more games in the future.

Latest Blog

Inhuman Resources

Remaking all this will be a pain in the asset

Converting Hero's Realm into a commercial endeavour requires remaking a large swath of assets. When I was creating the game, I had access to the expansive RM2k3 RTP resources, as well as many, many (many) rips from Final Fantasy IV, V and V, and MIDI renditions of popular game tracks as well as a score of original works. As such, I was very liberal in my use of different assets when creating monsters, maps, animations, classes, etc!

Remaking these assets will require me to hire artist(s)/spriter(s)/composer, and this is an open call to see who might be interested in working with me to create a batch of new resources.

This is the first time I have attempted to commission resources. If I am missing any details, please feel free to ask for them in the comments.

I am looking for resources for RPG Maker 2003 for:
Tilesets, Panoramas, Monsters, Charsets, Objects, Battlechars, Battleweapons, Battle Animations, Battlebacks, Titlescreen/Game Over, Music, Sound Effects

I have a limited budget (like all indie game devs do, of course). In some areas (monsters, panoramas, battle animations) I am willing to scale back graphic fidelity to come under budget. I will also be willing to help with (and encourage) recolors, editing templates, minor tweaks and edits. The graphic style I am aiming for is somewhere between SNES Final Fantasy V and RM2k3's RTP. I have gone into greater detail for each resource below.

Tilesets (a.k.a. chipsets) ::..

Here I am looking for an ideally 1-to-1 match with the RM2k3 RTP edits I used in the game (to minimize any remapping clean up I would have to do).

480x256 pixels
256 colors

Assets Needed (6)
-Town (with small variations/recolors for Mountains, Swamp, Ocean, Sand/Desert)
-SciFi Complex (this can be a smaller set of graphics, and I can redo what I have with a new chipset)

Panorama-o-rama ::..

I used panoramas sparingly in Hero's Realm.

320x240 pixels (typically)
256 colors

Assets Needed (6)
-Mid-day lightly clouded sky
-Very Cloudy Sky (tiles horizontally, as illustrated above)
-Strange miasma (tiles horizontally and vertically, for parallel dimensions)
-Mountain range (tiles horizontally, as illustrated above)
-Dark abyss (tiles horizontally and vertically, used in a very fast-moving parallax)

Characters ::..

Characters are 16x16 sprites with 4 directions with a 3-step walking animation (left foot, standing, right foot) typically. A 2-step walking animation is also acceptable. I need a lot, though. Charsets for RM2k3 are a specific dimension and have a specific layout. They (like all assets in RM2k3) are limited to 256 colors.

Classes (46)
There are 21 classes that need a male and female variant, plus 4 hero classes.

-Daredevil M
-Daredevil F
-Assassin M
-Assassin F
-Joker M
-Joker F
-Bandit M
-Bandit F
-Engineer M
-Engineer F
-Harlequin M
-Harlequin F
-Ranger M
-Ranger F
-Templar M
-Templar F
-Warden M
-Warden F
-Champion M
-Champion F
-Black Knight M
-Black Knight F
-Paladin M
-Paladin F
-Ronin M
-Ronin F
-Shapeshifter M
-Shapeshifter F
-Channeler M
-Channeler F
-Sage M
-Sage F
-Shadowen M
-Shadowen F
-Druid M
-Druid F
-Mesmer M
-Mesmer F
-Warlock M
-Witch F
-Wizard M
-Wizard F

NPCs (54)(estimate)

Main NPCs (11)
-Child of Light (girl)
-Pablo (grand poobah)
-Wip (Chief Advisor)
-Great Red Spirit (Seer)
-Trihan (Captain)
-Lady Liberty (Lord Captain Commander)
-Archeia Nessiah (Guard and Overseer of the Child of Light)
-Dread Pirate Holberts
-Guru (male)
-Guru (female)
-Giant Golem

Evil (7)
-Balthalas (fat demon)
-Niddly Wormwood (sketchy man)
-Kakorotto (kung fu master)
-Murzhor (evil wizard)
-Spinidel (shade)
-Urok (muscle demon-captain)
-Mephistocles (tall demonlord)

Generic (18) + recolors/tweaks
-old man
-old woman
-exotic dancer
-commander/elite soldier
-bald tough guy
-froggite (or similar small animal/gnome-like creature)

Animals (8)

Vehicles (4)
-airship (I have a custom airship already, but may need tweaking to match style)
-seafaring ship
-ghost ship

Monsters (6?)

Objects (32)
Chests, switches, doors, villages, castles, and the like. Some are static, some have animation frames (ie- doors and chests)

objects (18)
-ornate chest
-blood spatter
-wood door
-reinforced door
-metal door
-jail door
-ornate door
-floor switch
-wall switch
-mine cart
-small spikes
-large spike

worldmap (14)
-castle (32x32)
-elegant castle (32x32)
-castle ruins (32x32)
-pyramid (32x32)
-futuristic ruins

Battle Characters ::..

Like I mentioned earlier, I have 21 classes that need a male and female variant, plus 4 hero classes, plus a battlechar for the Child of Light, for a total of 47 battlechars. Battlechars in RM2k3 have a specific size and template and are limited to 256 colors.

These battle character sprites should reasonably match their accompanying 16x16 charset sprites.

I am looking for a Final Fantasy IV or V style. I need 8 poses (Standing, Attacking, Walking, Hurt/Crouch, Spellcast, Victory, Asleep/Dead, Defending), plus 4 poses that I can use universally (Invisible, Ghost, Statue, Wolf/Werewolf)

Assets Needed (47+4)

-Daredevil M
-Daredevil F
-Assassin M
-Assassin F
-Joker M
-Joker F
-Bandit M
-Bandit F
-Engineer M
-Engineer F
-Harlequin M
-Harlequin F
-Ranger M
-Ranger F
-Templar M
-Templar F
-Warden M
-Warden F
-Champion M
-Champion F
-Black Knight M
-Black Knight F
-Paladin M
-Paladin F
-Ronin M
-Ronin F
-Shapeshifter M
-Shapeshifter F
-Channeler M
-Channeler F
-Sage M
-Sage F
-Shadowen M
-Shadowen F
-Druid M
-Druid F
-Mesmer M
-Mesmer F
-Warlock M
-Witch F
-Wizard M
-Wizard F
-Child of Light
+Invisible, Ghost, Statue, Wolf/Werewolf

Enemies ::..

Final Fantasy VI style

Final Fantasy V style

So many monsters in this game. So many...

I have done an initial cull of the monster graphics used in this game, and can still do further consolidation based on the roles the monsters filled in battle. Currently, I have a list of 86 monsters and bosses. However, I am not particularly wedded to each specific monster's graphic or name - I simply used what was available from Final Fantasy VI rips and designed from there. For example, I used a bear graphic and made a bear-like enemy, but really any large ferocious beast-styled sprite will suffice. Thus there is a lot of freedom in what monsters can get ultimately designed and developed. I am also (very) open to artist suggestions, based on what they would like to try spriting!

As for style, I am shooting for a Final Fantasy V level of graphic fidelity. (Final Fantasy VI, though more elegant, is likely outside of my price range). I have showcased both above. At least, that is what I am envisioning. I am open to discussion and suggestions on monster graphic design.

The size ranges varies, from a low end of 35x35 pixels, to 50x50, to 70x100.

Mooks (66):
-This is a working list, and based largely on FF6 sprites I used.

Ameboid-like goop
Behemoth (very large demon)
Long Dragon
Odonata (flying bug)
Porkus (fat pig-like beast)

Bosses (20)

Fatdemon (miniboss)
Big Fighter (miniboss)
Big Skeleton (miniboss)
Knight/Prince (miniboss)
Balthalas, 3rd form
Iron Gaia/Virus (robot boss)
Murzhor (wizard variant)
Spinidel (demon variant)
Urok (behemoth variant)
Niddly Wormwood (vagabond human)
Evil Wind
Xelob (giant spider)
Xelobite (spiderling)
Shadowstorm (Atma, from FF6 basically)
Mephistocles (has 2 arms, each arm has 2 forms)
-Mephisto Left I
-Mephisto Left II
-Mephisto Right I
-Mephisto Right II
Mephistocles, 2nd form

This will likely be the biggest component of my budget, and requires the most work, but it could also be the most fun and varied resource creation of the entire project, and the artist would have considerable leeway.

Battle Animations ::..

I don't even know where to begin with battle animations...

I haven't compiled a comprehensive spell list yet. I used a ton of different battle animations that varied greatly in style. This could potentially be a huge cost-sink, but I am quite willing to scale back in this area to meet budget.

I need someone comfortable with battle animations for RPGs who would be willing to advise me in how to approach this facet of resources.

Battle Backgrounds ::..

Ideally, for battle backgrounds, I would like to imitate a Final Fantasy IV or V style (or even an FFVI style). But the style will have to match both the FF5 style battlechars AND whatever style the monsters end up taking. Depending on that, I am even willing to simplify the battlebacks to do a mostly-black background with a stylized header, like so:

256 colors

Assets Needed (22)

-scifi complex

Battle Weapons ::..

There are (roughly) 33 weapons needed for this game, though depending on how much it takes to make them, I can use more (up to 50). Battle weapons in RM2k3 are a 3 stage animation, and fit into a specific template.

Assets Needed (33)
(some consolidation/recolors are an option!)

-elegant sword
-ornate dagger
-magic staff
-wooden staff
-wand x2
-ornate bow

Miscellaneous ::..

256 colors

Assets Needed
-Title screen
-Game Over screen
-Chapter frame

Music ::..

I may have music assets lined up, depending on how things play out. But for sake of completeness, I am looking for a list of music. I am not sure how pricing works (probably by the minute)

The style I am looking for is, again, SNES-esque, though I am not requiring a strictly chiptune instrumentation. If orchestral music fits, I will use it.

RM2k3 supports MIDI, WAV and MP3, though I would prefer WAV or MP3.

I can provide sample MIDIs. I will work on recording some samples of the songs I really like and posting them here soon.

Assets Needed (27)

-main theme
-hero's theme x4
-overworld (x5?)
-important battle
-boss battle
-final battle(s)
-town (x2)
-other dimension
-final cave
-Intro music
-titlescreen music/Paranor

Sound Effects ::..

I don't even know how these are made, acquired, produced, or commissioned. I am strongly leaning towards making my own using something like bfxr because I am so unknowledgeable about sound effects, just to sidestep the hassle. But I did come up with a draft list.

(Can I just use the RM2k3 sound effects? Is that allowed?? Problematic??? Legitimate question here)

Assets Needed (draft list)(37-ish)

-find item

If you are interested, please respond in the comments below or via Private Message. Contact me with any questions, pricing, payment options/arrangements, or suggestions. Thank you for your time!
  • Completed
  • kentona
  • RPG Tsukuru 2003
  • RPG
  • 06/25/2007 11:50 PM
  • 06/21/2017 08:54 PM
  • 06/19/2009
  • 1279780
  • 224
  • 35300


puking up frothing vitriolic sarcastic spittle
I've never had a problem downloading games from RMN, so if your DL speed is that slow then that's probably your problem. That said, there is a distribution list linked in the game's description that lists other places you can get the game (Gamejolt is probably a good shout): http://rpgmaker.net/games/82/distribution/
Well I have a 100mb/s connection so I doubt the problem's on my end. But thank you for the list.
▲▲▼▼◄►◄►(B) (A)
Well, RMN's servers are not the best, but they are not Angelfire bad. I just downloaded it and I was getting between 1,300 and 1,600 kb/s.

The only other place I have uploaded it was GameJolt, so check out there. If that still doesn't work I have a backup in my Google Drive that I can make public (and if Google is slow for you then idunno mang)
In Chapter 2, the Foraminifera cave, I can't push the round rocks/boulders. My characters are Zefiryn the Magus, then a Paladin, Ranger, and Druid. All Level 7, all female (don't tell me only guys can push rocks, PLEASE!). I thought they might need higher strength, but they seem okay to me: 140 (with the Giant's Ring), 123, 122, and 96 STR respectively.

I was able to push the rock in town in Chapter 1, but of course that was a different party. At chapter's end they're around Level 14 and have STR 267 (shapeshifter), 203 (huntress Holdana), 164 (bandit), and 88 (wizard). But I think they were pushing the town rock way back at Level 1. Zefiryn and her group still can't budge them, though!

When I looked up a Let's Play on YouTube (by SonOfYoungwood, I think), they were just rolling those rocks around without comment. Am I doing something wrong? Is it a glitch? Help! I need shrooms to save the village! XD
▲▲▼▼◄►◄►(B) (A)
Sounds like a glitch... Can you send me your savefile? Upload it to your locker and post a link to it or send me a Message and I can take a look (or email it to me kenton.anderson :at: gmail.com)
Thumbs up to the rebuild
Hey - why the hell is this game buzzing all of a sudden? There are no new images submitted, nor new blog posts, or anything of the sort lately - so what the hell!?

Damn it, Hero’s Realm – you are NOT Pom Gets Wi-Fi! Only that game can continue to buzz without any new material submitted for it. What do you think this is!?

EDIT: Pfft, I love how my one comment has now rocketed Hero’s Realm up the buzzing standings by seven whole positions, lol. It’s like a regular night in the National Hockey League when a team wins two games in a row and has suddenly gone from 12th place overall to 3rd in one night, lol.
▲▲▼▼◄►◄►(B) (A)
Well I didnt rig the system. Nosiree!

(There is a near constant stream of downloads which keeps the buzz hovering between positions 20-50. Couple that with the recent discussions on the FAQ and the Class Tiers and it can reach top 12 which then nets frontpage exposure which increases downloads. Then maybe even a sub or two and boom!)

Remember buzz is generated by user activity - posts downloads subscriptions reviews views and user created media. As a dev I can't farm buzz.
▲▲▼▼◄►◄►(B) (A)
why the hell is this trending right now?
because we love your gam

EDIT: Also because this:
I think I will take a more conservative stab at this (Hero's Realm remake?) and see where it ends up. Ara Fell development and release is an inspiration!
Hey kentona. I have an idea for when you next update this game / revise it for commercial release. You should have a section where you fight something / somethings IN the Colossus! I loved the bit where you do the Colossus dungeon and get into it and then pilot it and smash rocks. But what about making a BattleCharacterset for it and then fighting some giant monster or dinosaur or ape or something on a Battlebackground that looks like the worldmap? That would be SO COOL! Go go powerrangers!
▲▲▼▼◄►◄►(B) (A)
Is punching now-tiny dinosaurs not enough?
Is punching now-tiny dinosaurs not enough?

Oooo. I must have missed those! But I still think a DBS sequence as golem would be cool.
Just read that this is going commercial. Congrats. I, for one, am looking forward to it. HR is one of my favourite RM2k3 games.

Good luck with all the work involved.
▲▲▼▼◄►◄►(B) (A)
Thanks! I'll need it.
Little Late On the News of this going commercial. First of all Congratulations! I'm Glad you'll Finally be getting something out of this massive labor of love you made here, And I'm looking forward to playing the Commercial version as soon as you are finished with it.Right after the release of Half-Life 3

But Anyway Here's to hoping Pewdiepie or somebody else almost as Popular finds it when you put it on steam, And you soon begin to swim in Cash! You deserve it.
HELP!!! "I can't get pass the shadow bug"

So I'm on "Assembling the airship" chapter right now and everything was fine until I was asked to collect 6 Gas Bladders from Gas Dragons. When I'm done with collecting the materials, this is what happened:

There's some kind of invisible force that blocks my way, and I noticed this one as well..

I can't get pass any shadows right now and my life stuck on this episode as well T_T
I hope you're still around kentona to fix this bug.


Oh, nevermind! Somehow I managed to fix this issue by entering the INN to access the bridge on the 2nd floor and now that particular "Force" has gone :D Yay~

Thank you kentona for making this awesome game!
▲▲▼▼◄►◄►(B) (A)
I am never going away. kentona is forever.

Thanks for playing!
▲▲▼▼◄►◄►(B) (A)
Also, the bug is related to the fact that I have a switch controlling when you can go over or under the bridges in cities that have them (Cidney, Bombomb, etc..) and the switch triggers when you try to access and/or leave the bridge BUT I neglected to also reset that switch if the user warps or teleports off of the bridge area.