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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
  • 1279023
  • 224
  • 35293


Pretty nice game. It flows really well. The music also helps with that too. Bravo.
i'm stuck in chapter 4 with the cave of wonders. i have no idea how to get the lamp and what path to take.....i feel like im going in circles. also..the ppl mention the underground tunnels...and there is a staircase down right outside bombom......how do i go down there?
▲▲▼▼◄►◄►(B) (A)
After entering the Cave of Wonders, take the leftmost path to get to the ice sliding. Do this:

Then in the lava area grab a series of ladders and cross the lava. After grabbing the lamp, run around the lava lake, grab the last ladder and use it to get to the teleportal. Take it to zip back up the cave and run to the exit.

For the catacombs beneath Bombomb, you'll learn more once you return the lamp to the Sultan.
My friend says that when he runs RPG_RT.exe, he gets an error message saying "the file bEAUTU3 cannot be opened." Any idea how to resolve this?
▲▲▼▼◄►◄►(B) (A)
I will investigate. I think RMrecker took out a bunch of files from the game folders it shouldn't have. I'm going to do a comparison between the download and what I have on my computer and find the differences, zip up the missing files and then upload it.
▲▲▼▼◄►◄►(B) (A)
Hmm... my comparison isn't turning anything up. I could've sworn people have told me there were missing music files as well. Maybe I've lost the missing files completely. :/

Anywho, here is bEAUTU3.png:

Save it to your HerosRealmRTP\System folder.
Apparently that was the only file he was missing, 'cause it's working now. He sends his gratitude and, of course, so do I. Really appreciate the help!

Also, I just noticed Peaches en Regalia in the Music folder. You made my day, Mr. Anderson.
▲▲▼▼◄►◄►(B) (A)
I'm a dancing fool.
I have problem with the music volume: it's very quiet, practically unhearable until i rise the volume of my loud-speakers, but then the sounds (like beeping while moving cursor/making a choice), are so loud that it's even more unplayable. Is there some way to change the volume of music and sound seperatly, or some other way to deal with this problem?
▲▲▼▼◄►◄►(B) (A)
If you go to your Volume Control in Windows XP (Start > All Programs > Accessories > Entertainment > Volume Control), you should see a slider for Wave and a slider for SW Synth. SW Synth controls the volume of MIDIs, which is the format of all the music in HR. Crank it up to increase the music volume. The Wave slider controls things like sound effects and MP3s and things of that nature.

The location of the Volume Control is probably similar in Vista and W7
Unallocated Skill Points
One thing that holds me back from truly diving into this game is the choice in classes and the "punishment" of having to start anew if the current party isn't up to snuff. Are there any suggestions of party classes that you can share per chapter that would be ideal to resist the need to restart one or more of my party members per chapter, or does the game typically follow a standard form that an ideal party would be a melee, healer, black magic caster, and *hero* (whichever main character there is for the chapter) setup?
▲▲▼▼◄►◄►(B) (A)
I think Sleeping Wind did a piece on which parties were ideal for each chapter back at GW.

Also tips :
General : Store a lot of items (medicine herbs) and conserve MP whenever you can (99x10 = 990 Gold. This should last you through the entire chapter or about three dungeons). Also don't grind in the early area; just stay to get to level 2 to get some starting skills to survive.

Chapter 1 : Engineer + One with bless skill (Paladin/Druid); the latter because of undead
Chapter 2 : Don't recall really hard fight, just some long dungeons. Also another bless user helps (Shadow Gigasss - if you meed the usual gigas, pray that he doesn't use tremor).
Chapter 3 : You don't need bless user if you do optional sidequest. Also you got an all attack weapon in one of the dungeon. That should make your life easier (especially if you equip it on bandit or high agi char). Feel free to choose whatever party you like; one word : THROW.

But, yeah, the general RPG rule-of-thumb of a hero + healer + nuker + melee applies.

Healer classes are: Druid, Paladin, Warlock (potions!), and to a lesser extent the Harlequin and Ranger.

I also think I posted a tiered list of classes based on my experiences with the game, a few pages back in the comments maybe? Or maybe a blog post.
Hey, how come you took off your distribution page? It really helped me remember the names all the other different rpg maker sites out there. It also provided me other outlets to post my own game.
▲▲▼▼◄►◄►(B) (A)
Oh! I thought I was the only one who ever used it. :)

I had to remove it to be able to edit any of the other 5 pages, since once you have 6 pages (the max allowed) I couldn't edit any of them. I'd get an error message "You can't have more than 6 primary pages"). I've informed WIP of the bug.

I think you can still get to it by going to http://rpgmaker.net/games/82/distribution/
Hey, I just started playing this game and I got that bug crash. Does that mean my save is gone and I just have to start from scratch?
▲▲▼▼◄►◄►(B) (A)
Where the sound cuts out? It's possible then.
kentona: "Hmm... my comparison isn't turning anything up. I could've sworn people have told me there were missing music files as well. Maybe I've lost the missing files completely. :/"

According to RMTool, these are the 2 missing music files:


Found them both in an older demo of Hero's Realm.
Some of the sound files from the 2000 RTP are also needed.

Here's the list, according to RMTool:

I love spending time on this game,especially finding the secrets and stuff it helps me pass time.Love the beginning on chapter 4 it gave me a good laugh.I have to ask all together how long did it take to make?
▲▲▼▼◄►◄►(B) (A)
I started this game in April 2006 and finished on March 6th, 2009, with the final patch being released (v1.5) on June 19th, 2009. So roughly 3 years. Of course it wasn't like I worked on it every day - there were 2 months long hiatuses in that time span.

This game took a LOT longer than I anticipated (and turned out much bigger and longer than I planned). I posted a Download History blog entry here: http://rpgmaker.net/games/82/blog/1656/ if you're interested in such things.