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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
  • 1280212
  • 224
  • 35312


▲▲▼▼◄►◄►(B) (A)
Oh yeah, thanks SegNin for the info! I will post a download with the missing content sometime this weekend.
I've just started playing and I'm loving it. Are there many side dungeons?
▲▲▼▼◄►◄►(B) (A)
If I recall correctly, there is a single side dungeon per chapter and a funhouse for the first 4 chapters. In chapter 5, there are 4 side dungeons and at the end of each one there is an Elfstone (which is needed for advanced class changing).

I'm glad you're loving it!
There is an optional dungeon in chapter 2, but you can find it more easily during the fifth chapter.
It's better to explore it ASAP, though, as you can find there some good items.
There are probably others, but I can't remember right now.
▲▲▼▼◄►◄►(B) (A)
Someone should write a walkthrough ;)
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
great game btw
▲▲▼▼◄►◄►(B) (A)
<kentona|babbytime> wait, have you even played HR?
<WIP> I have and I thought it was AWFULLL

Someone should write a walkthrough ;)

I'm still thinking of it, but you've seen my pitiful attempt at writing the review.

By the way, I'm glad that the notices are not gone.
Someone should write a walkthrough ;)

I'm still thinking of it, but you've seen my pitiful attempt at writing the review.

By the way, I'm glad that the notices are not gone.
(quote): "Someone should write a walkthrough ;)"
I'm still thinking of it, but you've seen my pitiful attempt at writing the review.

By the way, I'm glad that the notices are not gone.
AAAArgh! Why did the site send me to an error page when I tried to post the above...and post it 3 times? 0o
▲▲▼▼◄►◄►(B) (A)
I was excited for a second when I saw that I had 4 new comments!
I actually talked my girlfriend into downloading this. She's a newly converted Retro RPG fan, so she's excited. As for me, my file got corrupted. D: I have to start over. ;_;
▲▲▼▼◄►◄►(B) (A)
Happy Birthday Hero's Realm!

On March 6th Hero's Realm became a year old. I can't believe it's been so long already.
Gosh, I registered just to talk about this game. What to say? I guess I want to say that I'm a little irked. I'm also extremely impressed with much of the gameplay, which definitely takes me back to the golden age of RPGs. There's no doubt that Hero's Realm is an achievement on many levels. I played up until the point where all the heroes came together and had to go through the dungeon jointly, at which point, uhm...

...I discovered that I just couldn't get past the War on Terror thing. I know that the whole setting is farcical, that this is part of the point of the story, but I just couldn't get past it without a greater demonstration of self-awareness about that which was being satirized. This must make me sound like a greasy hippie, but in truth I'm a pretty well-rounded, reasonably productive member of society - and I don't write berserk letters to the editor of the newspaper in my free time.

But the fact is that the War on Terror is one of the defining events of the 21st century. They will be writing about it in history books, what it meant to various peoples, how it was defined and redefined, and what its near and far-reaching effects were. It can be hard to perceive these nuances because we're right in the thick of things - there's a lot of oversimplification and distortion from every side, and that, combined with the fact that it's happening RIGHT NOW, is why I care about how this one rpgmaker game uses the term. We not only shape art; art shapes us, and how we're shaped will determine how things go for humanity in the end.

That said, I guess that the false moral dilemmas of early RPGs could be compared to a lot of American discourse on the WoT, and if that's what was being done, then I guess the joke just went right over my head. My problem was that I saw a lot of self-referential and self-deprecating humor elsewhere (and it was sometimes downright hilarious, as with the methodical slaughter of remote mountain villages), while the WoT was just sort of a face-value kind of thing.

I hope that you don't write me off as some jerk here. I enjoyed the game and I do think that commendable efforts like those in Hero's Realm do a lot to diversify a medium that's oversaturated by tedious Halo sequels. Hero's Realm has a lot to offer. The pace is great, the customization is great. It's good indie art. I guess I'd just suggest that the art might actually be better than the author gives himself credit for. It's not just a lark; it's contributing to indie-game culture... that should be borne in mind. Thanks for the game!
▲▲▼▼◄►◄►(B) (A)
Thank you for your thoughts! And it was on a totally unexpected aspect of the game. Like you alluded to, I made several referencial jokes throughout the game. I was not out to make some grandiose statement with the choice of War on Terror, though. Perhaps because I am not an American that schtick just isn't as poignant or close to home to me as my southern neighbors, but the fact that such an important aspect of our times (like you emphasized) is trivialized down to some gimmicky catch-phrase irks me. Thus I had chosen to lampoon it in my work.

Was is a knee-jerk decision? Yes. But try not to read too much into it.

Thanks for playing the game and I'm glad you enjoyed it up to the point you played!
Right on, then. I guess I just got my knickers in a twist over nothing. I even assumed you were an American, which was clearly wrong.

It's just that I've got this cousin (he's 13), and this kid just eats up everything he's fed. Right now, in one of the many Halo iterations, he's fighting some sort of alien menace that needs to kill humanity for no other reason than because their religion tells them to. The solution is to kill them instead. I can't help but think that this video game, this small part of his life, is going to play into his developing political consciousness, one that I hope will be humanitarian and pragmatic. Halo's not gonna help there. And if you look at the Halo forums on the web, you'll see what I mean.

On the flipside, a game like Team Fortress 2 (also violent and explosive) does its business without any of that jingoistic evil. In that game, you play as one of two identical teams, each controlled by the same maniacal voice that compels them to attack each other in order to secure meaningless ground. A checkpoint, a briefcase - whatever. And when you listen to the players' chatter over the course of the game, you tend to see that they understand that the game is not purveying any kind of simplistic solution to, well, anything. They are ironic, mellow people, the TF2 players. I think the ironic nature of the game affects that. Though the dope they all smoke probably helps :P

Bottom line is that this stuff may actually be important, whether or not some guy (me) decides to get randomly up in arms about the issue.

BTW, I'm playing through Hellion right now. Kick-ass! Once I'm done, I think I'll give another class a try. Thanks for devving a much-ignored genre!
Hey have to say i really liked this game is was my first game that i played that was made by a rpgmaker and after trying others i must say you spoiled me with the quality of this game, i found some others not as interesting.

A bug i'm encountering now is on my 2nd playthrough i'm at the kumite with Akira and when i fight in the kumite afterwards my party never comes back. I've tried sleeping at a Inn and warp winging but nothing seems to work. I always end up with just akira in my party after completeing minor circuit.
▲▲▼▼◄►◄►(B) (A)
Oh weird! I've never encountered that bug before.

Off the top of my head I can't think of a way for you to fix it yourself in-game. Can you upload your savefile to your locker and send me a link in a PM (or post it here)? I can then go in a fix it for you and send it back.

Thanks for playing.
i've made it public my save isn't where i lose all my other followers. but once i fight in kumite it does