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Super Mimi Souls
Named NPCs in RPGs
I am wondering what everyone's thoughts are on named characters in games that they play/make. Do most people prefer characters to have names like Man/Woman/Girl/Boy/etc? Or do people prefer to have NPCs given names?
My thoughts are that when I'm playing/making a game I enjoy surprises and I find it's very easy to spot who an important character is by the fact that they have a name and everyone else in the room is Man/Woman/Old Guy. However when all characters have a name it's harder to spot who will be important and who wont, so perhaps you allowed something bad to happen to a character who may or may not have joined your team/given you something cool which adds a little bit more to the experience.
What have you done in all of your games? What do you enjoy seeing when you play other's?
My thoughts are that when I'm playing/making a game I enjoy surprises and I find it's very easy to spot who an important character is by the fact that they have a name and everyone else in the room is Man/Woman/Old Guy. However when all characters have a name it's harder to spot who will be important and who wont, so perhaps you allowed something bad to happen to a character who may or may not have joined your team/given you something cool which adds a little bit more to the experience.
What have you done in all of your games? What do you enjoy seeing when you play other's?
Is 1-5% a good HP range for a limit break skill? [RM2K3]
I am messing around with an idea similar to this myself and I find a good balance for me has been setting the Hp% at 10% (15% during the really early battles when HP is lower) and at a 10% chance of activating when the attack command is used.
As for your second question I find a really cool way to show it's been activated is to use 'cut ins' of the face of the characters using it similar to Tales of Eternia (when performing secret extensions in battle) or Disgaea games (when using team-up attacks).
As for your second question I find a really cool way to show it's been activated is to use 'cut ins' of the face of the characters using it similar to Tales of Eternia (when performing secret extensions in battle) or Disgaea games (when using team-up attacks).
[RM2K3] - Weapon animation in battle question (CBA)
Yes, that was the problem I was having. When a class changes I have to lock out items that use this method. Therefore there are a large number of items that can't be used with certain classes for no reason other then this. Pretty annoying. Anyway thanks for the help. I was hoping there was some work around but oh well.
[RM2K3] - Weapon animation in battle question (CBA)

This is what I am looking at in my items tab. The sprite and weapon animation are being pulled from 'item animation' and the hit animations (bullets/slashes/etc) from 'animations'. So far I have been only able to select a single animation for each of these meaning when a character equips the FN P90 in the image they will switch to their default class look to use it since that's what was selected. I have yet to figure out a way around this as I would rather have every class capable of wielding all weapons. It doesn't bother me to redraw sprites.
I should also mention that the battle sprites are heavily animated so to just show a still of a character holding a weapon and not moving simply isn't enough.
[RM2K3] - Weapon animation in battle question (CBA)
Sorry guys, I should have been more clear. I'm talking about later on after the class change is complete (I have already implemented a system that re-equips certain items after the fact etc).
I have a shit ton of weapons for characters to use and I find it amusing if everyone can just use whatever they like no matter what class they are, however it only allows me to use one animation per character for weapons not using the WEAPONS tab as I've already long run out of space at the paltry 32 weapon limit there. All guns/extra weapons have to be animated using battle animations in the item tab.
Edit: So to clarify, everything is equipped properly, it's just that if I equip a rifle to someone that is no longer default class Ie: they have a different set of battle sprites, it will use the one animation that character has for rifles which is the default sprite, so the battler will switch clothes very quickly which completely breaks immersion.
On account of the imposed limit I've even had to remove the ability for certain classes to use weapons they should have no problem using just for the sake of having a cool class sprite during battle.
I hope this clears up the problem a bit more.
Also to reiterate my other question, I am wondering if it's possible to use Cherry's mods with the steam release. I'm starting to feel as though I've made a GRAVE mistake trying to be legit and purchasing this version. :s
I have a shit ton of weapons for characters to use and I find it amusing if everyone can just use whatever they like no matter what class they are, however it only allows me to use one animation per character for weapons not using the WEAPONS tab as I've already long run out of space at the paltry 32 weapon limit there. All guns/extra weapons have to be animated using battle animations in the item tab.
Edit: So to clarify, everything is equipped properly, it's just that if I equip a rifle to someone that is no longer default class Ie: they have a different set of battle sprites, it will use the one animation that character has for rifles which is the default sprite, so the battler will switch clothes very quickly which completely breaks immersion.
On account of the imposed limit I've even had to remove the ability for certain classes to use weapons they should have no problem using just for the sake of having a cool class sprite during battle.
I hope this clears up the problem a bit more.
Also to reiterate my other question, I am wondering if it's possible to use Cherry's mods with the steam release. I'm starting to feel as though I've made a GRAVE mistake trying to be legit and purchasing this version. :s
[RM2K3] - Weapon animation in battle question (CBA)
This is a complicated scenario so just bare with me here, but I have been animating characters during battle when equipped with Guns or ranged weapons using 'Animation' in Item animation(CBA) and using the 'Animation' on the main item page to show the bullets/laser/explosion on the enemy itself.
This has proven to work pretty well for the most part, however I've come to a problem that I just can't seem to find a work around. When a character changes to a class that alters their appearance in battle any gun equipped will use the original battle animation with no way to change it.
If anyone has some sort of work around for this problem it would be great to hear your ideas.
Also I am using the stupid steam version of Rm2k3 so I'm pretty sure I can't use any engine mods. - correct me if I'm wrong here..
This has proven to work pretty well for the most part, however I've come to a problem that I just can't seem to find a work around. When a character changes to a class that alters their appearance in battle any gun equipped will use the original battle animation with no way to change it.
If anyone has some sort of work around for this problem it would be great to hear your ideas.
Also I am using the stupid steam version of Rm2k3 so I'm pretty sure I can't use any engine mods. - correct me if I'm wrong here..
[RM2K3] Request for custom Faceset/Chipsets
Awesome. Glad to hear it!
Yes, the Roco facesets are great I just find that everytime I see a face set in one, two, three games it's more difficult to give the characters using them their own feel and personality.
This is definitely the last game I'll make for 2k3 as there are too many things that prevent me from adding more to the game, not only that but I fkd up and bought the one from STEAM so I can't even use any plugins or w/e with it.
The battle style is the side view but I've added a few tweaks like combat vehicles, stealing mechanics, a type of SCAN spell for seeing what enemies weakness/hp/stealable items, desperation moves when low on health and team-up attacks between 2,3 and 4 members with a cool cut-in effect. Also I have added some voice overs to the game during battles but I'm careful not to over use them as I've noticed when done improperly it can just get annoying.
Another thing I have is that when you encounter an enemy and defeat them their sprite will have a dying animation afterwards instead of just disappearing, and that goes for your characters as well. There are a large number of 'bad endings' when losing to bosses and even a few common enemies.
I'm pretty pumped to see what you will bring to the table! I love hearing other people's ideas about game design and art!
Yes, the Roco facesets are great I just find that everytime I see a face set in one, two, three games it's more difficult to give the characters using them their own feel and personality.
This is definitely the last game I'll make for 2k3 as there are too many things that prevent me from adding more to the game, not only that but I fkd up and bought the one from STEAM so I can't even use any plugins or w/e with it.
The battle style is the side view but I've added a few tweaks like combat vehicles, stealing mechanics, a type of SCAN spell for seeing what enemies weakness/hp/stealable items, desperation moves when low on health and team-up attacks between 2,3 and 4 members with a cool cut-in effect. Also I have added some voice overs to the game during battles but I'm careful not to over use them as I've noticed when done improperly it can just get annoying.
Another thing I have is that when you encounter an enemy and defeat them their sprite will have a dying animation afterwards instead of just disappearing, and that goes for your characters as well. There are a large number of 'bad endings' when losing to bosses and even a few common enemies.
I'm pretty pumped to see what you will bring to the table! I love hearing other people's ideas about game design and art!
[RM2K3] Request for custom Faceset/Chipsets
Real nice sketch work buddy. I put many hours in Saga2 as a kid. Loved that game, the music and artwork were fkn beautiful. Worst part was taking Cordelia with you to the city of night... anyway.
Not much of a rockstar in comparison to some things I've seen but I'm sure my battle sprites will get stolen once I upload my game so that counts for something right?
I put a hell of a lot of time into drawing and editing sprites because I love the oldschool side-view system. I'm at around 1000+ battle animations at this point. I don't think I'd be able to make the switch to MV however. It was a nightmare switching to 2k3 when I grew the balls to start doing battle sprites.
Here are a couple of screens anyway, we can chat through pm also.
Not much of a rockstar in comparison to some things I've seen but I'm sure my battle sprites will get stolen once I upload my game so that counts for something right?
I put a hell of a lot of time into drawing and editing sprites because I love the oldschool side-view system. I'm at around 1000+ battle animations at this point. I don't think I'd be able to make the switch to MV however. It was a nightmare switching to 2k3 when I grew the balls to start doing battle sprites.
Here are a couple of screens anyway, we can chat through pm also.


[RM2K3] Request for custom Faceset/Chipsets
I am looking for facesets in the same style as those designed by Roco, however from what google results shows me artists like that are few and far between. I have put many MANY hours into drawing sprites and would hate to use the same portraits as 90% of other Rpgmaker games to showcase what I think their faces would look like. I am near the point where I might just scrap portraits all together if I can't find a decent artist, that's why I am willing to pay a HIGH price for good portraits.














