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Bunch of capabilites questions

Woot!
First for a self intro: Hi. Name's Skye, but that was taken so my user reads as NoxCaelum.
Anyway, me and a friend are trying our hand at making a game using RMXP (might switch to VX once its englished)
(just a demo for now then it might turn into a full blwon project), and I been learning some tech aspects of the
program, but I've got some questions, and not to sure where to look.

Details bout the game:
It's going to be a Pokemon based game, using the orig 151+ the evolves and devolves the added later in the series.
It's going to have a more mature theme, which isn't hard, and get this: a real story. Gonna take it away from the
theme of mass collecting pokemon that you're going to ignore, and tune it more towards a traditional RPG.
So far, we're just working out details bout the game and such. Gonna try and use as much original content as
possible, don't wanna rips, and going to try and increase the quality a bit. Also, if possible, make a port so it can be
played on the psp. When we have our trial demo I'll post it here. If the response is good, and we enjoy making it,
we'll turn it into a full blown game.

So, the reason for this topic:

Is it possible to change the map size limit to create a map system similar to that in pokemon where its one solid map
(instead of a bunch of maps taped together)?
Is it possible to add in wait animations, like foot tapping, for when the player doesn't move for a while?
Is it possible to use more frames for animations, like walking (which is a default 4)?
Is it possible to change the fps for the overall game, and if so what would be a be a number to set it at?
Is it possible to the change pixel sizes of just about everything to improve image qualty (things like character sprites,
tiles, etc.)?
Is it possible to set an event area larger than one tile, so that when a user moves into an area the event initiates?
Is it wise to include high quality music for things like bgm and se, and what format should be used then?
Is it possible to assign random encounters based upon whether the character is within a certain tile area (also like in
the pokemon games)?
Is it possible to convert a game to another platform, like PSP or such?
Is it better to place credits at the beginning of a game or at the end, if you want to cite sources for things you
used in game (like scripts and support)?
Is there any kind of scripts for lighting or something similar?
What would possess a company to go from an awesome side view battle system, to a ghetto lq front view one?

Hmmm... I think that's about it. Sorry for asking so many questions, I'll make sure to pay back the community for
it's help (though not with money cause I'm poor).

Any help would be appreciated, also any links you might know of so I can get more information on these subjects.
I really just wanna know if it's possible and where I might be able to learn about it.

Thanks.
 
Well, I can answer some of those questions.

The max limit for maps is 500x500

I do not think there is a way to add the wait animation.

There might be a way to add more frames, but not very easily. I am guessing that the script would have to be pretty complex. Besides, most of the time, 4 is enough.

The fps, again not easily, there may be a script, but I have never seen one. There are anti lag scripts though.

You can change the images for pretty much anything to be whatever quality...

No there is not an event area setting, although there have been in previous RM versions

I am not an expert about music, but I do not see why not. I am not sure what RMXP supports(do not deal with music much) but probably mp3

I think there is a script to do random area encounters

There is a thread about RMXP on other platforms but so far it has not been done.

I don't personally have a preference, but some have done it at both ends...

Do you mean weather? There are several weather scripts. Most notably ccoa's

I dont know but, you can use scripts for other battle systems, ABS, TBS, SVBS, and many others.

Hope that helps.
-Syv
 
Is it possible to change the map size limit to create a map system similar to that in pokemon where its one solid map
(instead of a bunch of maps taped together)?
It is probably possible, but it would cause the game to lag.
The alternative is to make your maps with a (10x, 8y) buffer zone around the edge.
(this keeps the player in the center of the screen. Then use non-fading transfers.


Is it possible to add in wait animations, like foot tapping, for when the player doesn't move for a while?
Sure there is. Make a custom character set with the animation frames you want.
then, when you want to use that animation, change the player's character set, and turn on
"stop animation."


Is it possible to use more frames for animations, like walking (which is a default 4)?
I woudn't say impossible. However, since the function that displays the animation
is hidden in RPG::Sprite, you'd have to write your own animation code.


Is it possible to change the fps for the overall game, and if so what would be a be a number to set it at?
from the help file:
Graphics.frame_rate
In [Smooth Mode], the number of times the screen is refreshed per second. The larger the value, the more CPU power is required. Normally set at 40. When not in [Smooth Mode], the refresh rate is halved, and graphics are drawn in every other frame.

Changing this property is not recommended; however, it can be set anywhere from 10 to 120. Values out of range are automatically corrected.


Is it possible to the change pixel sizes of just about everything to improve image qualty (things like character sprites,
tiles, etc.)?
There are several 'resolution' scripts available to increase the game window's resolution.

Is it possible to set an event area larger than one tile, so that when a user moves into an area the event initiates?
Again, there are several scripts available to do this.

Is it wise to include high quality music for things like bgm and se, and what format should be used then?
You can use MP3 format for BGM. I have seen several posts suggesting that problems can
occur with higher bitrates. For SE, OGG format has very good quality, but should only be used for short durations


Is it possible to assign random encounters based upon whether the character is within a certain tile area (also like in
the pokemon games)?
This one I have not seen done. It should be possible to use the tileset's "Terrain Tag" to set area types,
then rewrite (overwrite) the random encounter script to check the terrain type to determine an encounter.


Is it possible to convert a game to another platform, like PSP or such?
There is an entire topic dedicated to this question. I haven't had enough stamina to make it through
the entire thread, but it appears some people are claiming that it's possible. I believe any success to date to be with
Windows emulators running on a console game system. http://www.rmxp.org/forums/index.php?topic=8922.0


Is it better to place credits at the beginning of a game or at the end, if you want to cite sources for things you
used in game (like scripts and support)?
This one is entirely personal preference. I've seen them both at beginning, end, or available from a menu choice. My personal advice: get creative, and do something completely different from the norm.

Is there any kind of scripts for lighting or something similar?
If you look around, there are several. (also search on 'shadow')

What would possess a company to go from an awesome side view battle system, to a ghetto lq front view one?
What's "Ghetto lq?"
There are also several scripts for "Side View Battle Systems" (Ccoa & Minkoff developed popular versions)


I hope that helps. BTW, many of these things can be answered with that "Search" function up there ^! ;)

Be Well
 
Thank you both very much. You've really helped me.

@SyvarrisX: I meant "lighting" as in highlights and shadows XP Thanks tho.

@Brewmeister: As for the Resolutions scripts, do they exist so that you can increase the resolution of the tilesets and how RMXP uses them or are they just for the window size? And "ghetto lq" = ghetto low quality. The included battlers and system look pretty bad cosidering the change from small animated battler sprites to full blown battler images.

:Edit:
Oh and sorry bout posting all the questions instead of searching, I was a little lazy this time cause I wasn't sure exactly what to search for (since I'm a bit new to the RM scene). But I usually use search to avoid repeating a question or looking really stupid. Like i did for a good walking Vivi charset (cept I kept getting the poster HighMageVivi XP).
 

poccil

Sponsor

Since this is a Pokemon game, I have already done much of the work implementing what you request.  It is called "Pokemon Essentials" and includes a battle system, a Pokemon encounter system, some graphical effects, etc.  It can be found as the link in my signature.
 
The resoltution scripts I have seen(I am trying to find a good one myself) have increased the window size. I heard about 16x16 tiles though...

As for lighting there are cosmetic lightning function. Kraft has a good tutorial. There is also a shadow and reflection script.

Wow brewmeister, I didn't know a lot of that. Thanks too!

-SYv
 

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