Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

KINGDOMS: The Tale of Sir Julian [RECRUITING]

Batman

Sponsor

KINGDOMSTitle.png


Hello everyone! This is my first real "serious" project, it's called Kingdoms: The Tale of Sir Julian. It's classic medieval-styled RPG with a modernized twist. Meaning the character's won't always speak the way they really did back in the Dark Ages! I'm also currently recruiting fellow developers for the production of this game, but we'll get to that later.. It will also be a free game, I'm not looking to make profit off of this, only experience, plus it is a much loved hobby of mine to create new things, especially on the RPG Maker XP engine.

Now, let's get to the display of the game shall we? But before I do that, I will say that the games storyline is not original, it's not groundbreaking, it's nothing fancy. Really, I'm not ashamed to admit that, I just want to deliver an enjoyable experience to RPG players the best way that I can! And that's it for now. Hope you like what you see!


KINGDOMSStoryline.png

In the land of Xanthia, King Reynard the 3rd of Tyrannia, attempts to conquer the peaceful land of Falwynn, with the vast Tyrannian army at his disposal. With the Tyrannian army successfuly sacking towns one by one, they reach Valden, a small town, killing Earl Frederick, the once devoted ruler of Valden, as well as the Falwynnian Commander. They leave the town in flames.

As small as his chances are, the angry Sir Henry Crane, the Royal Protector of Earl Frederick, assumes the role of Commander, and leads a force to the Eastern Front, successfully overthrowing the Tyrannian army posted there, seizing King Reynard, then disposing of him. Sir Henry, the hero of Falwynn returns home to Valden, and was made, Earl of Valden, to replace the late Earl Frederick. Earl Henry Crane, and his wife and 4 month old son, lived peacefully, for several months.

But the Tyrannians are not finished yet. They've regrouped in the South and are now under new rule of The Red Prince, Prince Thomas of Tyrannia. It was then, Henry's wife was killed, and he was taken prisoner by spies of Tyrannia. Henry was tortured for several hours before finally dying.

Julian Crane, son of Earl Henry Crane, survived due to refuge, and was found by a peasant pig farmer, named Walter, in the ruins of Valden. Julian was merely a year old.

And this is where the game begins, Julian is 21 years old, completely oblivious as to how his mother and father really died. He helps the old peasant Walter run a pig farm in East Falwynn, in the small town of Glenwood.

With Walter dying of old age on his deathbed, he has a final message for Julian, telling him the story of his Royal blood, his father, and revealing the location of his father's Royal armor and weapons.

The game will play out as Julian embarks on a quest of redemption and vengeance, he will restore his name
as a Royal Knight of Falwynn and once again chase out the Tyrannians that are threatening the peace of his kingdom.

KINGDOMSCharacters.png

Julian Crane
Age: 21
Bio: He was born shortly after the Seige of Fort Blackwell. After his parents were killed a pig farmer by the name of "Walter" was doing his weekly delivery service to the house of the Cranes. He heard a crying baby. He took in Julian as his own, and raised him. He now helps Walter on the farm.
MiniJulian.png


Please check out Kierran Thomas Flitton's Monologue for Julian, actual soundclip taken from the game! Go here to listen: http://www.box.net/shared/byirlpmtpu

Anthony Porter
Age: 20
Bio: Julian's best friend. Another young man who helps Walter on his pig farm. He and Julian grew up together. Anthony would give his life for Julian.
MiniAnthony.png


Alice Reed
Age: 20
Bio: Smart and beautiful, educated noble. Friend of Julian's. Long red hair, outstanding blue eyes. She met Julian on one of his delivery days, as he is their constant pork delivery boy to the place where Alice resides.
MiniAlice.png

Alice's Voice-over Reel: http://www.box.net/shared/x742izvexg

Oliver Pine
Age: 19
Bio: The youngest out the adventurers, Oliver is the comic relief. He's a little peasant from the small town of Bridgetown. Oliver is a writer, a liar and thief. But everyone loves him nonetheless!
MiniOliver.png

Oliver's Voice-over Reel: http://www.box.net/shared/ssmgtkvay0

Simon Spicer
Age: 20
Bio: Good friend of Oliver, smart fellow, another comic relief, peasant farmer from Bridgetown.
MiniSimon.png


Mysterious Man
Age: ??
Bio: A shadowy figure who wears a mask, and carries a bow. He appears on several occasions, basically saving Julian's ass in time of need, as if he is watching over Julian.
MiniMysteriousMan.png

The Mysterious Man's Voice-over Reel: http://www.box.net/shared/3jopbrpzup

The Red Prince, Prince Thomas
Age: 28
Bio: A young ruler, very corrupt, he's evil in every possible way. He now controls the Tyrannian army as the heir to the throne of Tyrannia.
MiniPrince.png

The Red Prince's Voice-over Reel: http://www.box.net/shared/em3hbx9gz6

Sir Henry Crane and Elizabeth Crane, the Bard
Ages: 56 on his day of death, and 47 on her day of death.
Bios: Sir Henry and Elizabeth Crane were both loving parents to Julian. Yet Julian cannot remember them, as they both were murdered by Tyrannian spies. Julian recently finds out everything about them from Walter. Walter explains everything to Julian from his deathbed.
MiniParents.png

KINGDOMSScreenshots.png

Title Screen
Screenshot7.png


Julian and Anthony
NewScreenshot1.png


The Seige of Fort Blackwell
Screenshot4.png


Juian, Alice and Oliver in an Inn
NewScreenshot2.png


Example of the Day/Night system
NewScreenshot3.png


Wandering Bridgetown.
NewScreenshot4.png


Mansion
Screenshot1.png


Wandering Brookehurst City
NewScreenshot5.png

KINGDOMSFeatures.png

-Professional voicework for EVERY character in the game, including main characters, town guards, civilians, innkeepers, bartenders, shopkeepers, you name it.

-Visual Equipment for EVERY party member! Make your characters look as you please. May put in a hair changing/hair dye feature as well, for those people who love cutomization, such as myself!

-A handy dandy skill point distribution system, so you that you can customize your characters as you see fit. Hell, you can turn Alice into a STRENGTH machine! And you can turn Anthony into an INTELLECT...person?

-A disgusting amount of sidequests, as every RPG should have!

-Super awesome hidden collectibles throughout the world, with great rewards every 10 or so you collect.

-EXCELLENT cutscenes with epic voiceovers and great storytelling, you will want to play more so you can know more about what happens next! I hope. Maybe?

-Epic music soundtrack created by the great Kevin Macleod.

-And probably more stuff. I just can't think anymore right now. Too much typing.

KINGDOMSRecruiting.png

As of RIGHT now, I am recruiting for this project, as I am super serious about the project, and it's a HELL of a lot of work to put together by myself. So far it's just been me and the voice actors. This is what I'm looking for!

-Pixel artist(s): To make extra charactersets for downed characters, running characters, mounted characters, etc.

-General artist(s): Mostly for things like the characters facesets, menu pictures, etc.

-Mapper(s):
I'm sure there are mappers way better than me, so if there are any out there that feel they can do better, please give me some help!

And that should be it for now, if there are any voice actors for extra civilians and such, let me know if you want to audition. Also if you think you can help in ANY way, please don't be afraid to ask. I can use ANY help I can get! Send me a PM if you're interested in helping this project! Thank you.


That's all for now folks! I will upload soundclips for every main character soon! Keep checking back! Thanks!
 
Oh, cool, Inq's tilesets! I used them for a game I made years ago, and it's cool to see it's still being used. Your mapping looks solid, although there are a few little issues here and there. (like that fence in the fifth screenshot on the right side of the bridge, should probably fix that, and some shadow bugs you should check out) I like that you use some variation in screen tones and lighting, though it still looks a little bland.

I'm a little skeptical towards voicework in RPG games. It's usually kind of tacky and annoying, but if you can pull it off then more power to you.

If you're interested in recruiting, you might have some luck if you check out our Recruitment & Classifieds forum.

Do you have any plans for a demo soon? I'd love to try it and tell you what I think. :)
 

Batman

Sponsor

Ah thanks, and yes I know about the graphical errors and such I actually just took a real good look at the screenshots and noticed some haha, oh by the way, that bridge is actually a bridge, and the fence is an opening to the bridge lmao, the game is still very early in development, and I've made sure the voice actors don't suck. Check out Julian's voice actor if you haven't! (In the characters section) The voice acting goes surprisingly well with the game. And yes I will be releasing a demo, I don't want to release the whole game without people trying it out first!
 

Star

Sponsor

I notice there's a hud in every screenshot. Does that mean it's an ABS? I certainly hope so. I can't stand side-view or other stuff. I can take a little tactical or like Final Fantasy Tactics.

There's something odd about that waterfall, I don't think you used the autotile correctly
Also that shadow halfway up the steps bother me something hard
Also I think those bookcases should go against the wall and remove the picture frames.

You stated you know of the graphical errors, try to fix them fast before other people see.

Edit: Also did you want his head to get cut off in the hud? I'm sure there's a good scripting way to fix that if you have the whole pic. If you don't know how you can always post the script you're using and I'll fix it for you.
 

Batman

Sponsor

Haha, thank you for catching that, some of my mapping is still a bit noobish, but yes I will most definately upload new screenshots. And yes it is an ABS, and the game also uses WASD controls, I prefer WASD keys than the arrow keys, but thats just me. The game also supports the arrow keys, the WASD keys are just there as an alternative for those PC-gamers!

Also, about the HUD, yes it would be great if you could fix that, his head isn't supposed to be cut off, I attempted to fix it myself but all I could manage to do was move his head around the HUD o.O
 

Batman

Sponsor

Added some streaming voice-over reels in the Characters section, giving voices to the characters really brings them to life! Also I'll show you that script in a bit Star! :)

Cheers!
 

Batman

Sponsor

Star, this is the HUD script I'm working with, and for the record I'm using a font called BlackCastleMF with it:

Code:
#_______________________________________________________________________________

# MOG_MPW HUD Elen V1.1            

#_______________________________________________________________________________

# By Moghunter      

#_______________________________________________________________________________

if true # True = Enable / False = Disable (Script)

module MOG

#HUD Position.

STMAPX = 0   # X Pos

STMAPY = 370 # Y Pos

#Disable HUD Switch ID.  

STMAPVIS = 5

#Windowskin name.

STMAPSKIN = "001-Blue01"

#Window Opacity. 

STMAPOPA = 0

end

$mogscript = {} if $mogscript == nil

$mogscript["mpstelen"] = true

###############

# Window_Base #

###############

class Window_Base < Window   

def draw_maphp2(actor, x, y)

back = RPG::Cache.picture("BAR_Meter")    

cw = back.width  

ch = back.height 

src_rect = Rect.new(0, 0, cw, ch)    

self.contents.blt(x + 65, y - ch + 30, back, src_rect)

meter = RPG::Cache.picture("HP_Meter")    

cw = meter.width  * actor.hp / actor.maxhp

ch = meter.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 65, y - ch + 30, meter, src_rect)

text = RPG::Cache.picture("HP_Tx")    

cw = text.width  

ch = text.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 35, y - ch + 30, text, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 161, y - 1, 48, 32, actor.hp.to_s, 2)

self.contents.font.color = Color.new(250,255,255,255)

self.contents.draw_text(x + 160, y - 2, 48, 32, actor.hp.to_s, 2)    

end  

def draw_mapsp2(actor, x, y)

back = RPG::Cache.picture("BAR_Meter")    

cw = back.width  

ch = back.height 

src_rect = Rect.new(0, 0, cw, ch)    

self.contents.blt(x + 65, y - ch + 30, back, src_rect)

meter = RPG::Cache.picture("SP_Meter")    

cw = meter.width  * actor.sp / actor.maxsp

ch = meter.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 65, y - ch + 30, meter, src_rect)

text = RPG::Cache.picture("SP_Tx")    

cw = text.width  

ch = text.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 40, y - ch + 30, text, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 161, y - 1, 48, 32, actor.sp.to_s, 2)    

self.contents.font.color = Color.new(250,255,255,255)

self.contents.draw_text(x + 160, y - 2, 48, 32, actor.sp.to_s, 2)    

end

def draw_mexp(actor, x, y)

actor = $game_party.actors[0]

bitmap2 = RPG::Cache.picture("Exp_Back")

cw = bitmap2.width 

ch = bitmap2.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)

if actor.next_exp != 0

rate = actor.now_exp.to_f / actor.next_exp

else

rate = 1

end

bitmap = RPG::Cache.picture("Exp_Meter")

if actor.level < 99

cw = bitmap.width * rate 

else

cw = bitmap.width

end   

ch = bitmap.height 

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 55, y + 1, 84, 32, "Experience",0)

self.contents.font.color = Color.new(255,255,255,255)

self.contents.draw_text(x + 54, y, 84, 32, "Experience",0)

end

def nada

face = RPG::Cache.picture("")

end  

def draw_heroface(actor,x,y) 

face = RPG::Cache.picture(actor.name + "_face") rescue nada

cw = face.width 

ch = face.height

src_rect = Rect.new(0, -50, cw, ch)

self.contents.blt(-10 , y - ch, face, src_rect)    

end  

def draw_actor_statemap(actor, x, y, width = 120)

text = make_battler_state_text(actor, width, true)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 1, y + 1, width, 32, text)

self.contents.font.color = Color.new(250,255,255,255)

self.contents.draw_text(x, y, width, 32, text)

end

def draw_actor_levelmap(actor, x, y)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x, y, 32, 32, "Level")

self.contents.font.color = Color.new(50,255,250,255)    

self.contents.draw_text(x + 1, y + 1, 32, 32, "Level")

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 30, y, 24, 32, actor.level.to_s, 1)

self.contents.font.color = Color.new(255,255,255,255)    

self.contents.draw_text(x + 31, y + 1, 24, 32, actor.level.to_s, 1)    

end 

end

##############

# Game_Actor #

##############

class Game_Actor < Game_Battler

def now_exp

return @exp - @exp_list[@level]

end

def next_exp

return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0

end

end

#####################

# Window_Status_Map #

#####################

class Window_Sthero < Window_Base

def initialize

super(0, 0, 310, 120)

self.contents = Bitmap.new(width - 32, height - 32)

self.windowskin = RPG::Cache.windowskin(MOG::STMAPSKIN)    

self.contents.font.bold = false

self.contents.font.size = 20

self.contents.font.name = "BlackCastleMF"

self.opacity = MOG::STMAPOPA

refresh

end  

def refresh

self.contents.clear

actor = $game_party.actors[0]

draw_maphp2(actor, 35, 35)

draw_mapsp2(actor, - 40, 60)

draw_heroface(actor, 0, 70)

draw_actor_statemap(actor, 200, 60, 70)

draw_actor_levelmap(actor, 80, 10)   

draw_mexp(actor, 100, 10) 

end

end

###############

# Game_Player #

###############

class Game_Player < Game_Character

attr_accessor :wref

end

#############

# Scene_Map #

#############

class Scene_Map

alias mog11_main main

def main

@sthero = Window_Sthero.new

@sthero.x = MOG::STMAPX

@sthero.y = MOG::STMAPY

if $game_switches[MOG::STMAPVIS] == false

@sthero.visible = true  

else

@sthero.visible = false  

end    

mog11_main

@sthero.dispose

end

alias mog11_update update

def update

if $game_switches[MOG::STMAPVIS] == false

@sthero.visible = true  

else

@sthero.visible = false  

end      

if $game_player.wref == true

@sthero.refresh

$game_player.wref = false

end

mog11_update

end  

end  

##############

# Game_Party #

###############

class Game_Party

alias mog11_check_map_slip_damage check_map_slip_damage  

def check_map_slip_damage

for actor in @actors

if actor.hp > 0 and actor.slip_damage?

$game_player.wref = true

end

end

mog11_check_map_slip_damage  

end

end

###############

# Interpreter #

###############

class Interpreter

alias mog11_command_311 command_311

def command_311

mog11_command_311

$game_player.wref = true    

end    

alias mog11_command_312 command_312

def command_312

mog11_command_312

$game_player.wref = true    

end    

alias mog11_command_313 command_313

def command_313

mog11_command_313

$game_player.wref = true    

end    

alias mog11_command_314 command_314

def command_314

mog11_command_314

$game_player.wref = true    

end    

alias mog11_command_315 command_315

def command_315

mog11_command_315

$game_player.wref = true    

end    

end    

################

# Game_Battler #

################

class Game_Battler

alias mog11_attack_effect attack_effect

def attack_effect(attacker)

mog11_attack_effect(attacker)  

$game_player.wref = true 

end

alias mog11_skill_effect skill_effect

def skill_effect(user, skill)

mog11_skill_effect(user, skill)

$game_player.wref = true  

end  

alias mog11_item_effect item_effect

def item_effect(item)

mog11_item_effect(item)

$game_player.wref = true  

end

alias mog11_add_state add_state

def add_state(state_id, force = false)

mog11_add_state(state_id, force = false)

$game_player.wref = true  

end

end

end
 
NITPICK WARNING



It's classic medieval-styled RPG with a modernized twist. Meaning the character's won't always speak the way they really did back in the Dark Ages!
I wouldn't really consider it a twist as most RPGs these days, medieval or not, have a "modern" way of speaking.

Anyways, critic time.

Characters
Wow, a protagonist with his parents killed. Also aged young too. ( But its still better than most games lol. )

Bio: A young ruler, very corrupt, he's evil in every possible way. He now controls the Tyrannian army as the heir to the throne of Tyrannia.
Hi, he is typical in every possible way.

Oh, we also have a mysterious man, that is not very... say... original or something.

So far, nothing is commendable about the characters, but lets move on now...
Storyline
Alright the first sentence is typical, however I won't go harsh because its quite a common sentence after all in a game where kingdoms fight each other.
Burning town.

Graphics
Using Inq's tilesets, mmm.
So far so good, I just realized that the guy's clothes change in almost every map, does that mean we can change clothes? If so, thats awesome. :box:

But the title screen is quite hard to see, the words, when I first saw the title screen, my eye is drawn to...
Woods of the Deeplea.
In fact, my brain first recognized it as the title or something o.o
You should probably fix the colors or something, the title screen looks messed up as it is now. But that might be just me.

Remove the names in the map, later I read it as Kingdoms: Woods of the Deeplea The Tale of Sir Julian.

Also I tried out the voice acting, nothing impressive so far, but it dosen't annoy me, so I don't really think its worth the effort, but meh, if you insist, go ahead.
 

Star

Sponsor

Code:
#_______________________________________________________________________________

# MOG_MPW HUD Elen V1.1            

#_______________________________________________________________________________

# By Moghunter      

#_______________________________________________________________________________

if true # True = Enable / False = Disable (Script)

module MOG

#HUD Position.

STMAPX = 0   # X Pos

STMAPY = 350 # Y Pos

#Disable HUD Switch ID.  

STMAPVIS = 5

#Windowskin name.

STMAPSKIN = "001-Blue01"

#Window Opacity.

STMAPOPA = 0

end

$mogscript = {} if $mogscript == nil

$mogscript["mpstelen"] = true

###############

# Window_Base #

###############

class Window_Base < Window  

def draw_maphp2(actor, x, y)

back = RPG::Cache.picture("BAR_Meter")    

cw = back.width  

ch = back.height

src_rect = Rect.new(0, 0, cw, ch)    

self.contents.blt(x + 65, y - ch + 30, back, src_rect)

meter = RPG::Cache.picture("HP_Meter")    

cw = meter.width  * actor.hp / actor.maxhp

ch = meter.height

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 65, y - ch + 30, meter, src_rect)

text = RPG::Cache.picture("HP_Tx")    

cw = text.width  

ch = text.height

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 35, y - ch + 30, text, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 161, y - 1, 48, 32, actor.hp.to_s, 2)

self.contents.font.color = Color.new(250,255,255,255)

self.contents.draw_text(x + 160, y - 2, 48, 32, actor.hp.to_s, 2)    

end  

def draw_mapsp2(actor, x, y)

back = RPG::Cache.picture("BAR_Meter")    

cw = back.width  

ch = back.height

src_rect = Rect.new(0, 0, cw, ch)    

self.contents.blt(x + 65, y - ch + 30, back, src_rect)

meter = RPG::Cache.picture("SP_Meter")    

cw = meter.width  * actor.sp / actor.maxsp

ch = meter.height

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 65, y - ch + 30, meter, src_rect)

text = RPG::Cache.picture("SP_Tx")    

cw = text.width  

ch = text.height

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 40, y - ch + 30, text, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 161, y - 1, 48, 32, actor.sp.to_s, 2)    

self.contents.font.color = Color.new(250,255,255,255)

self.contents.draw_text(x + 160, y - 2, 48, 32, actor.sp.to_s, 2)    

end

def draw_mexp(actor, x, y)

actor = $game_party.actors[0]

bitmap2 = RPG::Cache.picture("Exp_Back")

cw = bitmap2.width

ch = bitmap2.height

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)

if actor.next_exp != 0

rate = actor.now_exp.to_f / actor.next_exp

else

rate = 1

end

bitmap = RPG::Cache.picture("Exp_Meter")

if actor.level < 99

cw = bitmap.width * rate

else

cw = bitmap.width

end  

ch = bitmap.height

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 55, y + 1, 84, 32, "Experience",0)

self.contents.font.color = Color.new(255,255,255,255)

self.contents.draw_text(x + 54, y, 84, 32, "Experience",0)

end

def nada

face = RPG::Cache.picture("")

end  

def draw_heroface(actor,x,y)

face = RPG::Cache.picture(actor.name + "_face") rescue nada

cw = face.width

ch = face.height

src_rect = Rect.new(0, 0, cw, ch)

self.contents.blt(x , y, face, src_rect)    

end  

def draw_actor_statemap(actor, x, y, width = 120)

text = make_battler_state_text(actor, width, true)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 1, y + 1, width, 32, text)

self.contents.font.color = Color.new(250,255,255,255)

self.contents.draw_text(x, y, width, 32, text)

end

def draw_actor_levelmap(actor, x, y)

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x, y, 32, 32, "Level")

self.contents.font.color = Color.new(50,255,250,255)    

self.contents.draw_text(x + 1, y + 1, 32, 32, "Level")

self.contents.font.color = Color.new(0,0,0,255)

self.contents.draw_text(x + 30, y, 24, 32, actor.level.to_s, 1)

self.contents.font.color = Color.new(255,255,255,255)    

self.contents.draw_text(x + 31, y + 1, 24, 32, actor.level.to_s, 1)    

end

end

##############

# Game_Actor #

##############

class Game_Actor < Game_Battler

def now_exp

return @exp - @exp_list[@level]

end

def next_exp

return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0

end

end

#####################

# Window_Status_Map #

#####################

class Window_Sthero < Window_Base

def initialize

super(0, 0, 310, 240)

self.contents = Bitmap.new(width - 32, height - 32)

self.windowskin = RPG::Cache.windowskin(MOG::STMAPSKIN)    

self.contents.font.bold = false

self.contents.font.size = 20

self.contents.font.name = "BlackCastleMF"

self.opacity = MOG::STMAPOPA

refresh

end  

def refresh

self.contents.clear

actor = $game_party.actors[0]

draw_heroface(actor, 0, 0)

draw_maphp2(actor, 35, 55)

draw_mapsp2(actor, - 40, 80)

draw_actor_statemap(actor, 200, 60, 90)

draw_actor_levelmap(actor, 80, 30)  

draw_mexp(actor, 100, 30)

end

end

###############

# Game_Player #

###############

class Game_Player < Game_Character

attr_accessor :wref

end

#############

# Scene_Map #

#############

class Scene_Map

alias mog11_main main

def main

@sthero = Window_Sthero.new

@sthero.x = MOG::STMAPX

@sthero.y = MOG::STMAPY

if $game_switches[MOG::STMAPVIS] == false

@sthero.visible = true  

else

@sthero.visible = false  

end    

mog11_main

@sthero.dispose

end

alias mog11_update update

def update

if $game_switches[MOG::STMAPVIS] == false

@sthero.visible = true  

else

@sthero.visible = false  

end      

if $game_player.wref == true

@sthero.refresh

$game_player.wref = false

end

mog11_update

end  

end  

##############

# Game_Party #

###############

class Game_Party

alias mog11_check_map_slip_damage check_map_slip_damage  

def check_map_slip_damage

for actor in @actors

if actor.hp > 0 and actor.slip_damage?

$game_player.wref = true

end

end

mog11_check_map_slip_damage  

end

end

###############

# Interpreter #

###############

class Interpreter

alias mog11_command_311 command_311

def command_311

mog11_command_311

$game_player.wref = true    

end    

alias mog11_command_312 command_312

def command_312

mog11_command_312

$game_player.wref = true    

end    

alias mog11_command_313 command_313

def command_313

mog11_command_313

$game_player.wref = true    

end    

alias mog11_command_314 command_314

def command_314

mog11_command_314

$game_player.wref = true    

end    

alias mog11_command_315 command_315

def command_315

mog11_command_315

$game_player.wref = true    

end    

end    

################

# Game_Battler #

################

class Game_Battler

alias mog11_attack_effect attack_effect

def attack_effect(attacker)

mog11_attack_effect(attacker)  

$game_player.wref = true

end

alias mog11_skill_effect skill_effect

def skill_effect(user, skill)

mog11_skill_effect(user, skill)

$game_player.wref = true  

end  

alias mog11_item_effect item_effect

def item_effect(item)

mog11_item_effect(item)

$game_player.wref = true  

end

alias mog11_add_state add_state

def add_state(state_id, force = false)

mog11_add_state(state_id, force = false)

$game_player.wref = true  

end

end

end

That's the best I could do without having your image size for your characters head. I forgot to ask you for that. If it doesn't look right, gimme the image size and I'll fix it.
 

Batman

Sponsor

Thanks Star! Also thanks for the critquing Friend. About the storyline and characters...maybe you missed it.

swick":s4uqy31q said:
I will say that the games storyline is not original, it's not groundbreaking, it's nothing fancy. Really, I'm not ashamed to admit that, I just want to deliver an enjoyable experience to RPG players the best way that I can!

If I wanted to make an original game I wouldn't be using RPG Maker XP dude.

People must understand that I'm not going for originality, infact, I'm intentionally ripping off like 50 different RPGS and movie storylines here, ANYWAY, I'm not the best graphic artist in the world, I made that title screen in like half an hour I'll mostly likely switch it up, as it is very ugly! But I will have you know that the background moves, so it really isn't hard to see the title when the title and the game menu are the only things that are staying still! :)
 

Batman

Sponsor

Some new screenshots added, as you can see the game uses a caterpillar system to show party members walking behind the main character, conversations between characters will take place randomly during long walks!

Also, I'm using a Day/Night Time system, and a Shadow system so every character in the game will have a shadow when their outside, or close to a light. That's all for now!
 

Batman

Sponsor

Visual Equipment feature added. Not only can the main character have visual equipment, it works for every other party member as well. More features to be added. I like the feedback btw! xD
 
You're just adding scripts sir :x. Not so rare, and can be hardly called a feature of your own unless customized greatly. If you want some real criticism, try posting something that hasn't been seen before. Are you making your own armors and weapons for visual equipment? How expansive will it be?

P.S. Using rmxp is not a crutch for not making an original game. I dare you to find a game even remotely similar to mine. And they WERE made in rmxp.
 

Batman

Sponsor

Yes, I am making my own armor/weapons/accessories/etc for this game, and I have seen your game, good job! I really like it. However my skill is rather limited to mostly using this engine, and the RTP stuff. I suppose we'll see how unoriginal my game is once it is more developed hm? :)

Good luck with your project! And I hope to see more.
 
I didn't mean to plug my games, I was just giving an example of a classically unoriginal game that was made in rmxp since you said rmxp was not an engine for original games. I am greatly looking forward to the visual equipment in your game, keep updating us! :D
 

Batman

Sponsor

Lol, what I said was...if I was going to make an original game, I wouldn't be using RPG Maker XP. And that's just my personal preference. I didn't say that it didn't have the ability to make original games. It does, clearly, your project is an example of that!
 
This looks like a really interesting game. Cliche's and things that have been done are okay, as long as they are done very well.

Any updates in this last year?
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top