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The RM programs aren't intended to make 3D games, you can make a pseudo 3D game but it's not a suitable program to start that in.  Painted backgrounds with fixed cameras are far more possible though like: http://ps2media.gamespy.com/ps2/image/a ... 00-000.jpg

The characters can be big as you want, but you'll either have to find some bigger sprites or make them in some way yourself.  As long as they are in an equally proportioned 4 x 4 grid (like the rtp men) That grid 4 x 4 grid can be any size you like.
 
Well, yeah...that picture is what I was talking about, that kind of thing. I know you can't do actual 3D with RM...like models, animations, etc. What's a suitable program to start with "pseudo 3d" games, then?
 
That picture I showed and 3D are very different.  The picture I showed the background is completely static.  It also only requires 2 layers, that which is behind the player and that which is in front of the player.  Seeing as RMXP uses layer this is easily possible, though perhaps rmvx is better for that kind of thing.

I've just made  a quick, short little game in 5 days using this method:

http://www.rmxp.org/forums/index.php?topic=46028.0

Obviously it can be much better than that but you get the idea of whats possible.

Here's another example: (better looking) Destinia by Clea.

http://img187.imageshack.us/img187/4623/withacat.jpg[/img]

You just need to make the background seperately to the foreground things.  Set the background as a panorama (works better in rmvx) and then either have the foreground things as character sets or put it into a tileset.

Marcus has a tutorial on this in the tutorial section.

If you're looking for other programs altogether I don't know.  I only use this.
 
Because it shows the panorama in the editor.  RMXP you either have to use guesswork to place events or refer to a grid.  Both examples I showed were in rmxp however.  RMXP also creates a horrible scrolling effect for me when I moved across the map that vx didn't.  XP Makes the character seem like hes walking slower than the background moves.  I'm no expert on this method of making rm games though.  I'm used to using standard tilesets.

My method was to print out a grid that was twice the size of rmxp's resolution - so 640 x 480 x 2.  This grid was divided 20 across by 15 down.  Then I'd put a bit of paper over the top and draw the map to fit in the grid.  Then I'd put another bit of paper over the grid and draw the foreground objects and place them in a  tileset.

I used the panorama method but as I didn't know how to stop the horrible scrolling effect,  I limited all my maps to the default 20- x 15 size so it never COULD scroll.
 
It will still work in effectively the same way whether you got your finished product by hand or on the computer.  All your doing is saving yourself the hassle of tracing and scanning.
 

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