RPG Time!

Nishi

New member
So I know a few people are going say I might be biting off more then I can chew.... But sometimes you gotta run before you can walk. Took the weekend to get use to the software, getting the town tile set done and then...



It's the bare min. I still have one grass title, tree(s), and I only used the flower title in one spot. But wanted to get a beta town down.

Past this I only used 3 of the 4 pallet tables for everything in this tile set. So going to play with a few things to see what details I can do.

ALPHA LIST OF THINGS TO DO: - Updated for Oct 29, 2020
Town Tile Set - DONE
Inside House Title Set - DONE
Inside House - INN and Shops done. NPC homes still need to done. (Issues with mutable warp in spots. Mutable warp out spots is working)
Town 1 - DONE
Town 2 - DONE
World Map Tile Set - DONE
World Map - Working on it.
Dungeon Title Set - DONE
Dungeon Map - DONE
Monster Tile Set - In progress....

"Past that I'm not 100% sure if I'll do a Zelda type RPG, or dust off my database skills and make a Dragon Warrior/Final Fantasy type RPG. But I'll decide that once I get a few more things done."
- The voices in my head said Dragon Quest / Final Fantasy. So lot more work ahead of me to get the alpha/beta done.
 
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Jonny

Member
Nice!

Remember one of the palettes is used by textbox / hud so if you add more colour, just something to keep in mind.

Also, I noticed there's a folder for RPG in NesMaker modules. Not sure if that means a tutorial series is on the cards. Would be great for your project if there was.

Are you thinking of cycling the palette for the water?
 

PasseGaming

Active member
This going to be a adventure-like rpg like Legend of Zelda or are you going with a Final Fantasy type thing. I'd love to make my own JRPG but based on what Joe told me it is incredibly difficult and far advanced for my abilities. Plus there has yet to be a module released or developed for it. I take it because it's just that hard.
 

Nishi

New member
@Jonny For what's in my head for a setup, I'm not using the HUD at all. My goal is to do a menu system, and have the options for items, equipment. As for text boxes, I already thought about that and it'll use the same colours as the water (Black, blue 1, blue 2 and white)

@PasseGaming, in my mind I'm aiming for Dragon Warrior/ Final Fantasy. Not sure who Joe is, but they are right saying it's hard as heck. And I can understand why NES-Maker doesn't have a JRPG module. The issues with making a JRPG is ypi need to understand levelling up (XP), stats and how they should level up. The good thing with playing D&D, Pathfinder, and Blade Runner...

EXAMPLE FIGHTER HERO CHARACTER (Don't want to do math for MP right now)

HP 30
MP 0
STR 20
AGL 6
INT 1
STA 15
LCK 8
HIT% 10
M.DEF 15

Now we need to think equipment and its stats for the PC, magic attacks and its MP cost for the PC.

Now on a level up you might give the character 1-point in Strength, Agility and Stanama, HP would be STA / 4 so HP would go from 30 to 34. With this we now need a XP to hit LV2, so lets say it's done with 50XP. We need a monster!

Goblin

HP 8 GOLD: 6
ATK 4 EXP.: 6
ACC 2 (1)
CRT 1
DEF 4
EVA 6
M.DEF 16
MOR 106

The stats are different from a PC since you need to have accuracy for there "Hits", Critical Rate, and Morale to see if they run. Never mind that some monsters might have Status Attack(s), Element Attack, Weakness and Resistances.

Going with later monsters using magic, they might need MP or they could be allowed to cast their set spells (But that can lead to spell spamming by the AI)

So if wanted to know how deep a rabbit hole a JRPG can be... This wouldn't even be 0.05% of what's needed for the back-end system and database that's needed. Never mind this was done quick and dirty and we need to talk about level and equipment balancing. Never mind making sure Monsters are always strong enough to be a nuance for levelling up and making getting from Point-A to Point-B, but not too strong that they always kill the Player... Lets not even get started on Bosses.

You would need to be some kind of half anti-social geek that talks to themselves to come up with this kind of thing.

"Hi my name is Nishi."
 

PasseGaming

Active member
Joe is more or less one of the guys that created the NESmaker... lol, I know how stats work, been playing JRPGs and table-top rpgs since the late 80's. Hell, I've written several guides and modules for a handful of different systems.

I was just curious how the hell you were going to do that with the NESmaker without a module? Random battles, stat system, the battle setup, there isn't anything on how to do those just yet. So, you'd be paving the way.

An if possible, would you be willing to share your scripts when your finished your project? A lot of people would love the opportunity to make a jrpg.
 

Nishi

New member
Working on the first part of the map. The first town will be on the section being done. Once this is done, I'll be doing the inside of the buildings for the town, NPCs and so on.

 

Nishi

New member
PasseGaming said:
What scripts did you decide to begin your project, or are you not quite that far yet?

I started with adventure template... And I've since tossed about 70% of it out. :lol:

Doing the tile layout, and the monster AI is going to be used for the random standing/walking NPCs. But after that, I'm doing almost everything to handle HP, MP, the battle system, PCs states, equipment. and so one.
 

PasseGaming

Active member
Sounds awesome, if you dont mind sharing your scripts. I know many people would love nothing more then to make their own rpg. Been asking for a tutorial for awhile now with no luck.
 

dale_coop

Moderator
Staff member
You could make your own module with all those modifications. (...And maybe share with the community ?)
 

Nishi

New member
PasseGaming said:
Sounds awesome, if you dont mind sharing your scripts. I know many people would love nothing more then to make their own rpg. Been asking for a tutorial for awhile now with no luck.

dale_coop said:
You could make your own module with all those modifications. (...And maybe share with the community ?)

I need to make it past the design phase first and get a working Alpha game. Right now I'm hoping to have a working Alpha of the game... next month. But that's only really going to be a few monsters, two towns, the shops and a few NPCs. There's a few things that I still need to work past that NESMaker can't do. Like more then two map areas. The over-world I want to have as the world map, the underworld was going to be the towns and other areas (cave, dungeon, forest, ect.) The issue with this I'm going to run out of map space really fast.

To fix this I have to change the map info after its made/done, and manually point warp points to the right spots. Sadly this has to be done EVERY TIME you want to change the area in the cave/dungeon on the other map.

Sharing the scripts... Is this before or after I change them from C to assembly? :p

Issues with doing my own module/tutorial... This isn't for the faint of heart, or anyone that wants a social life. Besides already fixing the map issue, ahead of time there's still making all the warp points work when there's more then one on the screen and making sure the "warp here" points all work.

Right now in the first town I have two warping points that goes into the weapon shop, and one that goes into a NPC house. They both work! Bad news is when going back to the town map from the NPC house, the PC tends to warp outside of the shop 80% of the time. 15% of the time the warp works. 5% of the time I'm somewhere else on the map, and if it's on a solid zone... reset time!

This is a LONG way from being done.
 

Jonny

Member
Nishi said:
Right now in the first town I have two warping points that goes into the weapon shop, and one that goes into a NPC house. They both work! Bad news is when going back to the town map from the NPC house, the PC tends to warp outside of the shop 80% of the time. 15% of the time the warp works. 5% of the time I'm somewhere else on the map, and if it's on a solid zone... reset time!

If you could do a video or screenshots showing all the screen settings, collisions and what's happening, someone might be able to help. I've had wierd stuff happening when there's differences between the screen settings in the warp out and warp in screen, like monster groups/palettes etc but I'm not using the same base module as you. Could have been purely coincidental but you can try it for nothing. Check collisions, what you're warping onto, move the locations as a sanity check. Can't think of anything else sorry.
 

Nishi

New member
Although I won't post anything past the Alpha and maybe a little bit of the beta, I thought I would show off the first build of the dungeon that'll be in the alpha build.

All the white skulls will be replaced by chests.

 

Jonny

Member
Nishi said:
Got tired at looking at code, so I gave the buildings a make over.


Images arn't showing for me... is it just my computer or where they not added correctly?
 

Nishi

New member
Jonny said:
Nishi said:
Got tired at looking at code, so I gave the buildings a make over.


Images arn't showing for me... is it just my computer or where they not added correctly?

If you're talking about the top of the houses not being there, then it's just the image. For some reason NESMaker didn't export it correctly, and yes I tried more then once.

If the whole image isn't loading... Going to say it's your PC since they show up on my cellphone.
 
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