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That One NPC

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Posts posted by That One NPC


  1. I like it. Even if it doesn't lean into the NPC angle at all, it's a wonderful concept.

    Some of the all-time great ABS gems like Secret of Evermore, Star Tropics, and Illusion of Gaia, were about a young person of little lordly substance and with very, very little weapons and skills, who undertook an epic odyssey. These were so endearing to the player because you build such an intensity and connection with this little guy, because you know he or she has to negotiate every situation carefully and with brains vs brawn. 

    • Like 1

  2. On 3/1/2022 at 1:52 AM, victor11 said:

    Exactly, they don't necessarily need to be the hero like they were in free guy. Side character would be great

     

    Except that's not really the same. Whoever your main is, will be the lead protagonist. The idea was, what if a regular NPC was the hero of a game. It's very neat thought experiment. I've since thought of two more versions.

    1: Open world quest-based where you start as the soul of a great warrior of old who is awoken by a Goddess and chosen to return to the world in order to begin a conquest against evil, corruption and darkness in mankind, as well as more powerful forces. You are reincarnated into a random NPC event, where a random actor build is assigned from a list of prefab starters.

    This person is a nobody, and must be built up to the level of a hero over time. When the player dies, this process repeats, but systems are put in place so that the player can earn bonus starting stats, gear, skills, etc upon each new reincarnation for completing quests and achievements.


    2: This is more literal. Completing an ABS (Zelda-like combat) rpg as an NPC, with limited resources, weaponry or offense of any kind, but with a lot of mechanics like sneaking, sound detection, event fields of vision, and other crafty/skill-based methods of approaching conventional RPG situations that prove deadly to the player. So, kinda like bringing in Dark Soulish aspects, strictly in that regard.

    • Like 1

  3. At the beginning, find ways of describing and establishing the world and or continental setting more. Tell us a bit about how old it is believed to be, what gods are believed to rule over the people of its lands, the types of cultures and magical forces that govern anything relating to in-game system and features as well as the lore. This may help build it up a bit before whisking us through the clouds to the Kingdom of Alexandria, giving us a much more established sense of where and when this place exists. This should lend some gravity to the immediate setting that I personally feel it may have lacked a bit.

     

    Then, just a suggestion. Is there any way to make it so that the village isn't being burned down? Maybe it's being occupied, and someone, an older ally of the youths, warns them to stay away, tasking them with making the trip to warn whoever (wouldn't the elders be in the village; the focal point of it?).

     

    Just a suggestion because that old troupe turns the stomach instantly. It's just a bad look within such a small summary package. You know what I mean?

    To me this is two-pronged. You sidestep the burnt village troupe, and you create an interesting dynamic with leaving your player to worry and think about Ninjoh constantly until and if you decide to resolve that in the plot.

     

    Just a suggestion.

    • Like 1

  4. Be careful with your puzzles. Balancing is key. A tough puzzle that stops the player dead can hold them back from getting further in your project. Making these few in number and toward the end of the game is a very good idea as an indie project.

     

    Puzzles that allow the player to move and play through the experience like mazes or platform jumping, pushing, interacting, etc, help keep the player engaged and adapting to new angles of approach. Keep this in mind, as limited as RMs are for this type of thing.

     

    My favorite puzzles are the ones that seem rare, mystical, ancient, significant, because they are one of only a few true "puzzles" in the game. Ones that require brain power, observing the environment and accessing provided knowledge of history and lore in order to crack a clever code. Those puzzles that pay off in the end by giving access to something huge, valuable, important, etc.

     

    Meantime the smaller, quasi-puzzle methods are great for prying some interaction and attention to the setting and plot out of the player. Having to locate items and use them the right way, push blocks over buttons, light torches, push an object out of the way and things of that nature are great for making dungeons more hands-on and interactive vs a simple step/battle grind one just wants to get through so they can reach the next set of shops.

     

    Overall, think about more than what types of puzzle to use, and make sure you firmly tackle the application of the puzzle itself throughout the game.

    • Thanks 1

  5. Find the Loose Leaf modular package. It's just a pack of the ripped LL materials from the old site. Using any decent image editing software, you can compile and edit your own sprites, rip suitable parts to add (for example, from the RPT sprite generator), etc.

    The PNG files:

    https://www.dropbox.com/s/bajcnabxzxtdl3b/Looseleaf pngs.zip?dl=0

     

    The Thread that link was provided in:

    https://forums.rpgmakerweb.com/index.php?threads/looseleaf-character-parts-pack.42362/

     

     


  6. I have to agree on 2 hours being dangerously short. It could be one giant, 'What the heck? O.O" moment for the player to realize they finished it in 2 hours. Either it'll be not enough due to the length and be forgettable, or if you nail the quality, a short game could haunt the player, constantly wishing there was more.

     

    All I'ma say is, don't commit to a tiny game out of the gate. Work on the guts of the game, the mechanics and data, see how scalable the story is based on that workload. 2 hours is like wow. lol. The opening sequence of Dragon Warrior V takes about 2 hours. XD


  7. Roy has been cleaned up.

    1679969390_RoyFeathers1.png.cefed83357925290ae81c19977ab0cf2.png12374185_RoyFeathers2.png.c3d007320293d571b3a2333d222bc68f.png

    • jacket added behind his step in side-side frames
    • feathers cleaned up and brightened
    • holster added to casual sprite
    • misc clean up edits

     

    Gustave has been cleaned up.

    118778137_Gustav1.png.30a478f96e0ae95b3aad3990472a58cb.png181798444_Gustav2.png.6800c138cca6c012c78a60287457b6fa.png

    • new pancho layer
    • new bandoliers
    • both cleaned up to coexist smoothly
    • hand hair removed to reduce pixel clutter
    • New hair layer (for a recolor)
    • Hat edges cleaned up by removing sprite base edges
    • misc clean up 1.0

     

    I'm working on Clarence.

    image.png.6ceb6b89dcbd844c9d41534685df2924.png

     

    I've removed the ponytail I was working on to try other ideas as his is very thin.

     


  8. 19 hours ago, Aslanemperor said:

    Edit:

    Okay, so I wanted to mention that I'm gonna need some new battlers.  Specifically I need some gunslinger types.  I was shocked to find that this is something I'm missing!

     

    That's been in the back of my head. One easy solution is switching to some form of ABS system where sprites become the battlers, and you can have more fun with a 6 shooter or repeater. Khas Arcthunder has the Sapphire system which is clean and easy and has a nice projectile feature for ballistic weapons and tnt, as well as an AI follower system that may add a layer of strategy or even replay value if you make so that camp spots and safe houses act as a player hub of sorts where Jack can take one ally of his choosing to embark on the next portion of game/maps, making that choice strategic based on their strengths and skills, as well as maybe changing how a scenario plays out or giving the player access to secret or optional content and rewards.

     Just an idea. For a far more complex system with a full, Zelda-like tool system you can customize to your imagination's content, Falcao has the Pearl System.

     

    Otherwise it's going to be a grind to get some battlers edited or made.


  9. This is a test sheet of the 3 heroes drafted so far.

    Spoiler

    356000809_0JRActors1.png.6eb1faf8a8e7070f29684bc64a716ff4.png

    I'm doing 2 versions (minimum upon draft. Extra, custom versions for scenes in your script are welcome bring 'em on. It's what I'm here for) of each. One full appearance "regular" version, then a cutscene version where a main clothing item like a hat or duster has been removed. This will prove useful for your plot structure. Characters could remove their hats when they go inside certain buildings and interior areas, or during scenes when your characters are resting at inns, in someone's custody, or gathered at an ally's home, you can have them in a more casual indoor sprite to work with.

     

    Again if at any point you need some custom scene sprites like Roy with his badge removed, Jack with a badge added, or all of them in a certain disguise, let me know.

    • Like 1

  10. Roy Feathers drafted.

     

    Spoiler

    26387903_RoyFeathers1.png.7acff1226bf8679421d6f805bb511a5e.png69901794_RoyFeathers2.png.da46d57c61348251b15eba7cd6733888.png

    I feel like that hard black edge on the feathers may need to be dulled, and a pistol needs adding to the non-jacketed sheet, but again, every spite has a master pdn (Paint.Net) workshop file containing all the layers. So editing isn't a problem.

     


  11. There is a chance I will begin developing The Last Hero: An NPC Story, using the concept I posted above.

     

    If anyone wants to get in on that in any capacity, they are welcome to.

    I'm adding in a ship dynamic that expands the classic sailing experience, with the Hero's ship being handed down to the PC. It is crewed by NPCs the player can recruit, each having "talents" that are like stats which tell your ship how they perform in a job. The player will assign crew members to jobs and stations, changing how the ship performs and functions.

     

    It will be a simple game, though, for the most part, and generally speaking.

    • Like 1

  12. You've inspired me and it produced another cool idea.

     

    We enter a fantasy world based on the premise of existing within an RPG video game, yet is living and breathing. In this world, instead of social or economic classes, there are role classes. Monsters, Bosses, Nameless NPCs, Major NPCs like plot characters and kings, and Player Characters, or Heroes. The world revolves around these heroes, but they are rare, having been "made" using a special artifact called the Protagonist Ring.

    Over the centuries, many Heroes were created and took part in many adventures and stories that helped define and give life to the world. But they became drunken with power and narcissism. One by one the Heroes perish and fall, their purpose of protecting the world having been lost in the throws of stardom.

     

    Present day

    Four Heroes remain, and travel the world trying to restore some order and peace.

     

     

    Cut: Small Town.

    We see a sleepy little town in black and white. It's cute, yet seems lifeless, almost as if stuck in slow motion. NPCs (including the future PC) very slowly roam about as NPCs do.

     

    Scrawl: Down to town gate.

    Four Heroes enter town, their sprites in full color. As they enter the view of the NPCs, color seeps into the entire frame.

     

    Our Heroes pass through town to a glorious welcome from the townsfolk as they cheer their passage toward the castle, perhaps some fireworks being set off as a grand horn section scores their triumphant return.

    As they pass, the color fades away once again to black and white.

    Navigate: To PC's sprite.

    Your NPC friend approaches, beginning a dialogue, neither having names.

     

    FRIEND: "Come on, buddy. We better find some loot for our household chests before the Heroes are unleashed upon the town."

    PLAYER: ". . ."

    FRIEND: "Don't tell me you actually sold your chest. You'll be the laughing stock of -insert town name-."

    PLAYER: "The Heroes never come to our little town. Besides, I needed the gold."

    FRIEND "At least help me find something good. I'd like for one of them to talk to me this time."

     

    PC and NPC friend navigate the outskirts of town to forage items, and FRIEND reminds him that monsters and bosses can't see NPCs, so they have nothing to fear.

    After they gather some materials and craft a potion, they return to their homes for the night.

     

    Not expecting the Heroes to search his home for loot, PC prepares to bed down for the night when Hero #1 busts into his door, wounded. PC is both flabbergasted and star struck, as well as embarrassed about his loot chest.

     

    PAYER: "I sold my loot chest yesterday-"

    HERO: "Please. . . There isn't much time. . ."

    PLAYER: "I would normally keep a tribute on hand, but the economy has been so rough-"

    HERO: "Keep your potions, good citizen, for my end draws near."

    PAYER: "Yeah, I'm not really the healer around here."

    HERO:" Please. . . You must take this."

    HERO lurches toward PC.

     

    Hero #1 gives PC the Protagonist Ring, explaining that the king has betrayed the Heroes, killing the others and becoming a Boss in the process. He tells him that he must use the ring to become the last Hero, and fix the damage and chaos the Heroes of old had allowed to take root, and defeat the evil Boss king.

     

     

    Using the power of the Protagonist Ring, the PC can recruit other NPCs, discovering what skills talents and perks they an grow to offer your party.

     

    Also, the PC can click a button to change from NPC to Hero in order to accomplish different ways of approaching situations and navigating different types of scenarios and actors/enemies within them.

    • Like 2

  13. Jack is his name, and revenge is his game.

     

    1072111019_Jack1.png.fef687f30f49d1a56a908889d8775fe1.png2023521245_Jack2.png.62b7383c3a069d0cd69b02bd7bad6f7a.png

     

    I drafted a Loose Leaf for Jack based on the beautiful art by nass1c. I hope this is acceptable for what you're seeking. The one notable aspect he is missing is the spurs on his boots. I had held out to try that later, provided you feel you can use the style, or would like more samples of the title characters and some NPCS.

     

    I will work on the other characters, but Jack turned out so good imo, I wanted to share him to touch base with some progress.

     

    • Like 1

  14. Well my price is free. And you can work me to death because it makes me a better pixel editor, and gives you a better product.

     

    I can give you some quick samples of what I can do with sprites. I need some time for the horse mounts.

    White Hat Rustler:

    676975678_Rustler1.png.1359957f486a380a724266bbaa3df732.png

    Black Hat Sheriff

    1117747783_Sheriff1.png.fd0c999fd76eade01360db9d682c9471.png

    The white and black hat sprite were done literally just now, rather hastily to get you some samples out. 

    First Nations Warrior: (This was not made as a First Nations warrior, just fits the aesthetic as an example)

    2110168497_MWoodElf-Druid.png.00315510ad8107a75a1997a53429b998.png

    This was an older design for a D&D style fantasy world. It was a Sun Elf who I was modeling heavily after First Nations cultures.

     

    These were some sloppy, generic samples. Working with some direction on sprites for a game, I would take more time for attention to detail and customize each sprite fully.

     

    These are some generic samples of my work with Loose Leafs in the past.

    Spoiler

    2003275989_MHuman-BlackMage.png.f4d09b1ad66aa448ee53ea75d218d976.png1992327624_MHuman-BlackMage2.png.9d3f643d7a07ff51cb6ebda591e0619e.png1060985432_MHuman-Wizard.png.8cd6d0b97f92e8a3339b4a4a5d88bcbf.png94071626_MHuman-Druid.png.f0b544009cb9757c435ac5c3a80b9d31.png1992447601_MHuman-BlueMage.png.a17b26f2ef9896080a3cb52a0b4655e4.png576330256_MHuman-Necromancer.png.feedc67a9db8b3e0d4b8065b2c8e75a3.png

    753972729_MHuman-Fighter.png.f49e2cfec8f1d94ddf732c1343cf6700.png607068931_MDrowElf-Druid.png.bac3f7accd0671e36e4f8eb0fff2853c.png1385644104_ElvenRanger01.png.9eb4986ba8816b0b2eddc60072a2245c.png750866841_Knight1.png.02825ccb258eb0e593405308c4fb7d78.png924970751_SamuraiM.png.f2e1177067f70b9518ba0ab47f266b27.png1607289384_BlackguardM.png.61a817e8281cf2f0a44bc5275d72b167.png

    Pirate02.png.9972f7e0ada3492f6e1920b162f88792.pngPirate03.png.4291c420b57500508a91c93a5d612c39.pngPirate01.png.22d5aee665438dc7011f6d2b81863878.png256655769_CaptainRed.png.88272429600dfe807e25d8ce1da2d846.png

    641508427_001.png.b7530f6c462d6ec1c43375895eac6d48.png534711586_LeeFeng.png.c9d05a46f811c6e4b0698d88e6f744ad.png1552704817_Seto1.png.33ea9cef433aedef74a120561b9664a2.png799847990_Juakeem1.png.4256ce0c5e0634cd99bc92bb04f46442.png1782845471_Cid3_p.png.0aa51531845838441a4801f2145f966e.png1141713863_Leo1.png.5786443e3b8b4f39501c72f7e14a9e67.png

    Xander1.png.312ceb4acf29cd7d4ca15c5bd3a96a5f.pngLeon01.png.7c3c15b0c44868560b2c67ead1c6f1e3.pngLeon02.png.b5d8b957cbed71494740052655065be6.pngLeon03.png.9c0d970044439fedc5da401fe90913b4.png

    1814136156_Alucard.png.e9d9b1d227f2cbedb8e14005c968b2a5.png1448275870_LLSephiroth.png.047b30f26ae3d86177c11e71128f30d2.png

    255802252_FFLLSprites.png.db2a9915ea03f9af97b3df23604c305d.png

     

     


  15. The great thing is, you can compile your own sprites in any image editing program. I use Paint.net to compile my own. It is possible to sprite an entire game with the asset folders, fully customizing each aspect of each sprites hair, clothing, skin, etc.

     

    LLs are free for commercial or non-commercial use. The head portion of and LL sprite is about the same size as a chibi, so a lot of hairs and head accessories can be ported to an LL sprite, provided their usage laws line up with your project.

     

    I'd be happy to throw together some specific examples this week of what can be done with the assets in the western American style.

     

    The one constant worry with the use of Loose Leaf's is that some non-humanoid sprites like animals end up falling  out of scale. Cats? Dogs? Snakes, chickens, birds? All fine.

    Cows? Horses? lol. . . But it's not impossible, just needs some extra sprite assets. I can help you look for clean-to-use horses and cattle should you decide to use Loose Leafs.

     

     

     


  16. Loose Leaf sprites were a taller, more detailed sprite style similar to Macks but with a less bubbly, rounded aesthetic. But most importantly, they fit the scale of most RPT style Ace graphics better than chibis. There used to be a website one could visit and through a modular compiling interface on your browser, create you own custom sprites. This was so awesome that nearing the end of the website's lifespan, some brave soul ripped with library into a 3x4 modular design set.

     

    Here you can see one of my characters in both chibi and modular LL form, standing around various objects in the RTP style.

    image.png.ff2ccf58fb506b4d03256e415c710a37.png

    The difference in height, quality, and particularly scale is downright sobering.

    Chibis have the height and scale of children against 90% of mapping assets. Loose Leafs seem to have been designed to correct scale logic for devs who want a more stern, organic character and sprite aesthetic.

     


  17. I recommend having busts of your designs commissioned first, then have someone sprite up the character sets to match the bust and face materials flawlessly. You may not be having busts done, but I'd still have the faces finished first.

    Dig around old ReStaffs and project-friendly resources for hats and other sprite apparel you can add to your generator library, or edit to suit your needs.

    I am decent with RPT edits, but not much beyond that, unless you are wiling to use Loose Leaf sprites. If LLs are on the table, contact me to see some example work at no cost or obligation (I love making LL sprites, and care little about credit, only people's projects).

    • Like 1
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