Game coming out on April 1st. Get hype!
EDIT:
https://www.slimesalad.com/forum/vi.....e.php?p=135094
EDIT:
https://www.slimesalad.com/forum/vi.....e.php?p=135094
Category Artwork (Digital) / Macro / Micro
Species Mouse
Size 320 x 200px
File Size 92.9 kB
The Official Hamster Republic Role-Playing Game Construction Engine
http://rpg.hamsterrepublic.com/ohrrpgce/Main_Page
Most of the rodents in this game were from other games made by other authors in the same engine (the thug rats with sunglasses, jackets, and clubs were mine; the rat girl with a bra, miniskirt, sword and shield is mine; the character Nathan is mine; the rest are references).
http://rpg.hamsterrepublic.com/ohrrpgce/Main_Page
Most of the rodents in this game were from other games made by other authors in the same engine (the thug rats with sunglasses, jackets, and clubs were mine; the rat girl with a bra, miniskirt, sword and shield is mine; the character Nathan is mine; the rest are references).
It looks like the RPG Maker itself is pretty simple and not too hard to figure out, except I'm not sure about placing events yet. I did try tinkering around with the idea of making my own character, since I do have a few rodents. Is your RPG open for fan edits?
Like, I made a few Sprites of my character Arte, and I came up with an actual character, so I'm not sure how to Implement him into a game yet. His strengths are that he has high hit points, high strength and high defense, but his weaknesses are that he is very slow, does not level up quickly, cannot equip weapons and does not have any special mode, and the one I kind of want to give him hurts the entire field, including the playable characters. Primarily, he is a massive tank. His actual Sprites are much bigger than everyone else's though, so I'm not sure if that would work out well.
Like, I made a few Sprites of my character Arte, and I came up with an actual character, so I'm not sure how to Implement him into a game yet. His strengths are that he has high hit points, high strength and high defense, but his weaknesses are that he is very slow, does not level up quickly, cannot equip weapons and does not have any special mode, and the one I kind of want to give him hurts the entire field, including the playable characters. Primarily, he is a massive tank. His actual Sprites are much bigger than everyone else's though, so I'm not sure if that would work out well.
I actually have another game intended for editing and teaching people how to make games with the editor:
https://www.slimesalad.com/forum/vi.....e.php?p=138030
(In probably another month or so I'll have an updated version of it that clears up a little bit of my writing inconsistencies in it).
I have no problem with fan edits of OHRodents, though. In fact I'd kinda like to see them.
To make an attack that targets the entire battle, you set the attack class from "foe" to "all" and "focused" to "spread".
For custom characters in OHRodents, you can't have a hero whose max HP is higher than 9 without entering the general game data and making a change to the game's balance as a whole - Grape has a max HP of 8 at the outset and goes up to 9 after leveling up. The mechanical design for the character you've described sounds a lot like a combination of Grape and Mustard (you might want to give Arte the same "fist of fury" item as his Default Weapon that Mustard has and Grape's HP and Speed totals).
https://www.slimesalad.com/forum/vi.....e.php?p=138030
(In probably another month or so I'll have an updated version of it that clears up a little bit of my writing inconsistencies in it).
I have no problem with fan edits of OHRodents, though. In fact I'd kinda like to see them.
To make an attack that targets the entire battle, you set the attack class from "foe" to "all" and "focused" to "spread".
For custom characters in OHRodents, you can't have a hero whose max HP is higher than 9 without entering the general game data and making a change to the game's balance as a whole - Grape has a max HP of 8 at the outset and goes up to 9 after leveling up. The mechanical design for the character you've described sounds a lot like a combination of Grape and Mustard (you might want to give Arte the same "fist of fury" item as his Default Weapon that Mustard has and Grape's HP and Speed totals).
Visually, OHRodents is designed with the idea that heroes' in-battle sprites are based on the left-facing versions of their walkabout graphics, moved to the bottom and center of the graphics box. Poses can vary quite a bit, but if you draw the characters too large their sprites will overlap each other in battle.
In terms of stats, the design was for HP to never exceed single digits; I don't think I put as low of HARD limits on attack power, magic, defense, or speed because most heroes and most weapons won't be giving very high numbers anyway (the strongest weapons are the hammer and the exacto knife). Accuracy caps at 100% and will usually be near there on any serious combat-oriented character after a level or two.
All the monsters are designed around the idea that a very durable hero likely has no more than 9 HP and 4-6 DEF while a very strong attack from a hero probably won't do much more than 5 damage without an elemental advantage. I was originally planning on having a bunch of small pieces of armor (buttons and bottle caps for shields, thimble helmets, ribbons and shirts and jackets and so forth) but I dropped the armor/accessories because I was strapped for time. You can also see on the roof of the building when seen outdoors that I was strapped for time in terms of smoothing out the huge pixels from simply enlarging existing assets from another game.
This design of hero HP being a known quantity (4 HP for a squishy mage like Nate, 2 HP for an absolute glass cannon like Pikahcu who borders on a joke character, 5 for an average mouse, 9 for a very tough warrior mouse) is also included in the boss fights. If you've got a good store of cocktail weenies, tough nuts, etc. to start eating at the beginning of a big fight you turn it into an absolute cakewalk. This holds true even with a party using only the least-powerful / most gimmicky characters (The Grand Zark, Pikahcu, Radar, and a toss-up between Nathan and Grape).
To find or alter any of the stat caps, you'd need to go to "edit general game data" -> "battle system" -> "stat caps". Experience level and max HP should definitely be at 9 each but I can't remember the others off the top of my head.
In terms of stats, the design was for HP to never exceed single digits; I don't think I put as low of HARD limits on attack power, magic, defense, or speed because most heroes and most weapons won't be giving very high numbers anyway (the strongest weapons are the hammer and the exacto knife). Accuracy caps at 100% and will usually be near there on any serious combat-oriented character after a level or two.
All the monsters are designed around the idea that a very durable hero likely has no more than 9 HP and 4-6 DEF while a very strong attack from a hero probably won't do much more than 5 damage without an elemental advantage. I was originally planning on having a bunch of small pieces of armor (buttons and bottle caps for shields, thimble helmets, ribbons and shirts and jackets and so forth) but I dropped the armor/accessories because I was strapped for time. You can also see on the roof of the building when seen outdoors that I was strapped for time in terms of smoothing out the huge pixels from simply enlarging existing assets from another game.
This design of hero HP being a known quantity (4 HP for a squishy mage like Nate, 2 HP for an absolute glass cannon like Pikahcu who borders on a joke character, 5 for an average mouse, 9 for a very tough warrior mouse) is also included in the boss fights. If you've got a good store of cocktail weenies, tough nuts, etc. to start eating at the beginning of a big fight you turn it into an absolute cakewalk. This holds true even with a party using only the least-powerful / most gimmicky characters (The Grand Zark, Pikahcu, Radar, and a toss-up between Nathan and Grape).
To find or alter any of the stat caps, you'd need to go to "edit general game data" -> "battle system" -> "stat caps". Experience level and max HP should definitely be at 9 each but I can't remember the others off the top of my head.
Yeah, if you look at this picture you can see a grace space of about ten pixels or so. I think you can convey that he's pretty huge at about 30 pixels tall compared to everyone else's 20.
Various other characters varied a lot in height (I think Jude is supposed to be six feet tall; officer mouse and Catnip are about 4 feet tall; Bob and Misa the hamsters are about 5 feet tall; Dr. Mouse is somewhere from two to three feet tall, Nathan is two inches tall) in the original works they hailed from, and I standardized them to a single "mouse size" for this crossover. If I'd gone by species, Jude and Catnip would've been about twice as tall as everyone else and had HP maxed out at first level (rats are just superior to mice, in real world terms).
Various other characters varied a lot in height (I think Jude is supposed to be six feet tall; officer mouse and Catnip are about 4 feet tall; Bob and Misa the hamsters are about 5 feet tall; Dr. Mouse is somewhere from two to three feet tall, Nathan is two inches tall) in the original works they hailed from, and I standardized them to a single "mouse size" for this crossover. If I'd gone by species, Jude and Catnip would've been about twice as tall as everyone else and had HP maxed out at first level (rats are just superior to mice, in real world terms).
Alright. I figured out how the stats work for the most part, and I also figured out how to create a text string that puts him into the party, although one thing I am not sure of how to do is how to make it so the screen doesn't turn black when you talk to him.
I also realized that the other character is don't have strength or defense that goes higher than 2, so I cut his down to four, and I'm still worried that might be too much strength even if he is so slow that other characters might be able to get two turns over him. If you want, I could show you the edit of the game with him in it.
I also realized that the other character is don't have strength or defense that goes higher than 2, so I cut his down to four, and I'm still worried that might be too much strength even if he is so slow that other characters might be able to get two turns over him. If you want, I could show you the edit of the game with him in it.
If the screen is turning black when you talk to him, that probably means his associated textbox is set to have a backdrop in its textbox appearance settings; you want to make sure it's set to "Show Backdrop: None" instead of "Show Backdrop: 0".
And yes, I'm interested in seeing the edit you made.
And yes, I'm interested in seeing the edit you made.
https://drive.google.com/file/d/1zv.....w?usp=drivesdk
Alright, I got the character to where I want him. I lowered his might to about 3. This allows him to still be stronger than other characters even if they have strong weapons without making him overpowered. The big reason you'd even want to use him is because of how durable he is. Nothing is going to kill him in one shot. This can be kind of Handy against some of the really strong enemy is. His big drawback however is that he is very slow and cannot equip weapons. Still, he is at the point where I feel like he is balanced. He's a big belly tank. He's slow but can both take and deap damage. Some may opt for other characters due to his slowness, While others might value his durability.
Alright, I got the character to where I want him. I lowered his might to about 3. This allows him to still be stronger than other characters even if they have strong weapons without making him overpowered. The big reason you'd even want to use him is because of how durable he is. Nothing is going to kill him in one shot. This can be kind of Handy against some of the really strong enemy is. His big drawback however is that he is very slow and cannot equip weapons. Still, he is at the point where I feel like he is balanced. He's a big belly tank. He's slow but can both take and deap damage. Some may opt for other characters due to his slowness, While others might value his durability.
I have not test out his earthquake yet. He learns that pretty late. I'm also wondering if it's possible to give characters a move like follow me from Pokemon I'm also wondering if it's possible to give characters a move like follow me from Pokemon that draws attention. Might make him a little more handy as a tank.
You see the stat named Charm? To make an attack that draws attention to the character, make a new attack, give it a target category of "Self", and have its damage settings include Target Stat: Charm and the attack bitsets "Cure Instead of Harm" and "Allow Cure to Exceed Maxiumum". By default the monsters think the minty fresh Nathan and traditionally girly Misa are more appealing to eat, so they try to attack those characters first by preference.
Playing for a couple minutes I notice the weapons Nathan and Jude start with have both turned pink and some of the enemies have changed color scheme. Did you override a palette instead of making a new one?
Playing for a couple minutes I notice the weapons Nathan and Jude start with have both turned pink and some of the enemies have changed color scheme. Did you override a palette instead of making a new one?
Honestly, I think I did accidentally, but I noticed that that's usually a pretty easy fix.
I feel like I set his charm stat pretty high, but in a way, it would make sense to meet his charm stat very high, because he's the biggest character, he might be the most filling to a predator. Should it be higher than everyone else's? I don't know. Since he is mostly fat, he probably wouldn't taste as good as some of the other mice. His main draw two Predators would be his size. I feel like it would make more sense if he had an ability that raised his charm level raised if he just had high charm, but his starting charm could still be considerably High.
Overall, how does the character feel? Does he seem balanced enough?
I feel like I set his charm stat pretty high, but in a way, it would make sense to meet his charm stat very high, because he's the biggest character, he might be the most filling to a predator. Should it be higher than everyone else's? I don't know. Since he is mostly fat, he probably wouldn't taste as good as some of the other mice. His main draw two Predators would be his size. I feel like it would make more sense if he had an ability that raised his charm level raised if he just had high charm, but his starting charm could still be considerably High.
Overall, how does the character feel? Does he seem balanced enough?
His HeavyQuake attack doesn't work right. It's set to Revenge:Whole Battle? That attack setting means it'll hit everyone who's done him damage in the fight, but nobody who hasn't attacked him. It could work as a follow up to a move that raises his Charm to make enemies prefer to target him. The settings you want are "All" ("Foe" means heroes target monsters and monsters target heroes, "Ally" means monsters target monsters and heroes target heroes, "All" means it can be aimed at hero or monster regardless of who uses it) and "Spread" if you want it hitting friend and foe alike (including himself).
His feel is definitely that he's pretty strong, but other heavy warriors still have advantages over him; Grape with being able to safely dismantle mousetraps without taking counterattack damage in addition to similar HP, Rice with significantly better speed and an armor piercing attack, Mustard actually has better durability due to his self heal, and Bob the Hamster being able to use the huge hammer. It does look a little silly for Grape (who is also supposed to be huge and fat) to be so much smaller visually and of course, he's also drawn using a lot more colors (the other characters are designed with three-color sprites even if it somewhat broke their canon color schemes; normally Jude would have blue shirt and eyes, Misa would have a pink dress instead of white, and so on). He is a nicely drawn set of sprites for the most part, though I easily accidentally read him as a Moogle instead of a mouse.
Yes, having him start out with moderate Charm and giving him a move that attracts more attention is probably better than just setting it really high. The way enemy targeting of heroes works is that most enemies have three melee attacks:
- One lashes out at any of the four hero slots with equal random chance
- One that aims for the current active leader
- One that aims for whoever has the highest Charm
Some monsters only have one or two of these (robotic USB mice only attack the leader or attack at random, since they can't assess who is relatively weak/threatening looking and the four humans in the final battle each have different AI combinations based on their personalities) but in general, someone who is in the front of the party and also has higher Charm than the other characters will take about 2/3 of the incoming hits.
There were originally going to be a bunch of armor options that would raise/lower Charm as well as defensive stats and speed by varying amounts but again, time crunch caused me to drop this feature.
His feel is definitely that he's pretty strong, but other heavy warriors still have advantages over him; Grape with being able to safely dismantle mousetraps without taking counterattack damage in addition to similar HP, Rice with significantly better speed and an armor piercing attack, Mustard actually has better durability due to his self heal, and Bob the Hamster being able to use the huge hammer. It does look a little silly for Grape (who is also supposed to be huge and fat) to be so much smaller visually and of course, he's also drawn using a lot more colors (the other characters are designed with three-color sprites even if it somewhat broke their canon color schemes; normally Jude would have blue shirt and eyes, Misa would have a pink dress instead of white, and so on). He is a nicely drawn set of sprites for the most part, though I easily accidentally read him as a Moogle instead of a mouse.
Yes, having him start out with moderate Charm and giving him a move that attracts more attention is probably better than just setting it really high. The way enemy targeting of heroes works is that most enemies have three melee attacks:
- One lashes out at any of the four hero slots with equal random chance
- One that aims for the current active leader
- One that aims for whoever has the highest Charm
Some monsters only have one or two of these (robotic USB mice only attack the leader or attack at random, since they can't assess who is relatively weak/threatening looking and the four humans in the final battle each have different AI combinations based on their personalities) but in general, someone who is in the front of the party and also has higher Charm than the other characters will take about 2/3 of the incoming hits.
There were originally going to be a bunch of armor options that would raise/lower Charm as well as defensive stats and speed by varying amounts but again, time crunch caused me to drop this feature.
All right, I think I figured out everything involving the character. I noticed all the playable characters have their own artwork in the backdrops suection. Not sure if I want to go as far as to make one for Arte, but if I do, it's probably going to be him starting a fight with a cat, or maybe something related to him as a character such as him scratching a record on a turntable or something.
I wonder if I could spread this game around to other people with mouse and rodent characters and see if anyone wants to add even more to the game, including other new character is and maybe even some new areas.
I wonder if I could spread this game around to other people with mouse and rodent characters and see if anyone wants to add even more to the game, including other new character is and maybe even some new areas.
I started talking to him, I don't know how interested he is in making more content.
Anyway, I think I just about finished up what I wanted to do. I released another update that gives him a charm raising move and also adds a new boss.
https://www.furaffinity.net/journal/9629539/
Anyway, I think I just about finished up what I wanted to do. I released another update that gives him a charm raising move and also adds a new boss.
https://www.furaffinity.net/journal/9629539/
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