zerobeat032

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If this is in the wrong place, I'm sorry... I wasn't sure where this was supposed to go...

I've been debating on whether my game should be front or sideview. Sideview has advantages lookwise, but it's a LOT more work for someone who's doing their entire game alone ( I've been doing all the battler artwork myself mainly)... and in the course of 2 years (almost) I only have 3 characters completely finished. With front view, I can have the cast I'd prefer seeing as I only have to draw one thing per character/monster. they aren't completely static either as there's a filter over every character/monster that gives off a living sketch like vibe. However, I know frontview isn't what a lot of people prefer... here's a screenshot of each...

ScreenShot_1_1_2021_5_55_51.png

this is a shot of frontview. annnnnd....

ScreenShot_12_28_2020_1_51_27.png

here's one of sideview. the 3 characters that are finished animate in most cases. it's just that A. monsters only have 1 idle pose as it'd take eons to animate them as well. and B. there's only 3 characters seeing as it took sooooo long just to finish those 3. I have everything set up either way and I can tailor the game around it, it's just I can tell the story a bit better if I can have additional characters.
 

Reinarc

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In my personal opinion, the mechanics and enjoyment of the battle itself is more important. If it’s going to be too taxing, I’d go for the front view and focus on other areas of the game. I think it looks fantastic either way. Nice job!
 

Finnuval

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Personally I think your specific artstyle lends itself particularly well for side-view... However the only 2 questions you need to answer yourself are...

1) What works best for my game and the story I want to tell?
2) will I regret this decision or not?

And thats all the advice I can give xD
 

zerobeat032

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In my personal opinion, the mechanics and enjoyment of the battle itself is more important. If it’s going to be too taxing, I’d go for the front view and focus on other areas of the game. I think it looks fantastic either way. Nice job!
thanks! that's what I was personally thinking myself. let the battle mechanics speak for themselves, because I've spent way more time than I feel like I should've on this aspect and I'm suffering a bit of burnout.

Personally I think your specific artstyle lends itself particularly well for side-view... However the only 2 questions you need to answer yourself are...

1) What works best for my game and the story I want to tell?
2) will I regret this decision or not?

And thats all the advice I can give xD
I feel the mechanics are best shown in Sideview if only because of the dodging mechanic I have in place. but story wise it'd be best if had all the characters I need active for battle. my characters take on alter egos and that'd be a nightmare to make new spritesheets for. I'm not sure if I'd regret things or not depending on the change. since I haven't decided in full what to do yet
 

Finnuval

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I feel the mechanics are best shown in Sideview if only because of the dodging mechanic I have in place. but story wise it'd be best if had all the characters I need active for battle. my characters take on alter egos and that'd be a nightmare to make new spritesheets for. I'm not sure if I'd regret things or not depending on the change. since I haven't decided in full what to do yet
My best advice as you seem unsure and a bit burned out... Work on another aspect of your game for a while. Then when less burned out on art make the decision. Its never good to decide when burned outt on something in my experience.
That way whatever you decide you know its because you want to not because you are tired.

But thats me xD
 

zerobeat032

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My best advice as you seem unsure and a bit burned out... Work on another aspect of your game for a while. Then when less burned out on art make the decision. Its never good to decide when burned outt on something in my experience.
That way whatever you decide you know its because you want to not because you are tired.

But thats me xD
that's actually a good idea honestly. thanks for the advice on this though.
 

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that's actually a good idea honestly. thanks for the advice on this though.
That's what us older folks are for... We already made those mistakes so you dont have to... ROFL!
 

TheoAllen

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My personal take on front vs side.

The default front view information delivery is awful. You need to at least have a handful of scripts to make it bearable. Here is the reason why it is awful regardless of how good your battle is
1. The information relies on the message. For example, "took 369 damage"
2. Not knowing who is acting. Again, it relies on the awful message log and hopes that you read fast enough.
3. The pace is usually too fast to know what is going on.

And why side view solves these issues.
Side view relies on visuals. It does not need to be fancy with animation and overly done action sequence. A static battler with a simple animation would do just fine (look at Darkest Dungeon). But with a slower pace in general than the front view (usually due to the animation being played), the side view battle is easier to read. You know who is acting (they maybe have a casting animation first), then move to the target to damage them.

But does that mean the front view battle can't get better? Of course not.
It means that you need to work harder to make the front view battle not suck. How?
1. Remove the message log and start to use the damage popup.
2. Remove the default RPG Maker vertical status window and start to use Yanfly's Battle Engine to modify the status menu, at least. It also plays animation on them so you know who is getting attacked.
3. Slow the pace, put a casting animation before they attack (for both the actor and the enemy) for the player's anticipation.

Of course, this is general advice for other people.
For your game, specifically, the screenshot doesn't look bad. I can't be sure until I know the footage video of it or maybe even actually try.
 

zerobeat032

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My personal take on front vs side.

The default front view information delivery is awful. You need to at least have a handful of scripts to make it bearable. Here is the reason why it is awful regardless of how good your battle is
1. The information relies on the message. For example, "took 369 damage"
2. Not knowing who is acting. Again, it relies on the awful message log and hopes that you read fast enough.
3. The pace is usually too fast to know what is going on.

And why side view solves these issues.
Side view relies on visuals. It does not need to be fancy with animation and overly done action sequence. A static battler with a simple animation would do just fine (look at Darkest Dungeon). But with a slower pace in general than the front view (usually due to the animation being played), the side view battle is easier to read. You know who is acting (they maybe have a casting animation first), then move to the target to damage them.

But does that mean the front view battle can't get better? Of course not.
It means that you need to work harder to make the front view battle not suck. How?
1. Remove the message log and start to use the damage popup.
2. Remove the default RPG Maker vertical status window and start to use Yanfly's Battle Engine to modify the status menu, at least. It also plays animation on them so you know who is getting attacked.
3. Slow the pace, put a casting animation before they attack (for both the actor and the enemy) for the player's anticipation.

Of course, this is general advice for other people.
For your game, specifically, the screenshot doesn't look bad. I can't be sure until I know the footage video of it or maybe even actually try.
hmm thanks... that's a lot of good information to keep track of. lots of good points. I actually think I have an idea now of what may or may not work. this gives me a lot to think on though. thanks.
 

estriole

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first of all... I like your art style... :D
remind me of The World End With You mixed with Paper Mario :D.

about battle system... like @TheoAllen said above... it will be more challenge to use Front View as battle system... mainly beside what he said above... the front view rpg is also 'older' than sideview... but older does not always worse than newer one...

lots of game use front view and succeed... like Devil Survivor series (combined with TBS btw) or Etrian Odyssey series...

you just need to add extra 'flavor' to old recipe... and also avoid using stock rpg maker front view battle... you need to modify it heavily...

even sideview already quite outdated nowadays in game... lots of newer RPG now use Action Battle System instead... but it doesn't mean ABS always better than sideview too... each has it's own merit... and how you present it will be the key factor...

any polished modified older battle system will always better than 'stock' default newer battle system... hope this help. :D.
 

zerobeat032

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first of all... I like your art style... :D
remind me of The World End With You mixed with Paper Mario :D.

about battle system... like @TheoAllen said above... it will be more challenge to use Front View as battle system... mainly beside what he said above... the front view rpg is also 'older' than sideview... but older does not always worse than newer one...

lots of game use front view and succeed... like Devil Survivor series (combined with TBS btw) or Etrian Odyssey series...

you just need to add extra 'flavor' to old recipe... and also avoid using stock rpg maker front view battle... you need to modify it heavily...

even sideview already quite outdated nowadays in game... lots of newer RPG now use Action Battle System instead... but it doesn't mean ABS always better than sideview too... each has it's own merit... and how you present it will be the key factor...

any polished modified older battle system will always better than 'stock' default newer battle system... hope this help. :D.
thanks! I've tried to make sure my art stands out. this is also good stuff to make note of. I MIGHT have figured out what I want to do. all of you have been a great help. I've got a lot to go on as far as how to approach this now.
 
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I think your front view looks INCREDIBLE and could totally carry a game!

You should definitely take that advice from earlier to add in more functionality to the actual battle system, as the default system as is is really lackluster, but in terms of just visuals, I think that front view shot looks awesome, and if it makes it easier on you that sounds like a bonus!
 

Saireau

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For a long time, I couldn't really see why people wanted a sideview battle system so desperately. I thought both were equally good.

But as TheoAllen said, the frontview system needs a lot of work so the players knows what's going on.

In Game Master Plus, I used a custom plugin that shakes the HP gauges of actors when hit. In LV99: Final Fortress, the same thing is communicated simply by the animtions of the battler sprites.

I do like how your frontview UI looks, though. :)
 
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lianderson

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Both options are correct for I do front view and it has worked for me! Good day human! Good luck on your gam mak!
 

zerobeat032

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thanks everyone for commenting. I've been doing a lot of thinking and I want to see what I could come up with for both to see which one I can get to convey the mechanics/story the best. I think that'll ultimately help me decide on what to do.
 

duty

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The UI on your front view system looks very polished.

You probably want to go with a hybrid system using the MV engine. As @TheoAllen pointed out, the default front view experience leaves a lot to be desired.

There are a handful of plugins that will allow you to use all the goodies from the MV sideview system, but have static battlers displayed in a front view format. And if you don't find a plugin that 100% meets your needs, modifying Sprite_Enemy.prototype.setBattler is one of the easier plugins to do yourself.
 

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