On Map Encounter Enemy Graphic

DavidGil

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While I'm in the midst of bouncing from project to project because I can't get my head around a story idea at the minute nor am I happy with what I've done, there's one constant thing I'd like to do with the projects I'm working on:

Having visible encounters.

I know how to do it (though I may need to work out how to get the monster to approach the player when they're a certain distance away). What my problem is, and it's probably a daft question plus it might cause a bit of debate, is that I'm limited in having the sprite graphic be the same for every enemy type. I guess I could occasionally swap the sprite, but I'm having to work with the default RTP, so I haven't got much to work with and figure it's best just using one sprite.

So, I know it'd look daft, but would it bother people? It's got to be better than random encounters really. And the reason it's probably a daft comment is I've noticed that games such as Millennium and Skyborn use the same enemy sprite for encounters. Haven't seen complaints about it anyway, just the general 'oh, RPG Maker game'.

In an ideal world, I'd like to use different ones, but I'm limited because of finances and graphic design abilities (I can't draw to save my life). I've already spent a lot on DLC too. I'm also working alone, and I'd eventually like to sell whatever I make provided I feel the story and gameplay are good enough. Granted, gameplay won't be unique with me not knowing Ruby and being a writer primarily (as in fiction writing, not a programmer), though I've got Yanfly's scripts working as well as Modern Algebra's quest system. But this is beside the point, so enemy sprite thoughts for visible encounters...?
 
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Shaz

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IMO on map encounters are better than random encounters (at least you can see them coming and you can try to avoid them if you want). But I'd rather know what I'm going to battle.


Why are you limited to just one sprite? The RTP has 24 different monster sprites, and if you want to add in the Evil, Insane and Spiritual, that's up to 32 more.


There are also many that have been shared for people to download (especially if you're not making a commercial game).
 

DavidGil

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IMO on map encounters are better than random encounters (at least you can see them coming and you can try to avoid them if you want). But I'd rather know what I'm going to battle.

Why are you limited to just one sprite? The RTP has 24 different monster sprites, and if you want to add in the Evil, Insane and Spiritual, that's up to 32 more.

There are also many that have been shared for people to download (especially if you're not making a commercial game).
I'm not limited to one sprite, no, but I won't be able to cover all the different enemy varieties with sprites as there's not enough to cover the different battlers. For instance, say I want to have a werewolf encounter, there's no sprite for it. This problem is lessened if I use the High Fantasy pack as there are a lot of sprites included with them, but there were a few things I wasn't happy with there. Namely, though this isn't really a pack problem so much as it is just something that clashes with what I want currently, there are no world map graphics with it. So, I'd need to think about whether a world map is really necessary or not.

But yeah, I can use multiple sprites. It's just that I won't be able to cover every enemy type. I'm planning on going commercial too, but will only do it if I can turn out a good product, though I know my limitations. Graphics, animation and sound. Everything else I can do well. Well, with the exception of getting events to sync up, but that'll come with practise, I'm sure.

One way around it, I guess, is to save an animal sprite for animal encounters, undead sprite for anything undead etc.? Still doesn't solve the fundamental issue, but it saves using one single sprite for every enemy.

Edit: It could be problematic getting the sprites to match up correctly too if a random encounter system is used to determine the enemies faced.
 
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C-C-C-Cashmere (old)

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You don't have to use a different sprite for every different monster, but it would be nice to vary them up. Or, you can use one faded monster sprite to make it look like it's a monster but you don't specify what it is. I believe unity did this in Luxaren Allure. Unfortunately I don't have any examples to show.
 

Kes

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I used a standard graphic to represent all my on map encounters in my first game, which was commercial.  I knew it wasn't ideal, but like you, limitations more or less obliged me to.  What made it attractive to me, other than not having loads of walking sprites available, is that, although they were on map, they were also 'random' in the sense that it could be any one of the troops I had allocated to that map.  So, for example, it might be 2 wolves and a vulture, or a wolf, a fox and a vulture, or some other combination.  I think that having some random element makes it more interesting/less boring for the player, and a little bit more of a challenge.

However, for my second game, I have come up with a, imo, reasonable solution.  Like the first one, the troops are 'random', but I kept at least one enemy the same in all troops and used that enemy to base the walking sprite on.  So in the above example, it would be the sprite of a wolf.  This has enabled me to use enemies for which no walking sprite exists, as well as keep the variety in the troops high so that the player has to use some strategy, as each enemy can have a varied attack pattern.  

It is also possible to use graphics from more than one source.  For example, I have the Samurai Pack, and so used the Flame walking sprite to cover all troops in a Lava dungeon, as that seemed a plausible appearance for the location.

Boss sprites are more tricky, but in the example of the lava dungeon, I used the Fire Spirit sprite, even though it was significantly different from the battler.  I don't think a player minds that, as long as it meets the 'plausible' test.
 

DavidGil

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You don't have to use a different sprite for every different monster, but it would be nice to vary them up. Or, you can use one faded monster sprite to make it look like it's a monster but you don't specify what it is. I believe unity did this in Luxaren Allure. Unfortunately I don't have any examples to show.
Hm, I don't know that game and will see if I can download it if it's free. However, what you said reminds me of Eternal Eden. I only subscribed a few days ago and I picked that up. They use 'smoke' to represent enemies. So, it's a good idea. Granted, while I'm not far enough into Eternal Eden yet, I imagine there's a story reason for them appearing as smoke. But still, I'll look into that.

I used a standard graphic to represent all my on map encounters in my first game, which was commercial.  I knew it wasn't ideal, but like you, limitations more or less obliged me to.  What made it attractive to me, other than not having loads of walking sprites available, is that, although they were on map, they were also 'random' in the sense that it could be any one of the troops I had allocated to that map.  So, for example, it might be 2 wolves and a vulture, or a wolf, a fox and a vulture, or some other combination.  I think that having some random element makes it more interesting/less boring for the player, and a little bit more of a challenge.

However, for my second game, I have come up with a, imo, reasonable solution.  Like the first one, the troops are 'random', but I kept at least one enemy the same in all troops and used that enemy to base the walking sprite on.  So in the above example, it would be the sprite of a wolf.  This has enabled me to use enemies for which no walking sprite exists, as well as keep the variety in the troops high so that the player has to use some strategy, as each enemy can have a varied attack pattern.  

It is also possible to use graphics from more than one source.  For example, I have the Samurai Pack, and so used the Flame walking sprite to cover all troops in a Lava dungeon, as that seemed a plausible appearance for the location.

Boss sprites are more tricky, but in the example of the lava dungeon, I used the Fire Spirit sprite, even though it was significantly different from the battler.  I don't think a player minds that, as long as it meets the 'plausible' test.
What you've said seems quite plausible too. I acknowledged above that it might be a good idea to just use an animal sprite to represent any enemy encounters that involve animals (regardless of the actual enemies), one undead sprite for any undead enemies etc. Were there any real complaints you encountered with your first commercial game about the sprites? Aside from the stigma attached to RPG Maker games in general. Like I said, I noticed Skyborn and Millennium use one sprite for every enemy too, and I've not noticed any complaints about it. Actually, that's what prompted this thread really.

The Samurai pack is one I unfortunately don't own.

Oh, by the way, on this topic . . .

Does anyone know if there are any zombie sprites available for commercial use? Kaz's sprites I'm unsure about, with the 2012 thread mentioning informing him about using his work commercially, but his 2013 blog post mentions nothing about commercial use. I remember reading that there would be free to use sprites made available back in November, but I cannot find any. Kind of need a zombie sprite to go with the zombie pack.
 
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Kes

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 Were there any real complaints you encountered with your first commercial game about the sprites? 
There was one person on the forum who commented; it wasn't a complaint as such, more along the lines of "it would have been nice if ..." 

 just use an animal sprite to represent any enemy encounters that involve animals (regardless of the actual enemies)
 Not so sure about the "regardless of the actual enemies".  I think players would find it odd and immersion breaking to see a sprite of e.g. a wolf and then fight a battle against bears.  Keeping one animal constant on the particular map gets over that.

Also, you can significantly ring the changes by re-colouring the sprite.  There's a big difference between a green and a red lizard, for example, so you get two for the price of one.  GIMP is the cash-strapped dev's best friend.

The Samurai pack is one I unfortunately don't own
I strongly urge you to save up and get it.  A dollar a week, and you're soon there.  That pack is probably the best value for money in the store, as it is full of resources that match.  It has some good monster sprites which will help your particular issue.
 

DavidGil

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Good to know there were no real complaints. :)

I do have GIMP and have used it for creating ebook covers, but I'm not as efficient with it as I'd like to be. I can't seem to get my head around it when fully and when I try to edit the tiles, I can't seem to get everything perfect. Like there'll be white space present. Anyway, I'll definitely try to improve and I appreciate you taking the time to respond.

I'll buy the Samurai pack when I can, but I just basically splashed on quite a few packs since subscribing and I'm unemployed at the minute.
 

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