Tonbi converted a lot of the other RTP characters to the Dark Fantasy style so people now have a nearly complete MV RTP to work with. Not only that, he also made characters that had no corresponding sprite as the Succubus or the Sahagin. And if that had not been enough, he made a template and costume sets, some of them as parts that allow you to quickly recolor and mix and match them to create a huge variety of sprites.
Improvements that can be done would be to remove the 18 character limit.Give the game developer an option to decide if they want to separate the hero and player sprites or to tie them together.Also make jumping and inertia feel better.
Under the "Stamps" tab on the right side of the map editor, we have the "Objects" tab where we can place things like buildings, particle effects, trees, plants, rocks, roads, stairs, furniture, and even character sprites that don't do anything event-like.
This is basically what RPG Maker MZ uses its tileset for from ABCDE.The big difference being that RPG Maker doesn't have particles for you to place down nor can you put down event-free sprites.You gotta either event those particles or just make zero function events for the roaming sprites.
Now this is where I start to have some reservations about some of the assets that come with Bakin.I'm not the biggest fan of the default sprites that Bakin uses for its characters.They're not the worst, but they're far from the best.And if I were to develop a game project with Bakin, these sprites would be the first to be replaced.There's nothing inherently wrong with them, but they feel incredibly out of place with all the other high quality assets that Bakin brought to the table.These felt massively underwhelming in comparison.
I am, however, a fan of how the sprites are the full package.What this means is that the sprites are useful for both maps and battles.They also inherently have more animations to work with, ranging from walking, waiting, running, using items, using skills, guarding, taking damage, getting KO'd, winning, and bunch of attack animations.The best part is that they can also be used on the map in any direction, not just sideview.
There are only 25 monsters though, not including the recolors.This is a pretty big contrast to MZ's inherent 105 monsters.To be fair, those 105 monsters aren't animated.But they still have a lot of life to them!
Overall, where I stand on this section is kind of mixed.I feel like the 2D sprites for Bakin have stronger foundations in that they have more motions and animations.Their face graphics are also animated, too.But the problem is the variety and the variety doesn't offer enough to make the experience different enough.I assume that'll be fixed with the DLC packs that Bakin comes with but we'll have to see.
The things like the textures and particle animations are all miles above RPG Maker MZ.They're leagues ahead of the tilesets and animations found in RPG Maker MZ.But RPG Maker MZ still wins in things like character variety, monster variety, sound quality and variety.And while the tilesets and animations don't exactly look the best, their quantity allows there to be more variety.Sometimes for a game like a JRPG, variety matters just as much as quality.
However, something about this section feels a bit off from the rest.A lot of it has to do with the lack of organization found in this section.For some odd reason, there's no group/folder tool here where it was present throughout the rest of the editor.Instead, we have to wade through countless sprites just to find the one we want to edit and eat up time.
The animation settings are similar to the the camera controls in where we control the frames, then the frame number, and any other special effects.However, this feels a lot less intuitive than it did for the camera.I think part of this has more to do with the way you select frames and having to position the child sprites.Things like eyes and mouths have to be positioned independently and it gets weird.
And finally, the condition we've all been waiting for, event collision!That's right, you can determine how the event collides with the player, another cast, a monster, or even an event.And not only that, from the top, side, or back side of the event, too.This is absolutely huge if you want to create something like an ABS (Action Battle System).
RPG Maker Fes comes available with many map items, so high-level, full-scale RPGs can be brought to reality. Customize the characters and monsters by easily configuring their attributes and resistances to various items, such as weapons, armor, and accessories.
ABC was an early version of Reedling. Its design consists of 3 flowers with big mouths, and it seems it would've taken up 1x2 spaces. It was likely a vocal monster. Its name of "ABC" is an obvious placeholder name, being the codename of its elements; whether it ever had an actual name is unknown.
PongPing was a monster that was meant to take the place of Shellbeat. It appeared from versions 1.0.0 to 1.0.2. It had text for its name and description, with its description being the same as Floot Fly's ("I'm green"). Its exact design is currently unknown, as its portrait is just a blank portrait with the text "ABCD" slapped onto it. During a Handler Hangout in the Ockulo Grove Discord, it was described as a gangly monster with a central spherical body, 2 arms holding ping pong paddles and some splayed toed feet at the bottom.
The Mimic monster is an extremely unique monster among the rabble. They have three legs and they are surrounded by mysterious atmosphere. They contain luminous substance, so when they is danger, those substance lightens up to protect Mimic.
In the monster_data.xml file in the root, there is code relating to the max coins, coins per minute, and the amount food required to level up Mimic. The file refers to Mimic as "Secret Quint Element" and also includes a link to a meme website. Big Blue Bubble probably added this part to monster_data.xml to fool people looking into their game. There is also some other stuff relating to Mimic, like the amount of xp you would gain by placing Mimic (357143), Mimic's size (1x1), the amount of diamonds it would cost (250), and the time it would take in the breeding structure or nursery (48 Hours).
There are two missing mouth sprites and one missing body sprite belonging to Maw. In the behind-the-scenes video of My Singing Monsters from 2012, there is an early Maw sleeping animation that has two never-before-seen mouths and one never-before-seen body, so it is assumed those are the missing sprites.
There are references to 2 early versions of Thrumble's feet in its animation file, called CDN_adult_left_foot and CDN_adult_right_foot. The used feet go under the same name except with _HEEL at the end. These feet sprites were most likely based off the ones from Dawn of Fire, which didn't have heels.
Exploring the Mine is nearly essential to getting the best objects in Stardew Valley. You'll miss out on crafting opportunities and great items that can improve your farm at home. The mines open up on day 5, when Jojo Mart blasts the rock that was blocking the entrance. From there forward, you can explore the mine to raise mining, get crafting materials, and battle monsters to raise your farmer's combat skills. This guide to mining will teach you nearly everything you need to know to be successful in the mines, and how the mining skill is raised. We'll also touch on how to access the Skull Cavern.
The Mine is spawned randomly each time you enter. There are various biomes in the mine, based on the depth. The random spawning means that you can return to levels and find both monsters and rocks are back, so that you can always farm them. This is especially helpful as certain enemy types, ores, gems, and crystals are only found in certain level ranges. You can go back to a lower level and fight your way forward again so that you can collect, for example, copper, when you need more of it but are now finding mostly iron.
Each 5 levels of the mine, you'll come to an elevator that you can use to return. As you progress deeper, monsters become more challenging and the rate you find certain metals - like copper, iron, and gold - increases. You still need to be home by 2 AM or you'll collapse (whether energy is low or not) and lose some gold for the trouble of the person who saved you. Should you be knocked out by a monster, you'll lose some items (which may be mailed to you a day or two later), along with gold. So it's always a good idea to leave by around midnight, and carry some food so that you can both replenish your energy and health.
The ladder to the next level of the mine is spawned randomly. It may be beneath any of the rocks, or spawned by killing a monster. At times, the area will have a fog and you'll hear monsters approaching. From there you need to kill the monsters in order to spawn the exit. Try to get them all on one side of you, and use a sword for its wide attack animation. You can hit a full 180 degrees with a sword or club, so they are usually preferred over daggers.
Better Choice: I personally don't consider mining to be a money maker, so boosting gem and metal bar values are worthless to me. Because of that, and that ore can be bought, Geologist seems to be the better pick because of Excavator. Finding more coal may be useful, but it can be crafted and farmed from the dust sprites around level 40-80 in the mine. You can find all kinds of nice things inside geodes, so Excavator's kind of a grab bag that may result in some great finds and will help you to have more gifts for residents of Pelican Town.
Monster Life is a farm system in MapleStory where players can adopt, take care and play with monsters which may be harmful outside but are relatively harmless inside. Monsters will also provide some stat boosts that will be applied throughout the account, across worlds too. Only 1 monster farm can exist per account and it is shared across all worlds. 2b1af7f3a8