IMPORTANT: READ THIS BEFORE POSTING NEW SUGGESTIONS


  • i pick my nose with my dick

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    Foreword:

    For the record, most administrators don't even look at this section, and it's pretty obvious as to why: we don't have any quality control, and there's no established format as to how to properly submit an idea.

    As a result, idea submissions are horribly construed, oftentimes missing key information. Either this, or they're poorly designed, with badly-worded names and/or descriptions, highly unbalanced stat info, disgusting sprites, and so much more that we need not go into detail about.

    In addition, everybody seems to be obsessed with making full sets that they only bother to properly design a single item or two and make the other items in the set complete filler items that nobody would bother using outside of the set. This is a waste of server resources (should they be added) and will contribute to the lag in the game, something NOBODY wants.

    It's about time we established some ground rules for ideas, big or small, item or dungeon. Listen up.

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    First things first: What NOT to do!

    Do NOT :

    1) Post ONLY sprites.

    • As much as you might want to just put your artwork out there, leaving it up to the administration to create the stats for a weapon, ability, armor, or accessory is lazy on your part. It's YOUR item, so YOU should create the STATS, NAME, DESCRIPTION, and MORE associated with it!
    • While we're on this topic, let me also mention this: Nilly's Realm is not Sprite Art Simulator 2016. It's a GAME. The stats matter a whole lot more than what it looks like, because people choose whether to use your item or not based on how well it stacks up against other items in the game, not what it looks like.
    • Therefore, what you want to do is design the stats of your item BEFORE you start to design the sprite. It's even ideal to write your ideas down on a piece of paper. Believe it or not, it helps to do this.
    • What we're basically asking you to do here is be creative. Sit down and think about what you want to make, what it will do in the game, what it will look like, and more before you choose to jump the gun and make an idea post.

    2) Post an item idea that directly copies the name of, concept, art, etc. from other games, movies, and other forms of media. (The COPYRIGHT rule!)

    • Nilly's Realm is already infringing on the rights of Sega, Namco and Capcom. While we haven't received a lawsuit yet (likely due to the fact that there's no actual in-game way to pay money; Nilly only takes money in through donations), we could do without having Nintendo, Microsoft, Toby Fox, etc. on our rears. I know you'd totally love to have The Locket "right where it belongs" from Undertale or a Super Mario set, but just don't.

    3) Don't make an entire set just for the sake of posting a set. (Perhaps the most important of these DON'Ts)

    • We get it; you want to have your own set in the game. I'm sure everybody wants to be unique in their own way by sporting their own awesome, self-created set. Most sets proposed (even many of the sets that have made it in the game), however, are poorly designed, either partially (1 or 2 items) or entirely (all 4 items) simply due to the fact that some lucky sap wanted a set in the game and it got clearance for some reason.
    • If you're going to make a set, you need to think about how to properly balance all four items in the set. Otherwise, there are going to be many people that will only use the good items from your set and not even bother with the other items in your set.
    • For some examples of items that are afflicted by this "curse", look at the Constricting Collar, Pizza Armor, Robe of the Battle Monk, Eye of Janus, Warden Armor, the list goes on. Do you want your set's items to end up like these? I sure hope not.

    How to properly balance your item suggestions:

    As stated above, Nilly's Realm is a game, not an Art Simulator. You need to properly balance your items with the other items currently in the game, or else your suggestion won't even be considered. Follow these steps to get a pretty good idea of where Nilly's Realm's items are in terms of balance and how to properly insert your item into the game:

    1 ) Visit the Nilly's Realm Wiki (click me to go directly there), and then look at every single item that your suggestion will be competing with. For example, if you want to make a sword, look at this page, "show" all the swords in the game, and then check out every single sword's individual stats. WE MEAN IT, EVERY SINGLE SWORD'S STATS.

    • (Why?) Isn't it obvious by now? Your idea is going to be competing with the other items in the game already. If you make it too powerful in comparison, nobody else will use any of the other items in Nilly's Realm that can be used in your suggestion's place. If you make it too weak, nobody will use your item and instead opt for the items they can already use in the game (This effectively defeats the purpose of even proposing a new idea in the first place).

    2 ) Create stats for your item that do something unique: something that isn't currently done or covered by an item already in the game. For example, notice the Ent Ancients Log functions very similarly to the Ancient Stone Sword, and the Sadist Blade of the King has a very similar function to the Pixie-Enchanted Sword (with piercing, of course). You don't want to make to make a suggestion that falls under this category, right?

    • Let's take a look back at the Sword suggestion earlier. We already have a 2 swords that boomerang (War Hammer, Cap sword), 3 swords that ignore armor (Shalaylee, Battle Axe, Cap sword again), 2 swords that goes through objects (Eternal Rest, Z-Saber), swords with long range (Shalaylee, Pizza Sword, Z-Saber, etc.), and more. Looking at them all, it's rather clear that there is no sword that improves survivability or defense, so maybe making a weapon that could increase defense/hp/vitality but also have weaker damage and viability as a weapon to balance it out could work.
    • It is also understood that people may want to make reskinned equipment. While this isn't a bad thing, try not to do it anyways, because we really don't need any more custom reskins in this game. We already have many, such as the Bow of the Hesperides (Coral Bow), Crimson Dagger of Tartarus (Dirk of Cronus), and the Wand of the Curetes (Wand of the Bulwark). Let's not forget the entire Astral Trickster Set being a reskin of O2 Tops (save for the ring which is a reskin of the Experimental Ring).

    Now that that's out of the way, let's state the REQUIREMENTS for a proper item suggestion:

    0_1454472564199_list of item requirements.png


    1 ) First things first: The SPRITE

    • Something to note: DON'T just post a PrtScn that covers your ENTIRE DESKTOP for the sprite. Properly format your sprite . Please.

    WRONG:

    0_1454468750094_WRONG.png

    ANY OF THESE ARE MUCH BETTER:

    0_1454468590255_RIGHT1.png 0_1454468606142_RIGHT2.png 0_1454468776069_RIGHT3.png

    1.5 ) IF YOUR ITEM IS A WEAPON: Include a sprite of your item's projectile. Follow the rules listed above for your item's sprite.

    • It isn't a weapon if it doesn't fire a projectile! Make sure you specify which projectile, and give that projectile a sprite!
    • Also be sure to include the size of the projectile your weapon will be firing here, unless you choose to include that in the item's Stats: section.

    2 ) Now, the name of your weapon/ability/armor/accessory here (Come up with a good name!).

    • IMPORTANT: Make sure to properly write your name. It shouldn't be, for example, "the bestest dagger in the gaem"; rather, it should look something like this: "Dagger of Icarian Lightning". Use proper spelling and grammar (even though many of the items in Nilly's Realm don't... JUST DON'T ADD TO THE PROBLEM, MMK?)
    • ADDITIONALLY: READ YOUR DESCRIPTIONS OUT LOUD AFTER WRITING THEM. We've all read countless item descriptions that don't even sound like they were written in English.

    3 ) Next, include a properly worded description of your item. (Try to make it sound cool, too)

    • IMPORTANT: Properly write the description, too. Do you want to have to read something like this: "this dagger is so good its better dan all de other daggers in tha game bcuz i said so", or this: "This dagger was forged at the top of a legendary mountain. As the final hammer strike descended upon its blade, lightning crashed through the air, signaling to the world the coming of a new age of weaponry."?

    4 ) Now, you put the stats. This will include the following (In the listed order! Do NOT change the order!):
    -Damage (If a weapon)
    -Range (If a weapon)
    -Any other things you should mention for a weapon, such as number of shots, arc gap, projectile speed, projectile lifetime, amplitude, frequency, is it wavy? parametric? etc. Include as much information here as you can.
    -Effect (If an ability or if your weapon has special shot properties)
    -Stat boosts
    -Stat penalties

    • Make sure that you compared your item stats to the rest of the related items in the game by checking the Nilly's Realm Wiki. Otherwise, it's highly likely that your item will be either underpowered or overpowered.

    5 ) Put the Fame Bonus.

    • Don't just slap a random bonus on, or make up a number for your set and then assign random numbers that will equal your set's total fame bonus. At least give this part a LITTLE thought, people!

    6 ) Put the Sprite.

    • This is the 8x8, 16x16, etc. sprite that will be used in the game. In order to convert your custom item into a properly-sized sprite, follow this guide here. This is an important step, and your idea will not be considered if you fail to do this.

    7 ) VERY IMPORTANT: Include at least some sentences that answers:

    • Why do you think this item is balanced with the rest of the items in the game?
    • How is this item unique in any way compared to other items that can be used in its place?
      YES, YOU NEED TO ANSWER THESE FOR ANY ITEM, BE IT WEAPON, ABILITY, ARMOR, OR ACCESSORY. YES, EVEN THE ACCESSORY.
    • (Why is this important?) It will show that you at least made an effort to balance your item.

    Here's a template for you all. Copy and paste this into your suggestion, and then edit it accordingly

    * (Delete the hyphens "shots" through "frequency" if your item is not a weapon)

    * (Delete the "Stat Bonuses:" if your item doesn't provide any stat bonuses or penalties)

    * (Delete the "Effect:" line if your weapon doesn't have an effect (Shots hit multiple enemies, Shots go through objects, Ignores defense of target, Shots return to the player)

    * (Fame Bonuses that aren't listed will be counted as "0%")

    * (DO NOT FORGET THE Sprite:)

    * (DO NOT FORGET TO TELL US Why: YOUR ITEM IS BALANCED AND UNIQUE)

    Name:
    Description:
    Stats:
    -Shots
    -Damage
    -Projectile Speed
    -Lifetime
    -Range
    -Amplitude
    -Frequency
    Stat Bonuses:
    Effect:
    Fame Bonus:
    Sprite:
    Why is this item unique and balanced?
    <answer here>


    Example (using an Energy Staff):

    0_1454467109796_energy staff.PNG
    Name: Energy Staff
    Description: A magical wooden staff topped with a white crystal.
    Stats:
    -Shots: 2
    -Damage: 10-25 (Average: 17.5)
    -Projectile Speed: 18
    -Lifetime: 0.475 seconds
    -Range: 8.55
    -Amplitude: 0.5
    -Frequency: 2
    Fame Bonus: 0%
    Sprite: 0_1454473609041_tiny energy staff.png
    Why is this item unique and balanced?
    It's the Tier 0 staff. It's the staff that players start out with, and it gives players a way to hit enemies. Without it, nobody would be able to shoot as a Wizard, Necromancer, or Mystic unless they had a staff beforehand.


    Closing and Summary:

    What we're basically trying to say with our advice here is "Think". Think about your item, your ideas, how it can fit in nicely with the other items in the game. Items require a lot more work than most people give them credit for.


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    Once again: What NOT to do!

    1) Post an enemy, boss, or dungeon without pictures, behavior descriptions, etc.

    • Nilly's Realm isn't an Art Simulator. Sure, those sprites may look kinda cool, but what do you want them to do? You need to specify behaviors, etc.

    2) Post a dungeon without a map and/or map file.

    • Ever see the "Dream" option in the bottom right corner of the Nilly's Realm title screen? While only people of a certain rank can actually load these maps into the server for testing (They're called "Mappers"), you can still use this tool to make a map out of a number of given tiles. Set up your map using the tools provided there, and then click "Save" in order to save a map file. Provide at least a screenshot, and then a link to the map download in the Downloads section of Nilly's Realm's Forums.

    3) Post an enemy, boss, or dungeon idea that directly copies the name of, concept, art, etc. from other games, movies, and other forms of media. (The COPYRIGHT rule!)

    • We're repeating ourselves here, but this is important. Pac Man is already a dungeon in Nilly's Realm. We don't need "The Mushroom Kingdom", "Undertale", "Rust", or any other dungeons similar, and we definitely don't need to be having a bad time with Sans and his pals.

    How to properly design your enemy/boss/dungeon suggestions:

    BEFORE ANYTHING IS CONSIDERED, BE AS SPECIFIC AS POSSIBLE.

    Be as descriptive as you can when describing how your enemy will move, act, and more. Which is better:

    1. "this enemy will chase you down and then shoot you three times for 70 damage"

    or

    1. "This enemy chases down players within its range of sight (12 squares), and it fires three bullets at once in a trident-like pattern (Every two seconds) towards the player that it is chasing. Each of these three bullets do 70 damage to their target. These shots have a range of 4 tiles, and move at a projectile speed of 10."

    It's pretty obvious which of the two are more ideal. In fact, you could probably go even more into detail than is shown here, and that would only do your submission that much more. Try to include as many words as possible that describe how things act in the dungeon. It's hard enough for some people to understand these kinds of ideas in only words.

    When you're creating an enemy for Nilly's Realm...

    Try not to make your enemies too powerful. If your enemies are too powerful, then it'll be too difficult for people to fight them, especially if they have behaviors that spawn copies of themselves or other enemies. Try to shy away from including a lot of shots that each do over 100 damage. If you're going to have an enemy fire a very powerful attack (A lot of 100-300+ damage bullets or a gigantic blast that could instantly kill a player, etc.), try and telegraph the attack to the players so they know it's coming and will be ready to dodge the volley.

    If you want to make special drops for your enemies, refrain from allowing UT equipment to drop from your enemies, unless you have a good reason. The Asylum allows the Nurses to drop the Bloodbath Dagger in a white bag because they're already rather scarce enemies in the Asylum, and the rate is extremely low.

    Try to focus on making custom consumables drop from your dungeon's enemies if you want to make drops for them. UT items should for the most part be reserved for boss ideas.

    When you're creating a boss for Nilly's Realm...

    Try to avoid making a very simple boss. These aren't any fun to fight, and if you put shotguns to simulate "difficulty" on these simply-designed bosses, all you'll cause is frustration in those who don't know how to fight your boss yet (think of Pac-Man. All he does is run at you and kill your characters with a shotgun).

    Instead, try to create a boss with complex movements, invulnerability periods, complex shot patterns that are still dodge-able, phases, or other things you can come up with. THAT is what makes a boss both challenging and fun in Realm of the Mad God.

    If you want to make special drops for your boss, make sure you follow the format for custom items above to a "T". Go through the entire process; don't think that just because you've already got a lot to think about for your dungeon excuses you from properly designing your items. You'll also have to put information as to how often each item will drop (Drop Rate) from your boss.

    When you're creating a dungeon for Nilly's Realm...

    You will be working on probably multiple enemies and maybe even more than one boss! This is a LOT of work. You'll need a proper entry for each enemy and boss, as well as a proper map, locations where enemies will spawn, and all sorts of other time-consuming aspects.

    There's honestly not many pointers we can give you here that won't also stifle creativity. Let your mind loose and think of all the cool things you could see in a dungeon!


    Now that that's out of the way, let's state the REQUIREMENTS for a proper enemy, boss, or dungeon suggestion:

    0_1454477189145_list of enemydungeonboss requirements.png


    FOR ENEMIES:

    1 ) First things first: The SPRITE

    • Since an enemy sprite is animated (it moves and attacks players unlike items), you might want to include all the frames of animation of your enemy. This can be set up in a sprite sheet, a gif, or both if you want to be as detailed as possible. Make sure, however, to give the 8x8/16x16 sprites, as those are used with the game.

    EXAMPLE:

    0_1454478357147_monsterspritesbigger.png
    0_1454478348180_monstersprites.png
    alt text
    alt text

    • ONCE AGAIN: DON'T just post a PrtScn that covers your ENTIRE DESKTOP for the sprite. Properly format your sprite . Please.

    2 ) State the name of your enemy.

    • Since your enemy is presumably going to kill things, you need to have a name for it so it can properly display a name when a player gets killed by it. Make sure to give your enemy a properly capitalized name so it doesn't look something like this: ImSoBad died at level 20, killed by monstercube. It should look something like this: ImSoBad died at level 20, killed by Monster Cube.

    3 ) State how much health and defense your enemy has.

    • Health and Defense are both very important stats, as they tell us how long your monster should take to be killed. Give us a maximum health count and defense count. If you don't know how to calculate how long your enemy will end up living with certain amounts of HP and DEF, consult the Pfiffel DPS Calculator for information on what kind of damage per second each class puts out with specific equipment.
    • Not a requirement, but try not to make your enemy have high defense, otherwise it will basically require players to equip an armor-piercing weapon or require players to use a melee class against them.

    4 ) State the projectiles your enemy will be firing. When doing this, also include the following:

    • The sprite for the shots emitted from your enemy (Follow the format listed above for weapon bullets (Step 1.5 in the Item Requirements section for each projectile your enemy will fire). This can be more than one projectile.
    • How much damage each projectile does
    • How far or short the range of the projectile is
    • How quickly your enemy's projectiles move

    5 ) Describe your enemy's behaviors.

    • There's not much advice we can give you here other than to talk in clean sentences that describe exactly how your enemy will move, behave, and fire each projectile. Also go into detail about how each projectile should move when fired by an enemy, as that can be very complex. Be as organized as possible, and stay specific, but don't go on too long unless your monster's behaviors happen to be just that complicated.

    FOR BOSSES:

    1 ) The Sprite:

    • Once again, bosses should be animated (in most cases even more animated than normal enemies), so you'll need to follow the format for enemies, but provide even more frames of animation for the boss.

    2 ) State the name of your boss.

    • Once again, just like earlier, you want to make your boss have a properly formatted name since it's presumably going to be able to kill players. Use proper capitalization and spelling or else risk looking like a dummy.

    3 ) State how much health and defense your boss has.

    • Health and Defense are even more important on bosses. Since players will likely be firing towards a boss for a much longer time than a normal enemy, a high defense value or health value can extremely prolong a fight. You'll definitely do well to consult the Pfiffel DPS Calculator for figuring out just how long it should take to slay a boss of yours with each class.

    4 ) State the projectiles your boss will be firing. When doing this, also include the following:

    • The sprite for the shots emitted from your boss (Follow the format listed above for weapon bullets (Step 1.5 in the Item Requirements section for each projectile your enemy will fire). This will include all projectiles your boss fires, regardless of whatever phase your boss fires the shot in. Then, include the following information for each shot:
    • How much damage each projectile does
    • How far or short the range of the projectile is
    • How quickly your enemy's projectiles move

    5 ) Describe your enemy's behaviors.

    • With all that comes along with explaining how bosses behave, you'll definitely be spending a lot of time writing up how your boss will act in battle. Describe each phase (if your boss has phases) with a separate paragraph or section. Honestly, you'll just have to use your best explanation here, as once again, there's not much information we can give to you that won't also stifle creativity.

    BONUS POINTS:

    If you want to go the extra mile, you can have a shot at coding the boss yourself in your own private server, and then set up a YouTube video demonstrating how your boss will fight. This isn't easy and requires coding knowledge, and directly taking this coding into Nilly's Realm is not going to work due to the source code for Nilly's Realm being closed-source for the time being, but it's definitely something that we administrators LOVE to see.


    FOR DUNGEONS:

    1 ) The Dungeon's Name:

    • All dungeons need to have a name. Come up with one, but try to make it relevant to the dungeon you're trying to create. This can be an easy or hard step, depending on how creative you are. Try your best to come up with an awesome name.

    2 ) Give us the sprites of any portals your dungeon will use.

    • This requires you to put a dungeon entrance sprite, but it can also include multiple other portal sprites if you plan to have your dungeon have portals leading to other parts of the dungeon within the dungeon itself.

    3 ) Give us a sprite for the key your dungeon can be opened with, unless you specify why exactly your dungeon shouldn't be opened with a key.

    • The reason as to why your dungeon shouldn't be key-accessible shouldn't be something along the lines of "Oh, I just don't want people to find my dungeon very often".
    • After you give us a dungeon key sprite, specify how much fame each key to your dungeon should be. Try not to go over 500 fame per key.

    4 ) Provide a map of your dungeon:

    • No dungeon can be a dungeon without a map. If you want to make it randomly generated, Nilly's Realm doesn't support that kind of dungeon as of now, unfortunately. If you want to make it in this style, make a number of different maps that can be accessed when a player connects to your dungeon. If you've run Undead Lairs, Sprite Worlds, Snake Pits, and other related dungeons in Nilly's Realm, you'd know exactly what we're talking about.
    • Include a full image of the dungeon map here.
    • Be sure to include every single map file that you're planning to use for your dungeon here.

    5 ) Specify which enemies, and what boss(es) will appear in the dungeon.

    • Follow the format for creating an enemy or boss as listed above, but be sure to include information on every single enemy and boss you plan to feature in your dungeon. This can be a lot of enemies/bosses but remember that more isn't always better. Include an amount of enemies and bosses that best suits the dungeon you're trying to create.

    6 ) Specify the drops your enemies and/or bosses will drop

    • No dungeon is complete without loot, right? Without drops, there'd be hardly a reason to complete your dungeon. Be sure to include the drops of your dungeon, as well as the rate in which each item should drop. Don't forget to properly design each item for your dungeon; it's understood that you have a lot on your hands with the dungeon itself, but finish the entire thing!

    6 ) Specify where exactly each enemy and boss should spawn.

    • You will have to work with a Mapper in order to properly set up all the locations for enemies in the actual dungeon in-game, but as a visual cue for people reading your suggestion, there are a few ways you can show off where each enemy will spawn in your dungeon. Explaining the spawn locations of each enemy is an optional step, but it's required when actually setting up the map. Try to at least tell readers where the boss will spawn in your thread, though!

    BONUS POINTS:

    As stated earlier, we love it when players that are enthusiastic about their ideas have a shot at coding the boss yourself in your their own little private server, and then show off a YouTube video demonstrating how your boss will fight. Once again, it requires coding knowledge to do this, and directly taking this coding into Nilly's Realm is not going to work due to the source code for Nilly's Realm closed-source, but the Nilly's Realm Team simply can't get enough of it.


    (Due to the size of these types of submissions, we will not be providing an example for creating a dungeon. We apologize for this inconvenience.)


    Closing and Summary:

    Enemies, Bosses, and Dungeons take a LOT of planning, especially if you plan to have any of these things also drop items in the game. Take your time when designing these things, and above all, THINK about what you want from your dungeon.



  • i pick my nose with my dick

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    0_1454571001270_introducing the shadyman class.png


    DISCLAIMER (And a few notes, too):

    Let us remind you all that there are no custom classes in Nilly's Realm. Back in the days of Phoenix Realms, there were plenty. Samurai, Mechanic, frankly enough to raise the maximum amount of stars possible to 100. While it's highly unlikely that a class idea will be accepted, it's far from outside the realm of possibility, and we've taken note of a few class ideas being tossed around in the section prior to this post.

    Class Suggestions are not to be taken lightly, though. Players will be playing as classes that you propose, so you have to pay extreme amounts of attention towards their creation and function. These propositions take an extreme amount of creativity, originality, and most of all understanding of the game in general. If you want to propose a whole new class for Nilly's Realm, stop. Go play the game, come back like 200 hours of play time later, and then try. (Okay, that's not a requirement, but the more you play the game the more you'll understand what makes it fun, how the game works, and how it can be changed to be more interesting and fun)


    How to properly design your class suggestions:

    As stated earlier, it's best if you play the game a bit and learn how each class stands in the game first. Beyond that, here's a few pointers.

    1 ) A quick "DO NOT", but don't disregard this: Do NOT make a class that has the ability to equip other classes' abilities.

    • Why? This will make it so that there could either be no reason to play your class that you're suggesting or no reason to play the classes that your class is taking equipment from. (Even if the class is meant to be able to equip multiple types of ability items) This shows a lack of creativity, experience, and overall a lack of personal investment in the class you're trying to add to the game. Basically, if you do this, you just don't care. And if you don't care, we don't either.
    • Oh yeah, don't make anything that's copyrighted, either.

    2 ) In terms of stats, make the class have strengths, as well as a weakness or two.

    • If you want to make the class have stats that are "balanced all around", those don't tend to be very good, due to the design of all the other classes in the game. Remember, each class has its own unique ability that no other class can "copy". Since your class will have its own unique ability item, it should have its own unique strengths and weaknesses.

    Let's state the REQUIREMENTS for a proper class suggestion now:

    0_1454571905351_list of class requirements.png


    1 ) Of course, first, your class' sprites:

    • Sprites are required for a Class. Make sure they're 8x8, not anything higher. Follow sprite formats as listed above underneath the Enemies sections. Just remember that you need to design sprites for your class when it is facing left, facing right, facing up, facing down, and firing.

    2 ) Up next, the name of your class:

    • Self-explanatory. When coming up for the name of your class, try to keep it simple. A complicated name like "Flaming Archmage of Fear" doesn't belong on a class. Try to keep it relevant to your class's function, too. We don't need a class called "Sailor" firing a laser gun (Oh, wait. That's called a space pirate).

    3 ) Next, your class' stats:

    • These are up to you to create, but give us the following information here:
    • Starting stats (What stats your class will have at level 1). All eight of them.
    • Growths (Range of how high or low each stat will increase per level-up). All eight stats should be given here, too.
    • Average stats at level 20 (If you don't know how to calculate averages, you probably shouldn't be designing a class)
    • Max Stats (What most people give with class suggestions, if they even include stat info at all)

    4 ) Describe your class' NON-ABILITY equipment:

    • Tell us what weapon type and armor type your class will be able to use. Before doing this, be sure to consider all the custom weapons and armor that are in the game already. (For example, if you make a class that will be equipping swords, your class is going to have access to 10 different swords on top of the swords in Prod already)
    • Try to follow the equipment style of other classes (Wands/Staves -> Robes, Bows/Daggers/Katanas -> Leather, Swords -> Heavy Armor), and if you want to be unique here, tell us why you want to do it that way here.
    • Do NOT make a new type of weapon or armor that is specific to your class suggestion.

    • We already have Ninja.

    5 ) Tell us about the function of your class' ability item.

    • [Here is where you should be the most creative.]

    • A new class should do something that no other class can do already. Try and think of a clever way to do damage to your enemies, support allies in some way, from applying existing (or completely NEW) status effects, or much, much more. Just don't make it's effects something dumb, basically.

    6 ) List your class' tiered abilities, and their effects.

    • Start with T0 (The ability your class will start with), and then work your way up to T6. Do not go past T6.
    • When designing the tiered abilities for your class, while it isn't necessarily a requirement, still try not to make effects applied change between two tiered abilities. It's acknowledged that Archer does this with its quivers, and let's not even start on Wis-mod classes, but try to refrain from doing this.
    • Follow the format shown here for each item:
      -- Sprite
      -- Name of Ability Item (Tier #)
      -- Description of Ability Item
      -- Effect(s)
      -- MP Cost
      -- Fame Bonus
    • Try your best to balance these too, keeping in mind the rules for item submissions detailed above.

    7 ) THIS IS AN ENTIRE STEP FOR A REASON: Do NOT create UT abilities for your class!

    • (Why?) This is essentially counting your chickens before they hatch. Focus on what your class can do on its own with its tiered items, then we can figure out what UT ability items it can have. In order to be able to "modify" a given class, we have to play it for long enough to understand how it's played already.
    • Most UTs suggested in this way are poorly designed anyways.

    Closing and Summary:

    Out of all the ideas given requirements above, this one takes the cake for requiring the most thought and planning. Don't neglect the proper amount of care needed to create a class!


    0_1454575438367_other suggestions.png


    0_1454575899640_shadyconfused.png

    USE YOUR BRAIN.


    Thank you for following our instructions.

    Have fun creating your ideas!

    -The Nilly's Realm Administration


  • Old Phags

    Hell yeh shady, feel bad read like 75% and just looked at the rad art.


  • Creativity Cafe ☕

    Just about the best thing I have spent my time reading. This was hecka needed (even if some of it applied to me, get rekt m8).


  • Metronome

    Fuck....... I was 95% done creating an event from runescape for the asylum....................
    I had the sprites, projectiles, working drops, and most of the behaviors done. Can I still post it if I change some of the names a little bit? As far as I know, rs doesn't really give a shit considering the amount of rsps around.


  • i pick my nose with my dick

    @lights said:

    Fuck....... I was 95% done creating an event from runescape for the asylum....................
    I had the sprites, projectiles, working drops, and most of the behaviors done. Can I still post it if I change some of the names a little bit? As far as I know, rs doesn't really give a shit considering the amount of rsps around.

    Please try and make it as disconnected from any intellectual properties as possible. We sincerely apologize for this, but if this involves having to rework all your sprites, names, descriptions, etc., then that is sadly a requirement.

    These guidelines are not meant to stifle creativity, but I can understand if you might get a bit discouraged from making your ideas with these in play. I hope this won't prevent you from presenting your thoughts!

    -The Nilly's Realm Administration


  • A Waste of Matter

    I was spriting, then i saw this...
    I noticed that all of the items were familiar, so i laughed at the roast...until i saw my Radiation Dagger in the back... (that idea has since been scrapped)

    I've actually never really thought about making items this much, im good (ish) at spriting, and i have 'odd potential' as another admin has said, but i've never really went THIS DEEP into it...im going to read (the rest of it) and rethink my ways...

    You know, you ain't that Shady after all...man. -Hailtion


  • Metronome

    @shadyman Ok I can do that but I'll need to make a few edits. Brb.


  • i pick my nose with my dick

    @Hailtion said:

    I was spriting, then i saw this...
    I noticed that all of the items were familiar, so i laughed at the roast...until i saw my Radiation Dagger in the back... (that idea has since been scrapped)

    I've actually never really thought about making items this much, im good (ish) at spriting, and i have 'odd potential' as another admin has said, but i've never really went THIS DEEP into it...im going to read (the rest of it) and rethink my ways...

    You know, you ain't that Shady after all...man. -Hailtion

    hehe still 2shady4brady tho rite



  • Why is my sprite so tiny????


  • Donor

    ur pointing at my wand so its the chosen one.



  • fri sticky pl0x @Winter @Cyeclops @Nilly



  • shady some people hate u but i know, you're the specialyest snowflake of them all :')


  • Super Famous Forumers

    Shit, I thought this game WAS Sprite Sim 2016.
    Man, I sure feel dumb.


  • Famous Forumers

    @Faux
    nah its mostly shitty sprite sim , filled with worthless praise for bad item ideas
    only like.. 4 items out of all that have been posted are useable in sprite terms. Possibly less if you want stats.



  • @shadyman Erm.. Howcome are there Megaman Blaster and Z-Saber ingame then? ^^


  • Metronome

    @Despair that was from before the update. I think they just got tired of shitty copies of random sprites.


  • Donor

    @shadyman-"we want creativity and balanced stats"
    then theres the boshy gun...


  • i pick my nose with my dick

    @DarkFall said:

    @shadyman-"we want creativity and balanced stats"
    then theres the boshy gun...

    There's been constant talk about nerfing it.

    If you've got an idea, there's nothing stopping you from posting a suggestion on how to nerf it. Ideas pertaining to modifying an item already in the game aren't against the rules.



  • @DarkFall said:

    @shadyman-"we want creativity and balanced stats"
    then theres the boshy gun...

    That was nilly's and winter's favorite idea. And, as we know, they are the law. So they can make whatever they want.





  • @KarkVant I just think people don't like your attitude. It brings the salt out of almost everyone.



  • @Moloch Yeah, that's kind of intentional, but facts are facts no matter what tone they're spoken in.


  • The Great Cabbage Thief

    Kark I'm sueing you



  • @Ashryver See you in court, have fun paying my lawyer.


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