I've played many simulation RPGs created with "SRPG Studio" so far.
In my case, before I start playing a game, I always begin by adjusting the settings to my liking in the "Preferences" screen.
This applies not only to SRPGs, but also to RPGs, visual novels, and other genres.
Once you've finished setting up your environment, you finally feel like you're ready to play the game.
This time, I'd like to talk about my preferences regarding these environment settings.
I feel that these aspects of environment settings and configuration are likely to be areas where players' preferences will vary.
Setting items
Depending on the work, some original entries may have been added, while others may have been removed.
Also, I think there are new features added depending on the version of SRPG Studio.
Therefore, the items I write about here are limited to those that are commonly encountered.
note that.
(The game used in the screenshots in this article is an SRPG by Kenji Goto)"Bone Continent War Chronicles"(And from "The Chronicles of Mishgard")
BGM volume / SE volume
Unless the volume is extremely loud or quiet, this is a setting you probably won't need to touch very often.
For now, setting the background music and sound effects to the same percentage should prevent any imbalance.
The cursor sound, which indicates whether the player's actions are being reflected, is important, so if the background music is balanced in a way that the sound effects are not audible, I find it a little difficult to play.
If you turn off the background music and only play sound effects, it becomes incredibly bland, which really highlights the importance of background music.
Realistic combat format
When turned on, the screen switches to a battle screen between units, where you can watch impressive animations.
I often turn it off because I prioritize the game's pace.
However, when using powerful special moves or fighting tough bosses, I do want to turn it on to enjoy the experience.
I know many creators put a lot of effort into this, but I apologize that I often don't pay much attention to it.
Ideally, if we could easily select attacks like in Super Robot Wars, I think we'd see more realistic combat.
Even if you want to see it in real time, having to open the settings screen and select whether to turn it on or off before attacking feels a bit of a hassle.
I love it when event battles and other similar events are forced into a realistic combat format.
Enlarge the battle screen
When Real Combat is enabled, the combat screen is not displayed on top of the map screen, but rather enlarged and displayed in full screen.
When zoom is turned on, the image quality can sometimes be a little noticeable.
I usually have the realistic combat mode turned off, so I don't pay much attention to this setting.
Auto Cursor
This option determines whether to hover the cursor over the leading character.
This is about whether the cursor moves to the main character at the start of the turn.
Personally, I don't like the cursor moving on its own, so I usually keep it turned off.
There was a time when I found it convenient to have the cursor automatically move to allies, so I don't have a strong preference for it.
However, when earning points by repeating the same action, such as boss farming, it's difficult if the cursor moves on its own, so in those cases, I often turn it off.
Auto Turn End
This setting determines whether the turn automatically ends after all allied units have finished their actions.
I used to turn it off because I didn't want the car to finish its turn automatically, but now I always turn it on.
This is because, if you set the game to end turns manually, you might end the turn without realizing that there are units that haven't acted yet.
For example, this would apply if the troops were divided and advanced separately.
Sometimes, when I focused too much on controlling one unit, I would forget about the actions of the other unit and end the turn, putting me in a difficult situation.
If Auto Turn End is turned on, it means that "the turn will not end" = "there are units that have not yet acted," so I turn it on as a safety mechanism to prevent forgetting to act on units.
Skip enemy turn
This setting determines whether you can observe the opponent's movements and actions during their turn.
You can choose from three options: "Instant," "Fast Forward," and "None."
I have set this item to "none".
If it's "instantaneous," we might know where the enemy moved, but we won't know exactly how they attacked.
It's impossible to tell at a glance whether someone used an item to heal or attacked an ally, resulting in combat.
While "fast-forwarding" allows you to follow the action to some extent, it doesn't give you enough time to think about what you should do on your next turn.
For someone with a quick mind, fast-forwarding might work, but I felt it wouldn't work for me.
I think one of the great joys of SRPGs is watching the enemy's actions and feeling the pressure of making a move.
Display of enemy movement range

This setting displays the attack range, which takes into account the enemy's movement range, as shown in yellow squares when you press the cancel button on the map.
I find that having this displayed makes playing games much easier.
This display reveals safe zones that are not within the enemy's attack range.
In older SRPGs, only the enemy's movement range was displayed, but now, with the attack range also included, you save the trouble of having to check it every time.
However, it's true that the screen becomes completely yellow and difficult to see if there's even one enemy with long-range attacks.
However, eliminating those enemies clears the screen, giving you a satisfying feeling of gradually clearing the area.
It might be more intuitive to understand if the color of an area where multiple enemy attack ranges overlap became darker, from yellow to red.
Map grid


This setting determines whether or not to display the grid lines of the squares on the map.
While the map's beauty can be appreciated more without it being displayed, I often leave it on.
The display of borders makes it easier to count the distance between units, but I'm not particularly attached to it.
I don't see any clear superiority or inferiority between the two, so I think either is fine.
Unit Speed
When you decide where a unit will move to, you can also determine the speed at which that unit will move.
The game will not accept any input while a unit is moving.
I want to operate it smoothly, so I'll set this to "Fast".
If you select "High Speed," the action commands will appear immediately after you decide on your destination, minimizing waiting time.
When you're trying to figure out your destination and what to do next, you end up canceling and re-deciding multiple times, so it's frustrating when the character moves slowly each time.
Enemy Unit Speed
This is similar to the "Skip Enemy Turn" feature mentioned in the previous section, but this only adjusts the movement speed of enemy units.
If you've set the enemy turn skip setting to "none," then I think it's okay to set the enemy movement to "fast."
I don't use the "low speed" setting because it takes far too long to travel.
If you have set the "Skip Enemy Turn" option to "Fast Forward," then the "Enemy Unit Speed" setting will not make any difference.
If you're unsure, just go with "normal," and you shouldn't have any problems.
Message Estimate
This setting controls the speed at which text is displayed in the conversation window.
Dialogue in SRPGs created with "SRPG Studio" is limited to a maximum of three lines.
Therefore, even when I set it to "high speed" and the text was displayed all at once, I didn't find it particularly difficult to read.
I feel that the "low speed" setting takes too long, so I think it's more appropriate to set it to "normal" or faster.
Scroll speed
When an enemy takes action, the screen scrolls so that the enemy's movements are displayed in the center of the screen.
On large maps, scrolling occurs frequently when enemies move in various locations.
While slower speeds make it easier to see where you are on the map, they also slow down the overall pace of the game.
Because the display switches almost instantly at high speeds, it might be a little difficult to tell which part of the map it's representing.
In my case, I've just set it to "normal" for now.
Map Unit Window

This affects the amount of information displayed when you hover the cursor over a unit on the map.
If set to "Off," a small window with only the name and HP will appear; if set to "On," more information such as face, name, HP, and equipment will be displayed.
I have it set to "on" because knowing the details makes it easier to use.
Map Unit HP Display
You can choose how the HP displayed on units on the map is shown.
You will have to choose from three options: "Numerical Value," "Gauge," or "None."

The "number" clearly displays the remaining HP as a number, and the bar behind it indicates the amount of HP remaining in the order of blue, green, yellow, and red.
However, that gauge only shows the remaining amount by color; the bar doesn't actually decrease.

On the other hand, with the "gauge" format, while the exact numerical value isn't immediately apparent, the length of the gauge is linked to the remaining HP, offering the advantage of being able to roughly grasp the remaining HP at a glance.
In my case, I prefer this "gauge" method, so I've chosen this option.
Map Unit Symbol

The units are generally color-coded as follows: allies are blue, enemies are red, and friendly forces are green.
While this alone is sufficient for identification, turning this setting on will display a circle at the base of the unit, making it even easier to distinguish.
I can identify them without any problems even if this setting is turned on, but I keep it on just in case.
Damage Pop-up

The damage dealt during combat will be displayed as a number on the unit.
There doesn't seem to be any benefit to not displaying it, so wouldn't it be more convenient to display it?
Load command
You can choose whether or not to display the "Load" command on the menu screen while progressing through a stage.
If you often have to redo things, it's a good idea to turn it on and keep it displayed.
If you're worried about accidentally loading instead of saving, you can choose not to display it.
Disable skipping
You can change the settings to prevent accidentally skipping text while the story is progressing.
The most common ways to skip are by pressing the spacebar on a keyboard or right-clicking with a mouse.
Setting this to "All Input" disables skipping based on both keyboard and mouse input.
Setting it to "Mouse" will disable the function of skipping items with a right-click.
If you select "None," it means that nothing will be disabled, so you can skip using either the keyboard or the mouse.
In my case, I want to skip using the right-click button, so I set it to "None" and leave both skip operations enabled.
Mouse operation
This setting allows you to enable or disable mouse control.
I find that games created with SRPG Studio are easier to play with a mouse, so I have mouse controls turned on.
Using the keyboard to select a unit requires many steps, making the process considerably more cumbersome.
Mouse cursor tracking
Mouse cursor tracking affects whether the mouse pointer automatically moves when you open a menu.
It might be convenient once you get used to it, but I don't really like the mouse pointer moving outside of my control, so I usually keep it turned off.
It might be useful in situations where many operations are required, such as on the sortie preparation screen.
However, in such cases, you often use a keyboard to operate it.
In conclusion
That concludes my discussion of my preferences regarding the environment settings for SRPG Studio-created games.
The game's appeal won't change even if you don't make these changes, but it might make the gameplay experience more enjoyable.
If you haven't tinkered with it much, why not try changing it once?
SRPG Studio製のおすすめフリーゲームまとめ|実際に遊んだ作品を長さ別に紹介
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It's a really well-made production software, isn't it?
I'm so grateful they released it!