I mean, that's cool, but it's not a super effective answer :wink: Like, what's one name? Are these just indie games you're watching? Because it's entirely possible they're using some creation engine that just does it that way.
Offhand, pretty much every RPG made by Nintendo or Bioware either has the player's characters on the left or in the front facing back at the enemy. The only games I've personally played or watched Let's Plays of that have combat where the player's characters on the right were made in RPG Maker, so that's probably why I have that association.
Right, because the engine isn't designed to allow you to position troops on top of where the actors will be standing. Try the Enemy Placement plugin here:
LadyBaskerville's Miscellaneous Javascript Snippets
You could also do it with troop events set up to go at the beginning of battle and change the enemy positions in the troop via script calls.
I tested Lady Baskerville's plugin for positioning troops. It works with FOSSIL (which I also use to run SRPG Core), but otherwise doesn't work in MZ.
However, I experimented with
Theo Allen's Resolution Based Placement plugin in my file for plugin testing and was able to position enemies on the right. They look too far apart now, I think, but I can make them closer with relative ease.
In both cases the alignment of the player character and the enemy are slightly off, but that's something I can refine by tinkering with coordinates.
How does this even work? If you're doing it SRPG-style, isn't everything on the map? Where does the battle screen come into play? Does it do Shining Force cutins for the attacks?
Everything is on a map, but the combat is shown closer up, like in Fire Emblem. Here's a video example.
(set to start just before an example)
It's similar in my game, except you approach an enemy and then can select from the attacks your character knows. In Fire Emblem, your character attacks with whatever weapon you equipped it with earlier.
If you're trying to finagle stuff with one specific plugin that drastically changes the behavior of the engine, you kinda have to attack the issue from that end. Hopefully there's a plugin parameter in the SRPG Core that defines this, or you'll have to find it in the code.
It is, in my experience, the standard in the genre of professionally-published JRPGs.
You're definitely not, but throwing that SRPG plugin into the mix is the monkey wrench here.
It took a couple hours of tinkering and searching for plugins, but I've created something I'm fairly satisfied with based on the plugins I mentioned above. Now I have options regardless of whether I can break free from FOSSIL (supposedly somebody is working on porting SRPG Core to MZ, but I haven't heard anything from them in several months) or not.