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File: 1277802242481.jpg -(54.7 KiB, 500x773) Thumbnail displayed, click image for full size.
56001 No.4116   [Delete]   [Edit

Uh, I browsed and googled, but nothing definite appeared - how do I make random events in RM2K? I mean, if I want, for example, a randomizer for switches' positions? I mean, I only need one of them be "on" at a time. Well, I tried it this way: I put two events on the floor and set them to "On Touch (Event, Hero)" and made'em this way: first event turns switch 1 to "ON" and switch 2 to "OFF". The second event sets switch 2 to "ON" and switch 1 to "OFF". And next to those two I put the third event (a dog, lol) that should've run to and fro, activating the previous two events in turns. Yep, a strange way to make a randomizer, but... it doesn't work! I put another event that appears when switch 2 is on, but t never appears, even though dog actually runs over the event that must turn switch 2 on. Looks like that "touch" thing works on "hero" only. And when I step on that switch-changing event myself, I end up stuck, I can't move one but, not even turn. What am I doing wrong? Is there any other way to make a randomizer?
Pic unrelated (dog tho)

Last edited 10/06/29(Tue)07:55.

>> No.4117   [Delete]   [Edit]

To make something random, you need two parts.

  1. Variable operation. You can have a variable operation switch to random numbers
  2. Conditional branch. Lets say your Variable can be 1, 2, or 3. Make 3 conditional branches (or event pages). Each branch/page should have an action related to the random event.

You sound like you want to have an object be able to appear in 2 places, but only 1 at a time, yes?

to do this, do the following:

Create an invisible event, place it wherever.
set it to auto-start.
Have it use variable operation to create a random number (0-1 should work).
Then have the event erase itself.

Now, create the 2 objects. In the event editor, have it so that, if the event equals to it's number, (0 or 1) it will show up. If thier number isn't in the variable, it simply just won't show up at all. (alternatively, you can make 2 pages, and have it look different when it's number isn't up).

Put all of the objects events in the feild that has it show up with it's number is up.

If you need me to clarify any more, or have any other questions, I'll be happy to help :3

>> No.4118   [Delete]   [Edit]

Uh, thanks, but my goal is different: I want char to teleport to randomly chosen place each time he enters a door, and I need it this way: if he entered a place once, he can't go there again. Can you help out with this? And, optionally, pictures.

EDIT: I use RM2K.

Last edited 10/06/29(Tue)02:44.

>> No.4119   [Delete]   [Edit]

dedicate a variable to the door's randomly generated number
Make a switch for every place he could go. They will be off by default. When he goes to a place, they will be switched on)

In the door event:

Start a loop
Have a variable set to a random number (equal to the number of places they could go)
Make conditional branches for every place they could go. This branch will test the random number.
Under each conditional branch, make another conditional branch. This branch will test if a person has been to that place before.

If the person hasn't been to that place:
teleport them there, and set the switch for that location to On
End loop
End event processing

(If they have been there, don't put an Else handler under the conditional branch
The loop function will have it restart the whole process if none of the conditions are met (EI the random variable doesn't match a place the player can go to)
it will stop once it finds something that works.

However, once the player has gone to all the rooms, this event will freeze the game if he tries again. I reccomend having one of the random places teleport you to a place you can go to over and over again. Maybe right in front of the door, with some message or sound effect signifying it didn't work)

I know this seems a bit complicated :S

Say you have 2 areas they go go, plus the failsafe "didn't work" area

Loop
Variable Operations: set RandomDoor 1~4

If RandomDoor = 1

>If switch AreaOne = Off
>>Teleport to Areaone
>>Switch Operations: AreaOne = On
>>End Loop
>> End Event Processing

If RandomDoor = 2

>If switch Area2 = Off
>>Teleport to Area2
>>Switch Operations: AreaOne = On
>>End Loop
>> End Event Processing

If RandomDoor = 4

>Teleport to (right in front of the door)
>play sound effect/Message (somethign that says it didn't work or something)
>> No.4120   [Delete]   [Edit]
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4924

Hm-m, this seems to be working... Thanks!

>> No.4121   [Delete]   [Edit]

>>4120
;3 any time!
Always happy to help~

I guess if anyone else has any RPGmaker questions, maybe this could be a Q&A general thread for this sort of stuff?

Last edited 10/06/29(Tue)05:02.

>> No.4166   [Delete]   [Edit]

Okay... how do I make a countdown? And if I need something to happen when it's over, what do?

>> No.4167   [Delete]   [Edit]

>>4166
There should be a Timer Operations command in the event commands. You can use that, and set events to happen when that ends.

Likewise, you could make an event that makes a variable timer, but I think you should use the timer operations if you can find it.

>> No.4169   [Delete]   [Edit]

Okay, I messed around with it a bit, and it's a little confusing, but not too much work.

You will need a switch to correspond to your timer. I recomend making an individual switch per each timer you will use.

Make an event that will start the timer.
First, use one Timer operation command to set the time.
Use another timer operation command to start the clock.
Finally, use switch operations to turn the timer switch on.

Now, you will need something to happen when the timer reaches 0.

You can make a common event for this that turns on when the timer switch does. Have a conditional branch check if the time is zero. If it is zero, have it execute the action you want, and make sure to have it set the "timer is on" switch to off, so it won't keep doing whatever it is.

If everything will happen in the same room, you can make an event in that room that has conditions that make it work only when the timer switch is on, and the clock = 0. Make sure it is parallel process, and make sure you have it set that switch off.

I hope this solves what your problem was :3

>> No.4174   [Delete]   [Edit]
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292165

Yay, that works! It somewhat freezed the game before, but now it works, arigato!

>> No.4185   [Delete]   [Edit]

this is a good idea for a thread.. i hope that it's alright to ask some questions here? maybe it would even be good as a sticky, once more is posted, with links to topics and such..

ah.. i wanted to ask, in regards to mapping things to certain buttons-- like, press 1 to use effect, or press whatever button to access whatever function, how would one do that in rmxp?

it is clear how to enter a number -> use function along with the user of a common event to handle the thing itself, but not how to simply press the button and use the thing without accessing the menu. is this possible in rmxp?

(im sorry if this is hijacking your thread-- i dont mean to, hopefully it is also general help, too)

Last edited 10/07/19(Mon)05:50.

>> No.4187   [Delete]   [Edit]

>>4185
Here: >>2509
Also, how do I disable saving? Event in the "hub" only does that once.

>> No.4189   [Delete]   [Edit]

>>4187
To disable saving, you will have to set up general events to prevent it, mostly controlled with switches.

Do you have save enabled in the players menu, or is it event controlled?

in RPGmaker 2003, there is an "allow/disallow saving" event command, it is up to you to place it at the right times. THis can most likely be controlled with a common event set to parallel process that is activated by a switch being on.

In all cases, I reccomend giving the player a warning if it's story based, a "If you go past this point, you can't save" type thing.

>>4185
I have never used RPGMXP, but if it is anything like 2003, try this:

Set a common event to parallel processing. Use Key Input Processing and select the key options you want.

Create a conditional branch in that event. have the branch check if the key is being pressed. The Key Input Processing command stores a number in a variable (that you will have to set), have the conditional branch check if the "Keyispressed" variable is on (for instance, shift = 7, have it check for 7 if you want the shift key to do something)

If you want the key held down, you can also set a variable to record key press time.

After that, set what you want to happen in the key press event. Make sure that you use the "End event processing" at the end of the event to make sure it only happens once per press. Otherwise, you may end up with the event trying to execute for as long as the key is held.

In the end, it should look like:
Key Press Event: [Parallel Process] (not called by a switch)

Key Input processing (KeyPressVar)
Conditional Branch (if KeyPressVar = 7)
+Perform (blah blah)
+End event processing
Else
(blank)

Like I said, i never used XP, so I don't know if this will help you, but I hope it does :S
(this should still be useful for 2003 and maybe 2000 users)

>> No.4206   [Delete]   [Edit]

>>4185
>>4189

There's a keypress stuff for XP/VX in >>2509, as pointed out by >>4187.

To disable saving, all you have to do is have a parallel process in the first map with the "allow/disable saving" command set to disable, and then make a switch so this process won't happen anymore. Whenever you want to allow saving (for example, when Madotsuki sits by her table), have the event allow saving and open the save menu, then disable again.
Also, in 2003/XP/VX you can take the "Save" option away from the menus, 2003 is in the System2 tab. For XP and VX you have to mess with the menu script and I dunno how to explain that.

>> No.4280   [Delete]   [Edit]
File: 1278155909603.jpg -(2 MiB, 1879x1879) Thumbnail displayed, click image for full size.
2105566

Oooooh~ I just found out something pretty cool!

While you are working on your game, and you are playing it and you need to test switches and stuff, press f9 to bring up the Debug menu. It lets you change switches and variables to your needs, if you need to test something straight away!

I might be the slowpoke on this function, but I haven't heard anyone else mention it, so maybe it's not well known?

Also~ during test plays, holding CRTL enables phasing, but only while you hold it!

Last edited 10/07/03(Sat)04:52.

>> No.4318   [Delete]   [Edit]

>>4280
I didn't mention about these becaus I thought they would be common knowledge, but I guess not...?

>> No.4340   [Delete]   [Edit]
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27108

>>4187
>>4189
>>4206
thank you
--
--
i have another small question. how would one go about setting up an event that had an x in x chance of happening? (1 in 6 for example)..?

thank you for the help so far. it worked out well.

Last edited 10/07/05(Mon)05:39.

>> No.4341   [Delete]   [Edit]

>>4340

For random events, you will need to use normal variable operations, but have it set to random (1-6)

If you want something like a character to show up 1/6th of the times you enter it's room, have it so any events that teleport you to it's room will use the variable operations to set a variable unique to that character (like RandomGuy or something) to 1-6. Then one the event in question, have one of it's conditions for showing up be "If RandomGuy = 6"

Or you can have an event command erase the event of RandomGuy Variable equals anything other than 6.

If you want something like the Uboa event, where interacting with an object has a 1/6 chance of doing something, have an action key event on that event. One of the commands will be the variable operation thing from before.

Does this help? Or do you need something more tricky? (like every time the hero walks over a certain tile type, something happens?)

>> No.4905   [Delete]   [Edit]

I guess I should ask this here then? ;;;

What program do you use to animate the tiles?
What program would be best for making tilesets?
and, how do the 2nd layer tiles, er, blink?

>> No.4906   [Delete]   [Edit]

>>4905
You should actually ask this in the general help thread as it's mostly graphics-related: http://uboachan.net/fg/res/4892.xhtml#4892

Anyways, it really depends on what exactly you mean. The animation for the tiles are done in-game, you simply provide the frames for it on either the tileset or the chipset and then code it as necessary. There's no need to make it an animated .gif file or anything. As for the program to make tilesets, anything will do, MSPaint, Paint.net, Photoshop, whatever you have.

Blinking 2nd layer tiles...? I'm not sure what you mean exactly. It would be easier to do a blinking animation in a charset and use that in the event (or "3rd layer") of the map.

If you have any further questions, please ask them in the general thread. Thank you for bumping this thread though, it needed it.

>> No.5055   [Delete]   [Edit]

Seriously - how do I make footstep sounds? Do I need to create an event for every step? o:

>> No.5071   [Delete]   [Edit]

>>5055 Either get something newer than RPG Maker 2k or make every tile have a walk-over sound (not sure if that's even possible in 2K)

>> No.5090   [Delete]   [Edit]
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180405

I don't understand how to program effects...
Like...
I don't understand how to NOT ONLY make them work on the map by pressing a key, but I'm also stuck on how to make them an item. I made an item (pic) but whenever I use the effect it takes the effect OFF... even when it's not on!

>> No.5091   [Delete]   [Edit]
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56741

>>5090
There's a thread somewhere for setting effects, but I don't really remember where it is =T
Making effects work on the map is a bit confusing, but this should work.

>> No.5093   [Delete]   [Edit]

>>5090
>>5091

Double post eep, but bumping because I found the page with effect setting:

>>2156

PsiWolf, I don't really know what's wrong with your effect programming since I don't really know how to fix an event until I try it myself, but you could check that page. ...Idk if you already did tho, since your eventing seems pretty similar to mine.

>> No.5177   [Delete]   [Edit]
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59510

I'm sorry, but even with the subs I have no idea what's being said here.
Can you like dumb it down IN ENGLISH?

>> No.5199   [Delete]   [Edit]
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36743

I believe this question should go here.
How do I get the font in the event box to appear correctly? I'm pretty sure it's not meant to be THIS small.
I've tried to use the font fix I found on Hongfire, by the way, but it didn't solve my problem.

>> No.5223   [Delete]   [Edit]
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14434

Isn't there a simpler way to make effects? This is really easy coding, but everything I try, including the above way is not working at all. (Using VX)
Either I'm fucktarded (which wouldn't be surprising) or we need to find a simpler way to do all this. Where are the great english speaking fangame makers when you need them?!

I had an old method I used in rpg2k3, which doesn't seem to work in vx.

In short: Make an item,
make that item so it turns on a switch,
make a common event with a conditional branch that would react to the switch,
Put the effect details in the conditional branch,
put an end the loop effect in there,
and presto, it would work.

But it's not working at all anymore. Tried so many methods and it won't do anything at all. Halp!

>> No.5265   [Delete]   [Edit]

>>5223
I think I just figured it out.
Grated, I'm still unsure of how to make them actually WORK on the map, but I think I figured out how to switch between them smoothly.
Before I say anything let me check to see if I have any issues.

>> No.5474   [Delete]   [Edit]

So I've been working through Yume Nikki in RPG2k3, and I've pretty much got most of the effects figured out.

Would it be a good idea to post how all of the effects work? It wouldn't be a detailed step-by-step walkthrough on recreating them, it would just give an idea on how to create something similar.

I still have to go through a few pseudo-effects, like the sitting and falling asleep with no effect, though it seems easy enough. As well as the actually falling asleep in bed. And waking up.

And maybe some of the random things found throughout the dream world, like Monoko (though that's already touched upon in the stoplight effect), Monoe, Poniko/Uboa, and others.

Rambling aside, would it be good to post, or would that encourage too much copycatting? (not that not posting it would stop the flow of excessively similar effects...)

>> No.5475   [Delete]   [Edit]

>>5474
I dunno, but I think it could help a lot of people. I would like to see this analysis, for example, because I like to be able to event things by myself. I know some people will just copy effects without even caring, but it might help someone to understand eventing. Not that it's bad to have similar effects and areas, since .flow is still one of the coolest fangames with a lot of similar stuff...

What I really want to know how it works is 2kki's computer interface. >_> Crazy eventing aaahhh

>> No.5477   [Delete]   [Edit]

>>5475
Alright, I suppose it can't hurt. I think it might be appropriate to this thread, but if not, then it's not a problem for me to delete it and repost in a different thread.

I'll start in the next post.

>> No.5478   [Delete]   [Edit]

-----------------
PART ZERO: HELLO!
-----------------

I apologize in advance if any of this is confusing. I tried to clarify anything that seemed strangely worded, but there's only so much I can do in text format. If you need help, than feel free to ask.

Also, IF YOU KNOW FOR CERTAIN THAT I AM INCORRECT ON SOMETHING, THAN -DO- FEEL FREE TO CORRECT ME. It doesn't help anyone if I'm telling them incorrect information, though I'm pretty sure I've got it correct.

>> No.5479   [Delete]   [Edit]

-----------------------
PART ONE: EFFECT BASICS
-----------------------

For each Effect there are two items, they are identical except that one can be used in the field, and the other can't. This is how you make it so that you can't use Effects in the real world.
The item should do nothing except activate a switch. (Type: Switch. Number of uses: Unlimited use.) The switch is used as the trigger switch for a common event.
The common event is set to Auto-start with the previously mentioned switch as the trigger.
The common event first checks whether the Effect is already equipped, by checking another switch that gets turned on when the Effect is equipped.

The common event then either:
1) Does everything that should happen when an Effect is first equipped (animations, sounds, changing sprites, turning on a switch to keep track of whether the Effect is currently equipped, Effect specific things).
2) Does everything that should happen if the Effect is used when it is already equipped (animations, sounds, changing sprites, turning OFF the switch that keeps track of whether the Effect is currently equipped, undoing Effect specific things).
After it does either of those, it turns off the switch that triggered the common event.

Everytime you equip an Effect, it should first call an event to undo the results of the Effects, so that you don't end up with Effects clashing with each other or something. (turn off switches, reset move speed, etc.)
To reset move speed, decrease the move speed enough that you can guarantee that it's as slow as possible, then increase to desired speed.

To animate an Effect (such as the Cat meowing), change the character sprite to another set, where each direction on the sprite set is a different frame of the animation, then use the Move Event command to make Mado face each direction.
(Ex. Facing left is 1st frame of animation, Facing up is 2nd frame of animation, Facing right is 3rd frame of animation, Facing down is 4th frame of animation)

>> No.5480   [Delete]   [Edit]

--------------------------
PART TWO: EFFECT SPECIFICS
--------------------------

Effect specific things are listed below, remember to undo them when an Effect is unequipped. Names of switches are only to give an idea of what they do, you can name them whatever you want. All Effects turn on a switch to keep track of if they are equipped, so that other events can react appropriately.

Bicycle:
Move Event- Hero, Increase Move Speed

Severed Head:
Move Event- Hero, Decrease Move Speed, Decrease Move Speed

Umbrella:
Weather Effects- Rain, Strong
"Is raining" switch on

Yuki-onna:
Weather Effects- Snow, Strong
"Is snowing" switch on

Cat:
When player presses '1' a switch is turned on. The switch is turned off after the animation completes.
Every event has a page set to trigger when the "You pressed 1 with the cat effect" switch is on. (Kikiyama usually used page 2)
That page has the movement set to custom pattern, speed 8, with the following pattern:
Lock Facing
Stop Animation
Move Toward Hero
Move Toward Hero
Start Animation

Knife:
Every event has a page set to trigger when the "You have knife equipped" switch is on. (Kikiyama usually used page 3)
It's generally set to act just like the event would normally (though not always).
When the player presses the action key while next to the event:
1) Stabbing animation is shown
2) Event is faded out via Move Event- Increase Transparency
3) Random number is generated to see if player gets money
4) Event is erased

Stoplight:
When player presses '1' a switch is turned on. If it was already on, it gets turned off.
Every event has a page set to trigger when the "Stoplight is red" switch is on. (Kikiyama usually used page 4)
That page has the movement set to Stationary, and animation set to Non-Continuous.
Monoko's animation is set to Continuous (so that her little head-hand can wave. Aw, how cute!) and when the player presses the action key while next to her, she uses a bunch of picture movements and random variables for her fullscreen effect.

>> No.5481   [Delete]   [Edit]

Hat and Scarf:
When player presses '1' if "Is snowing" switch is on (either yuki-onna was used, or you're in the snow world)
If the "You are a snowman" switch is off:
1) Change to snowman sprites
2) Move Event- Hero, Decrease Move Speed
3) Turn "You are a snowman" switch on
If the "You are a snowman" switch is already on:
1) Change to scarf sprites
2) Move Event- Hero, Increase Move Speed
3) Turn "You are a snowman" switch off
Invisible-Hat-and-Scarf-Girl has a page that's triggered when the "You are a snowman" switch is on (page 6).
Fire Room uses a timer, a "How melted are you" variable, and a series of pages to change your sprite every 5 seconds.

Midget:
When player presses '1'
1) Check "How many midges?" variable
2) If max, do "You can't do that" action
3) Else, change sprite and add 1 to "How many midges?" variable
When player presses '3'
1) Do basically the same thing, but opposite.
Hole on Mars has a page that's triggered when the "You are a midget" switch is on.

Flute:
When player presses '1'
1) Random number is generated to determine which sound to play
2) Random flute sound is played
3) "Battle Animation" shows music notes.

Neon:
On use, set "Current Neon Color" variable to default
When player presses '1'
1) Random number is generated to determine screen tint color. If result is equal to "Current Neon Color" variable, repeat until not.
2) Screen is tinted.
3) The random number is stored in "Current Neon Color" variable.

Triangle Kerchief:
When player presses '1' a switch is turned on. If it was already on, it gets turned off.
Every Toriningen event has a page set to trigger when the "You are a ghost, boo" switch is on. (Kikiyama usually used page 5)
That page has the movement set to custom pattern, speed 4, with the following pattern:
Face Hero
Move Toward Hero
Face Random Direction
Face Random Direction
Face Random Direction
Move Randomly
Face Random Direction
Face Random Direction
Face Random Direction
Move Randomly
Face Random Direction
Face Random Direction
Face Random Direction
Move Randomly
Face Random Direction
Face Random Direction

>> No.5482   [Delete]   [Edit]

Demon:
When player presses '1' if "Is raining" switch is on (umbrella was used)
1) Play thunder sound effect
2) Flash screen

Medamaude:
When player presses '1'
1) Hide Screen- Zoom in
2) Teleport to Nexus

Lamp:
When player presses '1' a switch is turned on. If it was already on, it gets turned off. A variable also gets set to 1, that tells a common event to check the status of the light, the variable is then set back to 0.
When the light is off, the screen is tinted darker (80,80,80,100)
Otherwise it's set to normal (100,100,100,100)

Poop Hair:
Pictures 1-8 are all the same picture of a fly, slightly off-center
When player presses '1'
1) Set two variables equal to player's "Screen-Relative X" and "Screen-Relative Y" positions
2) Subtract 32 from variable holding "Screen-Relative Y" (so that the variable is centered above Mado's head)
2) Check "How many flies?" variable
3) If 7, show Picture 8, at the stored variables, 'Picture Scrolls with Map' checked, rotation 4. Then set "How many flies?" to 0
4) Else, if 0, then show picture 1; if 1 then show picture 2; etc. all with same settings as before, then add one to "How many flies?"

Frog:
When an event teleports you into or out of water, it turns a switch on or off. It also checks if "You are a Frog" switch is on, and adjusts your speed accordingly.
Each time you equip the frog effect, it checks to see if "Is in water" switch is on, and adjusts your speed accordingly.

>> No.5483   [Delete]   [Edit]

Witch:
When player presses '1' a switch is turned on. If it was already on, it gets turned off.
Every map has an event that calls a common event that checks whether the "Riding your broom" switch is on or off.
Depending on the value, it sets the tileset to one of two sets that are completely identical except for the Terrain Type (the numbers that appear on each square in the tileset editor)
This sets whether or not to play the walking sound effect. The Terrain Type is also how different sounds are played in the Neon World.
To set the specific sound for each terrain ID, go to the Terrain tab, the sound effect is in the upper-right corner.

Flying as the witch is basically watching what direction the player presses and moving a picture around the screen accordingly. With a scrolling background.

No Effect:
Show sitting animation
Set Timer to 15 seconds
Common Event set to Parallel Process watches timer
When time hits 0, set to sleeping animation

Blonde Hair
Long Hair:
Change sprites, otherwise same as No Effect.

------------------
PART THREE: OTHERS
------------------

Cosmetic Effects
These basically involve just playing an animation and/or sound, and don't require any complicated coding.
Buyo Buyo:
Fat:
Nopperabou:
Towel:

Other Effects To Do
Chair:
Sleeping:
Pinching/Waking up:

>> No.5484   [Delete]   [Edit]

If you need any clarification, don't be afraid to ask.
My nice neat formatting doesn't seem to have made into my posts, but it's still perfectly readable.

>> No.5514   [Delete]   [Edit]

>>5484
The instructions in this guide work perfectly fine in rpgmkr 2000-2003, ect, but when I try it in VX it doesn't work. am I doing it wrong or is there something different you have to do?

>> No.5533   [Delete]   [Edit]

>>5514
Unfortunately, I don't have VX, so I'm not sure what needs to be done differently.

However, I'll download it, and if possible, I'll post what I can.

If anybody is already making a fangame with VX, any assistance with how they've made effects would be appreciated.

>> No.5535   [Delete]   [Edit]

OK, I took a look at RPGVX, and here's what I've found so far.

Making Effects are still fairly similar.

You still need two identical items.
One should have occasion set to "Always" or "Only from the menu"
The other should have occasion set to "Never"
Consume is set to "No"
Instead of flipping a switch to activate a common event, just call the common event directly from the item. The script should have the trigger set to "None".

RPGVX doesn't seem to have a command to check what buttons are being pressed, but you can still set a conditional branch to check if a specific button is pressed and then react appropriately. Though you seem to have less options on which buttons to use.

Move Event is called "Set Move Route" but is otherwise the same.
Changing speed is still handled with "Set Move Route - Player, Change Speed", but in RPGVX you set the speed to set values (2x faster than default speed, 2x slower than default speed) instead of relative values (faster than current speed, slower than current speed). This makes it easier to reset the speed to normal.

"Lock Facing" is now "Direction Fix ON". Remember to turn it off afterward.

"Increase Transparency" is now "Change Opacity" and is set to specific values instead of relative to the current value.

"Screen-Relative X" and "Screen-Relative Y" are just "Screen X" and "Screen Y".
The number to subtract from "Screen Y" might be different in RPGVX.
Rotating the picture is a seperate command, just use it after showing the picture.
I'm not sure how to make the picture scroll with the map, if anybody knows, then your help would be appreciated. I'm sure you could do it easily with scripting, but I really have no experience with it.

RPGVX doesn't play a sound when you walk, which is somewhat inconvenient. You could probably script it to, but this seems like it'd be a pain, especially if you wanted it to play specific sounds based on the tile. Again, help would be appreciated.
Though once you do get it to work, you could just check the "Riding your broom" switch instead of changing the tileset.

-----THINGS I'M NOT SURE ON:-----
How to make a picture scroll with the map.
How to make a sound when you walk. And how to make that sound depend on the tile.
---------------------------------

Everything else seems to still work the same, though I haven't thoroughly tested it all.
If I haven't covered your problem, and there's still something that you can't do that I've missed, please feel free to ask.

Also, I only looked through this quickly, so if I've stated something incorrect, then please correct me.

>> No.5677   [Delete]   [Edit]
File: 1285724912317.png -(33.4 KiB, 1024x474) Thumbnail displayed, click image for full size.
34206

How do I make the panorama show on the map editor? Like pic? I can't figure it out... >_>;

>> No.5678   [Delete]   [Edit]
File: 1285725653932.jpg -(76 KiB, 504x504) Thumbnail displayed, click image for full size.
77803

>>5677
In VX it works like the image in my comment.

>> No.5687   [Delete]   [Edit]

>>5535
To make a picture scroll with the map in VX, use this script:
http://rmrk.net/index.php/topic,39052.0.html

To make a footstep sound in VX, use this script:
http://rmrk.net/index.php/topic,33044.0.html

>> No.5751   [Delete]   [Edit]

Bump for a 2000/2003 solution for >>5677

>> No.5868   [Delete]   [Edit]

>>5751
re-bump? =<

>> No.5962   [Delete]   [Edit]

>>5677
Bump, because I'm curious to know that as well, though I suspect that picture is shopped. I don't think that works in 2k3.

>> No.5968   [Delete]   [Edit]

>>5962
It's not shopped. You can open up Yume Nikki right now and see that the panoramas show in some of the maps.

SOLUTION:
If your map is the same size as the panorama and you don't have the panorama set to scroll, then it's displayed automatically...
And that's the big secret behind showing the panorama...

Ta-da!

Unfortunately, there is no option that I can find that let's you do it otherwise.

>> No.5969   [Delete]   [Edit]

>>5968
...Seriously!? I didn't think it would be so simple...
I'll try it when I get back home, thanks.

>> No.5971   [Delete]   [Edit]

>>5969
I had to play around with Yume Nikki's maps to find out. You'd think they'd mention it in the help or something.

>> No.6816   [Delete]   [Edit]

hello. if anyone could provide clarification on >>4341
it would be great.

i am trying to make an event happen 1 in X of entering a room and interacting with a character. i don't quite understand the setting of the variable, though. could someone please provide something of a step-by-step if that isn't a trouble?

thank you!

>> No.6853   [Delete]   [Edit]

I'm curious about a certain effect thing.

Is it possible, if I have the sprites for it, to make it so several effects stack upon each other? For example, Madotsuki being able to wear both the Long Hair effect and the Bicycle effect? I'm thinking it'll have something to do with variables, but is it reasonable enough to work?

Only certain effects will stack, of course, and only two at a time.

>> No.6854   [Delete]   [Edit]

>>6853
it is possible, but it would need more variables and probably get kinda messy depending on how many effects you want this for. Let's say you got 25 effects, that would make 25*25 variables. I guess theres probably a easier way to do it though, i'm just to tired to think of one.

>> No.7054   [Delete]   [Edit]
File: 1304544965625.jpg -(11.5 KiB, 635x477) Thumbnail displayed, click image for full size.
11796

Gonna post this here since no one on the actual .flow thread would help me.
This is for the current .1 version of .flow
I have no idea what file it's saying I'm missing. I'm not missing the vehicle file, and I believe I've downloaded everything.
What the hell is going on?

>> No.7065   [Delete]   [Edit]
File: 1304619437525.jpg -(12.3 KiB, 635x477) Thumbnail displayed, click image for full size.
12645

Obvious! Besides, that's not the thread for that, it's for making, not troubleshooting.

>> No.7387   [Delete]   [Edit]

Lets hope this is the right area for this stuff |D I'm horrible with forum thingys.

I've had this problem for awhile now, with RPG maker not excepting my images, like Panoramas ((did I spell that right?)) and pictures. It will either say "image too large" or "image wrong color depth" or something along those edges.

Now I know your thinking "oh do you have the right file type?" I saved my pictures in png as 256 color and the largest I'll go is 640 x 480.

What makes this even more odd is the fact that my pictures used to work, but now NOTHING will work thats deemed "too large". I even tried pictures from Yume Nikki and Flow that I'm sure are in the right formats, yet they didn't work either ((said it was too big))

Also, I should point out that any picture ((surprisingly not my sprites though)) that I make in paint WILL not work in RPG maker. >.> If there black and white, I literally can't make it work at ALL. Gimp seems to work ((half the time)) for my pictures, and well....I've come to the point that I'll draw background with Paint tool sai. XD

So yeah, if anyone can help, then please do~ I would appreciate it so!

((other info: Use Gimp and Paint))

>> No.7393   [Delete]   [Edit]

>>7387

I think Panoramas can only be uploaded as 320x240. However. To get different or larger dimensions like in Yume Nikki, put the images in the Panorama folder manually, rather than using RPG Maker to import.

For other images I'm not sure, have yet to experiment with Pictures and stuff, but it should work the same. Also, though you mentioned the 256 color, just make sure it's an indexed image in Gimp.

>> No.7853   [Delete]   [Edit]

Sorry for sortof jumping in on this thread but, I was wondering if there was a way to remove options from the menu screen in rmvx. In all of the yume Nikki related games, there are only the effects and end game options, but rmvx has it so that there are equip/status etc etc etc.

Please help !

>> No.7884   [Delete]   [Edit]

How many buttons are there on RPG Maker 2000? What are they, and what are they typically used to do?

>> No.7988   [Delete]   [Edit]

Uh, there's a problem with RM2k3 that's been bugging me forever.
In an event, when you set several actions that are supposed to be consecutive, they turn out to be simultaneous. For instance, if I want the character to go somewhere and teleport elsewhere AFTER he comes to the the desired spot, he just teleports on event start, skipping the "move there" command. What do? I tried inserting Wait in between, but that just delays the teleportation. What do?

>> No.7993   [Delete]   [Edit]

>>7988
Not sure this is in Rm2k3, but at least in Rpgxp there's a command that says "wait for moves completion", which waits for anything on the map that's moving to finish its moving (not so good if you got something moving nonstop).

>> No.7995   [Delete]   [Edit]

Somewhat unrelated, but I have seen fangames that have all their pictures in .xyz format.
I've googled to learn about the file but I have no idea how to save/convert files to that format.
And what other formats can RPG Maker read?

>> No.8015   [Delete]   [Edit]

>>7387
About the image depth issue,

>open the image in gimp
>open the "Image" toolbar
>Click "mode"
>click "indexed"
>Then click OK. Here you can also play around with the dithering, which makes the shading look more realistic. Just make sure you DO NOT dither the transparent bits.

About the image size issue.
I usually open the image in SAI or GIMP and erase the whole thing, and just use that as a reference. Then i upload it using the resource manager. That always works.

And one last thing, I suggest that you NEVER EVER use MS Paint to draw ANYTHING. MS Paint can't achieve ANYTHING, and cant even handle transparency (Same thing with Paint tool SAI).
I suggest using Graphics Gale
http://www.humanbalance.net/gale/us/
Its an amazing software that functions like photoshop, but was tailored towards pixel artists. You can even use 16x16 grids, which is the tile size in RM2k3

Hope this helps :D

>> No.8017   [Delete]   [Edit]

>>7995
It depends on which version your using.
RM2k3 can only handle PNG, BMP, and XYZ images in 256 color mode. This color mode can be achieved using GIMP, and i posted the instructions in the post above me. But, XYZ format is pretty unusual, and you can just export those files as BMPs and PNGs.
I'm pretty sure I'm missing something here but I hope this helps.

>> No.8018   [Delete]   [Edit]

>>7884
What do you mean by "buttons" ???

>> No.8036   [Delete]   [Edit]

>>8017
Thanks, I was just curious as to how .xyz files were any different.
Also, is there any way to save a large amount of pictures in 256 color mode? I have some 150 pictures but would I have to open them all individually and save them as 256 color or is there a simpler way? I'm using Paint.net which can save in files in 256, but is GIMP superior in anyway?

>> No.8044   [Delete]   [Edit]

>>8018

Like Shift, Enter, etc. Tell me all of them and the ones that do the same thing and are interchangeable. In RPG Maker 2000 games, what is the typical use for these buttons, such as menu, interact, etc.

I know that RPG2k3 had more usable buttons, but I want to know about 2000.

Last edited 11/07/29(Fri)09:38.

>> No.8225   [Delete]   [Edit]

hey hey hey hey
hey hey
hey

i really need to know

>> No.8257   [Delete]   [Edit]

>>8015
Well, I knew all that, it was just that my images were deemed too "large." I figured out the index shit awhile back XD

And about MS paint not being able to make sprites or anything, thats not nessesaraly true. I use it for my pixel dolling and spriting for a long time, and add trasparentcy on seperate programs. If I want to animate it, I draw the seperate frame ON TOP of the original frame, but use green. And I use Paint Tool Sai to draw the lines for my pixel art |D It has a binary tool, and you can erase in binary, then I export it to Photoshop format, and import it to gimp to do whatever I want with it. o3o Graphics Gale just didn't do it for me....I like layers, but thats about it. I thank you for your information though!
---------------------------------------------------------

OTHER THING

So I want to make an event that can happen once every, oh lets say, 5 times you enter that said room? Or that the event changes positions every 1/10 times you enter.

Examples of this would be the cat you reach through the mall in Yume nikki. How can you do that? I looked at the programming, but I didn't understand. XD

>> No.8262   [Delete]   [Edit]

The reason I want to know about these "buttons" is for the sake of the iOS RPG Maker 2000 emulator.

>> No.8267   [Delete]   [Edit]

>>8262
As far as my dealings with RM2k:

Cancel Buttons: x,c,v,b,esc,NUMPAD 0

Movement buttons: up,down,right,left/h,j,k,l/numpad 8, numpad 2, numpad 6, numpad 4

Confirm: z, numpad enter, enter

testplay buttons: f4- maxmize/minimize, f5- further minimize, f9-switches and variables, f12- back to menu

>> No.8325   [Delete]   [Edit]

In .flow however there's also a shift key and it does a different thing from enter and esc.

http://projectkuto.web.fc2.com/work/rpgemu_iphone.html

How exactly is this iOS RPG Maker 2K emulator's buttons laid out? Of course the placement of the buttons on the screen is suboptimal for iPad, but I just want to know how that emulator works so that I can figure out a better layout.

>> No.8331   [Delete]   [Edit]

This may be a very, er... common/easy/stupid question, but how does everyone make their music for the background/sound effects/etc?

See, two of my friends and I are working on a fangame. Before we actually start working the mechanics, we're breaking down the work between the three of us with sprites, backgrounds, music, etc. Since me and one other are working on the pixel work, I was hoping we could have the third start on music.
I do apologize for asking such a non-programming-type question, but I would like to know. I don't browse these forums often at all, but I would very much like to know what you guys get.

>> No.8341   [Delete]   [Edit]

>>8331

I myself try to use FL Studio. It seems to be the norm for creating music, anyway. It's expensive, but the demo is free and lasts forever, and so far the only feature I've noticed is that you can't save your progress midway. Sadly, with no music background, I have no idea how to use the Sytrus thing that I want to learn how to use so much. Also for some reason my .wavs never work in RM2k3. Maybe it's the way I loop it at the end when exporting?

For sound effects and such, I'm sure there are plenty of other programs like the NES related ones I cannot remember at the moment.

SO QUESTION FROM ME.

Would it, say, be possible to temporarily change direction keys? Specifically, swap left and right, as well as up and down? I think it's possible since I've been exploring that one Event thing that I use to designate things like effects to keys, but still a bit lost.

>> No.8342   [Delete]   [Edit]

>>8331
>>8341
i also use FL. i use FL 7. it's been good to me so far. if you're not opposed, you might torrent it so that you can use it fully and save your progress in the middle. as for the .wav, what doesn't work? when you're saving, at least in 7, there's an option to wrap the remainder of the track. you might do that, if you're having an issue with there being a pause or other looping problem with your .wav. if it just doesn't work, unfortunately i'm not sure what to suggest.

as far as the sytrus thing, isn't that just the different tones for the instruments? i just pick one and use it with the piano roll to put the notes in and make the music etc. i know that some other things come up with you choose an instrument, but i tend to just close those. i think they're for changing the sound of the instrument, etc.. i'm not too much of an expert, so i don't really know. i'm sure theres some tutorials out there that might help you though. it's a good program, i think.

if i remember, one of the programs for sound effects might be called milkytracker? something like that. i've used FL to make sound effects too, though, but it's a bit of a big program just to make sound effects with.

this thing here:
http://www.bfxr.net/

seems to let you make sound effects, as does this: http://thirdcog.eu/apps/cfxr if you happen to be on a mac.

if you are on a mac, i think garageband is something you can use for music. i don't know much about it, though.

anyway, i hope this helps either of you out.

>> No.8618   [Delete]   [Edit]
File: 1315989836908.png -(2932 B, 480x256) Thumbnail displayed, click image for full size.
2932

Alright, I've been wanting to create a Fangame for the longest time, problem was scraping together motivation to learn the program to do it. I am an absolute beginner at this and feel a little intimidated due to the lack of proper visual guides.

So far I've learned some the basics and how to successfully create custom character/npc sprites.

I am using RPG Maker 2003, and while I have some stuff down, Chipsets are confusing me. I've tried looking everywhere and the one site that describes what the effect each color tile does had a broken image. Random messing around resulted in weird texturing problems, and when it did finally work I ended up with a screen of the floor texture covering the main character.

It's probably really basic stuff but this is my current roadblock. Once I know how to properly build worlds I can get around to creating the citizens, and then get into the hard stuff such as switches and more complex events. Even after digging around in Yume Nikki and a few other games to kinda see how they tick I am still not quite sure about a lot of things.

>> No.8619   [Delete]   [Edit]

>>8618
This will be kind of general, but should help you out.
First thing is first- each tile is 16x16 pixels big. Make sure you keep this in mind.
Second thing- pick a transparency color and flood the tileset with it everywhere you don't have textures. It has to be one color, because when you upload the tileset 2k3 will ask you to pick a transparency color.
Now using your image as a reference:
The beige block is your layer one tiles.
The Pink block to the right are your layer two tiles.
Going left from beige, the Green block are your auto tiles.
In the very left corner are the water autotiles, which animate.

Next is placing the tiles you want in the layer 1 slot in rpgmaker2k3, in the beige area.
The tiles in the layer 2 slot are usually trees, boxes, whatever, that go on top of the layer 1 tiles.
In layer 2 you need to leave the first row or two of tiles open.

Once you have a transparency color, and your tileset complete- you'll need to upload it into the program. I assume you know how to- but just for the sake of procedure:
Click the resource manager, and inside go down to chip-sets, then click import and select your tileset. Pick the transparency color, click Ok.

Now, to add it in the game you're going to want to go to Resource Database to make it a actual chipset with clipping.
Inside Resource Database, go to tile-sets, find or make a empty space- then pick your tile-set and label it.
Now the part that at first stumped me: clipping.

You will notice two tabs, for layer 1 and for layer 2. Under that is several options, but for now- just pick Passability.
This option will have Os, Xs, and Stars all over the place.
Os are walkable tiles, Xs are non-walkable tiles, and Stars make the tile appear above the player sprite, or npc sprite.
To configure each tile to your want- just click to cycle through the various symbols on each individual tile you want to configure.
Make sure not to place a x everywhere there is not a tile- it complicates things for you- and the same goes for layer 2 tiles.
The Stars are usually better for layer 2 tiles, for reasons you'll figure out playing with it.

I hope that helped you out.

>> No.8633   [Delete]   [Edit]
File: 1316054572683.png -(14.6 KiB, 560x347) Thumbnail displayed, click image for full size.
14990

>>8619
Helped a ton and solved a bunch of issues, thank you!

Any more advice on what the green auto-tiles do exactly? Also should I avoid spriting where theres a pink block in the beige area? The other half of the orange test columns tip was placed in it, and that specific tile only shows up as layer 1 tile and can't be used for event graphics... or is it just a miscolor? I've seen some other templates where that tile is also specifically marked.

>> No.8636   [Delete]   [Edit]

>>8633
Since you are encountering problems with it, I would avoid that pink block. I've never really thought or worked with that particular block to my knowledge- so I would just leave it a nice transparency color.

The green tiles are your autotiles.
They come in 3x4 tile blocks- corresponding to the different shades of green used in that previous graphic. They are in the layer 1 group, and pretty much act like their layer 1 counter parts- they don't animate however like the water/autoanimate tiles group.
I'll make a text diagram to help indicate how they ideally should be drawn.
x x x
x x x
x x x
x x x

Starting in the middle x of the first row, is the first tile- it's the tile that appears when you draw only one of these tiles. It's also used as the representative tile in the tileplacer in rm2k3.
Moving on down to the nine xs below that: This is what is drawn when you draw a 3x3 block of these tiles on the rm2k3 map. The special thing about these tiles, is that they draw in a very organic way- say you place shaded tiles all around the very middle x, then when you make a square block of these tiles of any size, you will have these shaded tiles automatically drawn on the outside of the blob of tiles you draw on the map.
Moving back up to the first row, and the Xs flanking the middle x: these are the corner peices for when you draw non-square shapes with the autotiles.

The best way to get a idea for how they work, is to look at the rtp tileset and see how they are hooked for yourself. It's one of those things where once you investigate it, it pretty much falls into place.
They can be invaluable for certain things, such as being basic terrain tiles, allowing you more room for unique objects and tiles.
The main thing is to just take full advantage of the space you are given on each tile-set, and not to be reserved against using multiple tile-sets in a game area to achieve maximum effectiveness(even if you'll have to make a different map to use different tile-sets). I remember that being something I had a problem with at the beginning.

>> No.8647   [Delete]   [Edit]

Ive made the sprite for the main character, but RPG2003 is saying its an unsupported PNG file. How do I fix this?

>> No.8648   [Delete]   [Edit]

>>8647
Could be something else, but i'm gonna take a educated guess and say that you need to make it 256 colors.

>> No.8676   [Delete]   [Edit]

>>8647
Get Paint.net, if you aren't using that as the primary sprite making program just open the bmp or png in it and resave it, you'll be prompted to save it as a few kinds of bits. Correct choice should be obvious.

One you've done that, import it with resource manager and select transparency color and you're good to go.



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