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Smile Need a tutorial for making a Zelda game on RPG maker 2003
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Posted 2004-05-18, 01:39 PM
I'm looking for a tutorial that will help me make a zelda game. I have all the graphics.
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caj800 is neither ape nor machine; has so far settled for the in-betweencaj800 is neither ape nor machine; has so far settled for the in-between
 
 
caj800
 



 
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Posted 2004-05-18, 04:56 PM in reply to caj800's post "Need a tutorial for making a Zelda game..."
Ahh, the old "ABS" (Action Battle System).

http://www.skytowergames.net/tutorials/abs.rtf (Downloadable text file)

---

http://www.gamingw.net/tutorials/663 (part 1)
http://www.gamingw.net/tutorials/670 (part 2)

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http://www.gamingw.net/tutorials/386

---

Basically, I'd say to read them all and take what you learned to make your own. Or just follow the instructions directly and edit it to fit your game.. whichever is easiest for you.
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BlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzBlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
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Posted 2004-05-19, 09:49 AM in reply to BlueCube's post starting "Ahh, the old "ABS" (Action Battle..."
Thanx alot!
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caj800 is neither ape nor machine; has so far settled for the in-betweencaj800 is neither ape nor machine; has so far settled for the in-between
 
 
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Posted 2004-05-19, 10:01 AM in reply to BlueCube's post starting "Ahh, the old "ABS" (Action Battle..."
Oh... Sry i meant 1 that would help me sort out using keys doors things like on a Zelda game...
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caj800 is neither ape nor machine; has so far settled for the in-betweencaj800 is neither ape nor machine; has so far settled for the in-between
 
 
caj800
 



 
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Posted 2004-05-19, 12:00 PM in reply to caj800's post starting "Oh... Sry i meant 1 that would help me..."
Keys and doors? If you're using a variable or items for the keys themselves (just like the generic "keys" of Zelda) then you would just have an event for the door.

--------

Page 1 - Closed Door
No preconditions
Trigger Condition: Touched By Hero
Event Layer: Same as Hero

Pseudocode:

<> Conditional branch: Keys > 0
___<>Take away 1 key
___<> Set switch "xxxx:Open Door 001" ON
___<> Play some sort of sound effect
___<>
:End
<>

--------

Page 2 - Open Door
Precondition: "xxxx:Open Door 001" is ON
Trigger Condition: Touched By Hero
Event Layer: Below Hero

Pseudocode:

<> Teleport to next area
<>
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BlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzBlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
BlueCube
 



 
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Posted 2004-05-19, 01:00 PM in reply to BlueCube's post starting "Keys and doors? If you're using a..."
BlueCube said:
Keys and doors? If you're using a variable or items for the keys themselves (just like the generic "keys" of Zelda) then you would just have an event for the door.

--------

Page 1 - Closed Door
No preconditions
Trigger Condition: Touched By Hero
Event Layer: Same as Hero

Pseudocode:

<> Conditional branch: Keys > 0
___<>Take away 1 key
___<> Set switch "xxxx:Open Door 001" ON
___<> Play some sort of sound effect
___<>
:End
<>

--------

Page 2 - Open Door
Precondition: "xxxx:Open Door 001" is ON
Trigger Condition: Touched By Hero
Event Layer: Below Hero

Pseudocode:

<> Teleport to next area
<>
This will help thanx. But could u help with switches (not switches that stop things) that u push to open doors and pushing a blok onto a pad to open a door plz.
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caj800 is neither ape nor machine; has so far settled for the in-betweencaj800 is neither ape nor machine; has so far settled for the in-between
 
 
caj800
 



 
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Posted 2004-05-19, 02:28 PM in reply to caj800's post starting "This will help thanx. But could u help..."
...Switches to open doors? That's basically the same as using a key. You just make the opening-door-switch in one event, (On Key Press, <>Turn switch xxxx:OPEN 001 ON) and the door in another, with 2 pages (one closed, on open with the precondition OPEN 001 is ON)

-------------

As to pushing a block onto a pad, that's actually pretty simple. The block itself would have this line for moving:

<> Move Event - This Event, Face Away From Hero, Move Forward

Then you'd just have it store its X/Y location in two variables (BlockX/BlockY):

<> Variable Oper: [0001:BlockX] Set, This Event X Coord
<> Variable Oper: [0001:BlockY] Set, This Event Y Coord

...which are then compared to wherever you want the block to end up, using a simple nested branch. If they're the same, you set a switch which opens a door event.
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