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Tutorials
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Posted 2002-07-16, 02:47 PM
please post any good tutorials that you know of and where to get it... this would be a great thread for people just starting out... or even people who have experience yet dont know how to do some of the real hard stuff... even better sticky this
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Posted 2002-07-16, 03:48 PM in reply to "CRØNîC-KîLLå"'s post "Tutorials"
*STICKIFIED*

What is this tutorial?

Okay,this is a tutorial that can give you the ability to change you characters clothing appearance whenever you
want to. I am going to do this tutorial by making the character have two sets of clothes but if you want to add more, you can use the same directions to
add more. Okay,here we go.

---Step 1---

First go to your "database" and click on the Items tag.

Name it something like: "Wardrobe".
Set it's "Classification" as a switch.
(Make the price whatever you want.)

In the "Use Number of Times", make it Limitless.
In the "Explanation" make it say: "Changes clothes" or something like that.

In the On Switch make a switch called "clothes" and make it appear under it.
In the "Available at" check "Field".


---Step 2---

Now go to the "Common Events Tab".Pick an event number and name it "Clothes".

In the "Event Start Condition" make it "Parallel Process".

In the, "Appearance Conditions Switch" make it appear under the "switch clothes" (the switch you made earlier).

Okay,now go in the "Events Command Box".
Make a message saying: "What clothes would you like to wear?" (Or something else you want)

After that go to "show choice" and make it say in Choice One: "Clothes1" and in Choice 2 make it say: "Clothes2"

***NOTE***
(Remember that you can name the clothes whatever you want.)

Under the "Clothes1 case" set it to: "Change Heros Walk Graphic" to whatever you want.

***NOTE***
(Make sure that the character that you change it to looks like your hero but in different clothes.
For example,if your hero is the Alex character in the RTP, make sure that when you change his walk graphic it still has his head but different clothes.

Okay now in the "Clothes2 Case", change the hero walk back to the original hero that you picked.

This is what it should look like:

<>Messg:What clothes would you like to wear?
<>Show Choice:Clothes1/Clothes2
:[Clothes1]Case
<>Change Hero's Walk Graphic:"Your character"->"Your other character"
<>
:[Clothes2]Case
<>Change Hero's Walk Graphic:"Your character"->"Your other character"
<>
End:Case
<>Change Switch:[0000:Clothes]-OFF Set
<>


---STEP 3---

Now Make An Event on the map and in the "Add Items Box add: "Wardrobe".
(Whenever you use it it changes your clothes.)

If your hero is Alex, go to Don Miguels site and download the Alex Charset. That way you will have plenty of clothes to change him to.

Good Luck to all you RPG Makers and thank Don for translating it so that we can use it.

E-Mail Me At: ssj4_goku@shaw.ca
Or Visit My Website At: dbzextreme.ca (Not Rm2k Related)
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Posted 2002-07-23, 12:05 PM in reply to "CRØNîC-KîLLå"'s post "Tutorials"
holy shit, thankx man...i have never seen this b4... many people would probabally love this and use this!
.....Broke the rubba, busted another all up in ya motha, so how u feel like havin another baby brotha? Wha? dont studda, ya pants hangin so low ya new baby brotha can be ya new lova!......
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Posted 2002-08-02, 04:39 PM in reply to "CRØNîC-KîLLå"'s post "Tutorials"
This is a tutorial on 8-way movement, which means your character can step in 8 directions: UP,DOWN,LEFT,RIGHT,UP-RIGHT,UP-LEFT,DOWN-RIGHT,and DOWN-LEFT. You should know how to use the enter password and change variable commands to use this.

Create an event on your map and make 6 pages. Set all of the pages to parallel process and below hero and make sure all of the graphics are set to the transparent color of the chipset. Now that we got the pages set up lets start coding.

Page 1
Have an enter password command to a variable, Im using one called Key Input 1. Input passable keys should be 1,2,3,4. Don put a check in 5,6,wait for key. Code: Enter Password: [0001:Key Input 1]

Page 2
Set the event condition for this page for Key Input 1 at 1. In the Events commands box have another enter password the same way as the one on page 1 except to a different variable named Key Input 2. Make a fork checking to see if Key Input 2 is equal to 2. In the fork have a move event that will move the hero to Left-Down. After that fork, create a new fork checking to see if Key Input 2 is equal to 3. In the fork have a move event that will move the hero to Right-Down. After that fork, have another enter password for Key Input 1(same checks in boxes). Make a new fork checking to see if Key Input 1 equals 1 and have the fork with an else case, in the else case set Key Input 1 and 2 to 0.

Code:
Enter Password: [0002:Key Input 2]
FORK Optn:Varbl[0002:Key Input 2]-2
Move Event...: Hero ,Left-Down
:END Case
FORK Optn:Varbl[0002:Key Input 2]-3
Move Event...: Hero ,Right-Down
:END Case
Enter Password: [0001:Key Input 1]
FORK Optn: Varbl[0001:Key Input 1]-1
:ELSE Case
Variable Ch:[0001:Key Input 1]Set,0
Variable Ch:[0002:Key Input 2]Set,0
:END Case

Page 3
Set event conditions to Key Input 1 at 2. In the Events commands box have and Enter password just like the one from the last page. Have a fork checking if Key Input 2 is equal to 1. In the fork have a move event making the hero step Left-Down. After that fork, have another fork checking if Key Input 2 is equal to 4. In the fork have a move event making the hero step Left-Up. After the fork, have an enter password for Key Input 1. Have a fork check if Key Input 1 is equal to 2, with an else case. In the else case set Key Input 1 and 2 to 0.

Code:
Enter Password: [0002:Key Input 2]
FORK Optn:Varbl[0002:Key Input 2]-1
Move Event...: Hero ,Left-Down
:END Case
FORK Optn:Varbl[0002:Key Input 2]-4
Move Event...: Hero ,Left-Up
:END Case
Enter Password: [0001:Key Input 1]
FORK Optn: Varbl[0001:Key Input 1]-2
:ELSE Case
Variable Ch:[0001:Key Input 1]Set,0
Variable Ch:[0002:Key Input 2]Set,0
:END Case

Page 4
In the event conditions set it to Key Input 1 at 3. In the events commands box have another enter password for key input 2(same checks in boxes). Have a fork checking if Key Input 2 is equal to 1. In the fork move the hero Right-Down. After the fork, create another fork checking to see if Key Input 2 is equal to 4. In the fork move the hero Right-Up. After the fork have an enter password for key input 1. Have a fork checking if key input 1 is equal to 3 and make sure it has an else case. In the else case set key input 1 and 2 to 0.

Code:
Enter Password: [0002:Key Input 2]
FORK Optn:Varbl[0002:Key Input 2]-1
Move Event...: Hero ,Right-Down
:END Case
FORK Optn:Varbl[0002:Key Input 2]-4
Move Event...: Hero ,Right-Up
:END Case
Enter Password: [0001:Key Input 1]
FORK Optn: Varbl[0001:Key Input 1]-3
:ELSE Case
Variable Ch:[0001:Key Input 1]Set,0
Variable Ch:[0002:Key Input 2]Set,0
:END Case

Page 5
In the event conditions set it to Key Input 1 at 4. In the events commands box have another enter password for key input 2(same checks in boxes). Have a fork checking if Key Input 2 is equal to 2. In the fork move the hero Left-Up. After the fork, create another fork checking to see if Key Input 2 is equal to 3. In the fork move the hero Right-Up. After the fork have an enter password for key input 1. Have a fork checking if key input 1 is equal to 4 and make sure it has an else case. In the else case set Key Input 1 and 2 to 0.

Code:
Enter Password: [0002:Key Input 2]
FORK Optn:Varbl[0002:Key Input 2]-2
Move Event...: Hero ,Left-Up
:END Case
FORK Optn:Varbl[0002:Key Input 2]-3
Move Event...: Hero ,Right-Up
:END Case
Enter Password: [0001:Key Input 1]
FORK Optn: Varbl[0001:Key Input 1]-4
:ELSE Case
Variable Ch:[0001:Key Input 1]Set,0
Variable Ch:[0002:Key Input 2]Set,0
:END Case

Page 6
Leave this page blank. End Stuff Thats it, now just copy this event and put it on every map in your game and you will have 8-way movement in your entire game.
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Posted 2002-08-02, 11:03 PM in reply to "CRØNîC-KîLLå"'s post "Tutorials"
Hehe I told you that one... I got it from www.gamingw.net. That site it the bomb if you are making an rpg.
Sig coming soon... (I guess)
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Posted 2002-08-06, 10:17 AM in reply to "CRØNîC-KîLLå"'s post "Tutorials"
wow the last tutorial is confusing as shit, reminds me of turbo pascal... couldnt you just use the movement thing in the game? like why would you need to set passwords ect...?
.....Broke the rubba, busted another all up in ya motha, so how u feel like havin another baby brotha? Wha? dont studda, ya pants hangin so low ya new baby brotha can be ya new lova!......
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www.dimensionforums.com
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Posted 2002-08-15, 11:26 AM in reply to "CRØNîC-KîLLå"'s post "Tutorials"
I will be making a new tutorial soon on CharSets.
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Posted 2003-02-11, 02:32 PM in reply to "CRØNîC-KîLLå"'s post "Tutorials"
World Map

This is rather complicated, but it works fine when it's done. I'll assume you're using I-Draw Chara maker. (Otherwise, you'll have to convert all images into 256 color mode!) I'm also assuming that you import all images you make into your game using the RAW Material Editor.

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

First, some terms:

Square = The smallest unit you can edit, the map editor is made of squares (check the Event Layer for a grid!)

Screen = 20 x 15 squares, this is the screen size.

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

For the map:

Every square = 1 pixel.
Your character will be one pixel on the map, as well.

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

For my example, I'll use an 80 x 60 square world map (4 screens by 4 screens, small but easy to convert.) That means that the map should be 80 x 60 pixels big. This is easy: Just take a screenshot at 1/8 zoom and crop/resize to the proper amount.

Also, create a 1x1 pixel image (Whatever color you think is appropriate, I would use yellow or white)

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

Map position: Most likely you want it in the bottom left. On fullscreen mode, the screen is 320x240, with the bottom right as coordinates (319,239), using an (X, Y) numbering system.

Bottom left then would be (0, 239).

Images are placed with respect to the center of the image. With some simple math, the proper placement for my 80 x 60 map is at coordinates (45,204) since I'm using a 5 pixel separation from the sides of the screen.

Math to find bottom left placement:

((ImageSizeX / 2) + Border) -> X coordinate
(239 - (ImageSizeY / 2) - Border) -> Y coordinate

---

Top left of map (X=0, Y=0) is (4,173) -This is important! Just subtract half of the image size from each coordinate, then subtract 1.


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

Now, you need to call it to see what it looks like. In the RPG map editor, put an event that automatically starts and switches itself to not start again.

The EVENT is using Show Picture.

Use Pic. Number 1, the picture you're using, and the proper coordinates. 35% Transparancy is good, too. Don't select Move With Map! Start your game and see if it looks right.

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

Okay, here's the tough part. Go into the Database and set up a new Common Event, call it Hero Map Position or something similar. Set it as a parallel process that activates when the World Map variable is on.

Variable names assumed are:
0001: Hero X
0002: Hero Y
0003: Hero Map (not used here)

Quote:
Events Commands:


<>Memorize Place:Map[0003], X[0001], Y[0002]
<>Change Var: Var[0001:Hero X] (+) 4
<>Change Var: Var[0002:Hero Y] (+) 173
<>Show Picture: ID:2-whitedot-(V[0001],V[0002])
<>
What you do, is add 4 to the X value and 173 to the Y value (that's the 0,0 image coordinates, remember?)

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

Another Event is needed also:

Assuming this switch:
0081: World Map

Quote:
Name: Show Map
Event Start Condition: Call

Events Commands:

<>Show Picture: ID:1-World Map-(45,204)
<>Change Switch: Var[0081:World Map] Switch ON
<>
---------------------------------

And of course, when you're in a dungeon, or something..

Quote:
Name: Kill Map

Event Start Condition: Call
Events Commands:

<>Change Switch: Var[0081:World Map] Switch OFF
<>Erase Picture: ID:1
<>Erase Picture: ID:2
<>
----------------------------------

Now all you have to do is call the Show Map procedure on the world map! (Get rid of the other event used to test-call the map, you don't need it anymore!)

Put the event at (1,1) or somewhere out of the way.

Quote:
Name: AutoShowMap

Page 1:
Conditions: None
Event Start Condition: Auto Start
Position: Below Hero

Events Commands:

<>Call Event: Show Map
<>Change Switch: Var[0081:World Map] Switch ON
<>

Page 2:
Conditions: Switch (0081: World Map)
Event Start Condition: Push Key

Events Commands:

<>(NONE)
----------------------

Remember, you CAN edit your map, just keep it the same size!
With some forking, you can call the Show Map and set a variable to set up what map you want, and other cool stuff.

Hope that wasn't TOO difficult..

Last edited by BlueCube; 2003-02-12 at 12:22 PM.
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