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  1. #1

    [Megathread] RPG Maker

    Since https://www.humblebundle.com/weekly was recently offering RPG Maker for 1$ (instead of the regular price of 70$ that steam charges), I'm sure many will give it a try - right?
    Note: The game has steam cards support as well, so you can get up to 3 steam cards while experimenting with the software, meaning the actual price will be closer to 0.70$ instead.

    It seemsed a good idea to start a thread for RPG Maker (xp and vx ace, and all related RPG Makers).

    How many are dying to start making their own 2D RPG?
    Where do you find resources?
    What scripts are there, and which ones are "must haves".

    There's a few extra information / resource sharing spots that may get you started (I'll list some more stuff here later).
    * http://www.rpgmakerweb.com/products/...s/rpg-maker-vx (official - features)

    * http://www.rpgmakervxace.net/
    * http://www.rpgmakervx.net/
    * http://rpgmaker.net/portal/community/
    * http://steamcommunity.com/app/220700
    * http://steamcommunity.com/sharedfile.../?id=131363913

    * http://www.deviantart.com/morelikethis/130051791
    * http://rpg-maker-artists.deviantart.com/
    * http://vxresource.wordpress.com/
    * http://rpgmaker.net/resources/
    * http://www.rpgmakervxace.net/forum/7-resource-showcase/
    * http://www.rpgmakervx.net/index.php?showforum=12
    * http://divisionheaven.wordpress.com/
    * http://victorscripts.wordpress.com/rpg-maker-vx-ace/

    * http://www.rpgmakerweb.com/support/products/tutorials

    Alright, that's that part out of the way.
    On to the more useful information, the quick-start-guide.
    We've collected some useful basics over the last few weeks to cover the most commonly used RPG elements. More will be added over time or by popular demand. Stay tuned, and check back often!

    Topic index

    1. Getting started
    2. Transfer and Door Events
    3. Innkeepers and Chests
    4. Combat
    5. Story
    6. Switches
    7. Doors 2.0
    8. Moving NPCs
    9. Two way Bridges
    10. Pressure plates and movable objects
    11. Saving and not saving
    12. Shooting fireballs
    13. Weather effects

    1. Getting started

    Upon first launching the software you'll be facing an ocean with a character in it.
    If not, no worries - the first step to take is to click: "File -> New Project".
    Select a good spot to save your first game or "test project", and hit ok.

    Now, if you weren't facing a small lake before, you should be seeing it now.
    You'll probably have the urge to press some button or jump into drawing right away - resist that for now.
    In the bottom-left there should be a panel with your "test project" name, and "MAP001" under it.
    Right click here, and select "load sample map". This folder should provide you with a ton of inspiration and play-things with which to learn the initial basics. For now I'd recommend just picking "Regular Town".

    Press F6 to enter event mode and right click the middle of the map. Select "set as starting position -> player".
    Next, delete "MAP001" and hit the green arrow (F12) in the top-right of your screen.
    Note: Across all your maps, you can only always have "one" player starting position. This will be useful for testing your maps.

    At this point you'll launch the game, and get control over the character.
    If you used a small town as sample map, you'll quickly notice you won't be able to enter any buildings.
    We'll get right into that.

    2. Transfer and Door Events

    If you're an avid RPG player, you'll know there's multiple areas, towns, overworld, dungeons etc which make up an RPG. To switch between these different maps, we need to create "Transfer Events" or doors in the places where you wish to allow the player to do this.

    First, we add another map - easiest for now it just to right-click the bottom-left field again and add a sample field.
    For example "InnF1F". Your sample project will now have 2 maps. Feel free to select it and see how it looks.

    Next up, we create the actual transfer event.
    Go to your main map. Press F6, or the blue human icon in the top bar to enter "event editing mode" again.
    Right click a doorway and select "Quick event generation -> Transfer". Click the "..." icon next to the destination, and select the other map (InnF1F if you followed the above steps), then select the starting position on that map and press OK.
    Note: Doors work exactly the same (meaning you just walk into it), except they show a "door" in the place where the transfer event is initiated from.
    Press OK again to close the dialog and finalize the event.

    Let's play test the new event and see if it works! (F12)
    If you now walk into the doorway, you'll notice the transfer.
    But,. no way back yet.
    See if you can create it before continuing to the next chapter.

    Usage tips
    To allow your character to transfer between the large map and town, it's advised to use transfer events.
    To transfer from town to interior or between interiors and dungeons, it's recommended to use a door event.
    That's not set in stone obviously, as you can have houses with open doors use transfer events - be creative, use what you think looks good.

    3. Innkeepers and Chests

    Since you've used a "quick event" just now, I'm sure you'll have noticed the other 2 choices there, so let's handle those as well.

    Go to the "InnF1F" map that you've got in the map list, and once again ensure "event editing mode" is active.
    Find a good spot for your innkeeper (even through 1 wall will work, so you can put the innkeeper behind a counter) and right click to place him. You can double click the graphic to select his/her appearance. Select a price and press ok.
    That's it! Creating an inn has never been easier.

    Obviously while testing your character will not have any gold, so for the time being it's a good idea to put up a treasure chest.
    There's a quick event for this as well as you've no doubt noticed. Right click near the innkeeper and select "Treasure Chest". Set the content to be 10 gold or so.

    If you want, you can select items, weapons or armor in the same manner.
    You can obviously create and review items as well - just press F9 to open the game database.

    4. Combat

    Now that you've got a basic way to design the world your game will take place it, it's time to make travel a little more interesting.
    Again, most avid gamers will recognize this as "random encounters". There's multiple ways of implementing combat in your game, some examples:
    * Random encounters - (almost any 2d rpg) you walk around in world areas and dungeons and suddenly... "A wild Pikachu appears", then combat starts.
    * Static creatures - (FF Mystic quest) any non world area may have creatures standing around as actors, talk to them to start combat. This allows the player to avoid combat if he chooses.
    * A combination of the 2 above. (random in world, static in dungeons)
    * Active creatures - (Lufia) instead of standing around, monsters move and can walk towards the player to attack them. This would require some scripting.
    * Active creatures, and active player attacks. (Secret of mana, zelda, diablo) Live action - the player can attack creatures without being thrown into a turn based combat screen. This would also require some scripting.

    For now, let's look at the random encounters.
    Static creatures are fairly easy to add and we'll cover that soon as well.

    If you haven't done so yet, add a map that will serve as your "world" map. You should know how to do so by now.
    Make sure you add a transfer event to go there from your town, and back from there into your town.

    Open the Region editor (F7), and make some areas around the town. For example you could set region 1 to nearby grasslands, region 2 to some forest, and region 3 to some nearby hills. (you can't walk on mountains by default)
    Next, in the map box, right click on the new map and select "map properties".

    On the right you right click (or double click) in the "encounters" box and select Slime*2. By default the troop will then appear across the whole map. Let's set it to appear in a specific region only. If you wish the monsters to appear more often, raise the weight from 10 to a higher number.

    Now would be a good time to test your newly added monster encounter.
    Seems to work right?

    Let's cover that static monster next.
    Go to your town map and open the "event editing mode"(F6).

    Right click on the map and select "New event".
    Double click the "graphic" and select something from "Monster2" the blue slime for example.
    Double click the first line of "contents" on the right and select from tab-3 the "battle processing" button.
    Then, select the "Slime*2" again.
    Ensure the "trigger" (in the bottom) is "action button". This will ensure if you press space next to the monster, you will initiate the attack. (Also see below how to hide the monster after defeating it)

    Time for another test?
    Using these 2 combat encounter techniques you'll be able to add some basic excitement to your game.
    (You have to keep in mind that the story will obviously be the most important part)

    5. Story

    As just stated, the story is important, but... how to tell a story in a game?
    NPC interaction will get you a long way, your character will move through the world you create and talk to NPCs to gain quests, new party members, and be sent off to rescue the kingdom or world from mortal peril.

    NPC Types.
    * The nobody: One or two lines of text - if any.
    * Chatterbox: The NPC that wants to tell you a ton of things, and has you smacking space because you don't care about it. Much like the nobody, these guys are pretty straightforward.
    * Innkeepers and vendors: You already know how to make an innkeeper, we'll get to vendors later.
    * Quest NPCs: NPCs that activate a condition in order to progress through the game
    * Party members: Most RPGs don't let you start out with a full party, you find these along the way, and after meeting a certain trigger they will join or leave your party at a later time.
    * Static monster: Monsters can talk as well - certain bosses or villains for example will have more dialog than plain mobs. Explaining the evil master plan as you sharpen your sword, or taunting you at your inability to prevent the next event. (You already know how to make a static monster, see above)

    So, let's add some text.
    In order to create a NPC with some dialog, you once again create an event (F6 mode again).
    Right click somewhere in town and first select a proper graphic. (Much like creating a static monster, you create a static NPC)
    Next, Add a new event content (right click, insert) and select "Show Text" from tab 1.
    You can then select a face graphic to show the actor you're talking to, or leave it blank for generic NPC or the narrator.
    Fill in the text you wish to show.
    I put up a dog here, so I added the text "Woof".

    You now have a generic "nobody" NPC.
    To create a chatterbox, simply insert extra text lines. (or select the batch entry checkbox)
    Note: To simulate chat between your character(s) and the NPC in question, simply set the character portrait, or prefix the text with the name of the NPC you want to indicate is saying the text.

    If you wish to give the player some interaction, you can insert the "show choices" message.
    When you add the choice, you'll notice the contents branches into a "when yes" and "when no", under each of these choices you can then add more text, or special actions, such as giving the player an item, or adding/removing a party member.
    If you wish to create a false choice to which the player MUST agree, even though he's given a choice of yes and no, you can create a so called "loop" (also on tab 1).
    Note that after adding a loop, you have to add a "break loop" in one of the choices, or the player will be stuck with the NPC.

    @> Loop
    @> Text: 'Actor1', 1, Normal, Bottom
    :: Could I tag along?
    @> Show Choices: Yes, No
    : When [Yes]
    @> Text: 'Actor1', 1, Normal, Bottom
    :: Thank you, let's go!
    @>Break Loop
    : When [No]
    @> Text: 'Actor1', 1, Normal, Bottom
    :: You can't say No to me!
    : Branch End
    : Repeat above
    @> Change party member: add [Natalie]
    Beside adding party members this way, you can also set "switches", which may be used to determine other NPC reactions (for example to allow you dungeon access).
    Or transferring the player to another map.
    And many more things.

    If you used the above "add party member" example, you'll notice the NPC will still be seen standing there, after "bringing her along". This is obviously somewhat counter intuitive. So, let's add a switch.

    6. Switches

    Switches control events, such as you pulled the magic sword from the stone, defeated the crypt fiend, talked to the dog, entered the graveyard, and so on. Using switches you can control the game progression and make new areas or party members available for your hero to discover.
    Keep in mind, adding a LOT of switches will quickly make your RPG's script more complex for you to manage, so it's recommended to give clear and easy to understand names to each of your switches, so even if you come back and start editing again a month or two later, you'll know what the switch does, and why you added it.
    For example:
    * Crypt Boss Slain
    * Party Natalie Available
    * Party Natalie Added

    Lets alter the above script by adding another NPC to the town, which makes the other NPC "available", and then change her dialog so you don't make her available a second time. After all, if you pull one switch, you reset another.

    The basics would be:
    * You enter town (or talk to a certain npc), raise switch "Natalie available".
    * Natalie should now be visible to talk to, and get added to your party.
    * After adding her, the initial switch that set her as "available" should now no longer be possible to re-set, otherwise you'll be able to see her in two places at the same time.

    To make this, we edit the above existing event and click the "..." button next to the "Conditions-Switch".
    Let's name the switches and press OK:
    * 0001: Natalie Available
    * 0002: Natalie Added to Party

    Next, we set the condition switch 0001: Natalie Available to the above script which allows you to add her to your party.
    And, to the bottom of the script we insert two new script lines:
    @> Control Switches (first tab, game progression): [0001:Natalie Available] = OFF
    @> Control Switches (first tab, game progression): [0001:Natalie Added to Party] = ON
    This way, the event won't show up until she's "available", and she'll be hidden after completing the event.
    The second script line will be used by the NPC or event that makes her available.

    To ensure she's made available only once we insert a "flow control -> conditional branch (Tab 1)".
    In the dialog that follows we have it check the switch "0002: Natalie Added to Party" is OFF, in the first line of the branch.
    (In the "else" statement, you could add a different response, such as "oh hi Natalie" - to indicate the NPC recognizes she's in your party).

    7. Doors 2.0

    Some fun with editing existing events and switches.
    Let's add a grumpy character - how would you feel about random heroes just barging into your house all day?
    I sure wouldn't like it!

    Find a house in your town and add a door (quick event creation -> door).
    Now, we'll modify it by not having the player go to a new area, and some text shouted at you by the owner, as below.
    * We copy the animation (move route), and reverse it.
    * Add a switch to indicate you've tried to open the door once.
    * Add a conditional based on the switch, to show the grumpy character yelling at you.
    * Play the close sound.
    * Remove the transition stuff.

    @> Play SE: 'Open1', 80, 100
    @> Set Move Route: This event (Wait)
    :: $> Turn Left
    :: $> Wait: 3 frame(s)
    :: $> Turn Right
    :: $> Wait: 3 frame(s)
    :: $> Turn Up
    :: $> Through ON
    @> Conditional Branch: Switch [0003: Grumpy Town 1] == ON
    @>Text: -, -, Normal, Bottom
    :: Back again?! I told you to go away!
    : Else
    @>Text: -, -, Normal, Bottom
    :: What are you doing here?! Go away!
    @> Control Switches: [0003: Grumpy Town 1] = ON
    @> Play SE: 'Close1', 80, 100
    @> Set Move Route: This event (Wait)
    :: $> Turn Right
    :: $> Wait: 3 frame(s)
    :: $> Turn Left
    :: $> Wait: 3 frame(s)
    :: $> Turn Down
    :: $> Through OFF
    See if you can re-create it for your own town.

    8. Moving NPCs

    Everyone just standing around like idiots makes the town look a bit "dead", so let's add some moving npcs.
    Dogs, cats, messengers running around, old people shuffling.

    Go to the event layer (F6) and add a new event. Select a random person from the "people" graphics (or monsters, or actors, as you see fit). Next, you will have to look at the two sections: "Autonomous Movement" and "Priority". Set the "Type" to "Custom". This will unlock the "Move Route..." button, press it and add a simple path. Don't forget to enable/disable the walking animation, so it looks like the character is actually walking instead of gliding. For example:
    $>Walking Animation ON
    $>Move Right
    $>Move Right
    $>Wait: 60 frame(s)
    $>Move Left
    $>Move Left
    $>Move Up
    $>Move Down
    $>Wait: 60 frame(s)
    This will cause the NPC to move in a repeated L shaped pattern before returning to his original position.
    Next, the "priority" section. By default this is set to "Same as Characters". This means the player will block NPC movement, and vice versa. If the player is blocking the NPC's path, it will pause it's loop. If you set it's priority to be above, or below players, then movement will not be blocked either by the NPC, or by the player.

    If you wish to make it look as though a NPC just walked into a house, you can set the: "Transparent ON / Transparent OFF" flags when you have them walk into a house door.
    Note you can make monsters use this behavior just as easily, and have them react to "player touch" to initiate a battle.

    9. Two way Bridges

    Bridges are cool, but a bit tricky to make. If you tried creating a canyon, and spanning a straight bridge across it you'll notice a few problems.
    * You probably can't walk "onto" the bridge if the tile on the edge of it is the cliff edge tile.
    * If you didn't use the cliff edge tile, then you can probably walk "under" the bridge, and straight onto the cliff face where the bridge is attached.
    * If you walk under the bridge, you'll walk onto it !

    Worry not, as all these problems can be fixed, but it does take a bit of work to set up initially. Once it's up and running you can copy this technique to your heart's content across your entire RPG.

    Take the image below as a guideline.

    The colored dots won't appear in RPG Maker, they were added with paint.net as a reference. Each color represents an event, which can then be copy and pasted onto the dots with the same color. Let's start with the black, yellow and blue dots.
    * Black: Create a new event, and set a graphic (Tileset-B at the bottom of thte list has some good bridge elements). Set the priority of the event to be "Above Characters". Next is something you might not have done before. At the top of the edit event dialog we select the "New Event Page" button. This will create a new event page which we can then modify and set special conditions on. In this case we need to add a "switch". Create a new switch and call it "0004:bridge" (or other number if available). Lastly, on this new event page set the priority to be "Below Characters". That's it, just copy this event to create the base bridge.
    * Yellow: In order to prevent the player from being able to walk off the sides of the bridge we need to block the sides when the player is on the bridge, and remove that barrier if the player wants to walk under the bridge. Create a new event, and set the priority "Below Characters". Next we add a new event page and on this we set the priority to be "Same as Characters". On this second page we also set the switch condition just like on the black event (0004:bridge)
    * Blue: To prevent the player from walking onto the cliff from under the bridge we will create a blocking event that works much the same as the sides of the bridge - but in reverse. Create a new event and set it's priority to "Same as Characters", then like the yellow event we create a new event page and add a switch condition to "0004:bridge" and change the priority. In this case "Below Characters".

    That takes care of the bridge itself, now all we need to do is ensure the switch gets turned on and off when the player walks near or away from the bridge. That is where the green and red events come into play.
    * Green: Create a new event and add a new line to it's contents "Game progression -> Control Switches", set "Bridge = ON". Also important next, is to set the "Trigger" (found below the priority field) to "Player Touch".
    * Red: Copy the green event you just created (you can ctrl+c, ctrl+v on just about anything you like). And edit the control switches line to "OFF". As an extra you can set a switch condition on this event that checks "0004:bridge is ON", but this is somewhat redundant.

    Finally, copy and paste the events into the correct position to ensure the player always walks onto them. Then playtest your newly created bridge.

    Credit to Keile for the initial guide & test project:

    10. Pressure plates and movable objects

    If you've played zelda, or lufia 2 (if you haven't, go do it right after you finish reading this guide), then you'll undoubtedly have encountered some "movable block puzzles". Wouldn't it be FUN to create some for your own RPG? There's so much you can do with puzzles like those, and they add a whole new dimension to the game to ensure the player is kept entertained. A break from the simple chores of monster slaying as one may call it.

    There are a few ways to do this, but by far the simplest method is using a "parallel process". Keep in mind though, that these run parallel to the rest of the game, and creating a lot of these on the same map may impact your game's performance. So, use in limited quantities.

    The first part, is to create the movable object. In this case I'm creating a barrel which we can then shove onto a switch.
    Open your test project map and create a new event (F6 as usual), then set a graphic. A barrel, a block, a crate, anything goes. Next, make sure the priority is "Same as Characters" so that you can't walk through the object, but have to push it. The trigger I would recommend setting to "Action Button", so that the player can't accidentally push an object he does not with to push, but instead has to press the space bar to force the movement. You can set "Player Touch" if you wish though. Also the "Speed" should be put to "Normal" (It will look better). The last thing we need to set is in the event contents, add a new insert and select "Move away from Player". Also set the following options:
    * Repeat Action - Off
    * Skip If Cannot Move - On
    * Wait for Completion - Off
    Finally, give this event a name, "Box1" will do for now (You'll see why when we add the pressure plate). Then playtest the block. You should be able to move it all over the place, and get stuck in a corner. With this you can already create some puzzles to unblock doors, but we want to add an extra dimension to the adventure. Pushbuttons, or perhaps better called pressure plates.

    Add a new event near the box we just created and give it a proper graphic. (I added a hexagram here)
    Set the "Through" option to True. (e.g. ensure the checkbox is ON)
    Set the priority to "Below Characters", to ensure you can walk over it.
    Set the Trigger to "Parallel Process".
    Next is the fun part, best explained with showing you the actual code contents I used

    @>Control Variables: [0001:Box1-X] = [Box1]'s Map X
    @>Control Variables: [0002:Box1-Y] = [Box1]'s Map Y
    @>Conditional Branch: Variable [0001:Box1-X] == 21
    @>Conditional Branch: Variable [0001:Box1-Y] == 16
    @>Conditional Branch: Switch [0006:Open secret door] == OFF
    @>Text: -, -, Normal, Bottom
    :: You hear a loud noise from inside the building.
    @Control Switches: [0006:Open secret door] = ON
    : Branch End
    : Else
    @Control Switches: [0006:Open secret door] = OFF
    : Branch End
    : Else
    @Control Switches: [0006:Open secret door] = OFF
    : Branch End
    In this example the pressure plate will only respond to Box1, as you can see.
    Alternatively, you can set it to react to the player. By removing the "OFF" parts, you will ensure the button stays active.
    By adding a second event page, you can change the color or "pressed state" of the pressure plate. (Or button if you wish to call it so) The last chapter showed you how to do this.

    * Control Variables: Can be found in tab 1. Event XY and the player XY can be found in the "Game Data" operand.
    Tip: It's a good idea to also add a sound to both the box movement, and the switch being pressed or released.

    11. Saving and not saving

    By default any new project you make in RPG Maker will allow the player to save anywhere by simply pressing the ESC button and selecting "Save" from the menu. How casual. Should you want to make your game more hardcore (or roguelike if you wish) then you can remove the save ability entirely. Or, like most RPGs you could move the save ability to specific areas or NPCs such as the Innkeeper.

    Let's start by removing the player's ability to save anywhere.
    Open the script editor (F11), then scroll down to the "Windows" section and find the "Window_MenuCommand". In there locate the section labeled "Create Command List". That list should hold about 5 lines which "add" the different menu elements the player can use when they press ESC. Remove the line that says "add_save_command". Done - now saving is no longer an ability the player can use in your game.

    If that is too hardcore for you, and you wish to add the ability to save at specific locations then you can make the save option available by the following means. Let's go back to the Innkeeper we added earlier (See chapter 3) and edit that event. Under the "Facein Screen" line, insert a new "Text" stating something along the lines of "Do you wish to save?", followed by a "show choices" (tab 1) giving the player the option to select yes and no. Next we insert a new command. See Tab 3 and select "Open Save Screen".
    Now the player will be able to save the game anytime he's used the innkeeper.

    Innkeepers are cool n all, but they cost money.
    If you wish to take it a step further, you could add "save points" at the front of dungeons, or even before big boss fights.
    Now, I feel it would be weird to have a full fledged in suddenly spring up in the middle of a demon invested dungeon (right?), so instead of that, we could add a "circle or protection" to certain points in a dungeon. Let's make it a fancy one that restores all health, resurrects all dead players, and allows you to save.

    Create a new event somewhere in town (just as a test for now), and select a special floor tile (a green hexagram would do). Set the priority to "Below Characters" and the trigger to "Player Touch". Save and close the event by pressing OK. Now, go into the game database (F9) and select the "Common Events" tab.

    Insert a name for event 001. "Query Save Screen", then add (or copy from the Innkeeper above) the following lines:
    @>Text: -, -, Normal, Bottom
    :: Would you like to save?
    @> Show Choices: Yes, No
    : When [Yes]
    @> Open Save Screen
    : When [No]
    : Branch End
    Save and close the game database screen and go back to the hexagram event we just created.
    Insert the following two lines in the contents:
    @>Recover All: Entire Party
    @>Call Common Event: [Query Save Screen]
    Both of those can be found in tab 1. (Actor, and Flow Control)
    I recommend also adding a nice sound and perhaps a screen flash (tab 2). And last but not least having the event animate by setting a "Move Route: This event" (just like the door from chapter 2)

    12. Shooting fireballs

    If you've played Lufia 2 (snes), then you will probably remember the player's ability to destroy bushes, or grappling hook. (we may get to those later) Let's look at a Zelda ability instead for now. Shooting fire or arrows, in order to solve puzzles. This ability is a bit buggy still so we'll have to edit this chapter with clarifications and improvements later. If you can figure out a solution to the issues listed, feel free to share them with the rest of us.

    Problems to note before continuing:
    * If you shoot and walk at the same time in different zones, you'll trigger a "transfer" - annoying bug.
    * If you shoot in different zones, the fireball / arrow movement speed is lower than the one you've set in the main area.

    Those issues aside, this is an interesting ability which will add a lot of fun puzzle abilities for your players.

    We will need to create 3 events, 2 common events, 2 switches, 2 variables. So this chapter should be classified as intermediate difficulty.
    We'll create an event for the fireball itself (or arrow if you prefer).
    An event for learning/unlocking the ability.
    And an event to shoot at.

    Start by creating 3 events on the map, not much script/contents yet, just create an event and give it a name.
    * Shot: Priority below characters, Stepping animation, Through (disable the other 2 options), Frequency 5, Speed 2x faster.
    * Target Practice: Priority same as characters, Trigger on Parallel Process.
    * Learn Fireball (name doesn't matter though): Priority below characters, Trigger on player touch.

    Next up, the common events (we'll get back to the other events soon), we'll need two events to make this work.
    * Use Check. This one is a bit complicated, but easy to understand in the end.
    Name the first event "Use Check". Set it to trigger on a "parallel process", and the conditional switch (create new) on "Ability Active". Feel free to rename it later.

    Create a conditional branch on X being pressed (X translates to the letter A on your keyboard - don't ask why, it just does. Same a C is spacebar. Logic right?)
    As below: (Note you'll probably need to create the 2 switches 7 and 8 mentioned below)
    @> Conditional Branch: The X Button is Being Pressed
    @> Control Variables: [0003:Player-X] = Player's Map X
    @> Control Variables: [0004:Player-Y] = Player's Map Y
    @> Set Event Location: [Shot], Variable [0003][00004]
    @> Conditional Branch: The Player is Facing Down
    @> Set Move Route: [Shot] (Wait)
    : : $> Turn Down
    : Else
    @> Conditional Branch: The Player is Facing Left
    @> Set Move Route: [Shot] (Wait)
    : : $> Turn Left
    : Else
    @> Conditional Branch: The Player is Facing Right
    @> Set Move Route: [Shot] (Wait)
    : : $> Turn Right
    : Else
    @> Conditional Branch: The Player is Facing Up
    @> Set Move Route: [Shot] (Wait)
    : : $> Turn Up
    : Else
    : Branch End
    : Branch End
    : Branch End
    : Branch End
    @> Control Switches: [0007: Ability Active] = OFF
    @> Control Switches: [0008: Ability Used] = ON
    : Else
    : Branch End
    Conditional Branch can be found on tab 1. (Flow Control)
    Control Variables can be found on tab 1. (Game Progression)
    Set Event Location can be found on tab 2. (Movement)
    Set Move Route can be found on tab 2. (Movement)
    Control Switches can be found on tab 1. (Game Progression)

    What we're basically doing here, is check whether the player has pressed the A (X) button. If so, get the player's current XY map coordinates and store those for later use. Then move the [Shot] starting position and rotation accordingly. After that we set the "used" switch on, so that another event can pick up from there. (In theory this could be done in a single event, but it's neater this way.)

    Save / Apply that common event and let's go on to the next one.
    We'll name it "Use Function". This event basically tells the game what needs to happen when the shot has been fired.
    Set the trigger to "autorun", and the condition switch to "Ability used"

    @> Set Move Route: [Shot] (Skip, Wait)
    : : $> Graphic: '!Flame', 4
    : : $> 1 Step Forward
    : : $> 1 Step Forward
    : : $> 1 Step Forward
    : : $> 1 Step Forward
    : : $> 1 Step Forward
    : : $> Graphic: (None)
    @> Set Event Location: [Shot], (000,000)
    @> Control Switches: [0008: Ability Used] = OFF
    @> Control Switches: [0007: Ability Active] = ON
    This event will tell the fireball to "appear" and move 5 steps forward from it's starting point, then disappear, return to a set location, and reactivate the default switches.

    Next up - making it all work together.

    Go to the "Learn Fireball" event, and add the following contents:

    @> Conditional Branch: Switch [0007: Ability Active] == OFF
    @> Text: -, -, Normal Bottom
    : : New ability learned! [Fireball]
    : : Press [A] to shoot and activate torches.
    @> Control Switches: [007: Ability Active] = ON
    @> Control Switches: [008: Ability Used] = OFF
    : Branch End
    This will tell the player he's learned a new ability and how to use it, and set the "initial state" of the relevant switches so that the other events can begin monitoring the A key. You should already have set the other settings for this event above.

    The shot event needs no further changes either.

    Lastly, we'll set up the torch to shoot a fireball at. (or basic camp fire)
    Open the "Target Practice" event and add the following contents:

    @> Control Variables: [005: Shot-X] = [Shot]'s Map X]
    @> Control Variables: [006: Shot-Y] = [Shot]'s Map Y]
    @> Conditional Branch: Variable [0005: Shot-X] == 31
    @> Conditional Branch: Variable [0006: Shot-Y] == 26
    @> Set Move Route: [Shot] (Wait)
    : : $> Graphic: (None)
    @> Set Event Location: [Shot], (000,000)
    @> Control Self Switch: A = ON
    : Branch End
    : Branch End
    Apply those changes, and create a new event page for this event.
    Change the graphic to a "campfire with fire" and in the conditions set a check for "self switch A is on".
    Set "stepping animation" in the options, and disable the other 3 options.
    Trigger should be a "Parallel Process", and priority the "same as characters".
    Lastly, we add just two more lines in the contents. Note these are optional, and control the fire going out on it's own. Useful for time based puzzles

    @> Wait: 120 frame(s)
    @> Control Self Switch: A =OFF
    That's it.
    If you now play test you should be able to shoot fireballs while walking around.
    This is a great ability to give your player at a later stage in the game, to be used in unlocking switches on the other side of rivers, or through fences.

    Note, there's still 2 bugs with this tutorial as mentioned above - if you can help out, please do so.

    Shooting fireballs is based on:
    * http://www.rpgmakervx.net/index.php?showtopic=57501

    13. Weather effects and fogs

    Rain, snow, fog, shadows and light will add atmosphere to your game - very important.
    Rain and snow are ridiculously easy, so we'll start with those 2.

    Create a new event, and make sure it's set to priority "below characters" and to trigger on "player touch".
    Next, add in the contents from tab 2: Set Weather Effects.
    Simply select Rain, Storm or Snow and you're done.
    Just copy this event once and edit it for the other types.
    Don't forget to add the "None" type so you can also disable the weather effect again later.

    That concludes the easy part of weather.
    Fog is a bit more complicated, though hardly something you need to be shy of. The default game installation does not come with any fogs so, at this point you should open google and type in "RPG Maker Fog", and download a few of the images from there. You'll notice some of the cloudy blurry kinds - those will be good for proper fog. But, you'll also see some shadowy leaf kinds, those could be used in forests to simulate the leaves of trees overhead.

    Once you've downloaded one, go to the resource manager (F10) and select the folder: "Graphics/Pictures". You'll see this is empty initially. Just select it, and press Import, then target the fog image you just downloaded to attach it to your project.

    To enable the fog, we will just need to create a single event (and one to "erase" it later, but I think you can figure that one out).
    Create another hexagram with priority below characters that triggers on player touch.
    In the contents we set the following lines:

    @> Show Picture: 1, 'fog1', Center (0,0), (500%,500%), 110, Normal
    @> Control Self Switch: A = ON
    Meaning, image "1" with the graphic "fog1".
    Originate from Center, 0,0.
    Zoom to 500% X and Y, and blend it at 110 out of 255 opacity, Normal blend.

    Next, add an extra event page to this, and check the "Self switch A is ON"
    Disable the options, and trigger it on a parallel process.
    Next we add 4 "move picture" lines which basically ensure the image slightly "moves" constantly while the fog is active. So the fog doesn't look static (and thus boring). We move it right, down, left, and back up then repeat. In this example we've set the speed for each movement to 60 frames so you can easily see it move, but for your game you may want to put it to 600 or so.

    @> Move picture: 1, Center (100,0), (500%, 500%), 110, Normal, @60, Wait
    @> Move picture: 1, Center (0,100), (500%, 500%), 110, Normal, @60, Wait
    @> Move picture: 1, Center (-100,0), (500%, 500%), 110, Normal, @60, Wait
    @> Move picture: 1, Center (0,-100), (500%, 500%), 110, Normal, @60, Wait
    That's it, test it by stepping on the hexagram and marvel at the spooky atmosphere.

    Forest leaves, dense fog, light fog, lens flare can all be done in a similar way.
    Don't overdo it though.

    -- to be continued --

    -- meanwhile suggestions and requests are welcome --
    -- and feel free to share your creations, obviously --
    Last edited by bbr; 2014-06-07 at 09:28 AM.

  2. #2
    The humble bundle was too good a deal for me to pass up. I was already gathering resources and talking to people abut putting something together, so being able to get a legit copy for just a buck was like a sign.

  3. #3
    Epic! Waervyn's Avatar
    Join Date
    May 2011
    Had it for a long time. Bought the high fantasy stuff 5m before the bundle launched (which fortunately didn't have ALL the resources I just bought). I really like it, mostly for hobbying though. Making something with a friend (he's doing the story, and I'm doing all the rest. Going to be a multiple year project though...as I got addicted to parralax mapping. Which is a bit of a pain, especially with the high fantasy stuff as it's not the normal spritesize.
    Last edited by Waervyn; 2014-05-31 at 07:58 AM.
    My science blog ants: AntyScience
    My youtube channel, filled with tutorials for many (complex) games Waervyns World

  4. #4
    Well, I already made quite a few games with the older engines (2k and 2k3) and one short with the Ace. I am currently working on another one which is going to be a dungeon crawler, but that's paused at the moment (blame commercial games :P).

    The engine is great and everyone who wants to try it should just buy it for a single dollar. Also, even you don't like the graphics, the music itself is worth the 6$ or 12$ packages.

  5. #5
    I personally saw all RPG Makers, starting from RPG maker for SNES, and all former ones (console ones, RPG Maker 95, 2000, 2003, XP) were very lacking and extremely limiting. However, RPG Maker VX Ace is very improved and decent one, and you can actually make some interesting projects with it if you have creativity and know Ruby scripting.

    RPG Maker VX (if I am not wrong on name of previous RPG Maker) has much higher amount of premade custom scripts than Ace, because it existed for longer. Sadly they aren't much compatible with VX Ace, so many people tend to stick with VX. However, VX Ace has much more customization than VX.

    One of the games being made with RPG Maker VX (think it was simply VX, not Ace) is Legends of Erthia (http://www.legendoferthia.com/), it is in works for quite a time, but it is purely fan made project. As you can see you can make even tile-based first person dungeon crawlers with the help of RPG Maker VX if you know Ruby very well.

    Also engine itself is very user-friendly, so it is easy to start learning the basics of it. 1$ for it? It's a steal.

  6. #6
    Brewmaster Icaras's Avatar
    Join Date
    Jul 2011
    I used to play around a fair bit with RPG maker 2000 and 2003 ages ago. Half made a few games, but none anywhere near a full release.

    I found I hated and sucked at making maps, but really enjoyed making battle animations. Much prefer 2003 due to the side view battle system. I recall some of the later releases I saw went back to the Dragon Quest style 1st person style battle system.

    I remember I used to hang around alot of communities and would generally download as many other games as I could....usually so I could edit the games and plunder the resources (Mind you, I'm talking graphics and sound, I still made my own maps and animations and everything else. No point feeling guilty when 99% of the stuff out there was ripped from commercial games)

    Some of the custom battle system some people came up with weer damn impressive, but at the time I was in that community (A LOOOOONG time ago) most such projects tended to peter out after releasing a demo, simply because as good as they were, they were so complex to program that implementing them into the game tended to be more effort than most could/wanted to put in.

    I still have my old game projects on a backup somewhere, but I think that's where they'll stay. I remember reading about alot of the later releases seeing a proper releases, and I was temped to by them but....I just don't have the interest or patience I used too to spend hours on the little bits and pieces you have to do to make a decent game. Even if someone gave me a free copy, I think I'd quicker lose interest and end up playing whatever MMO I was into at the time.
    Last edited by Icaras; 2014-05-31 at 10:02 AM.
    You must show no mercy, Nor have any belief whatsoever in how others judge you: For your greatness will silence them all!
    -Warrior Wisdom

  7. #7
    Quote Originally Posted by Icaras View Post
    I used to play around a fair bit with RPG maker 2000 and 2003 ages ago. Half made a few games, but none anywhere near a full release.

    I found I hated and sucked at making maps, but really enjoyed making battle animations. Much prefer 2003 due to the side view battle system. I recall some of the later releases I saw went back to the Dragon Quest style 1st person style battle system.
    It is just pre-built Battle System. Unlike previous RPG Makers (where if it had such and such battle system - you were stuck with it forever), you can customize just about everything in it. E.g., here is the one of user-made sideview Battle Systems for VX Ace: http://victorscripts.wordpress.com/r...imated-battle/

    Personally I greatly disliked RPG Makers 2000 and 2003 because they had such a low screen resolution (was it 320x240/480x360?). And they were released after RPG Maker95 which had 640x480 (or 800x600, not sure now, but higher than in 2000 and 2003).

  8. #8
    Na, you could also script your own custom battle system, but it's much harder to do with events instead of using ruby.

    But yes, you could do some interesting things with just events:

  9. #9
    I almost bought this at full price a couple of weeks ago. So glad I held off!

  10. #10
    Went ahead and turned it into a Megathread. Will be nice to see what all people come up with and different things to share for the program.

    Quote Originally Posted by Sj View Post
    I almost bought this at full price a couple of weeks ago. So glad I held off!
    Yea, I've had this on my wishlist for about a year now and almost bit a few times it was on Steam Sales but held out in hopes I could get it for a steal. Then saw the Humble Bundle weekly and said $12 for the program and some of the DLC? I'm sold.

  11. #11
    Quote Originally Posted by Lucetia View Post
    Went ahead and turned it into a Megathread. Will be nice to see what all people come up with and different things to share for the program.
    I've been updating the first post with the quick-start guide, I hope it's helpful to people.
    If I run into a "max character count per post" I may continue the more advanced writings on the blog later.

  12. #12
    If several people have bought this it might be a good idea to make a small gamejam for just a few days (2 or 3) to test some stuff. Could either be a specific theme or just "Do what you want!". But creating some small things at the beginning is much better instead of just starting with a huge project.

  13. #13
    Quote Originally Posted by Marston View Post
    If several people have bought this it might be a good idea to make a small gamejam for just a few days (2 or 3) to test some stuff. Could either be a specific theme or just "Do what you want!". But creating some small things at the beginning is much better instead of just starting with a huge project.
    I'd definitely be down. I'm still a super beginner, but I'd love to collaborate with peeps.

    Speaking of... Is VX online-only? Whenever I launch it, and try to launch a new project, it doesn't respond, forcing me to close it. To keep it brief, I'm unable to be online on my desktop this week.

  14. #14
    Epic! Waervyn's Avatar
    Join Date
    May 2011
    I think it uses steam cloud...at least at some point it was complaining I was using too much steam cloud space. Then I removed the project from it, and suddenly loading times were also greatly reduced . Click on manage project, there you can see it. Hope it helps
    My science blog ants: AntyScience
    My youtube channel, filled with tutorials for many (complex) games Waervyns World

  15. #15
    Yeah, I think it uses steam as any other game. At least the steam version. I don't know if you can use the editor while you are in the offline mode for steam.

    The "normal" version you can buy on the official homepage should be offline only, so it's just a steam thing I guess.

  16. #16
    I don't think I have ever played an RPG (I mean pure RPG) but damn, this was a one time chance! now to actually try to figure out something.

  17. #17
    Quote Originally Posted by icedwarrior View Post
    Speaking of... Is VX online-only? Whenever I launch it, and try to launch a new project, it doesn't respond, forcing me to close it. To keep it brief, I'm unable to be online on my desktop this week.
    My internet just died two hours ago and I tried to work with the VX in steam offline mode. That worked, so you can work without internet.

  18. #18
    Fluffy Kitten Millennía's Avatar
    Join Date
    Nov 2009
    Northern Ireland
    Picked this up as well. Wanted to buy it before but decided against it. Seeing it on the humble bundle with a bunch of DLC was too tempting to pass up

  19. #19
    Is it possible to make a Roguelike game with this? Also, is it possible to include an own soundtrack? i mean own mp3/wav files for expample.

  20. #20
    Epic! Waervyn's Avatar
    Join Date
    May 2011
    Quote Originally Posted by Dreyken View Post
    Is it possible to make a Roguelike game with this? Also, is it possible to include an own soundtrack? i mean own mp3/wav files for expample.
    Yes, takes quite some scripting though (unless by roguelike you mean just permadeath...which a lot of modern games think it means )
    My science blog ants: AntyScience
    My youtube channel, filled with tutorials for many (complex) games Waervyns World

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