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Teundusia

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Posted on 05-18-05 12:33 AM Link | Quote
Some REALLY handy tips for making a good RPG with RPG Maker XP

Some basic things you need to know about first:

The Database
The database is where you decide the hero's name, the hero's stats and how they increase each level-up, what monsters you fight, the items you use, weapons, armour, skills available and various other settings

Switches
These are used for various parts of the game, like if you want a door to open when you press a button in the game. You can set switches so they activate when your character does something in game

Variables
These are basically switches, but allow things like counters. So you could set a variable to count how many monsters you've killed, and when you kill, let's say 25, a person would now give you a better weapon as they deem you worthy of using it (whatever)

As long as you know the three things you are on your way to making a good game.


THE BASICS
To start with take note of the bar of quick select icons at the top of the screen:
Quick Select Bar
These are what they do when clicked from left to right:

New RPG
Open RPG
Quick Save RPG

Cut
Copy
Paste
Delete Selected Area

Undo

Lower Layer
Middle Layer
Upper Layer
Event Layer

Draw Pen
Draw Rectangle
Draw Circle
Flood Fill
Select Area

Zoom 1/1
Zoom 1/2
Zoom 1/4

Database
Resource Manager
Script Editor (Not explained in this tutorial as I don't know any Ruby code)
Music Player

Test Play Game


The next thing you should take immediate note of is the Map Viewer. This shows your RPG's maps and sub-maps (you can make as many sub maps inside sub-maps as you like).

Map Veiwer

To create a map or sub-map, right click on either the main folder name (In this case it's named Example RPG) or right click a map already created (to create a sub-map) and click add new map

What to click on to make a new map
An example of maps and sub-maps from my Red Dwarf game


Placing Tiles
You have probably noticed the bar on the left with the pictures of a broken bridge and a tent and some trees and bushes right? This is the TileSet which has been set for that map (In the database it is tileset number 001, which is the default tileset when you create a new map). To place a tile is simple: left click on the 32x32 image you want to place (32x32 is the size for each tile in pixels) then left click on the place in the map screen to place the tile.

When placing tiles there are some rules that must be followed:
The lower tile layer is where you place any tiles without a white background (nearly always the autotiles shown below)

The AutoTiles for the default tileset
AutoTiles

The middle layer is where you place things with white backgrounds, but mainly large objects like houses, trees or tables, as the third layer can then accomodate windows and table objects

The event layer is where you place moving objects or objects the character can react with like people or doors mainly. I'll explain events more later on.


Basic Map Creation
You already know how and where to place objects on the different layers. When you put it all together the game can become quite interesting:

Image hosted by Photobucket.com

I used one event which makes the fairy talk to you when you press the action button while facing it. Also, look carefully at the trees. If you look you can just about see where the second and third layers are.

Events
These are required for any game. All RPGs so far have CPUs talking to you. If you neglect to put these in your game will be EXTREMELY boring to play.

I'm going to be editing this probably daily until it is finished... not sure how long it will take

EDIT (Jack-Al) = Changed the width of the Land of Drome screenshot to 100% until you fix the white space.


(edited by RYjet911 on 05-18-05 08:07 AM)
(edited by Jack-Al on 06-23-05 10:47 PM)
Alonguy

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Posted on 05-18-05 05:28 PM Link | Quote
what about troubleshooting? What if you encounter the message "failed to initailize directx audio"? How do I fix it?
Sokarhacd

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Posted on 05-18-05 08:47 PM Link | Quote
I would imagine that either you dont have the newest direct X or, you dont have a good enough video card to run the rpg maker xp games, although the first one is the most likely reason
Alonguy

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Posted on 05-20-05 06:21 PM Link | Quote
I did. It still won't work! The error has to do with audio, and I don't have good speakers that I can use. My computer is pretty much muted.
Tanookirby

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Posted on 06-12-05 06:00 AM Link | Quote
Is this program available now? Where can I get it?
Teundusia

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Posted on 06-12-05 07:42 AM Link | Quote
I'll PM you a link
Alonguy

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Posted on 06-23-05 07:02 PM Link | Quote
My computer broke down so I got a new hard drive, CPU, and board, and I also installed windows XP Home eddition.I also have sound. It runs fine now.
AlexAR

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Posted on 06-26-05 07:18 AM Link | Quote
So, where can I get this program? Looks like you can really make something interesting with this program.
Jack-Al
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Posted on 06-26-05 09:15 AM Link | Quote
You sure can make something interesting with this, but it is not a free program. If you want to get it, try to search for it with a search engine. You can also ask someone to send you a link to where you can get it, but do not ask about downloading it in the forum.
AlexAR

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Posted on 06-27-05 07:30 AM Link | Quote
When I do a search on Google for, "RPG Maker XP" , I get what seem to be some dubious/fake sites. Can anyone direct me to the official PC, Windows XP version site.
Jack-Al
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Posted on 06-27-05 07:58 AM Link | Quote
It was never released in North America, so the only way you can get it is by importing a japanese version. You can find an english translation of the RPG Maker XP website here.

You can also get english translations which were made by people, but those aren't exactly legal.


(edited by Jack-Al on 06-26-05 11:36 PM)
AlexAR

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Posted on 08-19-05 10:25 PM Link | Quote
Here is a simple little bit of simple event help. Any descent RPG is gonna have "Go bring me 10 whatevers and I will give you a prize" quests.

First create a variable called "Number of Potions" Then create an event, give it a picture of a townsfolk or whatever you want..then have it trigger when hero presses the activate key in front of it. Then in the event commands window put this:

Event Commands Comments

<>Variable[NumberofPotions] = 0 Lets assume this is Variable [0001]
<> Loop
<>Conditional Branch: [Potion] possesed
<>Variable[NumberofPotions] +=1
<>Change Items [Potion] - 1
<>
Else Handler
<>Change Items [Potion] + Variable [NumberofPotions]
<>End Loop
<>
End
<>
Repeat
<>Conditional Branch Variable [NumberofPotions] >=10
<>Message Wanna trade your 10 Potions for this Super Potion?
<>Show Choices Yes, No
[Yes] Handler
<>Change Items [Potion] - 10
<>Change Items [Super Potion] + 1
<> Message: Here ya go.
<>
[No] Handler
<>Message: OK see ya later.
<>
End
<>
Else Handler
<> Message: Hello, bring me 10 potions and I will give you 1 super potion.
<>Message: Right now you have \V[0001] Potion(s).
<>
End
<>



You can change the "10's" to whatever number you want the hero to have to collect. Simple enough. Reply if you need any other classic RPG quest help.
DanMan

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Posted on 08-28-05 07:33 AM Link | Quote
How do you make it so that an event NEVER comes back after it has occured?
AlexAR

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Posted on 09-07-05 06:55 AM Link | Quote
After the event has run, add "Turn on a local Switch" to the event commands. On that same event make a new page and set the precondition to the local Switch you turned on.
DanMan

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Posted on 09-17-05 08:31 PM Link | Quote
Thanks for telling me 2 weeks after I figured it out!!!! (By myself might I add)

And by the way, that "get ten potions for my super Potion" thing really helped!
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