The RPG Maker thread

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Re: The RPG Maker thread

Postby ilutiern » Monday May 24, 2010 10:54 pm

Uwa, thank you very much, you two!
I made a short game using a guide (thank you Mr. BenKo) so I understand the process a little more.

:o And thank you very much for the info on scripts, Palsa! That's... all very new to me :^_^;: But, I understand much more now.
The part about the order of uploading is quite important, eh? And also, thanks for explaining the battle system's details. I'll be sure to check it out now.

Hahaha, what's great about RPG Maker is that I can implement all of my hobbies into it :XD: So exciting~
If I ever make some custom things for RPG Maker I'll go ahead and upload it, in case anyone would like to use them.

wizzardx wrote:Yeah, making a game is fairly multi-discipline. Your main options I think are:

- Be a jack of all trades
- Work in a team
- Do it mostly by yourself, but get help where you really need it
- Borrow a lot of material from other places
- Be happy with a game that you can make by yourself, even if it sucks in some ways (at least you can have fun trying some new things).

Indeed, very true. ...You know, I'd love to meet someone who could do the first option. It'd be like meeting a God(dess) :cry:


Thank you again for the advice!
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Re: The RPG Maker thread

Postby wizzardx » Sunday June 06, 2010 2:32 pm

Congratulations ilutiern, and welcome to the world of game-making (I hope you'll have more time and success with it than I have ^^;).

And yes, working on a game is a good way to be able to use your skills - since making a game requires so many of them. Probably the most important things:

- Time, and passion, to work on a game
- Some creativity, and a basic storyline

After that, the game can more or less fall into place from hard work and getting some experience with some smaller-scale games. And along the way you also get to use your other hobbies too. eg, if you're good at art, then you can make some nice pieces for your game, rather than using stock art, or borrowing it from other games ^^; Working on a game can be really rewarding. I just wish I had enough time for it myself :^^;:

Anyway, be sure to upload any games you make, or to ask any specific questions, if you're stuck on RPGMaker. Hopefully Palsa or one of the other RPGMaker users will be able to answer them, or point you in the right direction :-)

ilutiern wrote:Indeed, very true. ...You know, I'd love to meet someone who could do the first option. It'd be like meeting a God(dess) :cry:


Well, you know what they say: "Jack of all trades, master of none". Often people will be strong in a few areas, but just average in the others. If you have the time and interest, you can get skills in any area that you need for making a game, even though they won't be nearly as good as a professional. But that's fine too, since almost nobody can make a professional-looking/commercial-level game by themselves these days. Just see how long the credits are in most games :P
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Re: The RPG Maker thread

Postby ilutiern » Wednesday June 09, 2010 1:30 am

Yup yup, thank you very much! I'll be sure to upload my progress. ...I won't upload my small test games full of RTP characters, though :<_<:

Wizzard wrote:Well, you know what they say: "Jack of all trades, master of none". Often people will be strong in a few areas, but just average in the others. If you have the time and interest, you can get skills in any area that you need for making a game, even though they won't be nearly as good as a professional. But that's fine too, since almost nobody can make a professional-looking/commercial-level game by themselves these days. Just see how long the credits are in most games :P

True that. The credits for Ar tonelico took up about... half the song? :^^;: That's a lot of names there, and the font was small, too, hahah. And even with all that, games take quite a long time to produce. Still, just the fact that the games exist and are playable is a feat. I still can't understand how creating a code and inputting it can cause images to appear and how it can set a whole story into motion, with just small little symbols of 12 pixels :^_^;: . Quite miraculous, really :unsure:
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Re: The RPG Maker thread

Postby kairi_key » Wednesday June 09, 2010 9:05 pm

Hmmm

Moving to dorm, I need to download the program again...



but anyway, RGSS is kinda hard... all I can do is making a window frame out in the size I needed... and life in university is busier than ever, so I might not dwell in game making...



Here's an idea on my last game that I feel tired of making a Database's data from it... (especially armor... I hated them = =)

-An RPG combine with dating SIM like AT/you can have routes with the chosen heroine.
-involving the total number of 30 PC, but each appear differently, and act differently toward the story and routes.
-engraving jewel system that will add skills to the character by engrave the magical jewel in to the specific weapon(Script needed.. but I can do the common event out of it...)
-hidden ending where you need to put certain character to act in a certain scene..
-plot will be about a young boy who was granted power to unleash the holy power of 6 elements priestress(6 heroines)
-still in deciding(but won't need anymore, I think?), there will be some kind of diving system(AT) combine with crystalium system(FFXIII)
-one night per making one map... and I think the first village where you start off in is so pretty and big. It's the village that lies in the mountain valleys, the type that fits in hymmnos phrase "grave sik yeeel" so much...

-It's not 100% sure, but I will absolutely won't be continuing this project cause the work and lacking of program... hahaha
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Re: The RPG Maker thread

Postby Palsa » Thursday June 10, 2010 4:47 am

I'm creating a demo of the time system that I came up with for my game, so maybe some of you would like to try using it to your own projects.
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Re: The RPG Maker thread

Postby wizzardx » Saturday June 12, 2010 10:58 am

ilutiern wrote:Yup yup, thank you very much! I'll be sure to upload my progress. ...I won't upload my small test games full of RTP characters, though :<_<:


Yeah, those tiny test things (a few minutes to an hour or two of work) you throw together when learning, are almost always not fit for public viewing, and it's embarassing to show them. They're more like personal proof of concept/learning notes, than anything else. The intended user in those cases, is just yourself :P

ilutiern wrote:True that. The credits for Ar tonelico took up about... half the song? :^^;: That's a lot of names there, and the font was small, too, hahah. And even with all that, games take quite a long time to produce. Still, just the fact that the games exist and are playable is a feat. I still can't understand how creating a code and inputting it can cause images to appear and how it can set a whole story into motion, with just small little symbols of 12 pixels :^_^;: . Quite miraculous, really :unsure:


Yeah, computers are pretty amazing when you think about them that way. It's also why I went into the programming field ^w^.

Essentially, a computer just handles really basic steps (like calculating 1 + 1, or printing the letter "a" to the screen), one step at a time. But it's really good at that and does it incredibly fast. The job of a programmer is to make lists of those basic steps, that the computer can run through to do something interesting. Which can be anything from just printing "Hello World" on the screen, all the way to something like the Ar tonelico video game (with the help of a lot of other people) :P.

kairi_key wrote:Hmmm

Moving to dorm, I need to download the program again...

but anyway, RGSS is kinda hard... all I can do is making a window frame out in the size I needed... and life in university is busier than ever, so I might not dwell in game making...


Sounds fairly ambitious :-). But I know all too well the time issue, from my own stalled projects :|.

But if you really want to work on something like that, despite time, I'd suggest:

1) Scaling back a huge amount, so the final result is a mini version. fewer heroines, items, maps, shorter story, more basic world setting, etc. Maybe something a player could finish in an hour or two, rather than over a few days. This would be a lot easier to finish, and also be good for motivation. Version 2 which you start work on when you have more time, can be more elaborate.

2) Make a fairly detailed plan in advance, first listing the main steps, in the order you want to finish them, and then later adding more detailed sub-points, as you work through it/get ideas. eg, something like:

Code:  [ Select all ]
   
- Work out basic story details
    - World and geography
    - Politics
    - Main characters
    - Minor characters
    - Main story arc summary
    - Ideas for smaller story arcs
    - Starting scene for the story
- Make a basic room in RPG Maker, for the first scene
    - Very basic design
    - Hero is stock art
    - Playtest
- Replace hero art with nicer art
    - Playtest
- Script the scene for the first room
    - Flesh out the starting scene story notes, into a detailed script-like document
    - Add that script, screen by screen, into RPG Maker
    - Playtest
- Add a basic town map, which the first room leads to


And so on. I find it helps a lot to plan out the main project steps in advance (when starting on something that's going to take a couple of days or so to finish), so I can get an idea of my progress and what's coming up next. It's also good for motivation, and you can get on a real role, taking down a lot of interesting ideas you have. But again, it is pretty easy to put in too much detail, so it's better to add some things as later steps, where you start adding those extras, after the most important things are already there. Or to just delay them until version 2 of the game.

Another idea behind the above step-based process, is that you have something that's playable right from the start, and which stays playable most of the time thanks to those small but progressive steps, rather than being really broken for long periods of time, while you fix things, which can get you stuck in a development rut. If you see some really big change coming up, then it sometimes helps a great deal to plan the steps out a bit first, rather than just leaping in headfirst :P

Palsa wrote:I'm creating a demo of the time system that I came up with for my game, so maybe some of you would like to try using it to your own projects.


It would be nice if you also linked that somewhere from the ARM wiki, even if it's just from your user page :-)
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Re: The RPG Maker thread

Postby Palsa » Sunday June 13, 2010 9:13 am

Done.

Day to Night Demo:
http://www.mediafire.com/?c0yzqtlrtzz

This demo includes 2 scripts.

Moghunter's Battle Background script:
http://atelier-rgss.com/RGSS/Battle/VX_BAT01.html

Modern Algebra's Path Finding script:
http://rmrk.net/index.php?topic=25952.0

Please let me know if you come across any problems.

wizzardx wrote:
Palsa wrote:I'm creating a demo of the time system that I came up with for my game, so maybe some of you would like to try using it to your own projects.


It would be nice if you also linked that somewhere from the ARM wiki, even if it's just from your user page :-)


Sure, I'll do that. ^_^
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Re: The RPG Maker thread

Postby kairi_key » Tuesday June 15, 2010 7:14 pm

Hmmm

Actually, I had fun with creating maps... cause it's interesting... but the village can get tiring sometime...

The Database's most discouraging part is the armor part... I hate it... =*=
At least, I can still go randomly with character's stats... and weapon is interesting to make since each 30 characters will use ech different weapon as much as possible (I mean... if possible, one type of weapon per character, which I already finished..)


but making games really needs a good story, ne...
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Re: The RPG Maker thread

Postby Altivarde » Wednesday June 16, 2010 1:06 pm

One thing that I found difficult in making RPG with VX or XP is making the status balanced...
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GM is not a walkthrough, refrain from asking walkthrough like solution.
RP need no walkthrough, hence it's all about logic.
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Re: The RPG Maker thread

Postby wizzardx » Wednesday June 16, 2010 5:16 pm

kairi_key wrote:The Database's most discouraging part is the armor part... I hate it... =*=


Yes, putting together database of items must be a lot of work :^^;: . I'd probably just copy items from other games if ran out of ideas :P.

I guess that even with some more boring things (like armor), it helps if you think of them as being part of the world setting or the character design, or storyline-related, rather than just being some random items that increases the defence stats, that you need to think of to be able to fill in that part of the database.

kairi_key wrote:but making games really needs a good story, ne...


Depends on the type of game, but usually with RPGs, it's one of the most important elements. People don't play those games just for the battles, usually :-)

Aeolia wrote:One thing that I found difficult in making RPG with VX or XP is making the status balanced...


I'm with you there ^^; It's probably something you need to research a bit. eg, see how characters are generated in D&D, or borrow the balance from existing characters until you get a better feel for it. And of course, even professional games get a lot of playtesting and re-balancing during development. Probably the best thing is to just try playing yourself, or getting other people to play, and report if it's too easy/hard/etc.
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Re: The RPG Maker thread

Postby Palsa » Tuesday July 06, 2010 4:41 am

I'm planning to hold a voice audition in the Silver Horn for my project Atelier Elirica on Monday.
I'll post a link to the thread when I'm ready to start.

[Edit]

Audition underway:
viewtopic.php?f=15&t=2347&p=352130#p352130
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Re: The RPG Maker thread

Postby kairi_key » Friday August 20, 2010 8:35 pm

Hmm, idea needed...


I started to restart my old project again with some alteration...

Now is the part where the idea of the leveling system comes in...

Because I want to make a circumstance where you need to dive in each characters to develop more in their power and stats, a problem comes..

- since I have a lot of playable characters, I would hate it if you can only stick with only a few because of the huge gap between levels in some characters, so I decided to make it that each characters will be at about the same level. There're 2 type that I could think of

1. Make an equation of EXPgained*X/100 = EXP that the actors who are not in the party get after the battle where X is still in decided.
2. Find the X-Bar of the level of the whole party and then updated the actors who's not in the party to the X-bar one.

- And another thing is... the Development-by-diving system need to have something to make actors advanced through in the diving scene... another 2 ways come up...
1. Use the amount of required EXP of the actors for each development (because I don't know how to add things like DP or AP, so I'm going to replace them with EXP...)
2. Use the amount of the level of the actors to decided which will be develop... (like actorA gain 1 level upso he can develop one thing in this diving.)
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Re: The RPG Maker thread

Postby Palsa » Saturday August 21, 2010 1:27 am

kairi_key wrote:Hmm, idea needed...


I started to restart my old project again with some alteration...

Now is the part where the idea of the leveling system comes in...

Because I want to make a circumstance where you need to dive in each characters to develop more in their power and stats, a problem comes..

- since I have a lot of playable characters, I would hate it if you can only stick with only a few because of the huge gap between levels in some characters, so I decided to make it that each characters will be at about the same level. There're 2 type that I could think of

1. Make an equation of EXPgained*X/100 = EXP that the actors who are not in the party get after the battle where X is still in decided.
2. Find the X-Bar of the level of the whole party and then updated the actors who's not in the party to the X-bar one.

- And another thing is... the Development-by-diving system need to have something to make actors advanced through in the diving scene... another 2 ways come up...
1. Use the amount of required EXP of the actors for each development (because I don't know how to add things like DP or AP, so I'm going to replace them with EXP...)
2. Use the amount of the level of the actors to decided which will be develop... (like actorA gain 1 level upso he can develop one thing in this diving.)


Well, for regular attacks you would probably need some sort of script, but you can add a common event to the skills that your player uses.
Try adding a common event for each of your actors, and call it AP or DP, and then add a different variable to each of the common events, set it so that when the player uses that skill, it will call the common event and add 10 or so points to the AP or DP variable for that character.
You can then use the variable in your dive shop.
Is that along the lines of what your wanting?
Sorry, I'm a bit sleepy at the moment. :zzz:
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Re: The RPG Maker thread

Postby kairi_key » Sunday August 22, 2010 12:11 am

.................

That's some good idea, there...


What I want is to find the most similar way to how each actors use AP/DP that all actors(both in party and not in party) equally gained after the battle to develop themselves up.

Hmm, I will consider your suggestion more... because the idea of adding ability point bonus to the skills used is interesting... but I'm not sure is this what I want, or what I could replace with what I had in my mind or not... so I think I need to think more about it...
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Re: The RPG Maker thread

Postby wizzardx » Sunday August 22, 2010 4:52 pm

kairi_key wrote:1. Make an equation of EXPgained*X/100 = EXP that the actors who are not in the party get after the battle where X is still in decided.
2. Find the X-Bar of the level of the whole party and then updated the actors who's not in the party to the X-bar one.


I think you'll need a script that runs at about the same time as the "level up" screen seen at the end of battles.

kairi_key wrote:- And another thing is... the Development-by-diving system need to have something to make actors advanced through in the diving scene... another 2 ways come up...
1. Use the amount of required EXP of the actors for each development (because I don't know how to add things like DP or AP, so I'm going to replace them with EXP...)
2. Use the amount of the level of the actors to decided which will be develop... (like actorA gain 1 level upso he can develop one thing in this diving.)


I think the simplest might be based on the character level.

But that might make things a bit weird. eg, you'll be able to Dive further with RTs you haven't seen for ages, because they were getting levels automatically (your earlier point).

So Palsa's suggestion (to get AP/DP based on special ability use) will probably work better.

Another thing you could try, is skipping the DP, and basing Diving on talk topics, rather than on battle. Or, to be battle-related, you could make the talk topics only be available after the party reaches a certain level (and possibly only if the RT is in the party, when you go to that part of the map).

Ideally you'd want an actual talk topic system (triggered from camp, from the menu), but you could also simplify it a bit, and trigger a scene the next time the player goes to a camp/inn/etc. And then you get to Dive to the next level after discussing enough topics with a given RT. You'd still be able to Dive with an RT you haven't seen for ages, but at least you need to run around the map with her, and talk to her a lot first.

But, that might also mean that you can do all the events on a given CS level (without the DP). If that's a problem, then you may need to add in DP after all (or, also base available CS events on the # of completed talk topics).
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Re: The RPG Maker thread

Postby Palsa » Sunday August 22, 2010 10:16 pm

wizzardx wrote:
kairi_key wrote:1. Make an equation of EXPgained*X/100 = EXP that the actors who are not in the party get after the battle where X is still in decided.
2. Find the X-Bar of the level of the whole party and then updated the actors who's not in the party to the X-bar one.


I think you'll need a script that runs at about the same time as the "level up" screen seen at the end of battles.

kairi_key wrote:- And another thing is... the Development-by-diving system need to have something to make actors advanced through in the diving scene... another 2 ways come up...
1. Use the amount of required EXP of the actors for each development (because I don't know how to add things like DP or AP, so I'm going to replace them with EXP...)
2. Use the amount of the level of the actors to decided which will be develop... (like actorA gain 1 level upso he can develop one thing in this diving.)


I think the simplest might be based on the character level.

But that might make things a bit weird. eg, you'll be able to Dive further with RTs you haven't seen for ages, because they were getting levels automatically (your earlier point).

So Palsa's suggestion (to get AP/DP based on special ability use) will probably work better.

Another thing you could try, is skipping the DP, and basing Diving on talk topics, rather than on battle. Or, to be battle-related, you could make the talk topics only be available after the party reaches a certain level (and possibly only if the RT is in the party, when you go to that part of the map).

Ideally you'd want an actual talk topic system (triggered from camp, from the menu), but you could also simplify it a bit, and trigger a scene the next time the player goes to a camp/inn/etc. And then you get to Dive to the next level after discussing enough topics with a given RT. You'd still be able to Dive with an RT you haven't seen for ages, but at least you need to run around the map with her, and talk to her a lot first.

But, that might also mean that you can do all the events on a given CS level (without the DP). If that's a problem, then you may need to add in DP after all (or, also base available CS events on the # of completed talk topics).


Note, be warned, wall of text approaching!! :o
Kairi, for the talk topic through camp tile, the conditional branch system is your best friend, I suggest trying a few test events on a blank map to get a better understanding of how they work, I'm still learning how to use them. ^_^
Also, to save space in your events, you might want to create your talk topics in a common event.
Just make sure that you have each topic in it's own conditional branch that is bound to either a variable, switch or whatever else you want to use.
At the end of the topic, remember to add something that will disable the conditional branch.
So in other words, if your using switch ID:50 for your conditional branch, then turn switch:50 off after the event ends so that it will not repeat itself the next time the event is run.
Sometimes variables can be far more useful then a switch, since a variable can vary, the same variable can easily be reused for as a switch, if you understand how to use it. :)
Here's a thought, try creating a talk topic switch and variable for all of the characters that will use talk topics.
There are many different ways of going about this, but here is one of the methods you could use.
Let's say that the character with the talk topics is Aurica.
Create:
Variable: ID#: Aurica's Talk Topics (This is for the current topic, add 1 to the variable after every topic finishes to move on to the next topic),
Switch: ID#: Aurica's Talk Topics Active (This is for when a talk topic for Aurica is active, turn this switch on when you want the topic to take place).
Create the topics in the following manner:
Conditional branch: Actor: Aurica: is In The Party, Set handling when conditions do not apply: Uncheck>
>Conditional branch: Switch ID#: Aurica's Talk Topics Active: is On, Set handling when conditions do not apply: Uncheck>
>Conditional branch: Variable ID#:01 Aurica's Talk Topics: is On, Set handling when conditions do not apply: Check>
>(((Place Your First Event Here.))), Control variables: ID#:01 Aurica's Talk Topics: Add: 1, Control switch: ID#: Aurica's Talk Topics Active: Off, Exit Event Processing>
>Else: >Conditional branch: Variable ID#:02 Aurica's Talk Topics: is On, Set handling when conditions do not apply: Check>
>(((Place Your Second Event Here.))), Control variables: ID#:02 Aurica's Talk Topics: Add: 1, Control switch: ID#: Aurica's Talk Topics Active: Off, Exit Event Processing>
>Else: >Conditional branch: Variable ID#:03 Aurica's Talk Topics: is On, Set handling when conditions do not apply: Check>
>(((Place Your Third Event Here.))), Control variables: ID#:03 Aurica's Talk Topics: Add: 1, Control switch: ID#: Aurica's Talk Topics Active: Off, Exit Event Processing>
>Else:
And just continue the process until you have the last event, where you should uncheck 'Set handling when conditions do not apply'.
Note that Aurica has to be in the party, her Talk Topic switch has to be on, and her Talk Topic variable has to be 1 or higher before the talk topic will run.
If you want, you can remove the Off Switch function at the end, and have the variable reset to 0 instead of increasing to the next number.
But if you do this, remember to set the variable for when Aurica has a talk topic.
The down side to this, is that the variable will change over another change, so if Aurica already has an active talk topic, and you acquire another talk topic, the first will be erased.
For situations like this, your better off using a switch for each topic in place of the variable, and having the switch turn off at the end of each event.
Now, if you want to have choices based on multiple characters before going to the talk topics, then you'll want to use Yanfly's Call Common Event Menu script, which you should probably add anyway.
http://rmrk.net/index.php/topic,33425.0.html
If you decide to go that way, then you'll want to create a different common event for each character's talk topic.
Example:
Common Events:
ID:50: Aurica,
ID:51: Misha,
ID:52: Shurelia.
And so forth.
In the common event menu, add common event ID's: 50, 51, 52 to the list, and have the switches we made earlier bound to the common event ID's in the switch.
So, you'll want to add the switch: ID#: Aurica's Talk Topics Active to Aurica's common event ID:50.
That will make it so that when the common event menu is called up, it will display the character's name, but only if they have an active talk topic.
Also, make sure that the common event menu is set so that you can cancel out.
Next, create Another common event. ^_^
This is for the camp tile.
Add a conditional branch that will only activate if a characters talk topic's switch is on, and make sure that 'Set handling when conditions do not apply' is checked.
Add the Control Variable that activates the common event menu to the conditional branch, and then finish with an Exit Event Processing.
Create another conditional branch under Else, it should be exactly the same, but for the next characters talk topic.
Continue the process until you've created a conditional branch for every character's talk topic switches, and on the last one uncheck 'Set handling when conditions do not apply'.
This will check to see if any of the characters have an active talk topic, if they don't, then nothing will happen, but if they do, then it will call up the common event menu.
Add this through call common event to your camp tile.
Now, if your using switches instead of variables, create another common event and call it Talk Topic Deactivate. ^_^
For an example as to how the switches should look:
Switch: ID100: Aurica's Talk Topics Active (This is the same switch that we used earlier, I'm just calling it 100 for now, so it still checks if there are any talk topic for Aurica, turn this switch on when you want the topic to take place),
Switch: ID101: Aurica Topic 1,
Switch: ID102: Aurica Topic 2,
Switch: ID103: Aurica Topic 3, etc.
In this common event, add a conditional branch that checks if the first talk topic switch is turned On, make sure that 'Set handling when conditions do not apply' is checked.
Do not add anything to this.
Under Else, add the same conditional branch, but this time have it check if the second topic switch is turned On.
Continue this until you've created a conditional branch for all of Aurica's talk topic switches.
Under the last Else, add an Off switch for 'Aurica's Talk Topics Active' switch, switch ID:100.
Create the same thing for the rest of the characters in the same common event, and add a call common event for this at the end of every topic, but before Exit Event Processing.
This is to check if there are anymore active topics for all of the characters, if all of the topic switches are turned on, then the 'Talk Topics Active' switch will remain on, but if all of the topic switches are off, it will turn the 'Talk Topics Active' switch off.
So, if Misha's 'Talk Topics Active' switch is on, it will display in the common event menu, but if all of the character switches are off, then the common event menu will not appear.
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Re: The RPG Maker thread

Postby kairi_key » Sunday August 22, 2010 11:25 pm

XD

Welll, actually, it's AT-unrelated game...

What I will make is actually a system similar to Crystallium in FF13, but with more of an Cosmosphere element added.
Each development will require some AP/DP/EXP/or something else for being active. Story-wise, it will deals with minds and related to how story will develop.
You could get things from diving, too, like recipes, weapons, or armors. Also, every actors will be able to dive into.(but this one is still in decided)
And the important development, or mind-related event needed to be achieved with mini-games.

My first aim is just having a thing that connect development system and story together.
Cosmosphere is a good example, but I change it to Crystallium with Cosmosphere element fused in instead.




I actually like to have my condition branch be checked with the "condition do not apply" all the time to left some place for making some interesting alternative...
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Re: The RPG Maker thread

Postby Palsa » Monday August 23, 2010 12:43 am

kairi_key wrote:XD

Welll, actually, it's AT-unrelated game...

What I will make is actually a system similar to Crystallium in FF13, but with more of an Cosmosphere element added.
Each development will require some AP/DP/EXP/or something else for being active. Story-wise, it will deals with minds and related to how story will develop.
You could get things from diving, too, like recipes, weapons, or armors. Also, every actors will be able to dive into.(but this one is still in decided)
And the important development, or mind-related event needed to be achieved with mini-games.

My first aim is just having a thing that connect development system and story together.
Cosmosphere is a good example, but I change it to Crystallium with Cosmosphere element fused in instead.




I actually like to have my condition branch be checked with the "condition do not apply" all the time to left some place for making some interesting alternative...


Whether the condition applies or not can't always be helped, but there are different ways of setting things up.


There is one thing I suggest doing at the very start of the game, and this is actually to everyone making a game in RPG Maker VX.

Create a common event called Debugging.
In the common event, places the following control variables, note: that the variable ID is entirely up to you.
Bind a control variable to: Character: Player> Map X.
Bind a control variable to: Character: Player> Map Y.
Bind a control variable to: Character: Player> Direction.
Bind a control variable to: Character: Player> Screen X.
Bind a control variable to: Character: Player> Screen Y.
Bind a control variable to: Other: Map ID.
Bind a control variable to: Other: Party Members.
Bind a control variable to: Other: Gold
Bind a control variable to: Other: Steps.
Bind a control variable to: Other: Play Time.
Bind a control variable to: Other: Timer.
Bind a control variable to: Other: Save Count.
Create the following variables for every actor that may join your party:
Bind a control variable to: Actor: Actor ID> Level.
Bind a control variable to: Actor: Actor ID> EXP.
Bind a control variable to: Actor: Actor ID> HP.
Bind a control variable to: Actor: Actor ID> MP.
Bind a control variable to: Actor: Actor ID> MaxHP.
Bind a control variable to: Actor: Actor ID> MaxMP.
Bind a control variable to: Actor: Actor ID> Attack.
Bind a control variable to: Actor: Actor ID> Defense.
Bind a control variable to: Actor: Actor ID> Spirit.
Bind a control variable to: Actor: Actor ID> Agility.

If the Actor's max HP is currently 356, then the MaxHP variable will be set to 356.
If the Actor's MP level is currently 42, then the MP variable will be set to 42.
If the Players Map position is X: 24, Y 15, then the variable for Map X will be set to 24 and the variable for Map Y will be set to 15.
The purpose of this is to work as a trigger for conditional branches, make sure that you call the common event in the first scene.

Let's create a basic conditional branch using the Map position variables.

Create an event on the map, set it to parallel process.
Create a conditional branch with the variable for Map X, set the constant to 'Greater then or Equal to': 8, and have 'Set handling when conditions do not apply' unchecked.
Inside that conditional branch, create another conditional branch with the variable for Map X, set the constant to 'Less then or Equal to': 14, and have 'Set handling when conditions do not apply' unchecked.
Inside that conditional branch, create another conditional branch with the variable for Map Y, set the constant to 'Greater then or Equal to': 5, and have 'Set handling when conditions do not apply' unchecked.
Inside that conditional branch, create another conditional branch with the variable for Map Y, set the constant to 'Less then or Equal to': 10, and have 'Set handling when conditions do not apply' checked.
Place whatever you like in the last conditional branch, I'll just have it set to Tint the screen Red.
Under Else, I'll have it set to reset the screens Tint to default.

We just created a variable event box with the following coordinates:
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When the player walks on the event box, the screen will tint to red, when the player steps outside of the event box, the screen returns to the default colors.
Last edited by Palsa on Tuesday August 24, 2010 4:09 am, edited 1 time in total.
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Re: The RPG Maker thread

Postby wizzardx » Monday August 23, 2010 10:06 pm

Heh, Palsa is good at other tutorials besides graphics editing :P.

Though, I didn't follow a lot of that. It sounds like Palsa has become a real RPG Maker wizard :D.

kairi_key wrote:Welll, actually, it's AT-unrelated game...


If it's unrelated to AT, it will be interesting to see how CS fit into the story, and what kinds of changes you make to the CS system, to adapt to another universe, since many CS elements are somewhat AT-specific.

kairi_key wrote:What I will make is actually a system similar to Crystallium in FF13, but with more of an Cosmosphere element added. Though I'm sure there is some story connection, too.


I haven't played FF13 yet, but the Crystallium system (that I just saw in a YT vid) looks quite similar to the FF10 Sphere Grid, with a few small changes.

If you combine the two, I guess you get a highly detailed CS map, with a lot of locations in someone's mind, where you go to unlock bonus attribute, skills, magic, etc, by completing story events, battles, etc?

That reminds me a bit of the Disgaea item world, or perhaps Shadow Hearts (inside the main character's own mind).

kairi_key wrote:Also, every actors will be able to dive into.(but this one is still in decided)


This could end up as a huge amount of work (in terms of script, story and character details), and could also mean that a large part of the gameplay time is spent in the CS worlds, rather than in the main storyline/real world :P.

kairi_key wrote:My first aim is just having a thing that connect development system and story together.
Cosmosphere is a good example, but I change it to Crystallium with Cosmosphere element fused in instead.


The development system would probably follow from the story, and be based on something that's fairly unique to the characters. eg, maybe the main character has a special ability to visit other people's dreams, once he/she knows them well enough.
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Re: The RPG Maker thread

Postby Palsa » Tuesday August 24, 2010 4:13 am

wizzardx wrote:Heh, Palsa is good at other tutorials besides graphics editing :P.

Though, I didn't follow a lot of that. It sounds like Palsa has become a real RPG Maker wizard :D.


So I've become Wizard's clone? :^^;:
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