It's funny - not funny as in haha!, but funny as in strangely sinister - how sometimes the things you plan meticulously for months in advance just simply fail! And you're back at the bottom of the ladder, having to crawl your way back up to where you were! Fate can be a cruel mistress!
Anyway, my new project! It's not really new, since I started it way before The Gladiator Project and lost interest in it, and thought I'd lost the project itself. I found it on a DVD gathering dust, so decided to rekindle its flame, placing TGP on the backburner (for multiple reasons).
29 August 2010
02 August 2010
23 July 2010
22 July 2010
13 July 2010
01 July 2010
27 June 2010
23 June 2010
Extended Hiatus
I will be taking an extended hiatus - for at least 3 weeks to a month - because I'm relocating. There is a lot to do from now until then, but when I'm settled I'll be continuing work on the blog and projects.
In addition to several scripts I've been working on (full scripts and CMSes, not snippets) I'll get back on track with the projects, including The Gladiator Project and Ars Magica 1: Genesis, as well as going through the "to do" list finally and completing the tutorials, demos and how-to's there.
Also with the brand new start I'll be working on a brand new computer, with a brand new OS installation (XP to begin with, then upgrading to Linux/Win7). Something to definitely look forward to.
Well, see you in about a month (maybe sooner if all goes well) and thanks for visiting.
In addition to several scripts I've been working on (full scripts and CMSes, not snippets) I'll get back on track with the projects, including The Gladiator Project and Ars Magica 1: Genesis, as well as going through the "to do" list finally and completing the tutorials, demos and how-to's there.
Also with the brand new start I'll be working on a brand new computer, with a brand new OS installation (XP to begin with, then upgrading to Linux/Win7). Something to definitely look forward to.
Well, see you in about a month (maybe sooner if all goes well) and thanks for visiting.
Frequently Asked Questions #2
These are answers to some of the simpler questions about RPG Maker I'm asked on a regular basis. Some of these have been taken from Yahoo! Answers. Many of them have been taken from IM'd questions or targeted keywords at Statcounter. You can find a full list of FAQs here.
Is it possible to add scripts to RM2K3?
No, it isn't. RM2K3 has no support for scripts, unlike RMXP and RMVX because they utilise the Ruby Gaming Script System (RGSS) engine already built into its structure. RM2K3 can only use "scripts" from events - normal events or common events - using the event commands.Is there an Enter/Exit Vehicle glitch?
Yes and no. RM2K3 only supports three vehicles at once, predefined in the Database (under System), which are then used on the map either through eventing or "Place Vehicle Starting Position". It is not possible to simply use an event with a vehicle graphic and use the "Enter or Exit Vehicle" event command. (Vehicle Tutorial Coming Soon!)Why won't the text display in RPG Maker XP/VX?
This happens when a font is used that is not installed on the computer. It can also happen due to script conflicts, changing the default windowskin, or when the text coordinates are out of the window's range. If graphics transparencies are not set correctly, this can also cause problems with text not showing up.
Labels:
FAQ,
RPG Maker 2003,
RPG Maker VX,
RPG Maker XP
Parameter Increase/Decrease Icons
The default Equipment screen, where you can equip and unequip weapons and armor, is rather boring in my opinion, so here's a simple RMVX script to enhance it.
Now, whenever you equip or unequip items an icon will appear next to the appropriate "parameter", according to whether the stat is increased or decreased.
Place the script above Main. I'd recommend placing it somewhere at the top, below other scripts that modify the equipment scenes.
The script overwrites the following definitions in the Window_EquipStatus class: new_parameter_color and draw_parameter.

Place the script above Main. I'd recommend placing it somewhere at the top, below other scripts that modify the equipment scenes.
The script overwrites the following definitions in the Window_EquipStatus class: new_parameter_color and draw_parameter.
Labels:
RGSS,
RPG Maker VX,
Scripts,
Tutorial
Good News & Bad News
I finally managed to reinstall both RMXP and RMVX, but only after majorly overhauling the registry, which had become corrupted after that malware episode. That's the good news!
Bad news is that some of files of The Gladiator Project became corrupted and the backup is on the other computer, which is in storage. Maybe it isn't such bad news, since at least there is a backup. Personal experience is a very good teacher!
I will be posting a few more substantial updates and tutorials within the next few days.
Bad news is that some of files of The Gladiator Project became corrupted and the backup is on the other computer, which is in storage. Maybe it isn't such bad news, since at least there is a backup. Personal experience is a very good teacher!
I will be posting a few more substantial updates and tutorials within the next few days.
Monsters As Variables
I noticed several entries in Statcounter for something on setting monsters as variables, so not one to refuse a challenge, this is what I came up with. Hopefully this will help some.
While I don't think it's possible to store individual monsters in variables, at least without using Fork Options, it is possible to store Monster Groups. The number stored in the variable corresponds exactly as they appear in the Database.
First create a Common Event in the Database (F8), named "Monster Var" (or something similar). Set the "Trigger" to "Call". In the Events Commands, simply place the following commands:
This will store the Monster Group as a random number between 1 and 10, which means that if the random number is 8, the Monster Group appearing for the fight would be (by default) 3 Gorgon and 2 Basilisk.
This calls the enemy encounter sequence, but the monsters encountered will be based on whatever is stored in the variable, Monster Var.
The call routine doesn't just have to be a Common Event. It can be an Autorun map event as well, so instead of setting fixed encounters via the "Map Properties", encounters can be completely randomized from map to map, using different random numbers or variables.
While I don't think it's possible to store individual monsters in variables, at least without using Fork Options, it is possible to store Monster Groups. The number stored in the variable corresponds exactly as they appear in the Database.
First create a Common Event in the Database (F8), named "Monster Var" (or something similar). Set the "Trigger" to "Call". In the Events Commands, simply place the following commands:
<>Variable Oper: [0001:Monster Var] Set, Rnd [1-10]
This will store the Monster Group as a random number between 1 and 10, which means that if the random number is 8, the Monster Group appearing for the fight would be (by default) 3 Gorgon and 2 Basilisk.
<>Enemy Encounter: Normal, V[0001]
This calls the enemy encounter sequence, but the monsters encountered will be based on whatever is stored in the variable, Monster Var.
The call routine doesn't just have to be a Common Event. It can be an Autorun map event as well, so instead of setting fixed encounters via the "Map Properties", encounters can be completely randomized from map to map, using different random numbers or variables.
Labels:
RPG Maker 2003,
Tutorial,
Variables
The One That Got Away
Computer had some malware. I don't know how it penetrated the defenses, but it infiltrated somehow, causing a major meltdown. I can no longer run RMXP or RMVX on this computer, at least not without a major registry overhaul!
This means that the planned "Menu Tutorial" will have to be put on hold until the relocation. And of course, TGP has been put on hold once again too. I just don't have the time for that at the moment. I can still use RM2K3, so will be focusing on that over the next few months. Perhaps this will give me a chance to design some Windowskins for both RMXP and RMVX, and some more FAQs.
All things happen for a reason, so whatever the reason is, this isn't really a great loss (since everything has been backed up), just a little setback.
This means that the planned "Menu Tutorial" will have to be put on hold until the relocation. And of course, TGP has been put on hold once again too. I just don't have the time for that at the moment. I can still use RM2K3, so will be focusing on that over the next few months. Perhaps this will give me a chance to design some Windowskins for both RMXP and RMVX, and some more FAQs.
All things happen for a reason, so whatever the reason is, this isn't really a great loss (since everything has been backed up), just a little setback.
Extra Chapter 1: Front Opening - The Complete Chests Tutorial
Continuing the Chest Tutorial, the next set of tutorials either enhance existing tutorials or adds some extra features to chests.
To add some realism, you won't nessecarily be able to open a chest from behind, only from the front. This is how it can be achieved in RM2K3.
In Conditional Branch (third tab, second column), there is an option to determine which direction the Hero is facing.
So, if you try opening the chest from the sides or back, a message will tell you to open it from the front.
To add some realism, you won't nessecarily be able to open a chest from behind, only from the front. This is how it can be achieved in RM2K3.
In Conditional Branch (third tab, second column), there is an option to determine which direction the Hero is facing.
<>Branch if Hero Up Facing <>Play Sound: open1 <>Message: The chest opens! <>Move Event: This Event, Face Right <>Wait: 0.2 Sec <>Move Event: This Event, Face Up <>Wait: 0.2 Sec <>Move Event: This Event, Face Left <>Wait: 0.2 Sec <>Change Items: Potion 1 Add <>Message: Potion received. <>Switch Operation: [0011:Chest E1 Opened] ON <> : Else Handler <>Message: Try opening it from the front! : End <>
So, if you try opening the chest from the sides or back, a message will tell you to open it from the front.
Labels:
Complete Chest Tutorial,
RPG Maker 2003,
Tutorial
Character Creator Studio VX
RMXP Unlimited
Just like the Character Maker for RMXP, Character Creator Studio VX allows the creation of RMVX character sets. It does have a lot of resources available to create some decent characters, with the ability to add multiple items.
What I like most about this program though is its simplicity and ease of use, and its features:
All images are saved as PNG format, including the character building resources, which means that, if you know what you're doing, you can create your own hairstyles, clothes, etc. and use them directly.
Not only that, Character Creator Stuido also comes bundled with another program, called Sprite Stitcher. This allows you to "stitch" individual character sets together (created with the Studio or somewhere else) into a single character set, up to the maximum of eight.
In short, this program is the best one I've come across so far. I know that for myself I'm so glad I stumbled across this program simply because spriting is NOT something I'm good at. And I know that others will find it as much of a boon as I do. Highly Recommended.

What I like most about this program though is its simplicity and ease of use, and its features:
- Large Preview - A separate window for a much larger preview of characters, updated "live".
- Undo - Unlimited undo's if something doesn't look right.
- Reset - Resets the character set to its default "naked" state.
- Save - Save your creations as individual charsets. (These can be imported directly into RMVX and used if they are saved with a $ at the beginning of the filename.)
- Import/Export Allows you to import and export additional resources either premade or from existing character sets.
All images are saved as PNG format, including the character building resources, which means that, if you know what you're doing, you can create your own hairstyles, clothes, etc. and use them directly.
Not only that, Character Creator Stuido also comes bundled with another program, called Sprite Stitcher. This allows you to "stitch" individual character sets together (created with the Studio or somewhere else) into a single character set, up to the maximum of eight.
In short, this program is the best one I've come across so far. I know that for myself I'm so glad I stumbled across this program simply because spriting is NOT something I'm good at. And I know that others will find it as much of a boon as I do. Highly Recommended.
Labels:
Character Maker,
Downloads,
RPG Maker VX,
Utilities
RMXP Project Organiser
RMXP Unlimited
This nifty little utility (from Evil Cabbage), just as the title suggests, gives you the chance to easily manage all your RMXP projects.
First off, you can launch or edit projects directly from the program, making it much easier than loading them individually in RMXP first.
Note: You can launch RMVX projects as well, although you can't edit them without receiving an error message.
This application is packed with other very useful features. You can change the game's title, restore the database and scripts in a project to default, delete unwanted save files rather than manually in the project folder itself, and if any RGSS dlls are required it can copy these as well.
There is, however, one very important caveat to be aware of: If you don't highlight a project first, the program will crash! Aside from that, this program is definitely useful, especially as a launchpad for editing and playing projects.

First off, you can launch or edit projects directly from the program, making it much easier than loading them individually in RMXP first.
Note: You can launch RMVX projects as well, although you can't edit them without receiving an error message.

There is, however, one very important caveat to be aware of: If you don't highlight a project first, the program will crash! Aside from that, this program is definitely useful, especially as a launchpad for editing and playing projects.
Labels:
Downloads,
RPG Maker XP,
Utilities
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