29 November 2010

Simple Event-Based Random Teleport Tutorial - RMXP/VX

As a continuation of the Fun With Variables tutorial, I thought I'd try something a little different.

What if you wanted to create a simple but effective event-based map teleporter? Of course, a more complex teleport system is possible using scripts, but for the purposes of keeping things simple, events are better.

This will work in RMXP and RMVX, although not the same way in RM2K3.

Variables Setup

To achieve this, we'll need to create 4 variables:

  • 0001: Randomize
  • 0002: Coord-X
  • 0003: Coord-Y
  • 0004: Map ID


Map Setup

Next, we'll need our maps to teleport between. For this tutorial, we'll be using two maps and teleporting (randomly) between the two. Let's create the first one, setting the dimensions to their minimums - 20x15 (RMXP) and 17x13 (RMVX). Make a note of these numbers (the maximum x-value and y-value), as we'll need them later.

In the centre of the map, create an event (called Teleporter or something similar) with an appropriate graphic for the Teleporter event. This can be a path tile or animated event graphic, or it can be blank for the element of surprise. Set the "Trigger" to "Player Touch". In RMVX, you might want to set the "Priority" to "Below Characters" as well. Leave the Event Commands blank for now; we'll come back to that shortly.

You might also want to place a flower tile or event or other feature to distinguish this map from the second one. Simply copy and paste this first map, then change the flower tile, event or feature to something else. That way when teleporting between the maps you'll know which one you're on.

Teleport Setup

In the Database, create a Common Event, called something like Teleport. In the Events Commands, we'll need the following:

  • Set the variable Randomize to a number between 0 and the maximum x-value (from earlier), subtracting 1 because the coordinates actually start at 0, of the map. (If in doubt, in the Events Mode click on any of the right-most squares and note the first number.)
  • Set the variable Coords-X to Randomize.
  • Set Randomize to a number between 0 and the maximum y-value from earlier, again subtracting 1, of the map. (If in doubt, in Events Mode click on any of the bottom-most tiles to note the second number.)
  • Set Coords-Y to Randomize.
  • Finally, "Transfer Player" to their corresponding map and x/y coordinates. Select "Appoint With Variables" (RMXP) or "Designation With Variables" (RMVX). "Map ID", "Map X" and "Map Y" is set to their corresponding variables (i.e. 0004: Map ID, 0002: Coords-X and 0003: Coords-Y respectively.


Finalization

Before we can do anything, we'll need to go back to the Teleport Events on both maps and in the Event Commands, add a "Call Event" set to our "Teleporter" event from the Database.

When the game is run, every time the player steps on the "teleporter" it will transfer him to a random location on either map. If you added a distinguishing tile or feature to the map, you'll be able to tell which map you've been transported to.

One possible application for this could be for a maze-like series of maps, adding switches to the Event Commands according to which map you're on to trigger other events. In the next Fun With Variables tutorial - whenever that will be - I think I'll expand on this idea and create a map maze similar to the ones used in several Zelda games.
26 November 2010

AMG Demo Release Date

I was asked recently on the Ars Magia: Genesis blog when a demo will be available.

The answer is: Soon! Edit: 1st December, 2010 - Video Demo.

With Version 0.9 Private Release, the current version, I'm putting the finishing touches to the menu system, working industriously on script integration and overall aesthetics. Once that's done - and I'm satisfied with it - I'll upload a movie clip demonstrating this part of it, along with some additional screenshots. Version 0.9 also does not have any content yet because I've been working on that as another, separate project prior to putting the whole thing together in Version 1.0 Public Release.

Version 1.0 is nearing completion, with some of the maps already in place. I'm in the process of customising some of the graphics and fine-tuning the map scripts, as well as two minigames. Events take place immediately after the eponymous novella (almost finished) ends. When this version is released, which I'm estimating will be around Christmas or New Year (time permitting), it will be a playable demo.
17 November 2010

RMVX Character Sets #1

These two charsets for RMVX (originally for RM2K3 but converted to RMVX format) were actually requested by a friend of mine. I tried creating my own, but my "artisty" skills failed me miserably. Anyway, here they are.

Animals Vehicles
RMVX Charset - Animals RMVX Charset - Vehicles

There are some awesomely talented people out there, so the next update on resources (chipsets, charsets, etc.) will be in the form of links.
16 November 2010

Fun With Variables #1 - RM2K3

I was bored! What can I say? So I started playing around and decided to have some fun with Variables! And why not? Better than advanced algebraic equations, which I was never any good at anyway!

Random Colours In Messages

What if, for whatever reason, you'd like the character's name to be a different colour each time you speak to an NPC?

You'll only need one variable (let's call it Randomize) and one NPC event with two Command Events in it, thus:

<>Variable Oper:[0001:Randomize] Set, Rnd[1-19]
<>Message: Heya, \c[\v[1]]\n[1]\c[0], how's it going?

The first line sets up the random number for the colour. Under "Variable Operations", set the "Single Variable" to Randomize, which is then "Set Equal To" a "Random Number Between" 1 and 19. (The colours are based on the 20 colours in the current System Set. Zero is the "default" colour, but we won't use it in this example.)

The second displays a message with some "control characters" inserted. Control characters are letters or punctuation marks preceded by a backslash - there are 12 in total, which I may expand upon in a later entry. The ones we need are for inserting the colour (\C), the name (\N) and the variable containing the random number (\V). The basic format, for example, would be \N[1], which would display the name of the first Hero in the Database.

We'll be using "nested control characters" (control characters contained within control characters) to display the name of the first Hero in the list (in the Database) in the randomly selected colour.

The emboldened part is how the nested control characters fit together, split into four parts:

\C[ \V[1] ] \N[1] \C[0]

There are no spaces in between; it's just easier to read. The variable control character is contained in the colour control character, generating the random colour each time the Hero talks to the NPC. The name of the Hero is then displayed in that colour. Finally, the text colour is set to its default colour so the rest of the text isn't the same as the name.

Of course, this can be done with other things too, as long as the same format is adhered to. This will also work in RMXP and RMVX, but the default colours will need to be added to in RMXP via script (in Window_Base under the text_color method).
15 November 2010

RMVX Character Sets #2

Here are four RMVX charsets, two of which might fit a battlefield or warzone scene and two of which are monster types. These were created at the Charas Project website.

Injured Soldier #1 Injured Soldier #2
Inujured Soldier 1 - RM2K3 Charset Inujured Soldier 2 - RM2K3 Charset
Lamia Slime Muck
Lamia - RM2K3 Charset Slime Muck - RM2K3 Charset

Clicking on the images will display them full sized (in a new window). Right-click and save them. Later, when I have the time to create some more, I'll put them all in a convenient full charset sheet.

EDIT (8 Mar 2011): I uploaded the RMVX versions instead of the RM2K3 versions, which did not convert properly anyway. I will address this soon. So apologies on my bad, bad oversight (but thanks to Anonymous for pointing it out!)
05 November 2010

RPG Maker XP Windowskins #2

Here are some RMXP windowskins. These have been created using GIMP and Paint Shop Pro. Clicking on the windowskin will redirect to the full size image (opens in a new window).

All Gold Halloween
All Gold - RMXP Windowskin Halloween - RMXP Windowskin
Paper Gold #1 Parchment #2
Paper Gold 1 - RMXP Windowskin Parchment 2 - RMXP Windowskin
26 October 2010

Poll Results - Enterbrain Take Note!

The results are in! The populace has spoken! So, Enterbrain take note!

Their next RPG Maker should be a fully functional MMORPG creator, as it's the next, best thing. MMORPGs have been around for some time now and they are big business and a rapidly growing industry. Now that would be cool! In fact, 61% of voters also think the same thing.

A close second would be a "true" 3D RPG Maker, i.e. one capable of 3D graphics a la Phantasy Star and Wolfenstein 3D (or some other FPS). In total, 21% voted for this option. The MMORPG RPG Maker would have this integrated anyway.

Finally, if that proved to be impractical for whatever reason, 16% of voters would settle for a new RPG Maker but with all the elements of previous versions - RM2K3, RMXP and RMVX - combined. Nothing from the previous versions omitted either, i.e. multiple chipsets, missing functions, etc.

I know that I would definitely purchase an MMORPG RPG Maker, even for $80, as it's been a dream of mine for quite a while to be able to create an MMORPG of my own. And using what I've learned (am learning) about RPG Maker it could be put to good (better) use.
25 October 2010

Announcement: Evolutionary Progress

More Resources Coming

Three months of keyword analysis (via Statcounter and other sources) and a previous poll indicates a high demand for resources. So be it, but if I'm brutally honest, I've been avoiding it because I'm definitely NOT an artist - at least when it comes to creating resources from scratch.

But, the statistics are that around 65% are looking for resources, of which around 55% want RMXP windowskins and 30% are after RM2K3 resources. So I will try because I've recently rediscovered the wonders of GIMP (GNU Image Manipulation Program), which makes things a helluva lot easier. Notwithstanding, using a combination of GIMP and Paint Shop Pro, I will be resource creation crazy, I guess, trying my hand at some "from scratch" resources, particularly RMXP windowskins.

In addition, I'll be utilising the various online generators and creation programs to produce non-windowskin resources as well. They will then be converted to other formats as applicable. Included in this resources expansion will be more resource tutorials and how-to's - in particular resource specifications, which is another high-demand area.

Closures and Farewells

RPG Maker 2K3 Master was the first (and original) blog I crreated to demonstrate my own personal passion for RPG Maker. This was way back when Blogger was in its infancy. I have some very fond memories attached to it and to RM2K3 itself. But, all good things must eventually come to an end.

So, as of 30 September, 2010, RPG Maker 2K3 Master will officially close in favour of this blog. Most of its content has been collated and integrated into RPG Maker Times and its Companion blog anyway.

My other blogs, Wulf's Parazone and Paranormality Reincarnated, will no longer be updated and will also eventually close. Neither has really been updated for a while. I've kinda lost interest in them and want to steer in a different direction, although the former will probably be renamed and used for something else.

I'm also closing RPG Maker Times Companion, although it may remain "as is" purely for archival purposes. Much of its content as become absorbed in this blog as a means of collating everything RPG Maker for easier updates and easier access.

Joining The Dots

Too many of my resources are dotted all over the place, so I'd like to place them in one convenient place. To clarify then, and to avoid confusion, RPG Maker Times is the primary blog for RPG Maker, including project updates, and RPG Maker Times Companion is the repository mostly for tools and utilities, as well as resources (Edit: Integrating with RPG Maker Times).

In time, the latter will be used for all resources - windowskins, charsets, etc. - as well as my scripts and scriptlets. These will all be placed in their own separate posts, updated as necessary, and conveniently labelled to make them much easier to find.

Being Industrious Ain't Easy

With all that said, it is going to take time to implement. That's something I have little of these days, but will make a start on it asap.

Lots to look forward to and to keep me busy!
19 October 2010

Customizing Menus - Part 3: Nuts and Bolts

In Part 1, we dealt with the basic menu structure and how the the commands are displayed and called. Part 2 detailed how to execute the routines when the menu item is selected. And Part 3 will continue with some of the other elements in the menu.

Immediately below the menu index (line 28 in RMXP and line 62 in RMVX) is the part to check if the party members (actors in RMXP or members in RMVX) are alive which sections can be displayed and if save is enabled display it in the menu options.

The code structure is as follows:

RMXP

# If number of party members is 0
if $game_party.actors.size == 0
   # Disable items, skills, equipment, and status
   @command_window.disable_item(0)
   @command_window.disable_item(1)
   @command_window.disable_item(2)
   @command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
   # Disable save
   @command_window.disable_item(4)
end

RMVX

if $game_party.members.size == 0 # If number of party members is 0
   @command_window.draw_item(0, false) # Disable item
   @command_window.draw_item(1, false) # Disable skill
   @command_window.draw_item(2, false) # Disable equipment
   @command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
   @command_window.draw_item(4, false) # Disable save
end

This queries whether any or all of the party members are incapacitated or dead, and disables the corresponding sections for them so that they are inaccessible through the menu. And if the save option is disabled (by setting @save_disabled to "true" in Game_System) then it will be grayed out in the menu.
15 October 2010

Customizing Menus - Part 2: Inside The Menu

In Part 1, we dealt with the basic menu structure and how the the commands are displayed and called. Part 2 expands on that and details how to execute the routines when the menu item is selected.

Scroll down to case @command_window.index (line 123 in RMXP and line 88 in RMVX). This is where the execution methods are defined, telling RPG Maker that when a menu item (the menu index if you recall) is selected, call the appropriate command.

This is processed in the definition update_command in RMXP and update_command_selection in RMVX. And this is where we need to change the code so that it does what it's supposed to do when the menu item is selected. The default structure is as follows:
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