![]() Make the hole in the floor as an upper layer graphic of the chipset that blocks passage. There are different ways to do this but will continue to teach you using techniques I've already explained.ġ. If a key is hidden in a vase, do the same thing as if the key was a key laying around but place the event on top of a vase object and activate a switch once move (unless the key is unique, then simply use the item itself as a precondition).Īs for the plank walkways, this is kinda tricky (not too tricky but still more work). Activate a switch (Bookcase Moved) so it's saved for the future and place a teleport command on the page with the switch ON. Unless you mean that you are supposed to manually move it? Like pushing it? In that case add a conditional branch at the start with (Hero is Facing: Left (or Right if you're more of a righty) and then play sound effect, move event, this event Left. I would suggest charsets for doors and moving bookcases etc.Īs foor the bookcase thing, do the same thing as with the door basically. The charset is slightly larger in width but twice as tall (24x32) so that makes it more suited. ![]() Precondition is now "Switch: Atrium Door is ON", graphic is nothing, and the event command is a hide screen, teleport, show screen.įor everything that is supposed to be larger (than 16x16) make it a charset. (If you use the RTP door) and then, create a switch called "Atrium door" and turn that ON.ģrd page for this event. If it is, displat a message saying "It seems like the Atrium Key fits this door, open it?" Show choice "Yes, No" IF YES: Play sound of opening door, Set Event Route, this event, face right, wait, face up, wait, face down. The second page you add the precondition being that "Atrium key" is possesed. The first one being a closed door, if the player interacts with it it just displays "The door is locked, I need a key". The Atrium door likewise have several pages. This is to prevent the player from picking up more keys when they already have it. This page is empty and doesn't have the graphics of a key at all. In the key event you make a second page, the precondition being that "Atrium key" is possesed. When you interact with the key you play a sound effect, display a message saying "You found the Atrium Key" and then Change item to add the key to your inventory. If you want to skip that step and go straight for the advanced stuff : conditional branches, it's basically the same thing but more like actual programming works.īut for starters you can make an item and call it key, create a graphic for it and place it on your map where you want it as an event. If we're talking keys and doors and such it's all about placing events and learning about the preconditions on the event pages and working with multiple pages. It's maybe a bit overkill, but you can cram a lot of graphics into a charset if you know what you are doing thanks to the "fixed graphic" animation of an event.Īs for puzzle, it all depends on what kind of puzzle you mean, if you mean a literal puzzle, like a jigsaw, then it's gonna need a lot of pictures and a system for moving them into positions, or swapping positions with other pieces. This is because you can use those objects in any map regardless of what tileset is being used. that fear is the only reason I'm even searching for a new program.Not sure what you mean with "best tileset" I tend to place most objects in a charset. I literally can't use the software anymore without that thought haunting me. and if you think you can override that and decide that instead of them, you're fooling yourself."Īnd my brain thought that a year or so ago and hasn't stopped thinking it since. and you can't say otherwise because the creators of RPGmaker said your characters are just actors, and since you're using their software, they're the ones who get to decide, not you. none of their relationships or experiences mean anything because they're acting. they aren't real even in the context of fiction. My anxiety has decided that means "oh, all the player characters are just actors. the tab for the player characters is called the "actors" tab. I don’t quite understand why you don’t continue using RPG Maker, as it’s laser-focused on making the exact sort of game you want to make and you say you are good at using it. ![]()
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