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[TUTORIAL] [red]ABS[/red] sisten
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Topic: [TUTORIAL] [red]ABS[/red] sisten (Read 4768 times)
lesstor
Initiate
Posts: 11
RPG MAKER ROOOOCKSSSSSS
[TUTORIAL] [red]ABS[/red] sisten
«
on:
December 23, 2009, 03:02:43 PM »
[Tutorial] Sistema ABS
---------------------------TUTORIAL-------------------------------------------------
para pegar as animações baixe a engine.
primeiro vá em eventos comuns um evento chamado Variaveis em processo paralelo no
primeiro evento chamar
variavel "0001:Map ID-hero" setando pelo event Hero á Map ID
variavel "0002:X-coord hero" setando pelo event Hero á X coordenate
variavel "0003:Y-coord hero" setando pelo event Hero á Y-coordenate
ficrá assim:
<>Variable Ch:[0001:Map ID-hero]Set,Hero Map ID
<>Variable Ch:[0002:x-coord hero]Set,Hero Xpos
<>Variable Ch:[0003:y-coord hero]Set,Hero Ypos
<Agora>>>
na terceira Ataque para Baixo
na 4° Ataque para Esquerda <<<agora> hero > Face Dir
pelas direções UP, right, Down e left. todas sem else
ficará assim:
<>Enter Password:[0010:Enter Ataque]
<>FORK Optn:Varbl[0010:Enter Ataque]-5
_<>FORK Optn:Hero - Up Face Direct
__<>
_:END
_<>FORK Optn:Hero - Rt Face Direct
__<>
_:END
_<>FORK Optn:Hero - Dw Face Direct
__<>
_:END
_<>FORK Optn:Hero - Lf Face Direct
__<>
_:END
_<>
:END Case
<>
depois dentro das fork de direções coloque as animações de Batalha para
cada direção todas sem Wait Untill Done e no "Object Character>Hero" dai
antes das Forks de direção e dentro da fork da variavel 0010
coloque um Move Event no evento hero e coloque 1 Wait Moment
depois coloque a variavel "0004:Cenas enemy" para setar 1
depois de todas as forks coloque um Wait de 0.3S.(3 milésimos) e a
variavel "0004:Cenas enemy" para setar 0
ficá assim:
<>Enter Password:[0010:Enter Ataque]
<>FORK Optn:Varbl[0010:Enter Ataque]-5
_<>Move Event...: Hero ,Wait
_<>Variable Ch:[0004:cenas enemy] Set,1
_<>FORK Optn:Hero - Up Face Direct
__<>Show Battle Anim.:Ataque para cima,Hero
__<>
_:END
_<>FORK Optn:Hero - Rt Face Direct
__<Show>>>,Hero
__<>
_:END
_<>FORK Optn:Hero - Dw Face Direct
__<>Show Battle Anim.:Ataque para baixo,Hero
__<>
_:END
_<>FORK Optn:Hero - Lf Face Direct
__<>Show Battle Anim.:Ataque para Esquerda <<<,Hero
__<>
_:END
_<>
:END Case
<>Wait: 0.3s.
<>Variable Ch:[0004:cenas enemy] Set,0
<>
Bem agora dentro das forks de direção será feito assim
na fork Up coloque para Subtrair(- adcionar sinal de menos) 1
a variavel 0003:y-coor hero depois um wait de 0.0s. e depois
mais uma subtração de -2 na Y-coord hero
dai na fork right será somada +1 na variavel 0002:X-coord hero
logo um wait de 0.0s. e +2 na variavel
na fork Down será somada +1 na variavel 0003:Y-coord hero
logo um wait de 0.0s. e +2 na variavel
dai na fork right será subtraida -1 na variavel 0002:X-coord hero
logo um wait de 0.0s. e -2 na variavel
que tudo ficará assim:
<>Enter Password:[0010:Enter Ataque]
<>FORK Optn:Varbl[0010:Enter Ataque]-5
_<>Move Event...: Hero ,Wait ,Wait
_<>Variable Ch:[0004:cenas enemy] Set,1
_<>FORK Optn:Hero - Up Face Direct
__<>Show Battle Anim.:Ataque para cima,Hero
__<>Variable Ch:[0003:y-coord hero]-, 1
__<>Wait: 0.0s.
__<>Variable Ch:[0003:y-coord hero]-, 2
__<>
_:END
_<>FORK Optn:Hero - Rt Face Direct
__<Show>>>,Hero
__<>Variable Ch:[0002:x-coord hero]+, 1
__<>Wait: 0.0s.
__<>Variable Ch:[0002:x-coord hero]+, 2
__<>
_:END
_<>FORK Optn:Hero - Dw Face Direct
__<>Show Battle Anim.:Ataque para baixo,Hero
__<>Variable Ch:[0003:y-coord hero]+, 1
__<>Wait: 0.0s.
__<>Variable Ch:[0003:y-coord hero]+, 2
__<>
_:END
_<>FORK Optn:Hero - Lf Face Direct
__<>Show Battle Anim.:Ataque para Esquerda <<<,Hero
__<>Variable Ch:[0002:x-coord hero]-, 1
__<>Wait: 0.0s.
__<>Variable Ch:[0002:x-coord hero]-, 2
__<>
_:END
_<>
:END Case
<>Wait: 0.3s.
<>Variable Ch:[0004:cenas enemy] Set,0
<> 3 mai
agora a parte mais chata mas a mais emocionate (momento emo "eu não quero, buaaaáááá)
crie 1 evento que se chamará monstro1 na primeira página coloque um Char de um Slime
de exemplo, no Movement Type coloque Step Toward Hero com Frequencia baixa entre 3 e 5
em Event Start Condition coloque On Touch (Event,Hero) no Movement Speed
coloque 3x2(para pouco lento) ou 4 para (velocidade do herói)
dentro dá pagina coloque um Play sound Efect o Blow1 dai coloque um Flash event no
event hero na cor vermelha sem Wait untill Done com tempo de 0.5s. depois um move
event no evento hero movendo Turn 180°,Step Forward coloque
Ignored if cant be moved e tire repeat action depois coloque um Take Damage...
tipo 20 no Attack e após isso coloque um Wait de 0.2s.
<>Play SE: Blow1
<>Flash Character...: Hero , 0.5s
<>Move Event...: Hero ,Turn 180° ,Forward
<>Take Damage: All Members Attack 20 Damage
<>Wait: 0.2s.
<>
agora coloque uma nova página que deve ser chamada pela
Variable 0004:cenas enemy quando for 1 above em processo paralelo
dentro do evento coloque uma variavel para setar pelo
evento This event a posição X coordenate na variavel
0005: e nomeia de X-coord enemy
depois coloque uma variavel para setar pelo
evento This event a posição Y coordenate na variavel
0006: e nomeia de Y-coord enemy
<>Variable Ch:[0005:x-coorde enemy]Set, this event Xpos
<>Variable Ch:[0006:y-coorde enemy]Set, this event Ypos
<>
depois coloque uma fork pela varaiavel 0005:X-coord enemy
em same pela variavel 0002:x-coord hero sem else case
dentro desta variavel coloque outra igual
só que pelas y-coord enemy pela 0003:y coord hero
e dentro coloque
um Play sound Efect o Blow1 dai coloque um Flash event no
event this event na cor vermelha sem Wait untill Done com tempo de 0.5s.
depois um move event no evento this event movendo Turn 180°,Step Forward
e coloque para setar + na opção Hero o seu heróis em attack na variavel 0011:
e a nomeie de Hp Enemy1 depois coloque um wait de 0.2s.
ficará assim:
<>Variable Ch:[0005:x-coord enemy]Set, this event Xpos
<>Variable Ch:[0006:y-coord enemy]Set, this event Ypos
<>FORK Optn:Varbl[0005:x-coord enemy]-V[0002]Equivl
_<>FORK Optn:Varbl[0006:y-coord enemy]-V[0003]Equivl
__<>Play SE: Blow1
__<>Flash Character...: this Event , 0.5s
__<>Move Event...: this Event ,Turn 180° ,Forward
__<>Variable Ch:[0011:HP enemy1]+ ,Alex Attack
__<>Wait: 0.2s.
__<>
_:END
<>
:END
<>
agora teste só para confirma que tudo correu como esperado
aperte F9 e mude a Switch 0003:Ataque hero para ON
depois coloque uma fork pela varaiavel 0005:X-coord enemy
em same pela variavel 0002:x-coord hero sem else case
dentro desta variavel coloque outra igual
só que pelas y-coord enemy pela 0003:y coord hero
e dentro coloque
um Play sound Efect o Blow1 dai coloque um Flash event no
event this event na cor vermelha sem Wait untill Done com tempo de 0.5s.
depois um move event no evento this event movendo Turn 180°,Step Forward
e coloque para setar + na opção Hero o seu heróis em attack na variavel 0011:
e a nomeie de Hp Enemy1 depois coloque um wait de 0.2s.
ficará assim:
<>Variable Ch:[0005:x-coord enemy]Set, this event Xpos
<>Variable Ch:[0006:y-coord enemy]Set, this event Ypos
<>FORK Optn:Varbl[0005:x-coord enemy]-V[0002]Equivl
_<>FORK Optn:Varbl[0006:y-coord enemy]-V[0003]Equivl
__<>Play SE: Blow1
__<>Flash Character...: this Event , 0.5s
__<>Move Event...: this Event ,Turn 180° ,Forward
__<>Variable Ch:[0011:HP enemy1]+ ,Alex Attack
__<>Wait: 0.2s.
__<>
_:END
<>
:END
<>
agora teste só para confirma que tudo correu como esperado
aperte F9 e mude a Switch 0003:Ataque hero para ON
depois coloque uma fork pela varaiavel 0005:X-coord enemy
em same pela variavel 0002:x-coord hero sem else case
dentro desta variavel coloque outra igual
só que pelas y-coord enemy pela 0003:y coord hero
e dentro coloque
um Play sound Efect o Blow1 dai coloque um Flash event no
event this event na cor vermelha sem Wait untill Done com tempo de 0.5s.
depois um move event no evento this event movendo Turn 180°,Step Forward
e coloque para setar + na opção Hero o seu heróis em attack na variavel 0011:
e a nomeie de Hp Enemy1 depois coloque um wait de 0.2s.
ficará assim:
<>Variable Ch:[0005:x-coord enemy]Set, this event Xpos
<>Variable Ch:[0006:y-coord enemy]Set, this event Ypos
<>FORK Optn:Varbl[0005:x-coord enemy]-V[0002]Equivl
_<>FORK Optn:Varbl[0006:y-coord enemy]-V[0003]Equivl
__<>Play SE: Blow1
__<>Flash Character...: this Event , 0.5s
__<>Move Event...: this Event ,Turn 180° ,Forward
__<>Variable Ch:[0011:HP enemy1]+ ,Alex Attack
__<>Wait: 0.2s.
__<>
_:END
<>
:END
<>
agora teste só para confirma que tudo correu como esperado
aperte F9 e mude a Switch 0003:Ataque hero para ON
agora crie mais uma página chamada pela swicth 0002: e a
nomie de Stop Game
nessa você deve colocar Movement Type como Stay Still
enfim a última pagina colque-a sem char Position será Below Hero.
e que seja chamada pela variavel
0011:Hp enemy quando for 999999 above
Agora teste se tudo ocorrer certo você deve acontecerá que após alguns
ataques causará um flash vermelho no inimigo e ele sumira aos poucos
tipo como em Secret of mana2(seiken dentsu3) com um som de "morte"
Bem agora o que falta é um chefe você deve criar um inimigo mas chame
seu HP de HP chefe assim saberá diferencia-lo e no lugar de
setar 999999 no HP coloque mudar Switch para uma Switch da história
do Jogo o qual será deiferente para cada chefe
tipo todos chefes devem ter a mesma variavel mas só a switch deve
ser alterada para que ele não reapareça
agora faça a penúltima etapa copie o inimigo e o cole dai mude nesse novo
evento onde tiver a variavel HP enemy1 para HP enemy 2
no evento e dentro das funções do evento assim esse será outro
inimigo e cada vez que você criar um inimigo faça esse prossedimento
mas não coloque muitos inimigos no mapa pois pode causar lags
Bem agora como rodar o jogo, bem crie um vento comum em call event
chamado de call enemys
e dentro dele coloque change variable HP enemy1 setar 0 até o inimigo
que você criar
exemplo:
<>Variable Ch:[0011:HP enemy1]Set, 0
<>Variable Ch:[0012:HP enemy2]Set, 0
<>Variable Ch:[0013:HP enemy3]Set, 0
<>Variable Ch:[0014:HP enemy4]Set, 0
<>
em cada teleport você deve colocar um call event para chamar este evento comum
para que toda vez que trocar de mapa eles reapareçam
e nos teleports para cidades coloque Swicth 0003:ataque hero em OFF e quando
teleporta onde tem inimigos em ON, mas ai vai dá sua prefêrencia
Agora por útilmo mesmo toda vez que colocar uma mensagem coloque ou
evento em auto Start tipo um filminho coloque Swicth 0003:ataque hero e
0002:Stop Game ambos OFF após termina torneos ON novamente para que prossiga
o jogo.
verefique se colocou todas variveis certo e teste novamente o jogo.
«
Last Edit: December 24, 2009, 07:19:04 PM by lesstor
»
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Who's Fat Eye uses diet colirio
A Forgotten Legend
Your neighborhood box of colors
Royal
Posts: 4,428
Re: [TUTORIAL] [red]ABS[/red] sisten
«
Reply #1 on:
December 29, 2009, 08:23:39 PM »
English? Not very many people here speak... portuguese?
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A Forgotten Legend
Your neighborhood box of colors
Royal
Posts: 4,428
Re: [TUTORIAL] [red]ABS[/red] sisten
«
Reply #2 on:
December 29, 2009, 11:32:29 PM »
I correctly guessed the language! =D
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lesstor
Initiate
Posts: 11
RPG MAKER ROOOOCKSSSSSS
Re: [TUTORIAL] [red]ABS[/red] sisten
«
Reply #3 on:
January 06, 2010, 06:40:48 PM »
WOW ... ae lucas... c deve sabe o q eh google tradutor
maz ae vo posto em ingles agora.
I put everything in porntuhues!
q droga ... not even realize ....
in vo by inguel now!
[Tutorial] ABS System
--------------------------- ---------------------- TUTORIAL ---------------------------
to get the animations to download the engine.
first go to an event common event called Variable in parallel process
first event call
variable "0001: Map ID-hero" by setting the event will Hero Map ID
variable "0002: X-coord hero" by setting the event will X Hero coordenate
variable "0003: Y-coord hero" by setting the event will Y-Hero coordenate
IFRC this:
<> Variable Ch: [0001: Map ID-hero] Set, Hero Map ID
<> Variable Ch: [0002: x-coord hero] Set, Hero Xpos
<> Variable Ch: [0003: y-coord hero] Set, Hero Ypos
<Agora>>>
the third attack to Low
at 4 ° for Left Attack <<<agora> hero> Face Dir
the directions UP, right, Down and left. all without else
look like this:
<> Enter Password: [0010: Enter Attack]
<> FORK Optn: Varble [0010: Enter Attack] -5
_ <> FORK Optn: Hero - Up Face Direct
__ <>
_: END
_ <> FORK Optn: Hero - Rt Face Direct
__ <>
_: END
_ <> FORK Optn: Hero - Dw Face Direct
__ <>
_: END
_ <> FORK Optn: Hero - Lf Face Direct
__ <>
_: END
_ <>
: END Case
<>
after the fork in the directions put the animations for Battle
each direction all without Wait Until Done and "Object Character> Hero" dai
before the Forks of direction and in the fork of the variable 0010
put an event on the Move Event hero and put 1 Wait Moment
then put the variable "0004: Scenes enemy" to set 1
after all the forks put a Wait of 0.3S. (3 mils) and
variable "0004: Scenes enemy" to set 0
looks like this:
<> Enter Password: [0010: Enter Attack]
<> FORK Optn: Varble [0010: Enter Attack] -5
_ <> Move Event ...: Hero, Wait
_ <> Variable Ch: [0004: scenes enemy] Set, 1
_ <> FORK Optn: Hero - Up Face Direct
__ <> Show Battle Anim.: Attack up, Hero
__ <>
_: END
_ <> FORK Optn: Hero - Rt Face Direct
__ <show>>> Hero
__ <>
_: END
_ <> FORK Optn: Hero - Dw Face Direct
__ <> Show Battle Anim.: Attack down, Hero
__ <>
_: END
_ <> FORK Optn: Hero - Lf Face Direct
__ <> Show Battle Anim.: Attack to Left <<<, Hero
__ <>
_: END
_ <>
: END Case
<> Wait: 0.3s.
<> Variable Ch: [0004: scenes enemy] Set, 0
<>
Well now in the forks of direction will be done so
Up fork in place for Subtract (- adding, minus sign) 1
the variable 0003: y-coordinate hero after a wait of 0.0s. then
further subtraction of -2 in the Y-coordinate hero
give the right fork +1 will be added in variable 0002: X-coord hero
just a wait of 0.0s. and +2 in the variable
Down the fork +1 will be added in variable 0003: Y-coord hero
just a wait of 0.0s. and +2 in the variable
give the right fork will be subtracted -1 in variable 0002: X-coord hero
just a wait of 0.0s. and -2 in the variable
everything will be:
<> Enter Password: [0010: Enter Attack]
<> FORK Optn: Varble [0010: Enter Attack] -5
_ <> Move Event ...: Hero, Wait, Wait
_ <> Variable Ch: [0004: scenes enemy] Set, 1
_ <> FORK Optn: Hero - Up Face Direct
__ <> Show Battle Anim.: Attack up, Hero
__ <> Variable Ch: [0003: y-coord hero] -, 1
__ <> Wait: 0.0s.
__ <> Variable Ch: [0003: y-coord hero] -, 2
__ <>
_: END
_ <> FORK Optn: Hero - Rt Face Direct
__ <show>>> Hero
__ <> Variable Ch: [0002: x-coord hero] +, 1
__ <> Wait: 0.0s.
__ <> Variable Ch: [0002: x-coord hero] +, 2
__ <>
_: END
_ <> FORK Optn: Hero - Dw Face Direct
__ <> Show Battle Anim.: Attack down, Hero
__ <> Variable Ch: [0003: y-coord hero] +, 1
__ <> Wait: 0.0s.
__ <> Variable Ch: [0003: y-coord hero] +, 2
__ <>
_: END
_ <> FORK Optn: Hero - Lf Face Direct
__ <> Show Battle Anim.: Attack to Left <<<, Hero
__ <> Variable Ch: [0002: x-coord hero] -, 1
__ <> Wait: 0.0s.
__ <> Variable Ch: [0002: x-coord hero] -, 2
__ <>
_: END
_ <>
: END Case
<> Wait: 0.3s.
<> Variable Ch: [0004: scenes enemy] Set, 0
<> May 3
now the most boring but the most heart wrenching (when emo "I do not want, buááááááá)
create 1 event to be called monstro1 the first page put a Char of Slime
example, in place Movement Type Step Toward Hero with low frequency between 3 and 5
Event Start Condition in place On Touch (Event, Hero) in Movement Speed
place 3x2 (for little slow) or 4 to (speed of the hero)
within the page put a Play sound Efect Blow1 give the place a Flash event in
event hero red without Wait until Done with time 0.5s. after a move
event in the event hero moving 180 ° Turn, Step Forward put
Ignored if cannot be moved and take action then repeat one place Take Damage ...
type 20 in Attack and after that put a Wait of 0.2s.
<> Play SE: Blow1
<> Flash Character ...: Hero, 0.5s
<> Move Event ...: Hero, Turn 180 °, Forward
<> Take Damage: All Members Attack 20 Damage
<> Wait: 0.2s.
<>
now put a new page that should be called by
Variable 0004: scenes enemy when 1 above in parallel processing
in the event put a variable to set the
This event event's position in the variable X coordenate
0005: Names and X-coord enemy
then put a variable to set the
This event event's position in the variable Y coordenate
0006: Names and Y-coord enemy
<> Variable Ch: [0005: x-coordinated enemy] Set, this event Xpos
<> Variable Ch: [0006: y-coordinated enemy] Set, this event Ypos
<>
then put a fork by varaiavel 0005: X-coord enemy
the same variable in 0002: x-coord hero without else case
within this place another variable equal
only that the y-coordinate enemy by 0003: y coord hero
and in place
Play a sound effect to give Blow1 put a Flash event in
event this event without red Wait until Done with time 0.5s.
after an event in the event moves this event moving 180 ° Turn, Step Forward
and place to set the option + Hero heroes in their attack on variable 0011:
and name of Hp Enemy1 then put a wait of 0.2s.
look like this:
<> Variable Ch: [0005: x-coord enemy] Set, this event Xpos
<> Variable Ch: [0006: y-coord enemy] Set, this event Ypos
<> FORK Optn: Varble [0005: x-coord enemy]-V [0002] Equivl
_ <> FORK Optn: Varble [0006: y-coord enemy]-V [0003] Equivl
__ <> Play SE: Blow1
__ <> Flash Character ...: this Event, 0.5s
__ <> Move Event ...: this Event, Turn 180 °, Forward
__ <> Variable Ch: [0011: HP enemy1] +, Alex Attack
__ <> Wait: 0.2s.
__ <>
_: END
<>
: END
<>
now test just to confirm that everything went as expected
press F9 and change the Switch 0003: Attack hero to ON
then put a fork by varaiavel 0005: X-coord enemy
the same variable in 0002: x-coord hero without else case
within this place another variable equal
only that the y-coordinate enemy by 0003: y coord hero
and in place
Play a sound effect to give Blow1 put a Flash event in
event this event without red Wait until Done with time 0.5s.
after an event in the event moves this event moving 180 ° Turn, Step Forward
and place to set the option + Hero heroes in their attack on variable 0011:
and name of Hp Enemy1 then put a wait of 0.2s.
look like this:
<> Variable Ch: [0005: x-coord enemy] Set, this event Xpos
<> Variable Ch: [0006: y-coord enemy] Set, this event Ypos
<> FORK Optn: Varble [0005: x-coord enemy]-V [0002] Equivl
_ <> FORK Optn: Varble [0006: y-coord enemy]-V [0003] Equivl
__ <> Play SE: Blow1
__ <> Flash Character ...: this Event, 0.5s
__ <> Move Event ...: this Event, Turn 180 °, Forward
__ <> Variable Ch: [0011: HP enemy1] +, Alex Attack
__ <> Wait: 0.2s.
__ <>
_: END
<>
: END
<>
now test just to confirm that everything went as expected
press F9 and change the Switch 0003: Attack hero to ON
then put a fork by varaiavel 0005: X-coord enemy
the same variable in 0002: x-coord hero without else case
within this place another variable equal
only that the y-coordinate enemy by 0003: y coord hero
and in place
Play a sound effect to give Blow1 put a Flash event in
event this event without red Wait until Done with time 0.5s.
after an event in the event moves this event moving 180 ° Turn, Step Forward
and place to set the option + Hero heroes in their attack on variable 0011:
and name of Hp Enemy1 then put a wait of 0.2s.
look like this:
<> Variable Ch: [0005: x-coord enemy] Set, this event Xpos
<> Variable Ch: [0006: y-coord enemy] Set, this event Ypos
<> FORK Optn: Varble [0005: x-coord enemy]-V [0002] Equivl
_ <> FORK Optn: Varble [0006: y-coord enemy]-V [0003] Equivl
__ <> Play SE: Blow1
__ <> Flash Character ...: this Event, 0.5s
__ <> Move Event ...: this Event, Turn 180 °, Forward
__ <> Variable Ch: [0011: HP enemy1] +, Alex Attack
__ <> Wait: 0.2s.
__ <>
_: END
<>
: END
<>
now test just to confirm that everything went as expected
press F9 and change the Switch 0003: Attack hero to ON
Now create another page called by swicth 0002: and
nomie Stop Game
that you should put Movement Type to Stay Still
finally the last page Colque it without char Position is Below Hero.
and is called the variable
0011: HP when enemy is above 999,999
Now test if everything goes right you should happen that after some
attacks will cause a red flash on the enemy and he disappeared gradually
such as in Secret of mana2 (seiken dentsu3) with a sound of "death"
Well now what is missing is a leader you must create an enemy but call
HP their HP boss will know differentiates it and place of
999,999 HP to set the switch to change place a switch in history
Game which will be differently on each head
type all leaders should have the same variable but only to switch
be changed so that it does not reappear
now do the penultimate step copy and paste the enemy give this new change
event where you have the variable enemy1 HP HP enemy 2
the event and within the functions of the event so this will be another
enemy and every time you create an enemy that makes prossedimento
but do not put a lot of enemies on the map because it can cause lags
Well now how to run the game and create a wind common event in call
called call enemys
and put inside HP enemy1 change variable to set 0 to the enemy
you create
example
<> Variable Ch: [0011: HP enemy1] Set, 0
<> Variable Ch: [0012: HP Enemy2] Set, 0
<> Variable Ch: [0013: HP enemy3] Set, 0
<> Variable Ch: [0014: HP enemy4] Set, 0
<>
each teleport you must place a call event to call this common event
that every time you change the map they reappear
and teleports to place cities Swicth 0003: attack hero and when OFF
teleport where he has enemies in ON, but there goes your favorite
By now útilmo same place every time a message or place
Start event in auto type a filminho place Swicth 0003: attack hero and
0002: Game Stop both ends after torneos OFF ON again to continue
game.
verefique stood variveis all right and test the game again.
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Who's Fat Eye uses diet colirio
lesstor
Initiate
Posts: 11
RPG MAKER ROOOOCKSSSSSS
Re: [TUTORIAL] [red]ABS[/red] sisten
«
Reply #4 on:
January 07, 2010, 11:38:36 AM »
hehe ...
I apologize for that little oversight, agoraa vo be careful to never happen again!NEVER!!!
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Who's Fat Eye uses diet colirio
Desimodontidae
Registered July 13, 2004, 10:41:19 AM (+1692 post counts)
Agent
Posts: 892
ghost host
Re: [TUTORIAL] [red]ABS[/red] sisten
«
Reply #5 on:
January 16, 2010, 10:02:11 AM »
Hey, don't mean to kick, but I would just like to point out that from what I gathered, this is very similar (almost a ripoff) of an ABS tutorial I posted a few years back on my old name. I had to check it out to be certain... The topic was long buried, but... well you can be the judge.
http://www.charas-project.net/forum/index.php?topic=10936.0
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