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Are these possible on RPGMaker 2000? How do I do them?
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Topic: Are these possible on RPGMaker 2000? How do I do them? (Read 1888 times)
SpikeDawg
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Posts: 11
Are these possible on RPGMaker 2000? How do I do them?
«
on:
August 25, 2006, 12:32:59 AM »
Okay, so I just started working on this game, and I want to make it when you step somewherer this guy goes up to you and talks to you, and then you teleport into a building and he talks to you some more, maybe gives you an item. But, the hard part is, I want the building to say it's locked until the event happens. How can I do that?
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Arcanagirl
Game Designer!
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Posts: 514
I love games, creating things my way...RPGmaker lover!
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«
Reply #1 on:
August 25, 2006, 12:39:23 AM »
You need to have a switch, well a few ways to do it.
1. Switches, on the door that cant be entered, have it use a switch to be able to open.
Then you want that switch to be the same switch you use after all the talking events end.
Make another page that is empty with nothing needed to work, and have it on action or on touch to say your message lock. You can even add a sound of trying to open door but wont.
2. Forks, this will still use the switch that ends the events for the talking.
Add a condition fork. Using if switch is on and click the else box.
Now in the middle you can have it teleport inside the house.
In the else area add the message saying this is locked or what not.
I hope this helps.
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SpikeDawg
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Reply #2 on:
August 25, 2006, 12:45:55 AM »
Yes, it does, but one more question: How do you get the guy to walk up to you?
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Arcanagirl
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Posts: 514
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«
Reply #3 on:
August 25, 2006, 12:50:52 AM »
in the event that is using auto start to move things and do talkings and what not. Use Move event and select the persons event id you want moved. Then work from there. Make sure to turn off repeat, so they dont keep doing it.
If the event is done by an action then ignore my post, use auto start.
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SpikeDawg
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«
Reply #4 on:
August 25, 2006, 01:00:13 AM »
I'm sorry but I'm still confused. What is a switch? The whole switch thing is confusing. and I didn't understand a word of that last post...
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EXO Muffin
Acolyte
Posts: 466
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«
Reply #5 on:
August 25, 2006, 02:04:56 AM »
If ya don't know what a switch is...erm, learn.
To make your thing, make the space before the door have a below-hero auto-start event that has a blank graphic. Make it have a fork/branch, that checks if the guy's touching your hero.(Eww) In the fork if/ branch if thingy, between the,"custom handler," and the,"branch if," make him face the hero(with move event). Make a message command with that guy saying something. Now make the hero step away from the guy. Make the guy move towards the door. Make a sound effect command(SFX) with the open sound effect. Make the door face up, left and then down.(Or was it right, up, left? Whatever makes the door look more open when choosing a charset.) Then make it have a switch operation command, that turns a door switch on. Under,"Custom Handler," put a repeated move event that makes the guy move towards and then face the hero.
Make Page 2 event for the door a black-charset(or if you made the 1st-layer chip under the door black, make it a blank), no-switch, parallel-process event. Make it move the guy event into the open door, then change him to his Page 2 event; which is a blank, under-hero, no-switch, parallel-process square. Make your hero go towards and onto the door. Then make it teleport him to the inside-the-house map, which has the guy event in it, and make the guy auto-startedly display messages with him and the hero talking. Then, make him have an Item Management command, that adds 1 of whatever item you want. Next, make it turn on a switch, called,"(your non-hero guy's name.) 2" Make Switch:Guy2 assigned the trigger for page 2 of the guy.
Page 2 should be an action-keyed, hero-layer event that makes him display a message command with whatever you want him to display on it. Make the inside door teleport your hero to the space two ahead of the outside door.
The outside door's 3rd page is triggered by Switch:Guy2. It's a closed door that's action-keyed. When you your hero clicks it, it does an open sound effect, faces up, left, down, and teleports you to the inside house.
On the space before the house's 2nd page, make it a blank, parallel-processed, Switch:Guy2-triggered event.
Hooray! Now when you first approach the door, some guy opens it for you.
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WarxePB
Action Sue
Royal
Posts: 3,601
What killed the dinosaurs?
(No subject)
«
Reply #6 on:
August 25, 2006, 02:30:17 AM »
Hmm, I think we need an in-depth tutorial on switches. I think I'll do that.
Basically, to sum it up, a switch is like any other switch in the real world - when you turn it on, it does something. For example, a light switch - when you turn it on, it allows electricity to flow through the wires to the lightbulb, producing heat.
But a light switch itself, not connected to anything, is useless on its own - it needs some wires and a lightbulb to become useful. The same goes with RPG Maker switches - sure, you can turn them on and off, but that doesn't really do a whole lot. You need to give it a purpose - in the most common case, you can use a Switch Operation to turn a switch to the ON position, then have a second page in the event, with the preconditions set to that particular switch ON, but having the second page blank so that important events aren't repeated.
"Okay, so I just started working on this game, and I want to make it when you step somewherer this guy goes up to you and talks to you, and then you teleport into a building and he talks to you some more, maybe gives you an item. But, the hard part is, I want the building to say it's locked until the event happens. How can I do that?"
Now, we answer your question. First of all, choose the map where this scene will be occuring. Next, create two events - one event we'll call Person, and set the Graphic to the desired person, then another event, called Scene, which has a blank graphic, the Trigger setting set to Touched by Hero, and the Layer set to "Below Hero". For best results, place the Scene event in an area where you can't bypass it (for example, between a wall with a single opening), and place the Person event near it somewhere. Now, open the Scene event, and have a Message, perhaps the Person saying "I've been expecting you." Now, go to page 2 of the Event Commands window, and select a command called "Move Event" - this should open a second window with a bunch of boxes on the right and a white box on the left. Above that white box is a drop-down menu - click it, and select "Person". Now, depending on where you put the person, you'll need to move him - for example, if you put him 3 spaces above the Scene event, you'll need to use 3 Move Down commands to move him to the hero.
Once the Move Event is done, open the Event Commands window again, and (also on page 2) look for a command called something akin to "Proceed with Movement" or "Continue Movement" or something like that. This command will automatically make the game wait until the Person event is done moving to keep going in the code.
Now, once the dialogue is done between the Hero and the Person, you don't want it to repeat. So, go into page 1, and look for a command called Change Switch or Switch Operation - clicking it will open another window. Click the "..." box, and select a blank space from the window - put a name in the box at the bottom if you like - and press OK. Make sure that the circle button is highlighted in the "ON" position, and press OK.
Now, click the "New Page" button at the top, and a new tab labelled 2 should appear by the 1. In that tab 2, select the first checkbox in the Preconditions options, and click the "..." box again, where you can select the switch that you turned ON in the previous page. Set the graphic to blank, and leave the code empty.
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Arcanagirl
Game Designer!
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Posts: 514
I love games, creating things my way...RPGmaker lover!
(No subject)
«
Reply #7 on:
August 25, 2006, 06:42:01 AM »
maybe we need a sticky thread that you can make and copy and paste each tutorial into diff posts in that sticky with a side name. Then they dont have to look or think the tutorial isnt there...
I noticed there are many tutorials on switches in here, but some on page 2 or 3...
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Are these possible on RPGMaker 2000? How do I do them?