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RPG Maker XP Tutorial, For those who want to learn RPG making
Knossos
post 3 May 2014, 4:02
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NOTE: I AM NOT A PRO AT THIS. DO NOT TAKE MY WORD AS GOSPEL.

WELCOME!





This is Knossos, and this is my RPG Maker XP tutorial. I would be placing this here, since I am not allowed to post on the toolbox.

First, why RPG Maker XP?

1. Easier to learn.

2. Does not need impressive art-making skills.

3. Does not need 3D Modeling, so your life is much easier in two dimensions.

4. Runs Ruby Language, which is so easy I learned it during my last year in High school.

5. In the actual game making, you actually don't need to learn to code in Ruby; you just need to understand the preset commands.

Although RPG Maker XP has its own reservations;

1. NOT FREE. (If you're looking for free, use Wolf RPG Maker, which is unfortunately still in Japanese. In the future, though...) See: RPG Maker XP Website

2. Unpredictable and/or misleading commands. (More on that later)

3. Not 3D and realistic.

4. Steep learning curve.

If some of you are 8-bit gaming enthusiasts, you would notice that some of the internet-famous 8-bit games (Misao, Mad Father, Crooked Man, Ib and To The Moon, to name a few) are not made on the RPG Maker platform. It's because of negative reason no. 1, and not actually the fault of the game engine itself.

So, let's start with a few basics.

When you open RPG Maker XP at the very beginning, you would see something like this;



This is the start page, where it all begins. Now, for us to create a new game, let us click New Project. (the button that looks like a blank piece of paper)

Now, what would appear now is something like this;



Now, let me explain what those mean;

Folder Name: The name of the folder where you would put your game files
Game Title: The title... of your... game.
Location: Where you want to save your game folder.

For this tutorial, I would be naming my game as "Game1" and the folder name is "Game1 Folder".

After clicking OK, something like this would appear.



WHOA. Quite disorienting to see much change, doesn't it? Now, let me name some of the basic parts of the GUI;



1. Tiles Box
2. Design Area
3. Menu Bar
4. Work tools (Very, very important)
5. Map list

Now that I've named them, I hope that their purposes are quite straightforward.

Now, let us try designing the map in the design area. First, let us review the layers. Since this isn't 3D, objects have to be assigned by layers. Layers are these buttons;



I will name them from left to right; Layer 1, Layer 2, Layer 3 and Events Layer. Now, what are these?

Layer 1 is the very ground where your character would walk on. It is the ground, or the water, but just treat it as the lowermost part of the map. (As it should be)

Layer 2 is something like above the Layer 1 Something like normal objects like trees, tables, chairs, etc.

Layer 3 is mostly reserved for objects above layer 2, such as objects above the tables, visible bird nests above the trees, etc.

Events Layer is reserved for later.

Now, let us select Layer 1, so that we could edit the ground.

There are several ways to apply tiles to the map. I will name and explain them one by one;



From left to right;
1. Pen - one tile per click, or click and drag to create more tiles.
2. Rectangle - Click and drag to make a rectangular pattern of the tile.
3. Oval - Click and drag to make an oval-shaped pattern of the tile.
4. Fill - Fill the current map with the tile selected
5. Select - Not much useful. Something like a click-and-drag cut-and-paste function

There is another trick here. In the Tiles box, you can click and drag the larger tiles in order to make the pattern as a whole. Use the pen tool for this function.

For example, in the current tileset that we have, we could click-and-drag the large tree, so the end result would become like this;



Using the pen tool, click the Layer 2, click somewhere on the map, and the end result would be something like this;



If you forgot to click Layer 2, then the result wouldn't be pretty. It would look something like this;



So, by now, you have just learned how to add map assets to a map. Try to be creative in you maps, since this would be the world where your player would most certainly be engrossed to, after gameplay.

RPG Maker XP has default tiles, and you can change the current tileset you are using by going to the Map list, right click the map you are on (In this case, most likely be MAP001), select map properties and choose from the Tileset drop-down menu.

So, let's move on to basic events. Events are what makes your game happen. In order to make events, click on the Events layer. Then some like this would happen;



Notice that the map now have grids? Those grids signify where we can place an event. Right click anywhere on the map that has a grid, and select New Event..., where you will see the back-end system of RPG Maker XP.



Hmm. Lots of new things here. On the left side of the menu, you could see the Trigger group, where you would see the following; (From top to bottom)

1. Action Button - The event turns ON when the player has faced the event and pressed the action button. (ENTER)
2. Player Touch - The event turns ON when the player has "touched" or walked over the event.
3. Event Touch - The event turns ON when another event has "touched" or walked over the event.
4. Autorun - This sh*t f*cks up your game so I wouldn't recommend using it. One of the "confusing commands" since it doesn't make your program run by itself normally.
5. Parallel Process - The actual Autorun. As the player starts in the map, the event that has Parallel Process turns on automatically. Don't try to have two consecutive Parallel Processes since the engine could not know what to prioritize first and try to run them at the same time.

So now, let us create a new event. First, so that we can see our event, we should place a graphic. To do it, double-click the box below the Graphic, and select from the many default graphics present.

For now, let us select 001-Fighter01, then click OK. Then click OK again on the triggers window.

So, if we managed to do that exactly, we would have something like this;



So now, let's test it! Click the Playtest button. (The green PLAY button at the far right).





WEEE~ WE JUST OPENED OUR NEW GAME! NOW GO DRINK SOMETHING TO CELEBRATE THIS MOMENTOUS OCCASION!


*More on the way*

This post has been edited by Knossos: 6 May 2014, 13:28


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"The biggest problem of humanity is that it sees the failures first before the successes."

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re_simeone
post 3 May 2014, 9:42
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This looks quite interesting,after I've finished Secret of Mana and Secret of Evermore I searched for
other SNES looking but PC games,I found Secrets of Grindea somewhere and got kind of intrigued by it,
I mean by thought of developing something like that,and this thing you are showcasing here again awakened
that feel inside of me.
Have you started some projects by now ?
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Knossos
post 3 May 2014, 13:26
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QUOTE (Re_Simeone @ 3 May 2014, 16:42) *
This looks quite interesting,after I've finished Secret of Mana and Secret of Evermore I searched for
other SNES looking but PC games,I found Secrets of Grindea somewhere and got kind of intrigued by it,
I mean by thought of developing something like that,and this thing you are showcasing here again awakened
that feel inside of me.
Have you started some projects by now ?


1 project. And I'm struggling to finish it.


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"The biggest problem of humanity is that it sees the failures first before the successes."

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