ADVANCE PLATFORMING ASPECTS FOR RPG MAKER 2003! UPGRADED AND WITH DEMO!

A new addition to the Platforming Tutorial series!

Welcome everyone to another exciting Tutorial of making Platforming Games on RPG Maker 2003!

Now, I know I've heard many complaints that the tutorial is hard to understand or it's not working. I'm sorry, my explanation skills aren't the best in the world, but my demonstration skills are! So for everyone's sake, along with this upgraded tutorial, there will be a link provided that will have the exact file that has everything I will explain! For yours to keep! Now, be prepared cause this is a loooooooooooong explanation! It's so long, I almost gave myself Carpol Tunnel writing it! Ok, now get your notes ready cause here I go!

First, you want to make two of the same Map Tile Sets. Why? Cause I say so! Anyways, call the first one Tileset 1, then the other one Tileset 2. In Tileset 1, make everything impassable besides one thing, the walkway so the character can walk left and right. On Tileset 2, make everything passable besides one Wall texture.

Once you're done with that, make a map with the Tileset one! This map can be any size, as long as it has tiles the player can walk on and platforms that are at least 3 spaces away so the player can reach! Now, make a texture above the walkways and below the walkways so the player can't move up or down. You want to make sure that all these platforms have this so that not only will they be clearly defined as platforms, but so when the player lands on a new platform, they can't get down again!

Now use that Wall textile and make a wall on both sides! Should be simple enough!

Now, before you do anything else, go into your Variable settings and create three variables! Call the first one “Jumping”, the second one “Jump”, and the third one “Falling”. Next, go into your Switch settings and create six switches! Call the first one “Falling”, the second one “Stop”, the third one “Jumping”, the fourth one “Bottom Level”, the fifth one “Left Wall”, and the sixth one “Right Wall”.

Now that the map is made, it's time to create the Common Events! You will need to make 8 common Events! One will be “Jump”, two will be “Jump Left”, three will be “Jump Right”, four will be “Jump Up”, 5 will be “Falling”. Before anything, make the “Falling” Common Event a Parallel Process! 6 will be “Falling Left”, 7 will be “Falling Right”, and 8 will be “Falling Down”.

Inside the “Jump” Common Event, you will first make a loop! Inside that loop, you will have the following! For the Variable option of the variable “Jump”, set it to Zero. Next, set a Key Input Processing for Jump to Left and Right Key. Next, make a conditional Branch that says “If Jump Variable Equals 2”. Make sure to check mark the box at the bottom before creating the branch! Inside that branch, make one more Conditional Branch that says “If the Switch Left Wall is on”. Have the bottom box checked! Inside the “Left Wall” branch, Call the Event “Jump Up”. In the Else handler for the “Left Wall” branch, have a Call event that Calls the Common Event “Jump Left”. Inside the Else Handler for the “Jump” variable, create another Conditional Branch that says “If Jump Variable Equals 3”. Again, check mark the box. Next, make another Conditional Branch that says “If the Switch Right Wall is On”. Again, have the bottom box checked. Inside the “Right Wall” branch, call the Common Event “Jump Up”. Now, in the Else Handler for the “Right Wall” branch, call the Common Event “Jump Right”. Lastly, inside the Else Handler for the “Jump” branch, Call the Common Event “Jump Up”. Now, at the end of those Common Events, have a branch that says “If Jumping Variable is equal to 12”. Uncheck the Else box. Inside that Branch, turn the “Jumping” switch off and turn on the “Stop” switch. Then, break the Loop. At the end of it all, put End Event Processing!

The next steps are going to sound completely repetitive, but I have to explain it word for word! Bare with me!

Next, Inside the “Jump Left” Common Event, make a Conditional Branch that says “If Jumping Variable is equal to 11”. Keep the else unchecked till I say so! In this branch, add a Move Event and have the Hero Face Left. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 10”. In this branch, add a Move Event and have the Hero Move Down/Left. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 9”. In this branch, add a Move Event and have the Hero Move Down/Left. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 8”. In this branch, add a Move Event and have the Hero Move Down/Left. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 7”. In this branch, add a Move Event and have the Hero Move Down/Left. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 6”. In this branch, add a Move Event and have the Hero Move Left. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 5”. In this branch, add a Move Event and have the Hero Move Left. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 4”. In this branch, add a Move Event and have the Hero Move Left. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 4”. In this branch, add a Move Event and have the Hero Move Left. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement!

Ok, I'm going to have your brains killed if I just explain the “Jump Right” Common Event the same way, so instead, here's a shortcut! Do the exact same thing as the left one, but have all the events move Right instead of Left!

Sadly, the “Jump Up” Common Event doesn't go about the same way, so here's another wall of text. Be prepared. Make a Conditional Branch that says “If Jumping Variable is equal to 11”. Keep the else unchecked till I say so! In this branch, add a Move Event and have the Hero Face Dow. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 10”. In this branch, add a Move Event and have the Hero Move Down. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 9”. In this branch, add a Move Event and have the Hero Move Down. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 8”. In this branch, add a Move Event and have the Hero Move Down. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 7”. In this branch, add a Move Event and have the Hero Move Down. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 6”. In this branch, add a Move Event and have the Hero Face Down. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 5”. In this branch, add a Move Event and have the Hero Move Up. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 4”. In this branch, add a Move Event and have the Hero Move Up. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement! Next, make a Conditional Branch that says “If Jumping Variable is equal to 4”. In this branch, add a Move Event and have the Hero Move Up. Then, add a 1 to the Jumping Variable. Next, add a Proceed with Movement!

Toldja this was long! XD

Now, in the Falling Common Event, put a Conditional branch that says “If the Switch Stop is Off”. Inside that switch, put a Change Map Tileset and change the tileset to Tileset 2. Then, make a Loop! Inside the loop, set the Variable “Falling” to 0. Next, make a Key Input Process for “Falling” and check “Left Key” and “Right Key”. Next, make a Conditional Branch that says “If the Variable Falling equal 2.” You may now check the box at the bottom! Now, make another Conditional Branch that says “If the Switch Left Wall is On”. Check the box once again. Inside the “Left Wall” branch, call the Common Event “Falling Down”. Inside the Else Handler for the “Left Wall” branch, call the Common Event “Falling Left”. In the Else Handler, make a Conditional Branch that says “If the Variable Falling equals 3”. Keep the box Checked! Make another Conditional Branch that says “If the Switch “Right Wall” is On”. Once again, check the box. In the “Right Wall” branch, call the Common Event “Falling Down”. In the Else Handler of the same branch, call the Common Event “Falling Right” Inside the Else Handler for the “Falling” branch, call the Common Event “Falling Down”. Next, outside those branches, make a new Conditional Branch that says “If the Switch Stop is On. Inside that branch, add a Break Loop!

Now, here comes the most long, intensive, irritating Part of the explanation, the Falling Common Events!!!!! Just kidding! It's extremely short and easy!

Inside the “Falling Left” Common Event, have a Move Event that moves the Hero Down/Left! Then add a Proceed with Movement! In the “Falling Right” Common Event, have a Move Event that moves the Hero Down/Right! Then Add a Proceed with Movement! Lastly, inside the “Falling Down” Common Event, have a Move Event that moves the Hero Down! Then add a Proceed with Movement!

Now that we're done with the Common Events, we'll move on to the Map Events!

On the Map, make an Event that is a Parallel Process! Inside that Event, Create a Key Input Process for the variable “Jump” and check “Shift Key”. Next, make a Conditional Branch that says “If the Variable Jump is equal to 7”. Uncheck the box at the bottom! Now, make another Conditional Branch that says “If Hero is Facing Down”. Check the box at the bottom of this one! Now, inside the Branch, create one more Branch that says “If the Switch Bottom Level is Off”. Now, inside the “Bottom Level” Conditional Branch, create a Change Map Tileset and change the Tileset to “Tileset 2”. Then, have a Move Event and make the Hero Move Down. Next, Make a Switch Operation, turning Off the Stop switch. Also, make another Switch Operation and turn off the “Bottom Level” Switch. Next, inside the Else Handler for the “Bottom Level” branch, put in End Processing. Then, inside the Else Handler for the “If Hero is facing Down” branch, make a Switch Operation that turns off the “Bottom Level” Switch. Then, make a Change Map Tileset and change the Tileset to “Tileset 2”. Then, make a Switch Operation and turn On the “Jumping” Switch. Next, Call the Common Event “Jump”. Next, make a Variable Operation and set the Variable “Jumping” to 0. Lastly, put an End Event Processing!

Now it's time to make the trail events for the player to walk on! These are the events that the player touches along the walking path!

First, make the Event a Touch by Hero Event. Inside the Event, turn the Switch “Stop” On. The next step is a weird one. On every Trail Event that is two or more spaces away from the wall, you will turn Off the “Left Wall” Switch and the “Right Wall” Switch. Now, every Trail Event that is one space away from the Left Wall, you will turn On the “Left Wall” Switch and every Trail Event that is one space away from the Right Wall, you will turn On the “Right Wall” Switch. Next, change the Map Tileset to “Tileset 1”. Next, make a Conditional branch that says “If the Variable Jumping is equal to 1”. Inside that Branch, create a Halt All Movement and set the Variable “Jumping” Equal to 12. Make 10 other Conditional Branches for 2-11, all saying the same thing. At the end of it all, put an End Event Processing.

Copy and paste these events on the floor of every platform! However, in the events for the very bottom platform, turn the Switch “Bottom Level” On.

Now we'll make the Falling Events! These are the events that make the player start falling once they reach the outside of the platform! These events will be placed from the edge of the platform to the wall or the edge of another platform.
Make the Event a Collision with Hero Event. Next, Make a Conditional Branch that says “If the Switch Jumping is Off”. Uncheck the box at the bottom. Next, change the Tileset to “Tileset 2”. Lastly, turn the Switch “Stop” Off.

This is the last kinds of Events that need to be made! These are the Wall Events. One will be placed not on the wall, but a space away from the wall! The point is for the player not to be able to touch the wall! The next type of event will be placed one space away from the first Wall Event.

So first, we'll make the first Wall Event! Make an Event that is a Collision with Hero Event. Inside the Event, turn On the Switch “Left Wall”. Then, add an End Event Processing. Place these switches all across the Left Wall, erasing every event in it's way EXCEPT the Trail Events. Now, do the exact same thing for the Right Wall, but turn On the Switch “Right Wall” instead.

Now, the next Events will be right next to the first Wall Events. This one will first have a Conditional Branch that says “If the Switch Left Wall is On”. Uncheck the box at the bottom! Now, inside this branch, turn On the Switch “Left Wall”. Then, add an End Event Processing! Put this Wall Event one space away from the Left Wall Event. Again, erase all Events in it's way EXCEPT the Trail Events. Now, do the same thing for the Right Wall, but change the “Left Wall” Switches to the “Right Wall”. Place those against the Right Wall just as you did the Left Wall. Remember, no erasing Trail Events.

CONGRATULATIONS!!!! You have successfully made a working platform! Actually, chances are that these directions are so long and difficult to picture in your head, that if you did manage to get it working, you're a god of RPG Maker 2003 or just a really good listener XD So in light of all this, I actually prepared a file that is Zipped and ready to go that has a workable platformer as reference! It has everything in here I just explained! Here is the Link!

http://www.megaupload.com/?d=IGMG32U6

Now, this is just the basics. Use all this to the best of your knowledge, but I implore you, expand it a little! Make it your own! There's tons of things you can do with this with just a few commands! And if you need any help, just message me! I'll be glad to help! So have fun! Take care! And hope all your games turn out fantastic!

Posts

Pages: 1
author=wolftriplex
Sorry about that, Megaupload just got taken down. Here's a different link!

http://rpgmaker.net/users/wolftriplex/locker/Jumping_Test.zip

Cool. Here are my impressions.

It's impressive, and simple. Though I've seen more advanced ones, this is simple enough for beginning coders to get the hang of. I think later you should make an expert one!
GAH, the link is broken. >.>'
Pages: 1