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I began my first RPG Maker XP project back in 2006 and have been working on that same project ever since. I've joined a few other RPG Maker communities over the years and now I'm here. ^_^

I've known about RPGMaker.net for a long time, but never wanted to upload my game to site if it wasn't completely finished. It's a 35+ hour RPG and it's finally getting to that point (7 years later) and maybe time to call it "done"?

Anyway. Feeling a little RPG Maker fatigue (even though I've taken many breaks).

I'm thinking off messing around with the SMBX maker for a while.

Could be fun.
Hello and welcome!

You sound like a really hard worker. Congratulations on finishing! Maybe.
Where would I go for some very basic SMBX tutorials?

(Specifically how to scroll the map and create an SMW style exit? Searching "SMBX Tutorials" here on RPGMaker.net brings up a lot of good stuff, but most of it seems more advanced than the basic stuff I'm looking for.)


edit: I guess there are some pretty good ones for beginners in there too. I'm still having problems making a text box appear (SMW style). I found the speaker graphic, but not sure what else to do from there.
edchuy
You the practice of self-promotion
1624
Welcome to RMN! Here you go: SMBX tutorials

So are you planning to submit the gamepage for your RMXP game? Your game doesn't need to be done for you to do so.
Marrend
Guardian of the Description Thread
21806
author=edchuy
Your game doesn't need to be done for you to (be submitted).

A game can totally be set to "Production". If a game is released when it's in that state, it would be considered an alpha build, or a demo. I guess it depends on how much content exists in the game.
SMBX is fun to mess around in. Also I like Burly paper towels.

Welcome to RMN!

EDIT: use the arrow keys to scroll the map around, and there is a Text field in the NPC dialog box for entering messages. A lot of SMBX isn't all that intuitive...
author=kentona
SMBX is fun to mess around in. Also I like Burly paper towels.

Welcome to RMN!

EDIT: use the arrow keys to scroll the map around, and there is a Text field in the NPC dialog box for entering messages. A lot of SMBX isn't all that intuitive...


Yeah, I figured out the scrolling after hunting down a Youtube video.

I thought I messed with the option that said text but... I'll try it again. Thanks.
Actually, this video is what I was looking for: http://www.youtube.com/watch?v=qwSWoo00A1U

(The one you're talking about is only for NPC dialogue, I think.)

A couple more SMBX questions (should I take it to a SMBX specfic forum instead of introductions?):

1) Is there a maximum number of levels you can have in a game?
2) Is there a maximum size a single level can be?
3) Is there a maximum size a world map can be?
4) Is there a maximum project/file size your game can be?
5) Would anybody be interested in a Mario game that a story told in dialogue boxes, bit-by-bit, which would be colored with black humor and becomes increasingly more disturbing? (The story of which you can completely skip if you are uninterested and just avoid hitting the squawk box things.)

Thanks.
Ratty524
The 524 is for 524 Stone Crabs
12986
Hi Chad_Sexington?

You are the author of that thief game, right? I remember playing that game a while back.

Welcome to RMN.

EDIT: I can answer question 5. Just remember you are making a Mario game, not an RPG, so do it sparingly and it will be okay.

I think there are maximum stuff as you said, but the max number is large enough to be the least of your concerns.
if you want to make a game disturbing there are better ways to do it than text / covering everything with blood and blood and bloody blood
To make a block, like a speaker, show text you first need to make an event. There a place to type text. Then, when you go to the Blocks area, where you pick the speaker, you will see a place to add events. I forget what the button is called, but it opens a box with several drop boxes. One of them is called "Hit", pull the drop down and pick the event you created with the text. Once you choose that event in the Hit dropdown, the next time you put down that block it will have that attached to it. So you can't put down a speaker on the map, and then attach an event to it. You attach the event first, then place a block.

1) Is there a maximum number of levels you can have in a game?
No. But don't put too many in a single game. Unless they are really small.

2) Is there a maximum size a single level can be?
Yes. Around 1.4 mb. Every tile, no matter what it is, adds a little bit to the .lvl file and at 1.something the file can't be test played. You would need to erase blocks to bring the size down. Make use of the sections. Don't cram too much into a single section because it WILL lag, even on the best PC's. Also, don't put too many NPC's at one time, that causes lag.

If you really need to make a large level, split it into multipe .lvl files and you can use teleports to connect them.

3) Is there a maximum size a world map can be?
Hmm, I don't have much expereince with world map, but it can be pretty big. Keep things compact, because really you can only see a small bit at one time. So having big spaces is pointless. Plus if you make level pathes appears after clearing a level it takes a long time for it become visible 1 tile at a time.

4) Is there a maximum project/file size your game can be?
The whole project, no, because it's just made up of multiple .lvls and 1 world map file. Just the limit on a single .lvl file.

5) Would anybody be interested in a Mario game that a story told in dialogue boxes, bit-by-bit, which would be colored with black humor and becomes increasingly more disturbing? (The story of which you can completely skip if you are uninterested and just avoid hitting the squawk box things.)

I don't mind lots of text in mario games, but I'm the minority. If you do use a lot of text forma single source, don't cram it all into one message box. Use multiple events, with pieces of the text, and use the feature that allows you to string events together to have small text boxes appear one after the other. Might be hard to figure out right away, just gt used to using single event, then start stringing them together.
Okay, thanks for the replies.

And yes, I'm not trying to do a full-blown RPG story or anything. It will literally be 1-2 sentence blurbs from level to level that go something like this:

"Dear Mario, I got your message and will meet you at the secret location marked on the enclosed map. I'll be waiting for you! -Love, Peach"

"Dear Mario, I've been waiting here all day for you to arrive, but something must have come up. I'm sure it's nothing. -Love, Peach"

"Dear Mario, I was getting worried waiting here all by myself until your friend came to pick me up. He has an odd accent, but he's such a gentlemen. Great guy! -Love Peach"

etc. etc. etc.

You can use your imagination where I'm going with this (nothing sexual), but I'm going to take her on a very disturbing journey 1-2 sentences at a time.

And you can tell, the story doesn't really impact the game at all, except that the scenery, monsters, and bosses might be referenced in her little messages. You can easily skip it all and just play the game with the story.

Also, I've settled on a title for the game:

Mario & Peach: A Love Story


author=Ratty524
Hi Chad_Sexington?

You are the author of that thief game, right? I remember playing that game a while back.

Welcome to RMN.

EDIT: I can answer question 5. Just remember you are making a Mario game, not an RPG, so do it sparingly and it will be okay.

I think there are maximum stuff as you said, but the max number is large enough to be the least of your concerns.

Yeah, I think you're thinking of the right game. You can find my project on my site here: http://uothief.com/undeniably.html

I'm not sure how long ago you played it, but I've recently put a lot of work into it after a few more people finished it and gave me a lot of feekback on what to improve and places they got stuck (so I could add more hints). I'm probably going to take a break from updating that game real soon.
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