MYSTERIES OF RPGMAKER?
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This thread is so incredibly helpful! Thank you all for sharing your tricks and knowledge!
Well, I'll try to give something in return, a little trick I figured out recently: I'm not sure if this is the case in other makers as well, but in XP there is normally no way to make a character "move" while jumping. Multiple Move Route commands for the same event always wait for the other to finish. So it's not possible to, say, make a character rotate mid-air without using pictures or scripts, right?
Wrong. An event cannot be moved while jumping, but it still switches between event pages. First, create one extra event page in your jumping event for each graphic you want it to show in the right order (in this example, each of the different directions your character should face). Set the conditions for these event pages to a variable value (start with 1, next page 2, next page 3 etc.). Set the jump in the Move Route for the event that you want to do the jump, then add a very short Wait command (as a new command, not inside the Move Route command, and don't use Wait for Move's Completion!). Add +1 to the variable you chose, then add another very short Wait add 1 to the variable and so on, until you've reached the last page of your jumping event. Then set the variable back to 0.
Sadly, this doesn't work for the player, but you can circumvent that by simply making the player character invisible, putting an event with the same graphic on his place, letting that event do the jump and making the player visible and the event invisible again afterwards.
I'm not sure if this is helpful to anyone, but I thought I'd share it anyway.
Well, I'll try to give something in return, a little trick I figured out recently: I'm not sure if this is the case in other makers as well, but in XP there is normally no way to make a character "move" while jumping. Multiple Move Route commands for the same event always wait for the other to finish. So it's not possible to, say, make a character rotate mid-air without using pictures or scripts, right?
Wrong. An event cannot be moved while jumping, but it still switches between event pages. First, create one extra event page in your jumping event for each graphic you want it to show in the right order (in this example, each of the different directions your character should face). Set the conditions for these event pages to a variable value (start with 1, next page 2, next page 3 etc.). Set the jump in the Move Route for the event that you want to do the jump, then add a very short Wait command (as a new command, not inside the Move Route command, and don't use Wait for Move's Completion!). Add +1 to the variable you chose, then add another very short Wait add 1 to the variable and so on, until you've reached the last page of your jumping event. Then set the variable back to 0.
Sadly, this doesn't work for the player, but you can circumvent that by simply making the player character invisible, putting an event with the same graphic on his place, letting that event do the jump and making the player visible and the event invisible again afterwards.
I'm not sure if this is helpful to anyone, but I thought I'd share it anyway.
author=Zachary_BraunTotally true. It's extremely time-consuming, but it's really worth it.
Making your own battle system is incredible fun. Everyone should try it.
I know basically everything except "get location info" and "save/replay BGM".
I never had any use for either of those and have no idea what the blue blurs either of them actually DOES.
Everything else, I've used at least once or at least understand what they do.
Also, while I vastly prefer Loops to Labels, sometimes labels will come in VERY handy.
I never had any use for either of those and have no idea what the blue blurs either of them actually DOES.
Everything else, I've used at least once or at least understand what they do.
Also, while I vastly prefer Loops to Labels, sometimes labels will come in VERY handy.
author=Aegix_Drakan
I know basically everything except "get location info" and "save/replay BGM".
I never had any use for either of those and have no idea what the blue blurs either of them actually DOES.
Everything else, I've used at least once or at least understand what they do.
Also, while I vastly prefer Loops to Labels, sometimes labels will come in VERY handy.
As far as I know, remembering the BGM has a use pre-RGSS when there weren't MEs if you wanted to play a fanfare that was a BGM.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Save/Replay BGM just memorizes which music is playing, and then lets you play that song later. Get Location Info memorizes where the player is standing, so you can teleport them back to that spot later. Both of them are mostly useful for this situation:
- Creating an airship you can explore the interior of by pressing Esc while flying it
- When the player presses Esc, you want it to change the music, and teleport the player to the deck of the airship
- When they leave the thing by walking up to the steering wheel, you want it to change the music back to what it was before, and teleport the player back onto the world map
- HELP HOW DO YOU KNOW WHERE THE PLAYER WAS BEFORE
- OMG WHAT MUSIC WAS PLAYING, IT COULD HAVE BEEN CHANGED BY A CUT SCENE OR SOMETHING
- Oh hey you can use these commands to memorize that information right before you teleport the player from the world map to the airship's deck
- When the player walks up to the steering wheel to return to the world map, you can then teleport them to the location that you memorized, and play the music you memorized
This is also useful for a lot of more intricate custom systems, especially in RM2K3 where scripting isn't an option, but also in later engines if you'd rather event your systems than script them. If you're going to let the player enter a mission select screen, or a portal to Elfhome, or a game over screen with a "Retry from last checkpoint" option, all of these are things the player can do anywhere. Since they change the music and/or move the player to a new screen, it's important that when the player closes those screens, they go back to where they were. So you need the game to remember not only where the player was, but what music was playing at the time.
- Creating an airship you can explore the interior of by pressing Esc while flying it
- When the player presses Esc, you want it to change the music, and teleport the player to the deck of the airship
- When they leave the thing by walking up to the steering wheel, you want it to change the music back to what it was before, and teleport the player back onto the world map
- HELP HOW DO YOU KNOW WHERE THE PLAYER WAS BEFORE
- OMG WHAT MUSIC WAS PLAYING, IT COULD HAVE BEEN CHANGED BY A CUT SCENE OR SOMETHING
- Oh hey you can use these commands to memorize that information right before you teleport the player from the world map to the airship's deck
- When the player walks up to the steering wheel to return to the world map, you can then teleport them to the location that you memorized, and play the music you memorized
This is also useful for a lot of more intricate custom systems, especially in RM2K3 where scripting isn't an option, but also in later engines if you'd rather event your systems than script them. If you're going to let the player enter a mission select screen, or a portal to Elfhome, or a game over screen with a "Retry from last checkpoint" option, all of these are things the player can do anywhere. Since they change the music and/or move the player to a new screen, it's important that when the player closes those screens, they go back to where they were. So you need the game to remember not only where the player was, but what music was playing at the time.
The variable operations operant option that said something to the effect of "BGM Ticks" was only helpful for MIDI files, correct?
At least for me, the Get Location Info command, when paired with the inclusion of regions, is what makes eventing so powerful in VX Ace. It can tell you the event ID of an event on a specific tile (very handy for events that move such as on-map enemies) and get the region ID of the tile the player or an event is on.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Zachary_Braun
The variable operations operant option that said something to the effect of "BGM Ticks" was only helpful for MIDI files, correct?
Yes, this is specific to midi files.
The only time it's really different from just running a regular timer is if the player minimizes the game. Music keeps playing while the game is minimized, but the timer and all gameplay gets paused. So if you have both a timer and keep track of midi ticks, you can subtract the difference to detect how long the game was minimized.
I'm not sure what situation this would ever be useful in, though. Maybe some sort of rhythm game, where you need to be able to tell if the music got out of sync with the gameplay...?
Thinking about the 'mysteris of RPGMaker'...
A couple years ago, I worked with someone (I can't recall who...sorry!) and we got RM drawing arbitrary graphics primitives (mostly lines) of any color.
I was shocked that nobody cared. Apparently, nobody ever wants to draw shapes using RPGMaker :(
A couple years ago, I worked with someone (I can't recall who...sorry!) and we got RM drawing arbitrary graphics primitives (mostly lines) of any color.
I was shocked that nobody cared. Apparently, nobody ever wants to draw shapes using RPGMaker :(
author=FlyingJester
Thinking about the 'mysteris of RPGMaker'...
A couple years ago, I worked with someone (I can't recall who...sorry!) and we got RM drawing arbitrary graphics primitives (mostly lines) of any color.
I was shocked that nobody cared. Apparently, nobody ever wants to draw shapes using RPGMaker :(
I don't understand what you mean, but it sounds interesting. Can you explain more?
author=Rave
Biggest mystery of RPG Maker: Why people think Pom gets WiFi is any good. This game is godawful!
It has some quality, if and only if you can into it. If you distance yourself and go into commentator-mode, when you amuse yourself watching others and ultimately do want to get this fucking wi-fi and do not want to associate yourself with Shibe and the others. If you are in that state of mind when confrontated with both endings (both. definitely both needed, as you will get the bad one first), you'll have a great impact with the message delivered.
If you can't do that and continue to just hate Pom instead of aligning yourself with Pom, you'll hate it. Simple as that.
Personally, I chuckled at the yaoi-parts, but that might just be me. And cutesy stuff with silly references alone are liked by quite a lot of people.
It's not terrible, it just got popular overnight for seemingly no reason for the hype for those who know RM - that is, people on this site.
It has its charm but the reason it's so well known is because the most subscribed to channel on youtube played it and thus, an influx of downloads.
I don't think it's terrible. Far from it, it has charm and there's a lot of cuteness in there. I can't say I like Pom herself, but Shibe was cute. Frankly, it was an okay game that would have been something liked by a few people here and there and thought of as a cute first game by the creator. Instead it skyrocketed and with such a huge sudden audience comes those looking to understand why. It's funny and cute and about dogs. For people who don't create RM games or understand them, that's all they need to know.
Frankly, while I've poked fun at it's success in the past (and probably will continue to do so) the out-right hatred it's received just boggles the mind. It's not bad for a first game, not at all, and I feel really sorry for the creator who was suddenly thrust into the limelight without a chance to get her toes wet first. Just consider what all the hatred her fellow game creators have thrown at her had made her feel like! Be ashamed of yourself, not jealous of her success. How many of us dreamed that our first game took off like a rocket? Yeah, how many of us look back at our first games and wince?
Stop hating on a first game that just took off through no action of the creator. You don't have to like the game but quit the hating, ffs. It doesn't make you edgy or cool. :|
It has its charm but the reason it's so well known is because the most subscribed to channel on youtube played it and thus, an influx of downloads.
I don't think it's terrible. Far from it, it has charm and there's a lot of cuteness in there. I can't say I like Pom herself, but Shibe was cute. Frankly, it was an okay game that would have been something liked by a few people here and there and thought of as a cute first game by the creator. Instead it skyrocketed and with such a huge sudden audience comes those looking to understand why. It's funny and cute and about dogs. For people who don't create RM games or understand them, that's all they need to know.
Frankly, while I've poked fun at it's success in the past (and probably will continue to do so) the out-right hatred it's received just boggles the mind. It's not bad for a first game, not at all, and I feel really sorry for the creator who was suddenly thrust into the limelight without a chance to get her toes wet first. Just consider what all the hatred her fellow game creators have thrown at her had made her feel like! Be ashamed of yourself, not jealous of her success. How many of us dreamed that our first game took off like a rocket? Yeah, how many of us look back at our first games and wince?
Stop hating on a first game that just took off through no action of the creator. You don't have to like the game but quit the hating, ffs. It doesn't make you edgy or cool. :|
Some more things you might not have known about 2k/3...
..a 0.1 wait is actually equivalent of 6 0.0 waits.
..3 Battle Animation Frames last almost exactly one 0.1 wait.
..if a Common Event on Parallel Process is interrupted, it will start where it left off when continued.
..'Forbid Event Overlap' does exactly what it sounds like.
..if you start a never ending chain of events that start themselves, after 1000 Events, RPG Maker will crash with "Event Call Limit Exceeded".
..events with a lower ID will be processed first when two or more events do something in exactly the same tick.
..the Picture ID acts as kind of a z-axis, in that pictures with a lower ID will be drawn below pictures with a higher ID.
..pressing Shift while a message is displayed (and while you are in test mode), the message will skip to the end. Also, when pressing Ctrl, you can walk through walls.
..if a parallel process event stops and restarts, the time it takes is equivalent to a 0.0 wait, while an autostart event is instantaneous.
..the damage forumla for the 2k3 battle system is:
Damage = ( [ BE + ( * AtkInf / 10 ) + ( * IntInf / 10 ) ]* (1o + RND(0 to VARIANCE))/10 ) * AK / 100
..and yes, 2k-"Clear Timer" is actually "Erase Event". Thanks Don Miguel.
..you can only put up to 200 commands in a single move event command, but you can copy and paste even beyond that limit.
..a 0.1 wait is actually equivalent of 6 0.0 waits.
..3 Battle Animation Frames last almost exactly one 0.1 wait.
..if a Common Event on Parallel Process is interrupted, it will start where it left off when continued.
..'Forbid Event Overlap' does exactly what it sounds like.
..if you start a never ending chain of events that start themselves, after 1000 Events, RPG Maker will crash with "Event Call Limit Exceeded".
..events with a lower ID will be processed first when two or more events do something in exactly the same tick.
..the Picture ID acts as kind of a z-axis, in that pictures with a lower ID will be drawn below pictures with a higher ID.
..pressing Shift while a message is displayed (and while you are in test mode), the message will skip to the end. Also, when pressing Ctrl, you can walk through walls.
..if a parallel process event stops and restarts, the time it takes is equivalent to a 0.0 wait, while an autostart event is instantaneous.
..the damage forumla for the 2k3 battle system is:
Damage = ( [ BE + ( * AtkInf / 10 ) + ( * IntInf / 10 ) ]* (1o + RND(0 to VARIANCE))/10 ) * AK / 100
..and yes, 2k-"Clear Timer" is actually "Erase Event". Thanks Don Miguel.
..you can only put up to 200 commands in a single move event command, but you can copy and paste even beyond that limit.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=goldenroy
..a 0.1 wait is actually equivalent of 6 0.0 waits.
Oh my God. This explains so much.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It makes the weapon use one of the weapon animations defined in the Animations 2 tab, instead of a normal skill animation. The main difference is that it combines the animation with your character's attack pose. People use this to make an attack pose that's just the character swinging his empty hand, and then make animations for each weapon that get overlaid on top of that, so that when you do a normal attack it overlays the weapon animation on top of the character pose and it looks like the character is swinging the sword. The main use of this is to make every weapon in the game look different (like Final Fantasy 6 does).
The afterimage makes a little trail of 2-3 semi-transparent copies of your characters that follow him around as he jumps across the screen.
The afterimage makes a little trail of 2-3 semi-transparent copies of your characters that follow him around as he jumps across the screen.
author=LockeZauthor=goldenroyOh my God. This explains so much.
..a 0.1 wait is actually equivalent of 6 0.0 waits.
Yeah, you can make really precise timing with that!
I don't really understand why this happens.
From what I understand: the first box is the MAX amount; and the second is the MIN amount.

I just wanted the enemy to perform Defend once HP drops below 50%, and Skeletal Rage at 30%.
After several battle tests, I've confirmed that the enemy's not even performing the skill. Anyone care to explain this to me?
From what I understand: the first box is the MAX amount; and the second is the MIN amount.

I just wanted the enemy to perform Defend once HP drops below 50%, and Skeletal Rage at 30%.
After several battle tests, I've confirmed that the enemy's not even performing the skill. Anyone care to explain this to me?


























