[RM2K3] QUESTIONS ABOUT PROGRESSION BLOCKERS AND OTHER THINGS
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I've sort of begun making a tiny game, using my own custom chipsets and the like. That's easy enough to understand, but I don't know how to do other things, such as...
1. how to make it so your character cannot progress unless they perform a specific action.
2. how to make an object be able to be picked up and seen in the menu and then be able to be used in the future for a specific event
3. make (perhaps) a ghost's sprite only stand in place and bob up and down /or make a ghost capable of just floating around while also bobbing up and down
etc. etc. etc.
Sorry for yammering! I'm just not sure how to do these things and I don't know what tutorial would aid me. If any of you know how, I'd appreciate it if you told me or linked me to the tutorial!
Thank you a lot! I'm just super new to this engine.
1. how to make it so your character cannot progress unless they perform a specific action.
2. how to make an object be able to be picked up and seen in the menu and then be able to be used in the future for a specific event
3. make (perhaps) a ghost's sprite only stand in place and bob up and down /or make a ghost capable of just floating around while also bobbing up and down
etc. etc. etc.
Sorry for yammering! I'm just not sure how to do these things and I don't know what tutorial would aid me. If any of you know how, I'd appreciate it if you told me or linked me to the tutorial!
Thank you a lot! I'm just super new to this engine.
Look in to switch tutorials for the first two. Basically they function as on/off devices. Turn one on and it will stay on for the whole game, unless you later turn it off. So say you talk to one event and turn on a switch, if you've set up another to only work once that switch is on, it will. This is one way to create a chain of events, using a series of switches that are turned on with each trigger of the next event.
The ghost sprite is easy.
Basically, tick the boxes below the sprite image. You want stepping animation, which will make the ghost step in place. I assume the sprite in question has the animation for bobbing. Otherwise you will have to edit the actual sprite to do this. (If you're using my ghost sprites for Ace, then they should work just fine like this.) You can also use Direction Fix to choose a direction that the ghost will face forever. That is, if that box is ticked, it won't matter what side you talk to the ghost from, it will always face the direction you picked for the graphic. This comes in handy for item sprites.
The ghost sprite is easy.

Basically, tick the boxes below the sprite image. You want stepping animation, which will make the ghost step in place. I assume the sprite in question has the animation for bobbing. Otherwise you will have to edit the actual sprite to do this. (If you're using my ghost sprites for Ace, then they should work just fine like this.) You can also use Direction Fix to choose a direction that the ghost will face forever. That is, if that box is ticked, it won't matter what side you talk to the ghost from, it will always face the direction you picked for the graphic. This comes in handy for item sprites.
author=LibertyThank you a lot! I got the sprite down really easily. Now I just am having a real difficult time with the progression blocker. Is this the tutorial you meant? http://rpgmaker.net/tutorials/601/
Right now I want the player to not be able to leave their house unless they read a letter that is on their table. There's a yes/no option for the letter, so if they don't read it they can't leave. If they choose yes, they can. Sorry for all the hassle!
edit: and I'd like to know how your character can acquire an item. (sorry I'm just a big huge noob who needs their hand held aha...)
1. Make the act of reading a letter turn on a switch called "Read Letter"
2. Make the event that teleports you out of the house upon contact with 2 pages
-page 1: the default page with no contents
-page 2: teleport the hero upon contact, has the switch condition of "Read Letter"
2. Make the event that teleports you out of the house upon contact with 2 pages
-page 1: the default page with no contents
-page 2: teleport the hero upon contact, has the switch condition of "Read Letter"
author=arcanThank you! I'm a tiny bit confused though. How do you make the act of reading the letter turn on a switch?
EDIT: Never mind! I did it! Thank you a lot I've been spending hours trying to figure this out!
Hmm, you should really look into variables as well. They are much more versatile than switches and will save you a ton of work when you go on to make more complex systems.
author=arcan
I'm not sure how to use those yet heh. I will look into it at some point. Right now I'm just trying to make a short little game for the heck of it, nothing very elaborate. :)
I hope you don't mind me asking another question, but how can you make the "hero" receive an item? Say, the hero talks to someone and they give the hero a plush.
Bud, I'm gonna stop you right there for a moment.
Go create a new project. In that project mess around with everything - every button, every choice - and see what they do. Currently you're asking after things that are extremely basic. Explore every command of the event creation. Check out every nook and cranny of the Database.
This is part of learning what things do and how to do things.
(There's a Give Item command in event commands.)
Go create a new project. In that project mess around with everything - every button, every choice - and see what they do. Currently you're asking after things that are extremely basic. Explore every command of the event creation. Check out every nook and cranny of the Database.
This is part of learning what things do and how to do things.
(There's a Give Item command in event commands.)
author=Liberty
I'll try exploring more. It's just difficult to figure out everything all at once heh. Sorry for the hassle.
Okay, how about a treasure chest. That's a thing that uses both variables and switches.
In the animation, you want to see the treasure chest open, so create a variable called chest. When creating the animation, your chest has four positions: closed, semi-open, half-open, and full open. Create three more pages, giving you four pages. On your main page, your closed chest should be set. On the next page, set the next position, and so on and so forth. Ignore your preconditions on page one. On the second page on the left hand side under Preconditions, set your chest variable to "greater than or equal to" and "1". On the third page, "2", and on the fourth page, "3". On your main page, your script should look like this.
Play sound: open
Variable Oper: (0001: Chest) Set, 1
Wait: 0.3 sec
Variable ... Set, 2
Wait ...
Var ... Set, 3
Wait ...
Play sound: jingle2 (or whatever you want)
(It's actually easier to use a move event doing this, but using the variable method, it's easier to figure out the animation speed without having to adjust the move event 15 times.)
The switch is even more straight forward. It's the last script command on your first page. Name the switch, chest and set it to ON. Go to your fourth page, and turn on your first switch precondition, making sure to set it to the same switch as on your first page. Now, when you open your chest, it'll animate so that it opens, and then it'll stay open so you can't open it again.
In the animation, you want to see the treasure chest open, so create a variable called chest. When creating the animation, your chest has four positions: closed, semi-open, half-open, and full open. Create three more pages, giving you four pages. On your main page, your closed chest should be set. On the next page, set the next position, and so on and so forth. Ignore your preconditions on page one. On the second page on the left hand side under Preconditions, set your chest variable to "greater than or equal to" and "1". On the third page, "2", and on the fourth page, "3". On your main page, your script should look like this.
Play sound: open
Variable Oper: (0001: Chest) Set, 1
Wait: 0.3 sec
Variable ... Set, 2
Wait ...
Var ... Set, 3
Wait ...
Play sound: jingle2 (or whatever you want)
(It's actually easier to use a move event doing this, but using the variable method, it's easier to figure out the animation speed without having to adjust the move event 15 times.)
The switch is even more straight forward. It's the last script command on your first page. Name the switch, chest and set it to ON. Go to your fourth page, and turn on your first switch precondition, making sure to set it to the same switch as on your first page. Now, when you open your chest, it'll animate so that it opens, and then it'll stay open so you can't open it again.
author=pianotm
Good idea except for that last part. If your using a variable just add one more to the variable for the last page, instead of using a switch.
The only reason I can think of for using a switch, is if you plan to reuse that variable for all treasure chest openings. Which, in most cases, is equal to using a unique single variable for each chest.
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