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Tutorial - 'Picture-based Sprites' by YoungRonin

An item about RPGMaker 2000 posted on

Blurb

This tutorial will inform you on how you can use picture-based sprites to overcome Rm2k’s tiny sprite size.

Body

CREATING CUSTOM WALK GFX Using Pictures
Difficulty Lv: Long & COMPLICATED

First of all: This is my method, if there are any other methods out there, I respect them, as you should mine...
This tutorial will inform you on how to use picture-based sprites, to overcome Rm2k’s tiny sprite size (if you want to).
NOTE: Before getting started, make sure you have the sprites you need…
If not, try WWW.RPGICONS.COM or http://www.fireball20xl.com/sprites/index.html (Ragnarok Online)
Here is also a screenie of what I made (PLEEZE look at it).
[IMG] http://invisionfree.com:54/1/168/upload/post-23-1048720203.gif [/IMG]


I’ve also inserted both dialogue and direct script examples…
Okay everyone; it goes something like this...


This method works with Rm2k and Rm2k3:
You 7 need Common Events:
**************************************************************************************
STEP 1: Set your hero walk GFX to a blank graphic.


COMMON EVENT 1: HERO POSTION -Parallel Process
Create two variables: Hero Pos X and Hero Pos Y
Set variable called, Hero Pos X to Hero's Position (Scene X)
Set variable called, Hero Pos Y to Hero's Position (Scene Y)
Subtract (-) 10 from the variable called Hero Pos Y...

It should look something like this:

Variable Ch: [0001: Hero Pos X] Set Hero PicsX
Variable Ch: [0002: Hero Pos Y] Set Hero PicsY
Variable Ch: [0002: Hero Pos Y] - ,10


**************************************************************************************
COMMON EVENT 2: HERO MOVEMENT: Parallel Process
Create a variable called "HERO MOVE KEY". Set a Password command and place password to variable "HERO MOVE KEY". (Make sure there is no tick in the "Wait until key hit" command...)
Tick the in the "Direction" box..

Should look like this:

Enter Password: [0003: HERO MOVE KEY]

**************************************************************************************
COMMON EVENT 3: HERO WALK GRAPHICS- Parallel Process
The 3rd common event is very important so make sure that you follow the instructions correctly. Create four switches, namely 0001:UP, 0002:DOWN, 0003:LEFT and 0004:RIGHT.
Create a fork condition that checks whether the variable named “0003:HERO MOVE KEY” is equal to 1. If the variable is equal to 1…then activate (put on) the switch named 0001:UP .
Also make sure there is a tick in the “ELSE CASE” box.
If the switch is not equal to 1, deactivate the switch named 0001:UP and create another fork to check whether it is 2.

If the variable is equal to 2…then activate (put on) the switch named 0002:DOWN .
Also make sure there is a tick in the “ELSE CASE” box.
If the switch is not equal to 2, deactivate the switch named 0002:DOWN and create another fork to check whether it is 3.

If the variable is equal to 3…then activate (put on) the switch named 0003:LEFT .
Also make sure there is a tick in the “ELSE CASE” box.
If the switch is not equal to 3, deactivate the switch named 0003:LEFT and create another fork to check whether it is 4.

If the variable is equal to 4…then activate (put on) the switch named 0004:RIGHT .
MAKE NO TICK in the “ELSE CASE” box.
If the switch is not equal to 4, deactivate the switch named 0004:RIGHT.


It “MUST” look like this:

<>FORK Optn: Varbl[0003:HERO MOVE KEY]-1
<>Change Switch:[0001-UP]-ON Set
<>
:ELSE CASE
<>Change Switch:[0001-UP]-OFF Set
<>
:END CASE
<>FORK Optn: Varbl[0003:HERO MOVE KEY]-2
<>Change Switch:[0002-DOWN]-ON Set
<>
:ELSE CASE
<>Change Switch:[ 0002-DOWN]-OFF Set
<>
:END CASE
<>FORK Optn: Varbl[0003:HERO MOVE KEY]-3
<>Change Switch:[0003-LEFT]-ON Set
<>
:ELSE CASE
<>Change Switch:[ 0003-LEFT]-OFF Set
<>
:END CASE
<>FORK Optn: Varbl[0003:HERO MOVE KEY]-4
<>Change Switch:[0004-RIGHT]-ON Set
<>
:ELSE CASE
<>Change Switch:[ 0004-RIGHT]-OFF Set
<>
:END CASE

**************************************************************************************
COMMON EVENT 4: MOVE UP- Parallel Process
Appearance Conditions Switch: 0001:UP

This part is the easiest. Basically you just show each frame in the form of pictures, I used 8 frames, but in this case I’ll use 3. Assign the position of the pictures to the variables we created earlier on Hero Pos X and Hero Pos Y


Should look like this:

<>Wait:0.0s
<>Show Picture: 1, HeroWalkingUpA, (V[0001:Hero Pos X], V[0002:Hero Pos Y])
<>Wait:0.0s
<>Show Picture: 1, HeroWalkingUpB, (V[0001:Hero Pos X], V[0002:Hero Pos Y])
<>Wait:0.0s
<>Show Picture: 1, HeroWalkingUpC, (V[0001:Hero Pos X], V[0002:Hero Pos Y])


ALSO CREATE 3 OTHER COMMON EVENTS THAT ARE IDENTICAL TO COMMON EVENT 4 and name them:

COMMON EVENT 5: MOVE DOWN
Appearance Conditions Switch: 0002: Down

COMMON EVENT 6: MOVE LEFT
Appearance Conditions Switch: 0003: Left

COMMON EVENT 5: MOVE RIGHT
Appearance Conditions Switch: 0004: Right.

Do exactly what you did at COMMON EVENT 4 to all of the above, but using the proper images (pictures) : For example:
Use 3 images of the character moving down at COMMON EVENT 5 and so on…

______________________________________
Well then guys I hope you found that useful, and please, I’m still a rookie at tutorials so bear with me
_________________

THANKS
YoungRonin Signin’ Off…