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Tutorial - 'Garys Tutorials' by GaryCXJk

An item about RPGMaker 2000 posted on

Blurb

About 6 tutorials from one man!

Body

Gary's tutorial 1
This shit has not copyright. You can distribute it in any way, as long as I don't find out. Everything behind # and gray is comment. Oh yeah. Everyone who makes a tutorial will be included in the credits of my newest game 'Legends Of Ertar'. That is, if I used the tutorial. Everyone who has something against it, may contact me at GaryCXJk@msn.com. If you want to include me in your credits, that's fine by me, as long as it isn't some crappy game.

Included is:

1. Bridge.png (you can download it from http://members.fortunecity.com/garycxjk/tutorials/garytutor1.html)

Contents:

1. Minigame: Chests
2. Let Homer say 'DOH!'
3. Jump over a rock
4. Making an item unsellable
5. Making a bridge over land 1
6. Making a bridge over land 2

1. Minigame: Chests
This isn't to difficult, even newbies can do it.

Picture this: a guy wants to join you, but you will have to open the right chest. Point one: how on earth could I let him decide which chest I should open, and point two: How could I let him join me?

STEP 1
First, make one event with a picture of a closed chest. The pictures are in Treasure, the closed ones are faced down. Use as animation type "Fixed Graphic", and Movement Type "Stay Still" (duh). Give it an event name like Chest1. Now make another event. This time it is a character. Use any animation type you want.
STEP 2
Go to the Database, and go to the hero tab. Create a hero with the same graphics as the character event you created. Choose your face, and remember which face you used.
STEP 3
Go back to the character event. Create a small conversation, like this:

EXAMPLE

<>Select Face Graphic: Chara1,2,Rgt,Normal #This is the picture of the new hero
<>Messg:Hello!
<>Select Face Graphic: Chara1,1,Lft,Normal #This is the picture of the main hero
<>Show Choices: Join me/Bye
:[Join me] Case
<>Select Face Graphic: [face file],[face you used],Rgt,Normal
<>Messg:First you have to open the
: :right chest.
<>Change Switch:[0005:Chests]-ON Set #You can give this an other name if you want
<>Variable Ch:[0001:Chests] Set,Randm[1*3]
<>Change Switch:[0006:Seen]-ON Set
<>
:[Bye] Case
<>Select Face Graphic: [face file],[face you used],Rgt,Normal
<>Messg:Bye.
<>
:END Case
<>

Then, make another page. This is when you want to talk with him before opening a chest. Set the event conditions Switch: 0005:Chests ON. Fill it with something like a message saying "First open a chest!".

EXAMPLE

<>Select Face Graphic: Chara1,2,Rgt,Normal
<>Messg:First open a chest!
<>

Then, make another page, when you lost the game. The character may ask if you want to play again. Set the following conditions to:

Switch: 0006:Seen ON

Then add something like this:

EXAMPLE

<>Select Face Graphic: Chara1,2,Rgt,Normal
<>Messg:Play again?
<>Show Choices: Yes/No
:[Yes] Case
<>Change Switch:[0005:Chests]-ON Set
<>Variable Ch:[0001:Chests] Set,Randm[1*3]
<>
:[No] Case
<>Select Face Graphic: [face file],[face you used],Rgt,Normal
<>Messg:Bye.
<>
:END Case
<>
STEP 4
Now go to the chest. Add a new page. Go to that page, and set the following things:

Switch: 0005:Chest ON
Movement Type: Stay Still
Animation Type: Common/Without Stepping

Add the following code:

EXAMPLE

<>Move Event...: Chest1,FaceDown, Wait ,FaceRight, Wait ,FaceUp, Wait ,FaceLeft
<>FORK Optn:Varbl[0001:Chests]-1
<>PlayBGM: Fanfare1
<>Wait: 5.0s. #If you use an other BGM, ajust this
<>Select Face Graphic: [face file],[face you used],Rgt,Normal
<>Messg:This is the right one!
<>Change Switch:[0007:Join]-ON Set
<>
:ELSE Case
<>PlayBGM: Doubt
<>Wait: 3.0s. #Once again, ajust it to your BGM
<>Select Face Graphic: [face file],[face you used],Rgt,Normal
<>Messg:This is the wrong one!
<>Messg:Talk with me if you want to play again!
<>
:END Case
<>Change Switch:[0005:Chest]-OFF Set
<>Move Event...: Chest1,FaceDown
#You can add a BGM here
<>
STEP 4
The final step. Go back to the character. Add a new page, with the following content:

EXAMPLE

<>Select Face Graphic: [face file],[face you used],Rgt,Normal
<>Messg:I'll join you.
<>Changes Hero's Party:{Hero's name}->Add
<>

Add one more page, with Selected graphic '*Chipset1', number one. Add the following condition:

Hero: {Hero's name} Need

You're done!

2. Let Homer say 'DOH!'
If you look trough the characters you will find Homer Simpson. I'm going to show you how he can say 'DOH!'. Even newbies can find this out!
STEP 1
Make an event called Homer with a picture of... exactly. Homer. Then, create the 'DOH!' cloud 2 tiles above him. Use 'Fixed Graphics'. Both events stay still. Set with the 'DOH!' event the position to Over Hero, and the event start condition to 'Parallel Proces'.
STEP 2
Now add a new page to the 'DOH!' event. Use the invisible graphic.
STEP 3
Open Homer. Add the following script:

EXAMPLE

<>Change Switch:[0014:DOH!]-ON Set
<>
STEP 4
Final step. Go to the DOH! event. Go to the page with the 'DOH!' graphic and set it's conditions to Switch[0014:DOH!]-ON. Now add the following script:

EXAMPLE

<>Wait 6.0s.
<>Change Switch:[0014:DOH!]-OFF Set
<>

You're done again!!!
3. Jump over a rock
If you can't do this by yourself, you're stupid or just lazy.
STEP 1
Create an event with a graphic of a stone. Use 'Same level as hero' as position and event start condition 'On Touch'.
STEP 2
Add a script, exactly like this:

EXAMPLE

<>Move Event...: Hero , Move Speed Dwn, Start Jump, Forward, Forward, End Jump, Move Speed Up
<>

Stupid.
4. Making an item unsellable
This one is very tricky. Knowledge of switches required!
STEP 1
First make unsellable items. Then, create new switches from 100 to 100 + unsellable items. I'll use my trusty old Iron Sword and Cloth Armor. Make for the equipments switches, use the switches 81 to 100, as you won't create too much unsellable equipment.
STEP 2
Create a common event. Call it 'NewShop1'. Then, use this script:

EXAMPLE

<>FORK Optn: Iron Sword Item Got
<>FORK Optn: Switch [0081:IronSwordEquip] - OFF
<>Change Switch:[0101:Iron Sword] - ON Set
<>Add/Remove Item:Iron Sword-> 1 Decr.
<>
:ELSE Case
<>
:END Case
:ELSE Case
<>
:END Case
<>FORK Optn: Cloth Armor Item Got
<>FORK Optn: Switch [0082:ClothArmorEquip] - OFF
<>Change Switch:[0102:Cloth Armor] - ON Set
<>Add/Remove Item:ClothArmor-> 1 Decr.
<>
:ELSE Case
<>
:END Case
:ELSE Case
<>
:END Case
<>Call Shop: Potion #What's a shop without something?
<>FORK Optn: Switch [0101:Iron Sword] - ON
<>Change Switch:[0101:Iron Sword] - OFF Set
<>Add/Remove Item:Iron Sword-> 1 Incr.
<>
:ELSE Case
<>
:END Case
<>FORK Optn: Switch [0101:Cloth Armor] - ON
<>Change Switch:[0102:Cloth Armor] - OFF Set
<>Add/Remove Item:ClothArmor-> 1 Incr.
<>
:ELSE Case
<>
:END Case
<>
STEP 3
Now copy this event two times. Change the first Call Shop you created to shop message style B and the other to C. Now just one more event. This one will check if the item is equipped. Cause what if someone else than your main hero had it equipped. Then this system wouldn't work. Here we have only one hero, called Alex. Add this script:

EXAMPLE

<>FORK Optn: Alex- Iron Sword Equipped
<>Change Switch:[0081:IronSwordEquip] - ON Set
<>
:ELSE Case
<>Change Switch:[0081:IronSwordEquip] - OFF Set
<>
:END Case
<>FORK Optn: Alex- Cloth Armor Equipped
<>Change Switch:[0082:ClothArmorEquip] - ON Set
<>
:ELSE Case
<>Change Switch:[0082:ClothArmorEquip] - OFF Set
<>
:END Case
<>

Make sure to make it a parallel proces. Also, create a new common event for each hero. That makes it easy to create.
STEP 4
The test: create an event that calls the event NewShop1. You're done!

#Instead of including the Call Shop action, you can split the script. This way, you only need two scripts.
5. Making a bridge over land 1
As simple as it sounds, this task is not very easy. If you try to make a bridge over land, then you might find out that if you go over it, you could walk off the bridge, what's not so realistic. We'll try two things: making it unpassable from the ground, with that I mean you can't go underneath it eighter, and passable, you can go underneath it.
STEP 1
Make a bridge with some land. around it. Make it on top of a ledge. Also at both ends create two rocks or something next to the enterance, so that you have some sort of portal. Now create an event between the two rocks on both sides (not on the bridge) and one at each side behind the portal (also not on the bridge).
STEP 2
Create a page at the portal events. In the second page, set as condition Switch[0003:Pass]-ON and event start condition On Touch. Add the following script:

EXAMPLE

<>Change Switch[0003:Pass]-OFF Set
<>

Now change the events behind the portals. First add the script:

EXAMPLE

<>Change Switch[0003:Pass]-ON Set
<>

Then create a new page, and then go back to page one to change the event start condition to On Touch (this avoids the copy of the event start to the second page). Now change in the second page the condition Switch[0003:Pass]-ON.
STEP 3
Now the final step. Create an event on the bridge. Create a new page, set the condition Switch[0003:Pass]-ON en position 'Same Level as Hero'. Copy this to the rest of the bridge. Now create an event besides the bridge, there where you can walk trough (if there's a wall or something, you don't have to place an event there). Create a new page, then change the page 1 position to 'Same Level as Hero' and the page 2 condition Switch[0003:Pass]-ON. You're done!
6. Making a bridge over land 2
This one is very tricky, you'll have to create a new CharSet. Now, for the ones who don't want that, I created one for them. So they can skip STEP 1. If you don't want to skip STEP 1, but you ain't got Paint Shop Pro v3.12, this tutorial will be dificult. I don't know if other versions or tools have the same things as this PSP.
STEP 1
Open a ChipSet with a bridge, something like 'Dungeon'. Export it. Now export the CharSet 'Treasure'. Open Dungeon.bmp and find the bridge tile. Now find the glass tile. It's a square that looks like a glass with a pink background. Select this tile, and use the Move Selection to move the selection to the bridge. First select the vertical bridge. Copy it, and open Treasure.bmp. Paste it over every chest in the third row. Now copy the horizontal bridge. Paste it over the seventh row chests. Delete all other chests, or leave them. Now save it. Change its name to Bridge.bmp and import it to the CharSets map. Click on the green background to set it to transparent.
STEP 2
Now repeat the steps until you reached step 3. Change the events on the bridge to this:

[PAGE 2]
Switch[0003:Pass]-ON
Graphic:Bridge, [5-8], down
Position:Over Hero

STEP 3
Test your bridge, it could go wrong. And it does. If you are underneath the bridge, you could climb up. You'll have two options: create a tree on that side, or do this:

At both ends of the bridge, change the start event condition to On Touch and create this script in page 2:

EXAMPLE

<>Change Switch[0004:Unpass]-ON Set
<>

Add a new page and change the condition Switch[0004:Unpass]-ON.
STEP 4
Next to both events on the bridge and above and below the event, change the script at page 3 to:

EXAMPLE

<>Change Switch[0004:Unpass]-OFF Set
<>

Now add a new page to the portal event with the condition Switch[0004:Unpass]-ON and position 'Same Level as Hero'.
STEP 5
Now what would be more perfect than shadow at a horizontal bridge? If you have one, then count the tiles at the top of the cliff from the bottom to the bridge. Now start at the bottom until you reach the number you counted. Add an event with a black graphic and set it to transparent (the black graphic is TileSet3, 6). Now you're done.