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Tutorial - 'Quicksand' by ATARI

An item about RPGMaker 2000 posted on

Blurb

A tutorial on how to make quicksand, and to escape it.

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Hi folks! It’s ATARI again! This time I’m going to talk about how to make a quicksand system in your RPG!

Things you will need to know to use this tutorial:
1. Common Events
2. Fork Options
3. Password Events
4. Variables
5. Switches
6. Labels
7. Idraw3 or some other paint program (download it: http://www.svatopluk.com/rm2k/tutorials/idraw/iDraw332.zip (Copy and Paste into adress bar)

Website is:
http://www.svatopluk.com/rm2k/tutorials/idraw/
(copy and paste into adress bar)

So what exactly do I mean when I say how to make quicksand in your RPG? Well, first of all, you shouldalready know what quicksand is, which you probably do. If you happen to not know what quicksand is, it is basically a kind of sand, that when you stand in it, it pulls you in, and if you stand in it too long, it will pull you in totally, which will suffocate you or crush you to death. This tutorial tells you how to make a quicksand system, that when your hero stands in the quicksand, they get slowly pulled in. If they are pulled in the whole way, they are killed. If they struggle enough, they can escape from the quicksand, and keep from being pulled into it. Struggling is tapping the enter key at a pretty fast, but steady pace. If they hold it down, or tap too fast, it won’t work. That is what this tutorial is about.

Setting Up the Basics

The first thing that you need to make is a new common event. Name the common event, “Quicksand
System.” Make the common event a parrell process event, and have the common event’s starting
condition switch be switch “quicksand.” Now make a new map for this tutorial. Make the size the
smallest size possible. Name the map “Quicksand System.” This map is only going to be used for this tutorial, and will most likely never be seen by the player, so you don’t need to worry about putting graphics on it or anything.

Making The Graphics*(Only do if you don’t already have a chipset with quicksand tiles on it.)

(*NOTE: It’s easiest to do the following in Idraw3, since the program is designed for rm2k graphics. You can use another program, but Idraw3 is what I suggest. .href="http://www.svatopluk.com/rm2k/tutorials/idraw/iDraw332.zip"> Download it here. )

Now the next thing that you have to do is make quicksand. However though, since quicksand is always pulling in and such, it needs to be animated to make it look right. Animation on a chipset? Look at the RTP world chipset and focus on this part of the chipset


That’s right. Although you might not have acknowledged it when you use Rm2k, but that part of the chipset is all animations. Now to make a quicksand tile, save the world map as a different chipset name under your games directory. (NOT in the RTP directory). The easiest way to do it, is to focus on the waterfall part of the chipset, (see picture below)


and change the colors from looking like water to looking like sand (like changing the different shades of blue to brown, etc.) and try it out in your RPG. It should look something like quicksand. Save that chipset.

The next thing that you need to make, is character sets that make it look like your character is sinking. To do this, just copy the character set that you are using for your character, save it as a new character set (letting the original alone, of course) copy and paste within the character set, the character animation all over the image. It should fill up all eight slots.

If you are using Idraw3, you can line in up using the tile grid to line in up perfectly. Now on the first character set, take about 2 pixels tall, and the whole character portion wide of the first character off. Then take four on the next characters, and so on. Do this until your character is totally, GONE! (You’ll probably have to use another character set to finish it up, depending on how tall your character is.) Save the character sets, and open up RM2k!

Making It.

Now go into the database, (F8) and go into the chipsets tab. Add the new chipset, and name it something that you can remember. Be sure to remember to make the quicksand tile passable, since usually the waterfall tiles aren’t passable. Now leave the database and go to the map that you made just for this tutorial, change the chipset it uses to the quicksand chipset, and add 4 tiles of quicksand as terrain. Now make a new event. Make it’s location be on top of one of the quicksand tiles. (When you’re done with the event, you can just copy and paste it over the other tiles), and make the event an “on hero touch” event. Name the event “Quicksand trigger.” Make the event turn on the switch “quicksand.” Save the event, copy and paste it over the other quicksand tiles, and surrounding the quicksand tiles, make another event. Have this one be “on hero touch” as well. Make the event turn off the switch “quicksand.” Copy and paste this event all around the quicksand. (So all in all, there should be 12 events surrounding the quicksand, if you have 4 tiles of quicksand, etc.)

Now go back into the database (F8), and go into the common events tab. Go to the common event that you made earlier in the tutorial, which was “Quicksand System.” In the event, make the first thing in it be a set variable event. Make it set the variable “Quicksand” to “[X].” (Replace “[X]” with the number of edited character sets that you made for when they were in the quicksand. For example, if you had a 4 pixel high character, you would have made two character edits, so “[X]” would be 2, and so on.) Then below that event, make a label, putting the label number what you want it to be, although in this tutorial, it will be refereed to as label one. After that label, put in a wait 3.5 seconds event. Then take away one from the variable “quicksand” and turn on the switch “InQuicksand.” Below that, make a fork option that says, “IF variable ‘quicksand’ is equal to 0, then,” under that, make it go to the game over screen, or somewhere that you would want it to go when they are engulfed in quicksand. In the else case, make a fork option that says, “If variable ‘Quicksand’ is equal to “[x]”, then turn off the switch, “InQuicksand.” Under the next else case, make it so it goes back to “label one.” Hit the apply button and go to your map.

Now go to your test map and go to one of the events that is surrounding your quicksand events. (The ones that when you step on them, they turn off the switch “quicksand.” Now go into one of them and make a new page. In this page, make the starting condition switch be switch “InQuicksand.” Have it do nothing in the event commands, but have it’s Position be “Same Level As Hero”, or making it be unmovable. Now copy the page and paste it in all other surrounding quicksand events, INCLUDING the events that are on the quicksand tiles, as well. When you are being sucked into quicksand, you can’t move, can you?

Now go back into your database (F8) and back into the common events tab again. Make a new common
event that’s starting condition switch is “InQuicksand.” Make it a parrell process and name the common event “Quicksand Display.” Now make a fork option that says, “IF variable ‘quicksand’ is equal to “[x]”, then” make it display your hero as normal. In the else case, make a fork that says, “IF variable
‘quicksand’ is equal to “[x] - 1,” then,” [x] - 1 is what “[x]” would normally be, minus one, and make it display the character’s graphics as the first one sinking character set. Do the same with “[x] - y” (“Y” being replaced with other numbers of course for those who haven’t even started learning any algebra like 2, 3, 4, 5, etc. They should be in order first, and no number should put you into the negatives), until you hit zero. “Quicksand System” takes care of “0.”

This time, under the last common event that you made for this tutorial, “Quicksand Display,” make
another new common event. Have it’s starting condition switch be the switch, “InQuicksand” as well. Make the common event a parrell process event, and name the event “Quicksand Escape.” The first that you want to put in here is another label event. This time make it a different label. In this tutorial, it will be label number two. Below the label, insert an enter password event. In the enter password event, use the variable “Q-Sand_escape.” Check the “(5)” (“5” is equivalent to the “enter” button.) box. (If you already have a system that is using the enter button, you can make it a different key, or a combination of keys as you please, but for this tutorial, we will be using the enter button.”) Make sure the “wait until key hit” box is not checked. Below that, make a fork option that says, “IF variable ‘Q-Sand_escape’ is equal to 5, then” below that, add one to the variable “Quicksand_escape.” Under that, put in a wait event for 0.1 seconds. Then make a new change variable event that sets the variable “Q-Sand_escape” to 0. Below that, insert a wait event for 0.5 seconds. Now in the end case at the bottom of the common event, make it go back to label number two. Hit the apply button.

Now make a new common event. Put it below “Quicksand Escape,” and name the common event “Quicksand Escape 2.” Make it’s starting condition switch be “InQuicksand,” and make it a parrell process event. Make a fork option in the common event that says “IF variable ‘Quicksand_escape” is equal to four, then” make a change variable command to make it add one to the variable “Quicksand.” Then set
variable “Quicksand_escape” to zero. Hit the apply button and then the OK button to leave your
database.

Congratulations! You have made a quicksand system in your RPG! Remember, this tutorial is only on how to make the basic quicksand system, so you can change lots of the numbers around. You can change how long before it sucks you in, what key you press to struggle, the speeds of things, and all those sorts of things. It is because this is only just how to make the quicksand system, and it isn’t the dead set way of making it. Like any system, it is customizable, and you should probably customize it to make it seem
even better!

Good Luck!
Remember,
“Even the greatest gamers were n00bs.”
- ATARI