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Tutorial - 'FFX Style Airship 2.0' by ATARI

An item about RPGMaker 2000 posted on

Blurb

If you liked how the airship/map system worked in FFX, then you will like what this tutorial has to say!

Body

Hi folks! It’s ATARI again! This time I’m going to talk about how to create a FFX style map system in your RPG!

(Please note that this is based on a previous tutorial of mine, but re-created with new information) Things that you will need to know to use this tutorial:
1. Switches
2. Variables
3. Fork Conditions
4. Common Events
5. Knowledge of Coordinate Plane
6. Image Editing Tool (PSP, Photoshop, etc)

So what exactly is the FFX map system like? Well, for those of you who have been fortunate enough to have not played the game (I personally hated it, but the map system was cool), I’ll explain a little bit about it. It actually reminds me of star trek in a way. You have a down view of a large world map. You can select what city, dungeon, or place that you want to go. You can also insert the X and Y coordinate of the place you want to go (if you are only given coordinates for example) and you can also try and search for new places on the map as well. Basically, you just punch in the place you want to go, and it takes you there. You have access to many places in the world, and it makes for a very unique and fun system.

So the first thing that you need to do is create a world map. Most likely, if you have already started a game, you already have a world map. While it would be ideal to not have an actual world map, (there is no actual world map in FFX,) you can still play with it, and have this system just on the side. However, for best results with that, map your world map size 100 x 75. Most likely if you are going to use this system, you haven’t created a world map yet, which is good. I am assuming that you haven’t created a world map in this tutorial.

Now, in making a world map, make a new map. Make it’s size 100 x 75 and tiles set whatever you want. From there, construct a simple map. Remember, you don’t actually need to create events on this map or anything, just need to take a picture of it, so don’t worry too much about detail. Make a few towns on it, a dungeon or two, etc. Once you are finished, set the edit mode to “upper tile,” and then go to 1/8th view. Then take a screen shot of it. I made and example maps and took a screen shot of it. Yours might look something like this.



Now, paste that image into your image program of choice (I am using Photoshop for this tutorial.) Then, crop out everything but the picture of the actual map itself. Then take the cropped image and resize it to 320 x 240. (If you didn’t get a perfect rectangle, make sure that you remove any properties that set the image to proportional sizes. It’s closed enough to the size you need for this tutorial to work anyways.) I should look something like this.



Next, save that image you created as a PNG file. Make sure that you save it with 256 bit colors. (If you don’t know how to do this, just save it normally, and then download IrfanView and change the colors to 256 colors. You can download IrfanView in the Rm2k/3 support forum on Gaming World, or by searching for it on google.) Then import it as a panorama into your game. (If you get an error about size problems, make sure it’s 320 x 240.)

You should be able to now, open the file in Rm2k. Create a new map, make it 20 x 15, and then insert your new panorama as the background. Set the entire map to pink tile, and you should see something that looks like this on your screen.



Now, go into your database and create a new item. Make this item a “switch” item. Call it, “World Map.” Make it turn on the switch, “World Map.” Make sure it can be used an infinite amount of times, and have it’s selling price be 0. Next, create a new common event, and call this common event, “World Map.” Make it “auto start” and have its starting condition switch be “World Map.” In here now, insert a wait 0.1 seconds command, a fade out of the screen, and another wait 0.1 seconds command. Next, create a new memorize hero position event. Use the variables “Hero X”, “Hero Y”, and “Hero ID,” and put them into each category accordingly. Then insert a change hero sprite command. Change it from the normal hero event, to that of a graphic cursor. (Think of a mouse cursor for example.) Then insert another wait 0.1 seconds event. Next, teleport the hero to your new map somewhere, and insert a fade in command.

Your hero can now travel to the map. You need to create an exit now, so that your hero can leave the map back to the position that they were at. I use the bottom right corner, as it is nothing but water, and it is a convient spot as well. Insert a new event here. Make sure that it is “below hero” in position, and that it has a graphic, so that your player can know where to go when they exit. (I suggest an exit sign graphic, or something of the sort.) Insert a message that asks, “Ready to leave?” Then insert a show choice command, of “YES,” and “NO.” Under “NO,” have nothing, and under “YES,” have it fade out the screen, turn off the switch “world map.” Then return your hero to the memorized position, return the sprite of the hero back to normal, insert a wait 0.1 seconds event, and then fade the screen back in.

Now, before you can do anything else, find what chipset you are using, and go into the database. From there, make a copy of the chipset that you are using. Then in the copied version of the chipset file, make the pink background tile walk able. Then hit okay and change the chipset settings on your map to the newly copied version of the chipset. Now your hero will be able to walk on the map as required in this system.

Next, we need to create a way that the player can get to various locations on the map. Create an event right beside the exit event that you created. Make this event also have a graphic, and below hero in position. Make it push key, and name the event “master event.” Basically, this event controls all the actions that you do with this map system. You can choose a location to go to, to insert with x and y coordinates, or checks a tile and sees if there is anything you can do with it, if there isn’t already something there.

Now, find a place on the background where you can see a town. Create an event over top of it, and make this event have a starting condition switch. Name this switch the name of the town. This switch only turns on when the user has visited this town. When this switch is on, you can go to this town through the selection event that you started creating just a little bit ago. Make the graphics to this event something of the sort that highlights the tile. Look at this picture for an example of what you might have so far. Name the event the name of the town.



Go back to the “master event.” In there, insert a message says, “Do the following…” and then insert the following four choices. “Go To Location,” “Insert Coordinates,” “Check Location,” “Nothing.” Under the
“Nothing” case, have nothing in it. Congratulations, you are ¼ done with this event. Under the “Go To Location” choice, make it display a confirmation message, and then turn on a new switch. Name this switch, “LocationChoice.” Then display a message that states, “Please choose a location on the map.” Then have it end there. In this event now, make a new page that has the starting condition switch of “LocationChoice.”

Go to the town event, and create a new page in that event. Have its starting condition switches be “LocationChoice” and the original switch that you had created with this event. In this new page, insert a message that asks, “Go to [townname]?” Then insert a choice of “YES,” and “NO.” Under “NO” have it turn off the switch “LocationChoice” and have nothing else happen. Under “YES,” have it display a confirmation. Then fade out the screen, change the hero’s graphics, wait 0.1 seconds, turn off the switch “World Map”, then teleport to your town, and then fade the screen back in. Simple enough. In the “master event,” under the page where the “LocationChoice” switch is turned on, have it insert a message that says, “Abort?” Then “YES” and “NO.” Under “NO,” have nothing happen, and under “YES,” have it display a confirmation, and turn off the switch “LocationChoice.” You have it ½ done now.

Next, we need to create a system that allows the player to insert x and y coordinates of a town. Go to the town event that you had created, and find its x and y coordinates. If you don’t know how to find the x and y coordinates quickly, just look at the picture below for a template for finding the x and y coordinate of any event, any location on the map.



Now, under this choice in the master event, use the input number event. Make a message that says, “Import X coordinate.” In my case, the x coordinate that the player would want to put in to get to that town, would be 5. Store this in variable “Town X.” Next, create a message that says, “Import y coordinate.” The use the input number event again, with variable “Town Y.” In my case, the player would want to input the number 3. Then after this is in check, use the change variable event and set the event “[townname]” to variables “[TownName] X,” and “[TownName] Y,” Then use a fork condition that states, “IF variable “Town X” is equal to “[TownName] X”, and one below that asks “IF variable “Town Y” is equal to [TownName Y].” Then have the same thing happen that happened before with the normal selection option. Under the else case, you can have it check for a different town, and in the final else case, have it say that “nothing could be found.”

While that might seem to be a ridiculous way to get to a town when you can just select it the other way, this way is useful if you get a quest and all you have are coordinates, and don’t have a town name, or haven’t visited there yet.

The next part of the master event works in a similar way. The “Check Location” choice is what is up next. What you do with this, is that you also do two input number things, and then check the variables up against locations. However, unlike the other one, when you find a location, you don’t got there, rather it just shows up on your screen. Since the procedure for doing this is almost identical to that of the previous choice that we just created, I will not include it, because I would just be repeating what I have already said.

So, that is all that there is to creating a basic FFX style world map system. Remember that this is really only the basic system, and there are many things that you can add and modify to this system. Feel free to use this system and do whatever you want with it.

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