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Tom555
April 7th, 2005, 06:14 PM
This is a tutorial for an rmxp sand system!
this system was originally designed for my first game pkmn black made with rm2k3 and is now fetured in rm2k3kids pkmn liquid ( you will only know about it being liquid if you were part of the team!!!)
hardness: with 1 being the lowest and 5 the highest i would give it a: 2 and a half.

!!!CHARSET IS AT THE BOTTOM!!!


ok lets begin:

step 1:

- create a testing map to test it!!!

- create an event.

- set the event up.

graphic: something transperant.

options: phasing.

trigger: hero touch.

step 2:

- create a fork condition / conditional branch in the event.

- go onto the 3rd page of the fork condition / conditional branch and set it to
sprite - player is down.

step 3:

- inside the fork condition / conditional branch put a MOVE EVENT inside it.

- edit the MOVE EVENT and set opacity change to 255.
then change graphic: select character_128x192 and then select the downward facing graphic.
then wait: 10 frames.
then opacity change: 165.
then wait: 1 frame.
then opacity change: 100.
then wait: 1 frame.
then opacity change: 50.
then wait: 1 frame
then opacity change: 0.

thats the first part of the event done so test it and if it shows up while walking down good job if not check what you have done.

step 4:
(this is basicly the same as step 2 and 3 but with 1 or 2 changes!)
!this has to be underneath the last fork condition / conditional branch!

- create a fork condition / conditional branch in the event.

- go onto the 3rd page of the fork condition / conditional branch and set it to
sprite - player is left.

- inside the fork condition / conditional branch put a MOVE EVENT inside it.

- edit the MOVE EVENT and set opacity change to 255.
then change graphic: select character_128x192 and then select the left facing graphic.
then wait: 10 frames.
then opacity change: 165.
then wait: 1 frame.
then opacity change: 100.
then wait: 1 frame.
then opacity change: 50.
then wait: 1 frame
then opacity change: 0.

step 5:
(this is basicly the same as step 2, 3 and 4 but with 1 or 2 changes!)
!this has to be underneath the last fork condition / conditional branch!

- create a fork condition / conditional branch in the event.

- go onto the 3rd page of the fork condition / conditional branch and set it to
sprite - player is right.

- inside the fork condition / conditional branch put a MOVE EVENT inside it.

- edit the MOVE EVENT and set opacity change to 255.
then change graphic: select character_128x192 and then select the right facing graphic.
then wait: 10 frames.
then opacity change: 165.
then wait: 1 frame.
then opacity change: 100.
then wait: 1 frame.
then opacity change: 50.
then wait: 1 frame
then opacity change: 0.

step 6:
( again this is basicly the same as step 2, 3, 4 and 5 but with 1 or 2 changes!)
!this has to be underneath the last fork condition / conditional branch!
!make sure you do this exactly as i say or it will work but look weird!

- create a fork condition / conditional branch in the event.

- go onto the 3rd page of the fork condition / conditional branch and set it to
sprite - player is up.

- inside the fork condition / conditional branch put a MOVE EVENT inside it.

- edit the MOVE EVENT
tell its to wait for: 5 frames.
then opacity change to 255.
then change graphic: select character_128x192 and then select the upward facing graphic.
then wait: 10 frames.
then opacity change: 165.
then wait: 1 frame.
then opacity change: 100.
then wait: 1 frame.
then opacity change: 50.
then wait: 1 frame
then opacity change: 0.

there all done tell me what you think!!!
made by me tom555 i would like you to put me in the credits of your gmae if you use this but its your choice

Jeff_PKLight
April 8th, 2005, 07:08 AM
Looks very handy!! I haven't tried it yet, so I'll try it now. :)

Tom555
April 8th, 2005, 09:58 AM
it is but i haven't yet found away to make it so the computer controlled charaters in the game activate it when they walk on it!

Blizzy
April 8th, 2005, 10:13 AM
i know a way, but difficult.

make an event (parralel proces)
store the x and the y of the guy in 2 variables.
(i assume 1 = x, 2 = y)
then make a branch(page4>script)
if $game_variables[1] == 1 and $game_variables[2] == 1
then set a switch on
(i use a script, unless you want to make 2 branches)

in the event of the sand: (parallel proces, page 2)
trigger it with if switch is on(pre-conditions)
then show the sand thingie
and finally set the switch off

i hope this works

--edit--
yay, 100th post!!

Tom555
April 8th, 2005, 02:48 PM
isn't that basicly the same way mena did his 2 event grass system?
for pkmn liquid?