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  • 1. When adding sprites to a game, you use Materials button (hover over them for the icons for names, it will be in-between the zoom and playtest buttons) and choose Import, then select your image. In RMXP, you will need sprites arrayed in a 4x4 pattern (look in the Characters folder in Pokemon Essentials for examples), so a huge sprite sheet like that will need to be cut into MANY smaller sheets, resized to exactly double its original size, and arranged in that 4x4 pattern. You'll need a paint program of some kind, like Microsoft Paint, Photoshop (I prefer Fireworks for pixel art instead), Paint.NET, or whatever else you may prefer. Or find a character package specifically made for RMXP somewhere with Pokemon-related sprites. To make them NPCs, set that graphic as the page graphic in an event.

    2. Once again you'll need that paint program, increase the height of the tileset (never touch the width. it should always be 256 pixels wide), and copy/paste the desired tiles into the tileset you want them in.

    3. All of this can be done with the Set Move Route command in an event. You can move the player, or any other event on the map, by changing the target in the drop-down box at the top of the window it opens. You specify all the happenings (moving, playing animations, or whatever else) in the space next to it. Remember to use Wait for Move's Completion after every Set Move Route command (you'll almost always need it). To make it happen automatically, create the event on the square where you intend for the player to step, and set the Trigger to Player Touch.

    4. If she keeps walking into obstacles, remove the obstacles or use the Set Move Route command and specify her exact movements manually. To prevent it from repeating over and over, use the Set Self Switch command and set Self Switch a on. Then make a second page on that event that has the condition Self Switch A is ON. You should put her character graphic on that second page as well, so that she doesn't just appear to vanish (and maybe give her a generic text command).

    5. If you use the Control Variables provided by RMXP, you can use the Change Maximum button that pokemonmasteraaron mentioned to increase to up to 5000 I believe. These are automatically saved with Essentials save/load system (just as with any other RMXP project), since it's a big array that's being saved. You aren't actually creating them; they're already there, so you just get to give them descriptive names and assign values to them. All 5000 are technically available from the get-go, but they aren't visible unless you use the Change Maximum button (If you're coding instead of using the GUI, you could use variable 5000 even if in the Change Maximum prompt you only specified up to 20). There isn't a need to make your own unless you're coding (in which case they're made the same as with any other programming language, minus the data type specification).
    Self-switches are the same as the normal Boolean switches in RMXP, except they are only visible to the event they are used in. Setting Self-switch A in event 1 does not in any way effect Self-switch A in event 2. Each event has 4 special switches all to itself. You can use these to basically say "the event is over," so that you can make a second page to that event, using that switch as a condition, so that it won't repeat the same thing over and over (mostly used for autorun events, to make them stop without wasting a normal switch or variable).
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