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  #1    
Old July 31st, 2004, 08:54 PM
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This thread could be for how to do Day/Night, Random Rain, and other things like making phones, and how to make a party system. I thought this may be useful because I never saw any Tutorials section, and I think there should be one, for newbies like me :D ! Anyways, if there is a thread already about this kind of thing, just lock this thread. I hope this is a good idea, but it's probably not. Oh well, if you want to know some tutorials, come here!

Oh, and here's Day/Night coding for RM2K, with Random Rain!

- You should put this code into a common event called Day/Night!
- The Common Event has to be a Parallel Process and has to be called on a map by an Event Tile(make an event tile and add the code - Call Event: Day/Night)
- Also make the variables: day, night, dusk, dawn, and weather.

Switch Operation: [0001:day] ON
Wait: 60.0 Sec
Tint Screen: (R100,G070,B040,S120), 30.0 Sec (Wait)
Switch Operation: [0001:day] OFF
Switch Operation: [0002:dusk] ON
Wait: 60.0 Sec
Tint Screen: (R020,G040,B080,S120), 30.0 Sec (Wait)
Switch Operation: [0004:dusk] OFF
Switch Operation: [0002:night] ON
Wait: 60.0 Sec
Tint Screen: (R080,G080,B100,S100), 30.0 Sec (Wait)
Switch Operation: [0002:night] OFF
Switch Operation: [0002:dawn] ON
Wait: 60.0 Sec
Tint Screen: (R100,G100,B100,S100), 30.0 Sec (Wait)
Switch Operation: [0003:dawn] OFF
Switch Operation: [0001:day] ON

- This next bit of code goes into the common event Random Rain
- The Common Event has to be a Parallel Process and has to be called on a map by an Event Tile(make an event tile and add the code - Call Event: Random Rain)

Wait: 60.0 Sec
Variable Oper: [0001:weather] Set, Rnd [0-7]

Branch if Var [0001:weather] is 1
Weather Effects: Rain, Weak
Branch if Switch [0002:night] is OFF
Tint Screen: (R020,G040,B080,S120), 30.0 Sec (Wait)

: Else Handler

: End
Wait 10.0 Sec
Weather Effects: Rain, Medium
Wait 10.0 Sec
Weather Effects: Rain, Strong
Wait 60.0 Sec
Weather Effects: Rain, Medium
Wait 10.0 Sec
Weather Effects: Rain, Weak
Wait 10.0 Sec
Branch if Switch [0002:dawn] is ON
Tint Screen: (R080,G080,B100,S100), 30.0 Sec (Wait)

: End
Branch if Switch [0002:day] is ON
Tint Screen: (R100,G100,B100,S100), 30.0 Sec (Wait)

: End
Branch if Switch [0002:dusk] is ON
Tint Screen: (R100,G070,B040,S120), 30.0 Sec (Wait)

: End
: End

Branch if Var [0001:weather] is 2
Weather Effects: Rain, Weak
Branch if Switch [0002:night] is OFF
Tint Screen: (R020,G040,B080,S120), 30.0 Sec (Wait)

: Else Handler

: End
Wait 10.0 Sec
Weather Effects: Rain, Medium
Wait 10.0 Sec
Weather Effects: Rain, Strong
Wait 60.0 Sec
Wait 60.0 Sec
Weather Effects: Rain, Medium
Wait 10.0 Sec
Weather Effects: Rain, Weak
Wait 10.0 Sec
Branch if Switch [0002:dawn] is ON
Tint Screen: (R080,G080,B100,S100), 30.0 Sec (Wait)

: End
Branch if Switch [0002:day] is ON
Tint Screen: (R100,G100,B100,S100), 30.0 Sec (Wait)

: End
Branch if Switch [0002:dusk] is ON
Tint Screen: (R100,G070,B040,S120), 30.0 Sec (Wait)

: End
: End

Branch if Var [0001:weather] is 3
Weather Effects: Rain, Weak
Branch if Switch [0002:night] is OFF
Tint Screen: (R020,G040,B080,S120), 30.0 Sec (Wait)

: Else Handler

: End
Wait 10.0 Sec
Weather Effects: Rain, Medium
Wait 10.0 Sec
Weather Effects: Rain, Strong
Wait 60.0 Sec
Wait 60.0 Sec
Wait 60.0 Sec
Wait 60.0 Sec
Weather Effects: Rain, Medium
Wait 10.0 Sec
Weather Effects: Rain, Weak
Wait 10.0 Sec
Branch if Switch [0002:dawn] is ON
Tint Screen: (R080,G080,B100,S100), 30.0 Sec (Wait)

: End
Branch if Switch [0002:day] is ON
Tint Screen: (R100,G100,B100,S100), 30.0 Sec (Wait)

: End
Branch if Switch [0002:dusk] is ON
Tint Screen: (R100,G070,B040,S120), 30.0 Sec (Wait)

: End
: End

Branch if Var [0001:weather] is 4

:End

Branch if Var [0001:weather] is 5

:End

Branch if Var [0001:weather] is 6

:End

Hope this helps! This code was made in 2 hours, by a Gaming World member.
Anyway, post here if you would like to make Tutorials or comment on them.
~Tetris
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  #2    
Old July 31st, 2004, 09:03 PM
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Umm to just code that, that should have been like 5 minutes to code, that is the simplest thing ever, I think you misunderstud him, he probly meant to write the Tutorial, yea that coding is simple.
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  #3    
Old July 31st, 2004, 09:07 PM
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Oops. I just saw him write about 2 hours to make it, nothing else. DOH! Oh well.
~Tetris
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  #4    
Old July 31st, 2004, 09:30 PM
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Well, there's a tutorials section in the gameboy section. I don't know if it's only for hacks though. Probably not.
  #5    
Old July 31st, 2004, 10:53 PM
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A Tutorials section in GameBoy? It's probably just for GameBoy, but I'm having my doubts. I've never seen it though. I just made this thread for people who might want to learn RM2K stuff, like Fork Options (I can't find it anywhere) and stuff like that. So if you want, you can ask a mod to close this. I thought this would be helpful, but apparently it's just a chatting place. Anyways, hopefully this doesn't turn into a chatting place. I guess I don't look around enough! *lol*
~Tetris
PS: Sorry if I am spamming.

Oh, and I think that's for hacking ROMS, not for RM2K. Tell me if I'm wrong.
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FRIENDS WITH
Jolteon!!!
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  #6    
Old August 1st, 2004, 01:49 AM
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The gameboy tutorial section is for hacking.
  #7    
Old August 1st, 2004, 03:06 AM
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I just found that out. Sorry to cause confusion.
  #8    
Old August 1st, 2004, 04:19 AM
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I think it's unfair to devote a whole section to hacking tutorials and not rm2k tutorials even though rm2k is harder to learn.
  #9    
Old August 1st, 2004, 04:33 AM
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Quote:
Originally Posted by phoenix316
I think it's unfair to devote a whole section to hacking tutorials and not rm2k tutorials even though rm2k is harder to learn.
Actually its harder to make gameboy games, if you start from scratch and code it yourself, since RM2k/3 is mostly drag and drop, while GB/GBC/GBA is coded in CC.

By the way when I say CC, I dont mean CC+, if anybody is wondering.
  #10    
Old August 1st, 2004, 07:24 AM
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CC+? Or did you mean C++? Or maybe I'm just very confused

I'll drop a line in the Admin lounge about the tutorial thing when I get a chance.
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  #11    
Old August 1st, 2004, 07:25 AM
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Quote:
Originally Posted by DarkMage31
CC+? Or did you mean C++? Or maybe I'm just very confused

I'll drop a line in the Admin lounge about the tutorial thing when I get a chance.
No I mean CC.

There's a difference between CC and CC+, its not the same.
  #12    
Old August 1st, 2004, 04:29 PM
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I learned C++ faster than RM2K. Just a bit of effort here and there and you'll
find it much easier! Shame I forgot the whole thing though. I can see bits and
pieces of paper lying around in my room about coding C++ and Visual Basic.
The one in the corner of my room says "yay! I've finished learning these
****ing things!"

And, the hacking section isn't about making gameboy games from scratch.
They modify the originals. They're really fun to play though!

*back on topic*
  #13    
Old August 1st, 2004, 06:09 PM
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nah, for hacking you don't need to know programming but hexing, and to use loads and loads of programs....

*once again, back to topic...*
  #14    
Old August 1st, 2004, 06:31 PM
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Anyway, since nobody posted any other Tutorial, I guess I'll post 2 from Gaming World. Here's the first one - a guide on making a Dance Dance Revolution MiniGame!

--STEP 1-- making the place

Start with making a new map called something like "DDR room". Make it whatever size you want, but you want need it any bigger than the default size. For chipsets, pick whatever place has those direction arrow tiles, they come in the default dungeon set.
Before clicking Ok (optional) select the parrallex of your choice. Then, if your making the parrallex bg version, fill the entire map with parrallex tiles (the pink ones in the lower tile layer). Then somewhere in the middle of the screen, or wherever you want the direction pad to go, find a blank floor tile (grass, paved walkway, ect.) and put it in the middle of where the direct. pad will go. Then from there find the direction pads, and put them where they belong.. up arrow right above that middle tile, down below middle tile, ect.. And any further chipsets you wish to deal out, do so.

--STEP 2-- pictures events and variables

I put pictures in here since its a small step, just make 4 pictures on paint however you like, just make sure people can see them easily, but they dont cover the the character, if they do, you can always move the DDR mat you made at the end of step one down further, or make the pic smaller, whatever pleases you. Now, on the direction pad tiles, make events set on "hero touch", these will be needed after making the common event. For the common event, make a new one and call it something like "DDR arrows" or "arrow appear" since this will make the arrows appear and disapear in a random fashion. Set the common event to Parallel process, and trigger switch on like "DDR play" or "DDR start". Then just put this code in:

<>Timer 1 Operation: Start
<>Variable Oper: [XXXX:arrow show] Set, Rnd [1-4]
<>Branch if Var [XXXX:arrow show] is 1
<>Show Picture: 1. arrowdown, (173,30)
<>Wait:1.0 Sec
<>Erase Picture: 1
: Else Handler
<>
: End
<>Branch if Var [XXXX:arrow show] is 2
<>Show Picture: 2. arrowleft, (173,30)
<>Wait:1.0 Sec
<>Erase Picture: 2
: Else Handler
<>
: End
<>Branch if Var [XXXX:arrow show] is 3
<>Show Picture: 3. arrowright, (173,30)
<>Wait:1.0 Sec
<>Erase Picture: 3
: Else Handler
<>
: End
<>Branch if Var [XXXX:arrow show] is 4
<>Show Picture: 4. arrowup, (173,30)
<>Wait:1.0 Sec
<>Erase Picture: 4
: Else Handler
<>
: End

ok, now trying to explain what happens here (note: XXXX = your # used for the variable). what happens if first you start off saying "timer 1 start counting down" then for what goes on with the variables "There are four different directions to show randomly. If that variable = 1 then show arrow 1..wait 1 sec then erase that pic"

Now for coding those direction pad events. Create a branch/fork statement, set to "if variable [XXXX:arrow show] is 1" XXXX being whatever your variable is to show arrows, that would have been made in the common event, and 1 being variable to change as each pad in relationship with the pad, ex. pic 1 = varible 1 = arrow left.
Then in that fork, make another variable called "DDR score" and add (+) a number, like 4 or something, and if you want you can have the event move you back to the middle pad. For the else handler, or whatever it says in rm2k, have the variable "DDR score" - 1 or something, this removes points from your score for steping on the wrong pad". Do this with the appropreate changes to each pad. And double check now that these events are on hero touch, unless you want a harder level inwhich they need to push the button to activate it to have been pressed.

Now make an event off in the parrallex, with a precondition of the switch called "DDR play" or "DDR start". And start it as a parallel process. Put in the code a branch/fork for "if Timer 1 (or 2) is how ever long you want ppl to play b4 its over, a good 30 seconds should do fine, then set for "less or equal". the next steps are important but optional, by this I mean you need one of these endings, but which is up to you, and you can even make your own version to it if you wish.

for making a FF 7 wonder game area like version with tokens (Gp)
- make a message in the last event I was talking about, and have it say like "You have been awarded for playing, you recived some Gp". Then for code to calculate, say maybe:
<>Variable Oper: [XXXX:DDR score] / , 10
<>Change Items: GP V[XXXX] Add
<>Variable Oper: [XXXX:DDR score] Set, 0
<>teleport: (wherever you want to go back to)
XXX being whatever number variable you have for the score keeper

and the (Similar) Bowling Mini Game:

STEP 1REPERATION
1)Open RM2K/3
2)import the images
3)Put together the chipset
4)Place an event using the ball in the middle(You can use multiple events to make it look big if you know how)

STEP 2:THROWING THE BALL
1)In the bowling ball event, make it auto-start, with the condition being the switch power start is on. Turn it on when you begin.
2)First of all, make it show picture "1"(the blank power meter) in the designated place.
3)Make a label, numbered "1". Inside, wait 0.3 seconds(to reduce lag and pause before increasing the meter) then increase the variable power by one. Make a fork condition checking if the power variable is above maximum(this will be based on your meter). In the branch case have it return the variable power to 0. Don't put in an else case.
4)Have it then call event "show power meter"(we will make that later; it changes the picture). Wait another 0.0 seconds to reduce lag. Then put in an input key. Have it use the action key and the variable stop meter.
5)After that place a fork condition if the variable stop meter is "5", or the action key number. In the branch case have it turn off the switch Power start or whatever you called it. Then turn on the switch aim start, which will activate page 2. In the else case have it jump to label "1".

STEP 2.5:AIMING
1)Make another page, autostart and if the switch aim start is on.
2)Make this the same as earlier until step 4 is done except change every ting to be based on aim. For example, instead of power put aim and instead of calling show power meter call show aim meter.
3)This is just about the same except the end. Turn off switch aim start the turn on the switch "check if hit".

STEP 3:CHECKING IF YOU HIT THE TARGET
Now this part looks kinda complicated because of all the fork conditions. I will base this on a maximum of 20 power and aim to make it simple.None of the forks will have else cases.NOTE:Before this have it fade out the screen.
1)
Make a fork if the variable power is greater than or equal to 17. Within that make another one if power is less less than or equal to 19.(for height). Then within that make another fork to check if AIM is less than or equal to 3.
Within that check if the variable aim is greater than or equal to 1. In that have it raise the variable score by however much you want. Have it return you to the map you started at.
2)Repeat this for the rest of the holes, making the differences between the forks bigger or smaller. Vary the score given as well.

STEP 4HOWING THE PICTURES(from earlier)
This is how to make the events that show the meters.
1)Make an action key blank event in the corner.Make its start condition the switch "power start". Make a fork checking if the variable power is 1. In the branch case have it show power 1 in place of power meter 0. In the else case make another fork to check if the variable is 2. In the branch case show picture 2 instead.repeat this until you finish, but at the end check if the variable power is zero. In the branch case show picture power meter 0.
2)In page two make it the same as page 1 except the start condition is the switch aim start and switch all the variables and pictures. My suggestion is that you use a cursor instead of a horizontal meter.

And that's it! Anyway, I'll leave this thread for now.
~Tetris
__________________

Hello! Thanks to JKaizer for this card! All credit goes to JKaizer, except for the Missingno, which was made by Butterfree aka Dragonite. WOOHOO

FRIENDS WITH
Jolteon!!!
Barry

  #15    
Old August 2nd, 2004, 03:08 AM
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Age: 25
Gender: Male
Quote:
Originally Posted by Daegon_Kimeron
I learned C++ faster than RM2K. Just a bit of effort here and there and you'll
find it much easier! Shame I forgot the whole thing though. I can see bits and
pieces of paper lying around in my room about coding C++ and Visual Basic.
The one in the corner of my room says "yay! I've finished learning these
****ing things!"

And, the hacking section isn't about making gameboy games from scratch.
They modify the originals. They're really fun to play though!

*back on topic*
Well I said that it was harder to make a Gameboy game if you started from scratch, I know hacking isn't from scratch.
  #16    
Old August 2nd, 2004, 03:28 AM
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I thought you'd say that. I found a gba game I made about a year ago in my
zip disk. I wasn't surprised that it was pokemon. Anyway, I played it and it seemed
quite funny. Anyway, I deleted that now since I don't really want to remember
what kind of guy I was before. I'm trying to have a fresh start.

*trying to get back on topic*
  #17    
Old August 2nd, 2004, 07:06 AM
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I asked in the admin lounge about using the tutorials forum for us too. We're working something out. I'll keep you updated!
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  #18    
Old August 3rd, 2004, 07:32 AM
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Thanks DarkMage! You know, since there was a lot of places that were useful about Help, Resources and stuff, I thought, "Hey, why don't I make a thread of Tutorials?" And that's why I made it, to be exact. Hopefully someone will actually listen to my posts like Mena and maybe some others, and make some Tutorials. Sorry if I sound rude.
~Tetris
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Hello! Thanks to JKaizer for this card! All credit goes to JKaizer, except for the Missingno, which was made by Butterfree aka Dragonite. WOOHOO

FRIENDS WITH
Jolteon!!!
Barry

  #19    
Old August 3rd, 2004, 08:02 AM
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I recommend you delete one of those posts. I will edit it out of existence if you take too long at it. It looks like an accident though.
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  #20    
Old August 5th, 2004, 07:56 PM
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Done! And anyways, here is yet another tutorial for your RM2K needs: HP Bars! That's one of many tutorials heading your way! Here's the HP Bar one:
STEP 1:Defining the percentages

Make a new common event. It should be a call event. Set the three variables to the corresponding objects(HP and Max HP).

Next divide the dummy max hp variable by 10(for 10% of the maximum). Now create a fork to check if the current HP and Max HP is the same. Code as of now:

<>Variable Oper:[xxxx:Hero HP]set, Hero HP
<>Variable Oper:[xxxx:Hero Maximum HP]set, Hero Max HP
<>Variable Oper:[xxxx:Dummy max HP]set, Hero max HP
<>Variable Oper:[xxxx:Dummy max HP]/, 10
<>FORK opt:[xxxx:Hero HP], [Hero Maximum HP]Equiv.
<>
:END Case

STEP 2HOWING THE PICTURES

Within that fork show the full HP bar in the place you want(50, 30 is good). Now after the end case subtract the hero max HP variable by the dummy max hp variable. Then check if the variable Hero HP is GREATER THAN OR EQUAL TO Hero Max HP. In vthe branch case show the 90% health bar in the same place. Here is the code for after the first branch from the first step:

<>Variable Oper:[xxxx:Hero Maximum HP]-,var.[dummy max hp]
<>FORK Opt:Var.[xxxx:Hero HP] is var.[max hp] or more
<>Show picture:1, 90% HP
:ELSE CASE
(Insert the previous code in bold here but repleace the 90% HP picture with the one below and repeat).
NOTE:Repeat the previous process for the rest of the health

And now, for the second tutorial! Hide-and-Seek People! Here it is:
I can't TELL you, so I will put it in coding. But first make a map, say 40x40 and go to the events tab and make 3 events with graphix of some kids. (They are who you will be finding.) Put them side by side. Now name the events, Event 1, Event 2, and Event 3.

In Event 1, double click in the white space and go to Show Message:


<>Messg: If you find us, you will get a prize!!!
<>Set Screen ToneR000,G000,B000,S000),1.0sec(W)
<>Change Switch: [0022:Hiders Dissappear]-ON Set
<>Wait: 1.0s.
<>Set Screen ToneR100,G100,B100,S100),1.0sec(W)
<>

Now make a page 2 in the 3 events you've made and set graphic to blank (Pink) tile, and autostart. check the box beside switch and put in the switch you made.(Hiders Dissappear. Now make 4 events spread around the area and check the switch box again and put in the same switch, but instead of no graphic, put in their regular graphics this time. Name the three seperate events Hider1,2,and 3.

Make each of them push key and the following coding.

<>Variable Ch:[0023:Hider Found]+ ,1
<>

Now before heading on go ahead and make 3 switches. Hider 1,2,3. NOT IN this event, but go ahead and make them.

Now in Hider1 under the variable set the switch Hider 1 ON.

So in the event Hider 1, the coding should look like:

<>Variable Ch:[0023:Hider Found]+ ,1
<>Change Switch:[0019:Hider 1]-ON Set
<>
Now make a new page in this event and make switch Hider 1 CHECKED and make it a blank EVENT.

Now go to event Hider 2 and make do the same, but make switch Hider 2, it should look like this:::

<>Variable Ch:[0023:Hider Found]+ ,1
<>Change Switch:[0020:Hider 2]-ON Set
<>

Now make a new page in this event and make switch Hider 2 CHECKED and make it a blank EVENT.

Now go into event Hider 3 and the coding should look like:

<>Variable Ch:[0023:Hider Found]+ ,1
<>Change Switch:[0021:Hider 3]-ON Set
<>

Now make a new page in this event and make switch Hider 3 CHECKED and make it a blank EVENT.

Now, remember the first three events we made?(Event1, 2 and 3???) Well, now go in event 1 and make a new page. Check the bbox and put in the HIDER 1 Switch we made. Make the graphic of the same one on the first page. Now...Make the variable so that when it reaches 3(when you've found everyone) the leader (Event 1) gives you a prize. Basically the coding looks like this:::

<>FORK Optn:Varbl[0023:Hider Found]-3
<> Messg: Congrats! You've found everyon and you get the prize (whatever).
<> Add/Remove Item: ????->??Incr.
<> Change Switch:[0024:All found]-ON Set
<>
<>:ELSE Case
<> <>Messg:Oh No! You still have one more person to find!
<>
<>:ELSE Case
<>FORK Optn:Varbl[0023:Hider Found]-1
<>Messg:You still have the other 2 to find!
<>
<>:ELSE Case
<>
<>:END Case
<>
<>:END Case
<>
<>:END Case
<>

WHew! That was a lotta coding, eh? Now go to the EVENT Event 1 and make a new page and put check in the switch box and put in switch ALL FOUND that we made above. In the event box put:

<>
<>Messg: Thanks for playing Hide and seek!
<>

The third tutorial is a Bank one, so enjoy this one:
Let's start by showing you how to make the bank. Place the evnt whereever you want and have it activate on hero touch. Below is the coding for the bank:

<>Message: Hello, what would you like to do todday?
<> Show choice Deposit/Withdraw/Check how much money is there
<> Deposit case
<>Message: Please input how much you would like to deposit
<>Change variable Money set to Money(this money = how much gold they have)
<>Input (store in the variable insert gold)
<>Fork Condition- If insert gold > money
Message: Not enough money!
Else
<>Message: You money has been deposited!
Change gold held - insert gold
Change variable bank gold + insert gold

Withdraw Case
<>Message: How much will you be withdrawing today?
Input (store in the variable insert gold)
Fork Condition- if insert gold > bank gold
<>Message: You do not have enough money in your bank account!
Else
<>Message: gold has been withdrawn
<>Change gold held + insert gold
<>Change variable bank gold - insert gold

How much money is in there case
Message: You have /v[what ever the variable number for bank gold is] gold in your account

And that is how you make the bank. Now to gain interest you need a common event. This common event should be a parrelel process. The coding for the common event is below:

<>Wait 200s
Fork Condition- Bank gold > 2000
<> Change bank gold + 200
Else
Fork Condition- Bank gold > 1000
<> Change bank gold + 100
Else
Fork Condition- Bank gold > 500
<> Change bank gold + 50
Else
Fork Condition- Bank gold > 100
<> Change bank gold + 10
Else
Fork Condition- Bank gold > 50
<> Change bank gold + 5
Else
Fork Condition- Bank gold > 20
<> Change bank gold + 2
Else
Fork Condition- Bank gold > 10
<> Change bank gold + 1

These were all made in GamingWorld, so thank you very much! But I do have 2 more tutorials, one of which is a Bridge Walkover, now:
Step 1: Set up
I am making a simple bridge that you could follow along with if you want. First, I set up a map, all grass. Then, I put two mountains is so there is a space of around 5 chips between them. Next, I put steps going up those two mountains. Next, make sure your chip set has at least two of the same bridge chips. On the top and bottom of each ladder, I put an event. (In my demo, it has a neat climbing system, and easy to do, if you want to use it, go ahead, but I'm not including it in the demo) For 1 of the two bridge chip sets, have it be set to a circle, and so you can walk across it, but not all 4 directions... ==== would have the arrows < and >, as for those are the two directions you can walk. For the other one, have it be set to a star, and all four arrows. There, If you understood that, good. If not, you can always look off of my demo.

Step 2: Coding
OK, the easy part. Let's say chip 1 has a star, and chip two has the circle. For the top events on the ladder, add this coding.

<>Change Chip: Lower Chip 1 to 2 (sets the star chip set to the circle chip set)
<>

For the bottom event, add this coding.

<>Change Chip: Lower Chip 2 to 1 (sets the circle chip set to the star chip set)
<>

If you are on the top, have the bridge on the map start as the circle chip set(like me). If you are on the bottom, set the have the bridge on the map start as the star chip set(unlike me).

Someone unfamiliar, so don't worry about the demo. Anyway. the last one is... the Running System! I will post one more if you will read that one. Anyway, here it is:

Ever wanted to make a running system in which you tapped the cancel key to open the menu and holding the cancel key enables running? Well this simple tutorial will show you how. I?ve found NO errors with this running system (No accidental permanent speed ups/ slow downs, ect.) and the results are superb. Anyway, on with the tutorial.

Open up the database, make a new common event set to parallel process. The coding for the running system should go like this.


1. Enter password (Only the 6 key, do not wait until key hit). Store into var name "Run Key"- This checks to see if you are hitting cancel
2. Fork condition. If var. "Run Key" is equal to 6
3. Wait .2 Seconds
4. Enter password (Only the 6 key, do not wait until key hit). Store into var name "Run Key" (add ELSE case)
5. Fork condition. If var. Run Key is equal to 6 -These double forks/enter password actually determine if you are tapping or holding escape.
6. Call Common Event: Set to Running Speed* -Increases speed. See note. (You can enter a graphic change here)
7. Cycle
8. Wait 0.0 seconds - Lag killer
9. Enter password (Only the 6 key, do not wait until key hit). Store into var name "Run Key"
10. Fork condition. If var. "Run Key" is equal to 0
11.Call Common Event: Set to walking speed* - Decreases speed. See note. (You can resume graphic here as well)
12. Break Cycle
END CASE
< >
END CYCLE
< >
ELSE CASETo fork on step number 5)
13. Call Menu - if key was tapped.
END CASE
< >
END CASE

* "Set to running speed" common event?s coding needs to be another common event (Duh) With the following line of code:
< >Move event: Hero; Spd. Down, Spd. Down, Spd. Down, Spd. Up, Spd. Up, Spd. Up

"Set to walking speed" common event?s coding needs to be another common event with the following line of code:
< >Move event: Hero; Spd. Down, Spd. Down, Spd. Down, Spd. Up, Spd. Up

Those common events to call prevents all problems one would usually get with the standard "Move speed up" and "Move speed down" command. The common events physically SET the hero?s speed to Running or Walking, thus removing most common problems.

That's it, The perfect running system. Pretty easy, huh?

And now for the Picture Menu, before I finish posting. Here we go!

how to make a picture menu

Tried to make a cms or cbs in pictures, but you couldn't find out how, here is the explanation of how to make a picture based menu for your system. The basic is that you use a fork condition to let the system know which picture to show. For example if the variable is at 1 you see a picture with the first option selected, with 2 the second option. In that fork condition you put a password, which checks which button you press, so let's say if you press "down" the picture showing variable will change too 2 and then you will be able to select the second option, same for esc, enter key, and the other directions. So it would look like this (note that if you only use a cursor this code should be made so that the cursor pic changes his position).

<>label 2 no (this works like a cycle but will prevent lag)
<>Fork - cursor select - 1
<><> show picture - cursor - attack (or show picture - cursor - x50 y 100)
<><>enter key (password) (set everything so , the direction, esc, enterkey and the wait until key pressed).
<><>fork - cursor direction - 1 (down)
<><><>set var cursor select 2
<><>fork end
<><>fork - cursor direction - 4 (up) (this is the last option in this case run)
<><><>set var cursor select 4
<><>fork end
<><>fork - cursor direction - 5 (enter key)
<><><> (whatever you like it to do when it attacks
<><>fork end
<><>fork - cursor direction - 6 (esc)
<><><> go to label 1 no (this one is so you dont have to retype this the whole time.
<><>fork end
<>fork end
<> Fork - cursor select - 2
<><>show picture - cursor - skill (or show picture - cursor - x50 y 120
<><>enter key (password) (set everything so , the direction, esc, enterkey and the wait until key pressed).
<><>fork - cursor direction - 1 (down)
<><><> set var cursor select 3
<><>fork end
<><>fork - cursor direction - 4 (up) (this will let you go back to the attack option again)
<><><> set var cursor select 1
<><>fork end
<><>fork - cursor direction - 5 (enter key)
<><><> whatever you like it to do when it use a skill
<><>fork end
<><>fork - cursor direction - 6 (esc)
<><><> go to label 1 no (this one is so you dont have to retype this the whole time.
<><>fork end
<>fork end
<>Fork - cursor select - 3
<><> show picture - cursor - item (or show picture - cursor - x50 y 140
<><>enter key (password) (set everything so , the direction, esc, enterkey and the wait until key pressed).
<><>fork - cursor direction - 1 (down)
<><><> set var cursor select 4
<><>fork end
<><>fork - cursor direction - 4 (up) (this will let you go back to the skill option again)
<><><> set var cursor select 2
<><>fork end
<><>fork - cursor direction - 5 (enter key)
<><><> whatever you like it to do when it use a item
<><>fork end
<><>fork - cursor direction - 6 (esc)
<><><> go to label 1 no (this one is so you dont have to retype this the whole time.
<><>fork end
<>fork end
<>Fork - cursor select - 4
<><> show picture - cursor - skill (or show picture - cursor - x50 y 160
<><>enter key (password) (set everything so , the direction, esc, enterkey and the wait until key pressed).
<><>fork - cursor direction - 1 (down)
<><><> set var cursor select 1 (it goes to attack again.
<><>fork end
<><>fork - cursor direction - 4 (up) (this will let you go back to the item option again)
<><><> set var cursor select 3
<><>fork end
<><>fork - cursor direction - 5 (enter key)
<><><> whatever you like it to do when it use run
<><>fork end
<><>fork - cursor direction - 6 (esc)
<><><> go to label 1 no (this one is so you dont have to retype this the whole time.
<><>fork end
<>fork end

I had trouble with this code for 3 hours, so if something doesn't work carefully check you variables. Also be sure that before you go in the menu you allready have the "cursor select" variable to 1.

These tutorials weren't made by me, but they are plenty useful! Anyway, next up is Phone and other tutorials. Until then, bye!
~Tetris
__________________

Hello! Thanks to JKaizer for this card! All credit goes to JKaizer, except for the Missingno, which was made by Butterfree aka Dragonite. WOOHOO

FRIENDS WITH
Jolteon!!!
Barry

  #21    
Old August 5th, 2004, 09:39 PM
Sorye HK's Avatar
Sorye HK
Looking around here and there
 
Join Date: Jan 2004
Gender: Male
Nature: Adamant
That is one long tutorial. This thread seems to get viewed more than I thought it
would. Well, guess that means that many people are reading this and have been getting help!
  #22    
Old August 6th, 2004, 08:01 AM
Tetris's Avatar
Tetris
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Actually, the tutorial is just a bunch of Tutorials that might be for fun, or for being useful, Daegon Kimeron. But I guess you are right; many people do come here to see this thread! Pretty big! And so, now I have to put in Phone System, for Pokemon Diamond, and Pokemon G/S/C. It's going to be a heck of a time! Anyways, here is the basic clock system, provided easy for many people. Here it is now:

<>Wait: 1.0sec
<>Variable: [001econds] + , 1
<>IF - THEN:Var[001econds] - 60
<>Variable: [001econds]Set, 0
<>Variable: [002:Minutes] + , 1
<>
:END Case
<>IF - THEN:Var[002:Minutes] - 60
<>Variable: [001econds]Set, 0
<>Variable: [002:Minutes]Set, 0
<>Variable: [003:Hours] + , 1
<>
:END Case
<>

And that's pretty basic, but there's more tutorials coming up. Here's the PKMN Diamond Phone:

1. First create a common event called OnPhone and make Appearance
condition
Call if your using CMS, or Parallel Process if DMS.

2a. Create an item with these properties:
Name: Phone (or Whatever)
Classification: Switch (Make and turn on switch UsingPhone)
Price: 0 (Unless you want to be able to buy/sell phones.)
The rest is up to you...
2b. After making your CMS make an event that calls the event OnPhone
somewhere on your CMS.

3. In the OnPhone common event make an input number command (as many
numbers as you want for the phone) and set it to a variable called
RingingNumber.

4. Make a fork condition that is if Variable RingingNumber is the
same as the phone number of the person your calling. In the fork
condition put whatever you want the person to say/do etc... Add an
else case for each phone number, and at the final else case, with
no Phone Numbers left to make a message saying: "Incorrect
Phone Number"

5. At the end of the OnPhone common event turn switch UsingPhone off.

And so you need help, here's a FAQ made by the same person for the above code:
FAQs:

Q1. How do I make it so I can only ring someons number when I've meet
them?
A1. Make a switch turn on when you meet a person (I'll call it
VahnsNumber), and when using Fork Conditions to compare in step 4,
make a fork condition (without else case) that is set on if
VahnsNumber is on.

Q2. What is the best amount of numbers to have in a phone number?
A2. In my opinion, 5.

Q3. How can I make it so players can view what phone numbers they have?
A3. Make a Common Event which is triggered by whatever suits, and
in it write:
"Phone Numbers:" and then make a Fork Condition to see what phone
numbers you have. You can do this in the same method as Q1. In each
fork condition write a message like this:
"Vahn - 05347".

Now here is the original version, the G/S/C one! Being uploaded now!

First of all, you must know how to use RPGmaker 2000's Variable and Fork Condition System. Second, you must know what a Cell Phone is. Third, you must think of a few 5 digit numbers for the phone. Now on to the tutorial.

First, open up the database, and go to common events. This may be new and scary for you, or it may be a heaven. Its up to you how you want to put it. Choose one of the events on the side, (probably #1) and name is Cell Phone. For Event Start Condition, make it Autostart. And for the Switch, name one Cell Phone.

Now look at the big open area, that looks like the Event Editor. Wow, it is the event editor, same commands too! And no, this is not some twilight zone. Make an event, and have it be a cycle. It is on the third page. You'll see something that looks like this.

()Cycle
()
:End Cycle
()

Does it look the same? Good. Now in the are in between Cycle and :End Cyble, right click and make an event in there, and make it input number. It is one the first page. Have it be set to 5 digits, not 6, and have it be stored into a variable. I'm going to set it as #1 Variable, and I'm going to call is Cell Phone. DOes it look like this?

()Cycle
()Input Number : 5Dg.(0001:Cell Phone)
()
:End Cycle
()

The Variable number and name may vary. Now, we do the easiest part! Think of some phone numbers! These are some that you will need to think of. A number that will turn the phone off, and thats it, and a simple number that calls the hero's best friend. So, lets get started!

Make a fork conditions beneath the Input event, and click the Variable section. Now this part is confusing at first, so re-read untill you get it. YOu will see the Word Set with a number by it, then you'll see Variable, with a gray variable next to it, and below it, a drop down menu with same, above, below, bigger, smaller, others. Make it be same. For the Number on Set, have it be any 5 digit number. Ex: 55892 Make it not have an Else Case, and click ok. YOu'll get something like this.

()Cycle
()Input Number : 5Dg.(0001:Cell Phone)
()FORK Optn:Varbl(0001:Cell Phone)- 55892
()
:END Fork
:End Cycle

Now inside the fork, put it as switch, and turn off the Cell Phone Switch. Below that, make it break cycle. Tah Dah! You finished the first number! It should look like this!

()Cycle
()Input Number : 5Dg.(0001:Cell Phone)
()FORK Optn:Varbl(0001:Cell Phone)- 55892
()CHANGE Switch(003:Cell Phone)-Off SET
() BREAK cycle
:END Fork
:End Cycle

Ok, so now the hero can call this number, and it will turn it off, but thats not what phones are for! YOu need to call people. SO lets call the hero's friend. I'm going ot use the number 28891. DO the samething as you did before, but without the break cycle and switch part, and replace it with a message saying something like 'Bob: Hi Joe, you called me.' In the Fork Condition, replace 55892 with 28891. You'll end up with this.

()Cycle
()Input Number : 5Dg.(0001:Cell Phone)

()FORK Optn:Varbl(0001:Cell Phone)- 55892
()CHANGE Switch(003:Cell Phone)-Off SET
() BREAK cycle
:END Fork

()FORK Optn:Varbl(0001:Cell Phone)- 28891
()Message: Bob: Hi Joe, you called me.
:END Fork
:End Cycle

Now that may be confusing, so I spaced out the sections for you, but in RM2k, that won't be spaced out, but thats not problem, is it? Now, you have the code for the cell phone, but you don't have a cell phone. Make an item in the database, call it cell phone, make it a Switch Item, make it's use limitless, give it a description, and have it turn on the Cellphone switch. Test it out! Make a shop that sells cell phones, have the Hero Go Buy one, and test it out! Or try my demo that comes with it.

Here is the example demo over here: http://www.gamingw.net/staff/bart/gw-cellphone.zip

Anyways, here's the fourth tut: Pacman MiniGame!:

Two Varibles: One named Lives, and one named Balls.
Six Chars: One hero, DUH! One Enemy Char. A small object to be the things to collect. And one char to represent the Lives and the fith.. Is optinal because it is what your lifes look like when you get hit by the enemy.. And a Door to the next level
ONE SWITCH: NAME ONE LEVELCLEAR.
Map is COMPLETELY up to you. But this is what i did.

WWWWWWWWWWWWWWWWW
B B B B B B B B B B
WWWWWWWWWWWWWWWWW

W=Wall B=The balls.

Balls- On Event touch(Event, hero)Below hero.
Set the events... Sound Effect. (I don't care what you set it to be, just don't make it a long sound)Set Varible Balls+1 and Set event place.(Either make a storage area, or put it off screen) and thats it.
Enemy. (Same as balls)Same level as hero.Set the events. A battle animation or a Sound effect. Set varible Lifes+1. Set event place( Back where the enemy started. NOTE: DO NOT GO IN THE ENEMY AREA OR YOU'LL DIE INSTANTLY!!!)

Lives- Put the lives at the bottom or somewhere the hero can't reach. You'll need three of these. Pages-2 FIRST PAGE. NO EVENTS JUST A Life that hasn't been hurt. Or the char that represents a life. Second page-(The life getting hurt)Starting events-VaribleLIVES+1 and do another lfe and put the second page starting events VaribleLIVES+2 And the last life is VaribleLIVES+3 Then AutoStart a GAMEOVER. THATS BECAUSE YOUR DEAD!!

Doors-Page one-starting events VaribleBALLS+(HOWEVER BALLS YOU PLACED ACROSS THE FIELD)
AutoStart, Sound Effect-Success2 Change Switch,LEVELCLEAR- PAGE2- Starting Events-VaribleBalls+(HOWEVER MANY You PLACED ACROSS THE FIELD) PushKey, EraseScreen, Teleport to next level, Show screen.

That was the PacMan MiniGame. Anyways, here is the next one:

Show picture command



Let us start with this one. If you want to use this command, just go to the event commands, second tab, I think. Now, time to explain the different options there is:



Pic. number ? Choose a number which will be the picture's ?label?, so to say. You can only use 20 pictures on the screen at once, though ;_;. A bad thing with rm2k. Also, too big pictures makes the game lag as ****?



Select picture ? Ermm, yeah? Select a picture.



Show position (Center Coord.) ? Here?s the place where you specify the coordinates on the picture you will be using. You can choose an X position (which is the horizontal position) from -640 to 960 and a Y-position (which is the vertical position) between -480 and 720. You can also take the coordinates stored in a variable (good for custom battle systems and such).



Move with map ? If you check this option, the picture will move when you moves (it will stay in the same position of the screen all the time).



Magnification ? Use this option to either expand or reduce the size of the picture in a scale between 0% and 2000%.



Transparency ? Determines how transparent the picture will be. It will be fully visible if set to 0%, and invisible if set to 100%.



Transparent Colour - Here, it is specified whether to display the colour (transparent colour) which uses a transparent part in the picture to show (Stir). A transparent colour is applied, and the colour is not displayed (None). A transparent colour is disregarded, and the colour is displayed.

Additional Effect: It is possible to have special effects applied to a displayed picture. Clicking the button opens the Other Attributes display dialog where the tone and unique effects of the picture are changed.

Colour: Specify picture changes according to four standards of colour; red (R), green (G), blue (B), and chroma (S). The slider corresponding to each item is dragged or a standard value is specified by directly inputting the numerical value.

Unique Effect: Here, the effect given to the display of the picture is specified. Place a check in whichever effects wanted, and the level in the given effect is specified by the slider. However, both effects cannot be used at a time.

Rotation: This rotates the drawing. It displays it while rotating the picture. The speed by which the picture rotates is greatest when the numerical value is high.

Ripple: This forces the drawing to have a rippling effect. The picture is waved to the vertical direction and displayed. The power by which the picture ripples is greatest when the numerical value is high.

Thanks to the help file for the transparent colour info .



Move picture command



The move picture command is used when you need to change the preferences of the picture, like coordinates, colour, transparency, etc. Here?s an explanation of the different commands.



Pic. Number ? Set this option to the number of the picture you want to change in one way or another.



Place position ? This will change the picture?s coordinates to a new value. You can also change it to the position stored in a variable.



Magnification - Use this option to either expand or reduce the size of the picture in a scale between 0% and 2000%.



Transparency ? Determines how transparent the picture will be. It will be fully visible if set to 0%, and invisible if set to 100%.



Additional effect ? See show picture command explanation above.



Movement Time - Here you input the time from the start of the processing of the display change in the picture to the finish of it in 0.1 seconds. So, if you set it to 10, the time it takes to make the operation will be 10 x 0.1 seconds, which is 1 second. You can choose a value between 0 and 1000.



Wait until moved ? If you check this option, you?ll have to wait for the operation to finish before the game goes on.



Erase picture command



Well, not much options here, heh. Just choose the number of the picture you want to erase, and it will be gone :D!!

This seems to be pretty useful, as it is Picture Movement. Anyways, here's the last one for this post: Adding Realism!

People find it pretty cool in games when they find little suprises and secrets which aren't always to do with or directly linked to the main plot. For instance:
Say the hero (Let's call him Alex by default) talks to Brian. (Who is also a PC.) Brian could say something like:
"Hey Alex, I've gotta leave you for a moment, I'll see you in a while".
Brian would now go off to do whatever, and Alex (Who the player controls) would go and continue the story or quest by leaving the town, until they meet again.
But suppose Alex doesn't leave the town right away, and goes to another part of the town and sees Brian doing whatever he left to do (Talking to someone, sleeping etc...)
the player may not find this little suprise when first playing the game, but rather may be amused and entertained upon finding it out the next time around.
This is a little thing I know, but these small things really make a difference between another RM2K3 game, or one up there with the best. Not only does this create a replay value and prolong the playing time courtesy of the player looking for these little suprises, but it adds depth to the game, because in real life people don't just completely dissapear when they go off on a causual errand do they?
------------------------
Adding Depth
------------------------
Here are some pointers about adding depth to characters using the little "suprise" method.
1. Don't always have friends in the party CONSTANTLY,
real life friends don;t hang around you like some bad disease do they? to make things more realistic, how about making one of them leave the party on a night walk when staying at an inn, or leaving the party if they don't like the way you speak to some people (an argument).
2. Give the PC characters personalities of there own, don't just keep the hero in the spotlight, they're all in this together you know! how about letting some of the other PC's share an opinion with you when you are presented with a choice? (e.g. 200G to stay here, stay? "Yes","No"
Brian: Don't do it man, it's not a good offer)
3. When on a mini quest in the game, how about having the team split up and try and solve the quest on their own?
you could make it so that the first person to win out of your team (so you all benefit really) wins something only they can use, it will create a better reality knowing that it isn't a solo effort, that your friends also think and speak their mind.

------------------------
Personality
------------------------
No one person is the same. We are all different, this so should be the case with your PC's. Or even NPC's. Having everyone speak in the same way makes everyone seem automated, giving them different dialogue may also give hints as to the type of town you are in.
Also you can make certain characters fussy about the certain weapons they wish to use, no you don't need a CBS for this, it can be done using simple common events, which may be my next tutorial...
-----------
NPC's
-----------
NPC's are VERY IMPORTANT in your game, giving them depth and personalities is important, or the game seems very stale. Do not just select random graphics and plonk them anywhere with midnless random movement. Everyone does something with their life, your NPC's should be no different. Allow them to interact with each other, visit people in their houses, and do jobs around the village or town. This draws the player in better and creates the atmosphere you want, based on the personalities the characters in your town have.

----------
Conclusion
----------
Adding little things like these is fun to the user, and adds more realism to your game, it should be noted that doing these things can be the thing that makes your stick up above the rest!
Later, (For now)

And these are from GamingWorld, I have to say this so people will know. Anyways, bye!
~Tetris
__________________

Hello! Thanks to JKaizer for this card! All credit goes to JKaizer, except for the Missingno, which was made by Butterfree aka Dragonite. WOOHOO

FRIENDS WITH
Jolteon!!!
Barry

  #23    
Old August 15th, 2004, 01:19 PM
Tetris's Avatar
Tetris
Beginning Trainer
 
Join Date: Jul 2004
Location: Are you a spy? I'm at Seattle, catching DEOXYS
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Sorry for Double Posting, but here is a batch of more tutorials. Here's the first one:

The first method i would like to talk about is using doors
instead of just holes in the wall. This may sound obvious but the amount of times i've seen games where there are no doors or the doors don't look relistic. Below i've put the code for a relistic door.

Play Sound Effect: Open1
Move Event: This Event - Face Right, Face Up, Face Left
Wait: 0.3 seconds
Move Event: Hero - Start Slipthrough, Step Up, Stop Slipthrough
Wait: 0.5 seconds
(add the teltport here)

The second method is using variables to create random conversations.

Variable Ch:[0001:Talking]setu, Randm{1*(how ever many forks you have)]
FORK Optn:Varbl[0001:Talking]-1(This is the FORK value)
(message 1 here)
END Case

Do the FORK as many times as you like but makesure you change the FORK value for each different fork.

Oh, and this is just another DAY/NIGHT tutorial, but without (supposedly having rain in your house - oh my!), well, read the inside. Anyways, here goes:

We need 5 switches:
Day
Dusk
Night
Dawn
Outside

First go to your Common Events tab in the Database menu, and call the first event "DAY/NIGHT SWITCHES", or something of the sort. Make it a parallel process, but no Trigger Switch (This makes it so it runs even while inside). It's easier if I just show you the coding, I'm not good at explaining:

<>Switch Operation: [####:Day] ON
<>Wait: 90.0 Sec
<>Switch Operation: [####:Day] OFF
<>Switch Operation: [####:Dusk] ON
<>Wait: 90.0 Sec
<>Switch Operation: [####:Dusk] OFF
<>Switch Operation: [####:Night] ON
<>Wait: 90.0 Sec
<>Switch Operation: [####:Night] OFF
<>Switch Operation: [####:Dawn] ON
<>Wait: 90.0 Sec
<>Switch Operation: [####:Dawn] OFF
<>Switch Operation: [####:Day] ON

Next, make another event and call it "DAY/NIGHT CHANGE" (or again, something of the sort), make it a parallell process with a trigger switch [####:Outside], and put in this code:

<>Branch if Switch [####:Dusk} is ON
<>Tint Screen (R100,G070,B040,S120),30.0 Sec (Wait)
<>
:End
<>Branch if Switch [####:Night} is ON
<>Tint Screen (R020,G040,B080,S120),30.0 Sec (Wait)
<>
:End<>Branch if Switch [####:Dawn} is ON
<>Tint Screen (R080,G080,B100,S100),30.0 Sec (Wait)
<>
:End<>Branch if Switch [####:Day} is ON
<>Tint Screen (R100,G100,B100,S100),30.0 Sec (Wait)
<>
:End

That takes care of the common events. The next part is tedious. On your world map, make an event that is a parallel process, and have it turn on switch [####:Outside]. Now, for every event that teleports you inside, have it turn of switch [####:Outside] and set screen tone to 100 for everything. You might want to use the "Create Teleport Event" command when you do this (if using RM2k3), I'm not sure if the "Hide Screen" makes any difference, but you can try. Do this for every event that teleports you inside a building (or any area that the outside light does not effect).

Next, for every event that takes you back outside, have it turn switch [####:Outside] back on, and copy the exact code from the "DAY/NIGHT CHANGE" Commen Event, except have all the screen transistions take 0.0 Sec and no Wait. It should look like this:

<>Hide Screen: Use Default
<>Branch if Switch [####:Dusk} is ON
<>Tint Screen (R100,G070,B040,S120),30.0 Sec (Wait)
<>
:End
<>Branch if Switch [####:Night} is ON
<>Tint Screen (R020,G040,B080,S120),30.0 Sec (Wait)
<>
:End<>Branch if Switch [####:Dawn} is ON
<>Tint Screen (R080,G080,B100,S100),30.0 Sec (Wait)
<>
:End<>Branch if Switch [####:Day} is ON
<>Tint Screen (R100,G100,B100,S100),30.0 Sec (Wait)
<>
:End
<>Teleport: ???, Retain Facing
<>Show Screen: Default

Hopefully, you're reading this tut at the start of your game, that way you don't have too many events to add coding to.

With all that done, you have now created your own seamless Day/Night system.

There's another tutorial, for KIRBY character *lol* and here it is:

Part 1: He sucks

Okay, the first thing you need to do is set up Kirby's actions. Go to Battle Layout and go into the battle commands. There are 3 commands you must make:

Inhale (Attack)
Dispel (Event or Defend)
Exhale (Attack)

Okay, now make sure Kirby has Inhale (out of those three commands you made). Next, go to Monster Group and select a group (For this tutorial, we'll have Waddle Dee, Burning Leo and Whispy). There are 3 different areas to worry about in this section.

First, set Page 1 to have the trigger "Kirby uses Inhale". Next, create a switch or variable (call it Size) and set it to a specific value. For each monster, create a Conditional Branch "If monster is targeted" and create a battle animation on the target monster. If a monster is too heavy or big for Kirby, then turn the Size switch to opposite.

How it works is that if the monster is too big, Kirby cannot do anything to it Therefore, start a Conditional Branch with "if switch [Size] is on" and include an "else statment". In the else, Stun Kirby and remove it (If anyone is confused, Stun/remove cancels the character's action but does not stop him for one turn). In this example, Whispy is too big.

Next, I have chosen three Decisions for Kirby: Exhale, Eat, and Store. There is nothing requred for Exhale, as it relates to attacking a small character anyways.

As for Eat, create a variable "Power" and set it to 0. Next, create Conditional Branches "if monster was targeted" (No need to do Whispy). What Eat does basically is killing for HP, so you can do whatever you want for the HP recover as long as you cast death on the monster. However, some monsters have abilities for Kirby like Burning Leo, so set forth "Power" to be a certain number. After all the monsters are coded, do the Stun/Remove and then set up Common Event "Power Gain" (Will be explained later).

For Store, it's taking one monster and then spitting it out on your opponent in the next turn. Set variable "Power" to -1. Next, Conditional Branches for each monster, containing variable "Victim" set to a certain number and Death. For me, I also add another variable to remember HP.
Call Common Event "Power Gain" and Stun/Remove.

This is how it should look:

If "Kirby" use "Inhale"

Switch "Size" On
If Waddle Dee=target
>Battle Animation
End
If Burning Leo=target
>Battle Animation
End
If Whispy=target
>Battle Animation
>Switch "Size" Off
End
If Switch "Size" On
>Show Choice (Exhale/Eat/Store)
>>[Exhale]
>>[Eat]
>>>Variable "Power" 0
>>>If Waddle Dee=target
>>>>Waddle Dee-Death Add
>>>End
>>>If Burning Leo=target
>>>>Burning Leo-Death Add
>>>>Variable "Power" 1
>>>End
>>>Call Common "Power Gain"
>>>Kirby-Add Stun
>>>Kirby-Remove Stun
>>[Store]
>>>Variable "Power" -1
>>>If Waddle Dee=target
>>>>Variable "Victim" 1
>>>>Waddle Dee-Death Add
>>>End
>>>If Burning Leo=target
>>>>Burning Leo-Death Add
>>>>Variable "Victim" 2
>>>End
>>>Call Common "Power Gain"
>>>Kirby-Stun Add
>>>Kirby-Stun Remove
>>End
>Else
>>Kirby-Stun Add
>>Kirby-Stun Remove
End

Part Two: He feasts

Remember the common event "Power Gain" I made you do? Well, make sure you at least create it.

First, remove all commands of Kirby. Next, make separate branches for each ability. It should be something like this (The first two are important). Also, it's possible to change facesets or subsitute command changes for class changes.

It should be like this:

Remove Kirby All Commands
If Variable "Power"= -1
>Add Kirby "Exhale"
End
If Variable "Power"= 0
>Add Kirby "Inhale"
End
If Variable "Power"= 1
>Add Kirby "Fire" (Subset)
>Add Kirby "Dispel"
>Message: Got Fire Power!
End
and etc.

Part 3: He dumps

Through the first two parts, when Kirby eats an enemy with a special ability, Kirby gains something like "Fire" skills. However, if the player wishes to get rid of the spell, that is where Dispel comes in.

Set up a second page in the same group using "Kirby uses Dispel". Under it, simply set Variable "Power" 0 and call Common Event "Power Gain"

Part 4: He blows

So what's the point of using Store? Well, suppose there's this heavy monster (that Kirby cannot Inhale) likes to make little minions, but you forgot your "Fire" skills at home and none of these enemies have abilities.

The third page should use "If Kirby uses Exhale". For each Variable "Victim" # Conditional Branch, remove the death condition of the appropriate monster. If you feel merciful, recover the monster's HP. After all that, Set Variable "Power" 0 and call Common Event "Power Gain".

Part Five: He dies

It would be the end of my guide from here, but all Kirby fans know that when Kirby dies, he definitely loses his abilities.

Make a new Common Event "Kirby Dies". Make a Conditional Branch "If Kirby has death condition", then implant Conditional Branch "If Variable [Power] is not 0". In there, Remove all Kirby's commands and Add Kirby's Inhale.

Next, go to the Monster Group and add a fourth page using "Turn elapse 1x starting 0" (meaning each turn from beginning). In there, call Common Event "Kirby Dies".

-----

Now for some things:

Yes, it is possible to do classes instead of battle commands, even make classes "level up" their skills after battle. However, didn't choose to do that.

Some of the things you can do during "Power Gain" is to change your face and name to match your state.

Eat not only kills monsters and add abilities, it may even heal HP and MP. Be wary that it may also cause HP loss and some unexpected status effects.

It would be easy to put in "accuracy" to Inhale and still easy while putting in "accuracy based on HP", but too lazy to do it.

What use is this Kirby System? Well, if you're using Kirby or a character that eats, of course.

To make this easier, use Comments to mark each area.

If the system starts to lag, try setting Wait (0.0 seconds) in each event.

The only time Kirby should not have the Kirby system is if he is welding a special weapon (Dueling Sword or Star Rod for example). For that, make sure Kirby's command changes for the battle and do not put the Kirby system in that particular battle.

And this is it! Thank you for reading this, and I hope you a great summer!
~Tetris

EDIT: The reason there's not a whole bunch more is because of the 2000 char. limit.
__________________

Hello! Thanks to JKaizer for this card! All credit goes to JKaizer, except for the Missingno, which was made by Butterfree aka Dragonite. WOOHOO

FRIENDS WITH
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Barry

  #24    
Old May 25th, 2005, 03:03 PM
Shiny Umbreon's Avatar
Shiny Umbreon
光るブラッキー
 
Join Date: Feb 2005
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Age: 22
If you use the events of the day/night on a map, you can't move. I tried and you couldn't move for the "Wait" event.
  #25    
Old May 25th, 2005, 03:08 PM
Peekimon's Avatar
Peekimon
Me = cat-aholic, Meowr
 
Join Date: Jan 2005
Location: Meowr
Age: 22
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Nature: Gentle
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Ooh... you've made a wrong move. You aren't supposed to BUMP threads more than 1 month old >_< This is nearly a year old. You could've just asked in the Game Dev Help/Requests Thread.
 
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