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: [001:Seconds] + , 1
<>IF - THEN:Var[001:Seconds] - 60
<>Variable: [001:Seconds]Set, 0
<>Variable: [002:Minutes] + , 1
<>
:END Case
<>IF - THEN:Var[002:Minutes] - 60
<>Variable: [001:Seconds]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:
https://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