rmxp sand system tutorial

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    21
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    • Age 32
    • Seen Jan 13, 2009
    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
     
    Looks very handy!! I haven't tried it yet, so I'll try it now. :)
     
    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!
     
    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!!
     
    isn't that basicly the same way mena did his 2 event grass system?
    for pkmn liquid?
     
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