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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
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