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Old 03-13-2008, 05:35 PM   #1 (permalink)
Camerous
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RPG Maker VX

Since I saw some people were using this I figured it would be good to make a thread about it and pool our resources. Plus I think a lot of people here are a lot more talented than the people posting on their boards so would be beneficial to all of us who are using it and would be an easier forum for us to ask questions on since we know mostly everyone here already.

And hey if not at least I tried. *grins*

To get it started one piece of info I learned pretty fast is if you press the EV (events) button on the row of buttons at the top and then right click a square you can do a lot of things like spawning chests or creating doors.

Yeah I know that is pretty basic stuff but it really helps to know this kinda stuff.
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Old 03-13-2008, 06:27 PM   #2 (permalink)
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I wish just one of these programs would offer a normal RPG battle system, and not the weird "no character animations" system that they always have. I dunno, I guess it's the same company but doesn't anyone want that? Still I love these programs, don't have the time to invest in using it for more than just a little fun, though =(
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Old 03-13-2008, 06:49 PM   #3 (permalink)
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RPG Maker XP or 2000 supported the FF style battles. I forget which. You can find cracked English translations floating around.

The reason you see the "no character" shit is because that's the battle system of the Dragon Quest games, which are the most popular RPG series in Japan. I agree it's ghey. Supposedly you can Macguyver the newer RPG Makers to have a FF style battle system, but it takes alot of extra scripting.
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Old 03-13-2008, 07:19 PM   #4 (permalink)
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lol I already got a question. I am trying to make it so when the game starts you have 2 directions to go. if you go left without having gone right first and saw an event unfold I want it to say some thing like "You just got off work... no need to go back to town before you go home and see the family." or something similar. So I need it to trigger and also need it to have a function to search for a variable that the scene at your house triggers.

I am doing a quick little game on the start of a D&D campaign I ran a few years ago that I think will translate well to this format.

If anyone has a good site to read about this easy stuff that would be appreciated too since we have this thread here already.
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Old 03-14-2008, 01:21 AM   #5 (permalink)
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I don't know if someone has already gheycracked VX to do a side battle thing, but I have a freaking awesome side battle system for RMXP. If anyone finds the equivalent for VX let me know.
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Old 03-14-2008, 10:02 AM   #6 (permalink)
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any crack or anything or is the 30day trial the only freebie atm for thisone
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Old 03-14-2008, 11:11 AM   #7 (permalink)
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Originally Posted by XadionDarkborn View Post
any crack or anything or is the 30day trial the only freebie atm for thisone
I know someone has cracked it cause it was posted last night on their forums and a mod drop kicked the guy and the thread in less than 2 mins. I just happened to be clicking onto the thread when it was deleted. Didn't get the addy (
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Old 03-14-2008, 11:31 AM   #8 (permalink)
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You can find it if you know where to look.
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Old 03-14-2008, 04:27 PM   #9 (permalink)
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crack is out there somewhere. anyway I just loaded it up and it looks almost identical to XP which is disappointing, was hoping for a new UI with a bit more tutorial
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Old 03-14-2008, 06:08 PM   #10 (permalink)
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I cracked it last night. Here's a hint: they didn't upgrade how you need to do it since last time.
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Man, if Barbie's Super-Fun Treehouse Adventures dosent deliver on it's promises i'll be crushed. I hear they are including a pan-african Ken as a playable class. It's not officially part of the lore but Mattel approved it so it must be ok.
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Old 03-15-2008, 04:26 AM   #11 (permalink)
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Quote:
Originally Posted by Camerous View Post
lol I already got a question. I am trying to make it so when the game starts you have 2 directions to go. if you go left without having gone right first and saw an event unfold I want it to say some thing like "You just got off work... no need to go back to town before you go home and see the family." or something similar. So I need it to trigger and also need it to have a function to search for a variable that the scene at your house triggers.

I am doing a quick little game on the start of a D&D campaign I ran a few years ago that I think will translate well to this format.

If anyone has a good site to read about this easy stuff that would be appreciated too since we have this thread here already.
You basically just need a switch. Here's a Mini-tutorial incase you haven't already figured it out, or for anyone else who doesn't know and would like to =P
Spoiler Alert, click show to read:



Make your teleporter event but on the first page don't have it actually teleport instead make it display a message when the player steps on it. Ideally you'd want to move the player back off the event to but I forgot here. Second tab in the event commands like the 5th or 6th down should be something called Move Route to do this.


On that same event click the New Event Page button to make the second tab. This is where your actual teleport code goes. In the circled area check that box. That means that when that switch is set this event goes to this page rather than page 1. If you were to shut that switch back off it wouldn't meet the conditions for page 2 and thus go back to page 1.


This is a different event somewhere else in the game. It could be a boss fight, a treasure chest, or just an npc you have to talk to. When it turns that switch on it automatically will swap pages for all the events in your game that require that switch to be on to run.


Variables, Items, they all work the same way. Only one thats kinda different is the self-switches. They're basically like regular switches just not global. They're useful if you want to hide an item in a barrel or something but don't want the player to be able to keep getting that item. Rather than use a global switch to make it go to a new blank page you can just use a Self-Switch to shut it off.



Here's a little "game" I made in about 15 minutes. You gotta get a pass to get into Wolfen's pr0n convention from a man who needs viagra. Shows the basics of eventing.
example.zip


Some tips:

Hitting F1 while inputting dialogue shows some options (actually it shows help for about anything but it gives you some otherwise hidden commands for dialogue). For example rather than typing the name of your characters you can type \n[1] and it'll display whoever is your first character in the database. \n[2] is the second and so on. Helpful if you decide you want to change your characters name after you reference him/her a bunch in dialogue. Theres some others such as setting pauses and colors and stuff.

Holding shift while mapping temporarily disables the autotiling. Right Clicking is copy - Left is paste. Holding Shift and doing a copy paste will copy that specific tile without autotiling. You kind of have to just try that last one to understand it. Basically it allows you to pick a certain tile from an autotile.

F1 while test playing has control settings and other settings. F2 shows the FPS. Alt+Enter goes to full screen (or as full as VX does without a script *sigh*)

Items can have a Common Event associated with them. So like if you wanted a gate potion you could make a common event (they're a tab in the database) that teleports you back to your home town and assign it to a potion bottle. There's a drop down list in the item tab, to pick the common event.

I typically use Common Events for things like save points in dungeons. I can add the sound effect, the message with the option to save or not, and whatever else, all in one common event and call it rather than make a new event each time. That way if I find a better sound effect later on I can change it globally and I'll be sure that they're consistant with no occasional typos at certain savepoints. Inns/Chests/Doors were other things I used to use them for, but VX already does those now To call a common event, just create a new event and on the first tab under flow control there should be a Call Common Event command.

Ah it's late, apologies for any typos/grammar to tired to proofread. =P
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Old 03-16-2008, 10:06 PM   #12 (permalink)
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Awesome thanks for that. I was out partying all weekend so never had a chance to work on it any more so this was very awesome in deed. I appreciate it greatly.

EDIT

I do have one question.. where did you learn what commands to use? If there a web site I can go to and read what the commands are and how to use them. Your example was very enlightening but I would like to understand why I am using those commands as well as what they do.
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Old 04-15-2008, 11:26 AM   #13 (permalink)
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If someone figures out how to script an FF-style battle system, please let me know and/or post it up here. Seriously, the lame-ass DQ-style battle system is basically the one thing preventing me from getting excited about RMVX right now.
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Old 04-15-2008, 12:35 PM   #14 (permalink)
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Quote:
Originally Posted by Millie View Post
If someone figures out how to script an FF-style battle system, please let me know and/or post it up here. Seriously, the lame-ass DQ-style battle system is basically the one thing preventing me from getting excited about RMVX right now.
I think http://www.rpgrevolution.com/forums/?showtopic=10238 is close to what you are looking for (board registration required). Haven't gotten a chance to check it out myself, but the whole site seems like a good resource for RMVX info.
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Old 04-15-2008, 09:57 PM   #15 (permalink)
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That one works really well, you can basically animate everything even the enemies. Configuration on it can be a bit tough though and it requires you to sprite out the animation poses. It does have an option to basically make the characters take a step forward attack and step back like FFIV.

I can't remember if its on that site or RMXP.org but they had one that just took the characters you run around with and put them in a side-view formation during battle. I'm not certain how or if it animated though, looked to be alot easier to set up but not nearly as many options. I'll see if I can find it.

Edit:

Side-View Battle System

Last edited by Laladilya : 04-15-2008 at 10:13 PM.
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