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| | #1 (permalink) |
| -internets from anon retards mean jack Join Date: Nov 2003 Location: Overthere next to that place
Posts: 2,720
| 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.
__________________ ![]() Give me more -internets you little bishes! |
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| | #2 (permalink) |
| NCAAB Guru Join Date: Mar 2005 Location: San Francisco
Posts: 1,173
+10 Internets | 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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| | #3 (permalink) |
| Registered User Join Date: Feb 2002
Posts: 10,288
+49 Internets | 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.
__________________ Training the citizens of Norrath from 1999-2003! |
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| | #4 (permalink) |
| -internets from anon retards mean jack Join Date: Nov 2003 Location: Overthere next to that place
Posts: 2,720
| 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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| | #5 (permalink) |
| Skuhjaybe! Join Date: Jun 2007 Location: Never-Communist Moscow
Posts: 1,172
| 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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| | #6 (permalink) | |
| Loves -internets Join Date: May 2002 Location: Ziest
Posts: 1,209
| any crack or anything or is the 30day trial the only freebie atm for thisone
__________________ When the bioware mmo fails to be the 2nd comeing of jesus in a game- I told you so. Quote:
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| | #7 (permalink) |
| -internets from anon retards mean jack Join Date: Nov 2003 Location: Overthere next to that place
Posts: 2,720
| 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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| | #9 (permalink) |
| The sky calls to us Join Date: Dec 2002 Location: Houston
Posts: 12,464
+58 Internets | 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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| | #11 (permalink) | |
| ... Join Date: Apr 2002 Location: Salina, KS
Posts: 203
+24 Internets | Quote:
Spoiler Alert, click show to read: 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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| | #12 (permalink) |
| -internets from anon retards mean jack Join Date: Nov 2003 Location: Overthere next to that place
Posts: 2,720
| 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.
__________________ ![]() Give me more -internets you little bishes! Last edited by Camerous; 03-16-2008 at 11:30 PM.. |
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| | #13 (permalink) |
| A Relic Join Date: Jan 2002
Posts: 5,873
| 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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| | #14 (permalink) | |
| Registered User Join Date: Oct 2005
Posts: 82
+10 Internets | Quote:
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| | #15 (permalink) |
| ... Join Date: Apr 2002 Location: Salina, KS
Posts: 203
+24 Internets | 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 11:13 PM.. |
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