Event Triggers Part 2

We are finally returning for Event Triggers Part 2! (It appears “Next Friday” is more fluid than I was thinking).

In Event Triggers Part 1, I covered the simpler Event Triggers: Action Button, Player Touch, and Event Touch. These three can be grouped together as Interaction Triggers. They trigger when the player character interacts with them in some way.

Today, we will look at the other two event triggers, which I will call the Automation Triggers. The reason I call them this is that these events activate independently of direct interaction with the player characters. These two triggers are Autorun and Parallel Process.

Autorun

Autorun

How it works: The Autorun trigger will start whenever the conditions are met. If the event page conditions are met, and you are on the same map as the event, it triggers. It will loop indefinitely until the conditions are no longer met.

What is this used for: Autorun triggers are used most often with cutscenes that start the moment you walk onto a map. You can also use it to reset a puzzle in a room, or set any conditions that need to be set when certain conditions are met.

Things to keep in mind: The biggest thing to keep in mind with autorun triggers is that as long as they are running, the player will not be able to do anything, and that until you end them, they will repeat forever. If something needs to happen every time you enter a map, you can use erase event after it runs through. If something needs to happen once and then never happen again, you will need to use some form of switch/self switch condition on a second page to stop it from occurring again.

Parallel Process

Parallel ProcessHow it works: Parallel Process triggers work similar to autorun triggers in that they start whenever the conditions are met, but instead of stopping player action, they run in the background allowing the player character to continue on while the process is working. They also, as with Autorun Triggered events, repeat indefinitely as long as conditions for them are met.

What is this used for: Parallel Process triggers can be used for anything where you need to constantly check for certain conditions. Examples of use include: Keeping track of the state of a timer, checking for a button press by the player, keeping track of the coordinates of the player or certain events, having a flash of lightning occur at certain intervals, etc. It can also be used in a lot of timed events, such as farming systems.

Things to keep in mind: As with autorun events, you will need to keep in mind that to stop it from repeating, you will need to end the process in some way. Another thing though to keep in mind with parallel process triggers is that you do not want to run too many at a time. The more of these events you have running, the more chance you will encounter a drop in your FPS.

And that covers all of the event triggers. A lot of systems can be made with only events without ever touching scripts, and mastering triggers is a huge part of eventing. Can you think of more uses for each trigger?

Event Triggers Part 1

One of the many things that may be a bit tricky for beginner’s is how to start events. Some triggers are easy, but some you may start wondering “what’s the difference here?” or “what do I use this for?”

To make things easy, I’m going to go over all the event triggers. This week we will go over the simpler triggers: Action Button, Player Touch, and Event Touch. Next Friday, we will explore Parallel Process and Autorun events.

Action Button

How it works: When the player presses the action button while in the proper position (when on the same tile for events that are above or below the characters, when adjacent and facing the event for events that are at the same level as the characters) the event starts.

What is this used for: This is probably the most common type of event trigger. Any time you want the player to activate the event, you should probably use Action Button triggers. Examples of use include talking to NPCs, flipping a lever, opening a treasure chest, or any other situation where the player should be in control of whether to start the event or not.

Things to keep in mind: There generally isn’t any special considerations with Action Button events. The only thing that occurs to me to keep in mind is that facing doesn’t matter on above or below level events, so if your scene will need the character facing a certain way, make sure to use a Set Move Route command so they are facing the direction you want them to.

Player Touch

How it works: This is also a relatively simple trigger. The moment the character moves into contact with the event (either bumps into it for events that are set to the same level as characters, or moves into the same square as the event for those set below or above the characters) the event starts.

What is this used for: Player Touch events are also incredibly common. Any time that you want something to happen when the player is in a specific location, regardless of whether they start it themselves, you use Player touch. Examples of use include depression switches on floors, all types of transfer events (stairs, edge of town, etc.), and starting cutscenes.

Things to keep in mind: The biggest thing to keep in mind when dealing with Player Touch events is that it comes into effect only when the player moves INTO the event. If the player is standing still and the event bumps into him, it will not activate.

Event Touch

How it works: This works a lot like Player Touch, except it activates whether you touch the event, or the event touches you.

What is this used for: The main use for this is anything that MOVES that should affect the player. Examples of use include wandering monsters, flames, and moving blades.

Things to keep in mind: Remember that unlike Player Touch, this activates whether the player touches the event or the event touches the player. Also, if the event does not move, this operates identically to Player Touch.

Tune in next week when we cover the two more complicated event triggers: Autorun and Parallel Process.

Golden Week 2: Electric Boogaloo

As you know, this weekend we held a major sale on all of our products. We know that some people had an issue with the coupon during a short time during the sale and we have received many, many requests for a sales extension, and we are going to give you one more chance to grab as many goodies as you’d like at 40% off.

We will be holding another 24-hour Golden Week sale this upcoming weekend: Saturday, May 4th, 12:00PM (noon, 8pm GMT) PST to Sunday, May 5th, 12:00PM (noon, 8PM GMT) PST.

To keep celebrating Golden Week, we will also have giveaways for the next 4 days! Each day is a new chance to win something from our store.

Tuesday: FaceBook Giveaway — To participate, you will need to share a trailer video from our FB page (it will be posted on Tuesday).

Wednesday: Forum Giveaway — To participate, you will need to create a blog post on an off-site blog and reply to the giveaway thread (thread with details will be posted on Wednesday).

Thursday: Twitter Giveaway — To participate, you will need to re-tweet a message that will be posted on our Twitter on Thursday.

Friday: Steam Giveaway — To participate, you will need to recommend RPG Maker VX-Ace to your friends (or add it to your wishlist) and post in the community thread that will be made on Friday.

Happy Golden Week, everyone!

Creating Tiles Part 2

Guide to Creating Tiles in RMVX-Ace Style
by Lunarea

Part 2: Perspective

In part 2 of Lunarea’s Creating Tiles tutorial, she is going to tell us all about the perspective used in RPG Maker VX Ace’s tilesets, a common perspective used in video games know as the Top Down Perspective.

Included in this tutorial is:

  • Discussion of what top down perspective is and how it is a combination of two real life perspectives used to create the illusion of depth in a 2D game.
  • How to draw some real life shapes in that perspective.
  • What steps that are needed to “rotate” a tile.

Read the full tutorial by downloading the PDF here!

Thinking Outside the Box: Challenge 2

So, last time we cheated the autotile system to give us tile and a half high walls. Are you ready for the second challenge?

Challenge 2 FIGHT!

For this challenge I’m going to give you an enemy, two skills, and a modified state to use.

The enemy!

The skills!

This skill targets 3 random enemies and induces deep sleep 75% of the time on each enemy.

This skill drains hp from all enemies equal to the casters magic attack * 4 – the targets magic defense * 2, but ONLY works if the target is affected by the state Deep Sleep (make sure the number in bstate?(*) is the same as Deep Sleep’s state number in the database). Otherwise it does 0 damage. This uses a custom damage formula based on Fomar’s excellent custom damage formula tutorial to accomplish this.

And this is the State:

Deep Sleep is identical to sleep with the exception that it is only removed by damage 50% of the time.

Ok, now that we have all the materials… what is the challenge?!

Description: You have these skills, but you will notice I didn’t show you the Action Patterns of the Shades. Your job is this: Create a troop containing 2 shades. Now make it so that when all the player characters are awake, the shades will ONLY use Sleep Breath, BUT if at least one of the player characters is under the influence of Deep Sleep, the shades will use Sleep Breath and Dream Feed equally.

Restrictions: No scripting.

You can use the comments here, or comment on the link from our Facebook page to offer up solutions. GOOD LUCK!

Thinking Outside the Box: Solution 1

Congratulations to everyone who discovered a way to mimic what I did!

There were quite a few creative solutions, and one person even hit on the exact solution I used (curse you Liberty!).

So lets look at how I did it:

All I did, was take the wall autotile, and continue it up into the ceiling autotile. Here is a screenshot showing how it was done:

Notice how the wall autotile for the grey brick extends up higher into the wall top autotile above it. This let my place the wall top on top which would be half wall top, half wall. You can even see that I forgot to darken the edges, which created what looked like a shift click error in my image last week.

How do we use this?

Now, when thinking outside the box, there is one other thing you have to keep in mind: What are the repercussions of handling it this way. There are two big ones for my method:

  1. It doesn’t work well if they don’t tile again every 16 pixels. It helped that the blocks fit perfectly to just go up 16 pixels more with it.
  2. It requires you to use the same ceiling and wall together whenever you use that tileset.

Now that we have identified the repercussions, we have to decide whether its something we can work with. In this case I decide both are acceptable compromises.

With 1. I just have to do some editing if I want to use an autotile that doesn’t tile perfectly every 16 pixels. Its more annoying, but not impossible. It just requires more work.

With 2. I don’t see this as that big of an issue. You have way more room in the wall section of the tilesets than you can use in any one map, and if I REALLY went over the needed space there for the whole game, I can make another tileset.

Stay tuned for the next challenge! Did you learn anything from this one? Share with us in the comments below.

Thinking Outside the Box: Challenge 1

So what do you think the most important skill is to making a game with RPG Maker?

If you read the title of the blog post (how did you get here if you didn’t) you can guess what I think it is: The ability to think outside the box. There are lots of ways to think outside the box: You can think of a way to tell a story that isn’t the norm or a gameplay mechanic in a way that it wasn’t originally intended, but in these challenges, what I want you to focus on is accomplishing things in the maker by using the structure of the program in unconventional ways.

Every so often, I’m going to put up a Challenge. The challenge will be issued in the form of a series of screenshots or a video with a description plus a list of restrictions to keep you from taking the easy way.

You can play by leaving a comment on the blog post with an explanation of how to theoretically accomplish the exact same  After a week is up, I’ll make another blog post, congratulating anyone who figured out a way to copy the screenshot, while doing a detailed explanation of how I accomplished the task. There really isn’t a prize for accomplishing it, other than stretching your brain and learning more about the program. And you know, the ability to rub it in other people’s face, which is always fun.

So, now that I’ve explained the game, let’s begin:

Challenge 1: FIGHT

Description: Look at the wall heights and thickness. Tile and a half high walls! half tile thickness! What sorcery is this?!

Restrictions: No parallax mapping. Everything is done with tiles alone.

Good luck!

Taking Advantage of the Community

Today, I want to talk about something that really changed how I view RPG Maker.

First of all, RPG Maker is a great program. I don’t just say that because I’m paid to either. I have a long history of using the program long before it even made its way out of Japan. I’ve been using the program since i was a young teen, but it wasn’t until the last five years that I’ve found how much you can enhance your experience with it by taking part in the greater RPG Maker community.

We have several components to our official community. From Facebook, Twitter, and to a lesser extent our blog here. But the place to really, really get involved with the community is our forums, and I’m going to tell you why I think you should join.

1. Tons of Tutorials on Everything

If you’ve never visited our forums tutorial sections, you are really missing out. ALMOST no matter what you want to learn, you can find someone who has written something about it.

From basic beginner tutorials on the maker itself, to advice on how to organize cutscenes or write NPCs, our tutorial section is busting at the seams with knowledge.

2. Tons of Knowledgeable Fans

One of the really cool things about the forums is that there are so many people who know so much about the program. I’ll even admit a good many know way more than I do about it. If you are having trouble, all it takes is a quick trip over to the appropriate support section and ask for help.

3. Tons of Games to Play, and a Place to Get Feedback on your Games

Ever wonder what’s possible with RPG Maker? Look no further than our projects section. Here users put up their in progress and finished games for your perusal. Its also a good place to get advice on your own games. Who knows? Maybe you will become the next star maker in the RM Community!

4. Tons of Resources and Scripts

Another thing our fans are good at is producing content. Tons and tons of content. You can find scripts to do almost anything, and an abundance of facesets, battlers, and tiles to help you make your game exactly what you want. And the best part? If you don’t see what you like, you can even try and find someone to make what you need.

5. Tons of Inspiration and Comradarie.

Ever just need to bounce an idea off someone? Or check out discussions on what people think of different gameplay features? Our forums are the place to do it. And along the way, you can make friends with like minded creators, maybe even finding people who can help you make your dream game a reality.

There are dozens of other reasons to join our forums, and I really hope to see you there. I’ve always felt the community turned RPG Maker from good to excellent. And I want you to be there to contribute to that excellence!

Free-for-All Blog Post Winners

Thanks to everyone who participated in our Free-For-All blog contest!

We received a lot of blog posts. Honestly, a lot more than I expected, and judging took longer than I thought because so many were so good! I kept finding it hard to cut down to just 5 Super Prizes.

But first, lets announce the Grand Prize Winner!

Chicken Soup for the RPG Fan’s Soul

We loved this blog post because it told a story from beginning to end and really felt it addressed so many things about RPG Maker that is wonderful. Congratulations! Continue reading