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?

Mapping Tutorial: Inner Town Maps

by Lunarea

Before you start

The first step to mapping is to come up with the function and the overall atmosphere you want to achieve. Is the home a place of business like a shop or an inn? Is it a basic NPC home where the player picks up a quest? Is the occupant rich or poor? Each setting has different considerations.

The next step is to gather your materials. Pick out what colors you will be working with, get your tileset ready and line up the NPCs that will be living and/or working there.

Shape and Layout

Inner mapping begins with a strong layout. Start by sketching out the same shape your building is on the outside. This small detail creates continuity and makes the transition between inner and outer maps feel natural. Note that you don’t have to work on a 1-to-1 scale. In fact, using the same scale for inner maps and outer buildings can lead to some funky-looking maps. You could end up with massive buildings that look awkward against trees and other outer decoration, while the inner maps will feel cozy or cramped. It is enough to keep the same general shape and proportions.

Rooms

The next step is to create sections or rooms. There’s two reasons why we want to do this. First, it is much more difficult to create a lot of detail in a wide, open space. The furniture ends up looking small and this makes the space look even more empty. Or the mapper might try to overcompensate and adds too much clutter. The second reason is that separate rooms are functional and they help us keep organized. Even people who live in studio apartments will sometimes divide their room with curtains, so to keep a sense of privacy or divide sleeping space from entertaining or cooking space.

Furniture

Now it’s time to fill the map with furniture. Start with the basic necessities: a bed, a sink, table or bookshelves. These are staples in every home and it’s believable that most homes will have them. You don’t have to use a lot of variety for the basic furniture, but keep in mind that too much repetition will be noticed by the player. Mix and match pieces and introduce variation in color to make even the basics look interesting.

One big important thing to remember at this point is the sides and the bottom of the screen. When all pieces are on the north wall, it creates an imbalance with the rest of the map, and it may also force you to want to add unnecessary furniture or detail to get the right effect.

Details

Lastly, add the details. This part can be a very fun process, because you can use details to express personality or history for your NPCs – something you may not be able to do otherwise. Surround your writer with books, your romantic with candles and roses or your cat lady with a dozen cats on various surfaces.

How do you achieve this level of detail? You can use some of the tilesets that our community members have provided (just check out Resource Showcase section). Or you can create your own by layering pieces in an art program.

Here is the set used in my screenshot. Use it as a launching point:

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.

Consistency – Keeping Your Game Smooth

by Paul “Reynard Frost” Walker

If you’re a member of the RPG Maker community, you should be almost intimately familiar with the phrase “RTP”. The default graphics that come with each RPG Maker that we know and love. Sometimes it gets the job done, but other times it’s just not enough! We need a song that’s got a bit more fire to it, we need a priest with an afro, or a battler of a unicorn wielding a machete in its mouth. Whatever your need, sometimes we need to get out of our comfort zone and find new and better resources to make our game just that much better itself.

Yet are these resources better? Sure on their own that battler might look absolutely amazing, much like a bar of chocolate can be a delicious snack on its own. Yet throw that bar of chocolate into a plate of spaghetti… While some might enjoy the contrast in flavor, others will widen their eyes in surprise and react with, “Why is there chocolate in my marinara?”

This is where we get to the core of our topic. Consistency. What is consistency? The dictionary describes it as, “Correspondence among related aspects; compatibility”. To put it simply, consistency is the act of making sure that nothing in your game feels out of place. If you’re making a bowl of spaghetti, then you’ll want to use the usual ingredients that make that classic dish so tasty. Yet what about that bar of chocolate you love to snack on? Chocolate in your ice cream is far more compatible than in the middle of your pasta! Yet I’m sure we’ve both had enough of the food metaphors, how does this apply to RPG Maker? Let’s discuss the two main types of resources and how you can keep work towards keeping them consistent with each other.

Graphics

Tilesets, character sets, battlers, etc. All of these graphics make up the pieces we need for the visual aspect of our game. To start, let’s take a peek at this screenshot of a battle scene I pulled randomly from Google:

Those player battlers look mighty well drawn don’t they? And that background? Even better! Why the two seem to go hand in hand! The similar color tones, the drawn or painted style. Like a page from a storybook brought to life, right? Well there does seem to be something out of place in this lovely shot… Those bees! Notice the difference not only in colors/brightness, but the actual drawn style? While the background and the player battlers are different styles of drawing, they at least blend well due to their colors. Not to mention a scenery and a character can be slightly different without being too jarring to the eye. But those monsters? Why they look like cartoony critters that belong on a saturday morning adventure show, not the comic book style epic that the player battlers would lead you to believe you’re playing. Now let’s take a look at something a bit more consistent in its art style!

Ghost of Aliens (2k3) Showing off an almost Earthbound style of art.

Here we have the player on the right and the enemies on the left in usual jRPG style. However, notice a difference between the art in the first example and this one? Well for starters, both the player and the enemies are drawn in a similar style. Sure the enemies are larger, as battlers often are, but they’re both drawn in a retro 16-bit style that has a matching style of color and shading. The two of them don’t look any more out of place than the other. The UI is also consistent with the art style above.

What’s the simplest way to make sure your graphics are consistent? Well to have them drawn custom for your project! Can’t draw? Don’t know any artists? Not a problem. If you want to borrow assets make sure that the two styles look compatible. (Only recommended for hobbyists, as ripping any graphics for a commercial endeavor will just get you into trouble). If you want to use the RTP, then I’d recommend picking up the RTP style art packs that are sold here at RPG Maker Web. If you’re strapped for cash, your best bet is to try your own hand at art. The beauty of RPG Maker is that you aren’t stuck with only Pixel Art. You can try hand drawn graphics, or make 3D images and use those instead! Just remember, keep them consistent. If you’re going to use 3D Battlers, make sure your characters are also 3D, as well as your environments. Want to mix and match? 3D Environments look good with 2D Sprites, or vice versa! (See: Ragnarok Online for the former, and Final Fantasy 7 for the latter.)

Art not your thing? Not sure where to start? Then look no farther than here on RPG Maker Web! There are plenty of tutorials available for the beginner artist to try their hand at their own custom assets. It will take time, and it won’t be easy, but it is possible. I myself didn’t know a thing about pixel art a year ago, and now I can put together some competent art assets. For example:

June 2012

January 2013

These two shots also show off a difference in consistency. Look at my combat in June, the numbers and health bars didn’t match the battlers at all, the backgrounds while pixelated, weren’t the same proportion as the battlers, and the menus are all transparent! Totally breaking the immersion of the game. The latter on the other hand, looks like something you would have played on the NES! (Or at least I hope it does). Notice how the characters and the battlers are both drawn in a simple, 8bit style. If I had taken some rips from Final Fantasy 7 and put them in there, imagine how awful THAT would look!

Tilesets being the main chunk of the RTP, aren’t as often mismatched as the battle system might be. No, the other chief culprit of mismatched assets is the message system! While those Kaduki facesets look nice, they’re a completely different style than the RTP facesets. Heck even the Samurai pack has drastically different face sets than the ones used in the basic RTP. Just keep in mind that if you’re going to use face sets, that you use the same style of face set throughout the game. Not only that, but make sure that what types of characters that get face sets is also consistent. If you give face sets to only key characters, like quest givers and the party, that’s great! But if you give a random villager or two a face set but nobody else, then it will just confuse the player! Yet that’s not all you need to keep in mind for consistency! Next, we’ll discuss the audio aspects of our game.

Audio

Man, Final Fantasy has a really great soundtrack doesn’t it? But how would it sound mashed up with the music from Deus Ex? Not that good right? Or how about a song from Final Fantasy 7 mixed with the combat music from the first Fire Emblem? Even worse, right? As it is with graphical assets, a piece of audio may be amazing on its own, but it has to blend well with the rest of the audio you’re using or it will just sound jarring to the player. If you want to use 8bit music, make sure that not only is the music 8bit, but your sound effects are as well! Want to use high def orchestral tracks? Make sure that the sound effects you use are high quality and modern as well. Yet the type of music you use is only one piece of the puzzle! You also need to keep audio levels in mind! What are audio levels? Well if you take a peek into the editor when you’re applying a piece of music or sound effect, you can also control the volume at which that piece of audio is played. Depending on how many different sources you’re pulling audio from, you may need to sample these by ear and mix and match volume levels. Does your world map sound fairly quiet and then you jump into a battle and you’re rushing for the volume control to turn it down before the blaring rock music destroys your ear drums? Well just slide down that volume slider in the editor so that your battle theme is around the same volume as your world map!

That bad boy right there can help you prevent an audio disaster.

Like face sets, voice acting is also something you want to keep consistent. Do you use simple grunts for key characters, but a long speech for a random quest giver? Seems quite out of place doesn’t it? If you give full or even partial voice acting for every single character in your game, that’s great! But make sure that [i]every[/i] single character gets their own voice! Only want key actors to have voice acting? That’s also great! But make sure that you don’t give a random bartender some voice over and neglect the other villagers in town who are forced to be silent! Keep it consistent!

Another example is with environment sounds. Do you have one or two chests that make a sound when opened, but all other chests remain completely silent? Out of place once again! Or do you have a cool sound effect that plays when one character joins your party, but no fanfare is heard when the rest of your party members join? Out of place!

In Closing

Keep in mind that we are making video games here! When a player is playing your game, you don’t want them to get snapped out of their immersion and get a frown on their face when they find out that you suddenly threw in a cameo from a character that is portrayed in a completely different art style than the rest of the characters in the game! As a homework assignment from me to you, take a look at the games you love and keep an eye out for how things match, how they blend together, how they look so consistent! Once you see it, you can’t unsee it.

Paul Walker works as a quality assurance tester who has worked to help perfect games in series such as God of War and Uncharted (And Hannah Montana The Movie Game, but I’m sure he would rather forget that). When not working on games, he works on games, and is currently working on the game Ruins of Rydos using RPG Maker.

Password Input using Actor Names

Yo, Despain here with my latest RPG Maker VX Ace tutorial. Today I’m going to show you how to create a password—and I’m not talking about the Input Number type of password. We’re going to be creating an event where the player can enter an actual text password, and we can do that by using the Name Input Processing event command.

The Name Input Processing command will call up a screen where the player can create a name for an actor. It’s mostly used to give the player the chance to make up new names for the heroes. But like most all event commands in RPG Maker VX Ace, it can be used for more than that.

The first thing you want to do is create a dummy actor in the database. This actor shouldn’t be used anywhere else in the game—he can’t join the party. Don’t worry about his graphics, class, features—the only thing we care about is his name.

Now that your dummy actor has been made, you can create your event. You’ll find the Name Input Processing command on page 3 of the event commands, under the Scene Control category.

Choose the dummy actor. For the sake of this example, I’ve named him PASSWORD. Note that the name of the actor will be displayed by default when the Name Input Processing screen appears in-game, so you might want to give this actor a blank name.

The max characters field should be easy to understand. When I use this command to create a password functionality, I always make sure that the amount of characters is equal to the length of the password. That way, it avoids potentially confusing the player.

The Name Input Processing command will change the selected actor’s name to whatever the player enters. Now, if we use a conditional branch, we can check that actor’s name. In this way, we are able to simulate a password function.

You’ll find the Conditional Branch event command on page 1 of the event commands, under the Flow Control category.

On page 2 of the Conditional Branch box, you’ll be able to check an actor, and you can check to see is he has a specific name. All you need to do is type the password into this box. The conditional branch will essentially read “if the player entered whatever as the password”.

Here’s something worth noting: the name field of the conditional branch is case-sensitive. That means that it cares if the player enters the proper capital letters. You can avoid this by using additional conditional branches in the “else” space, and check other instances of the password (for example, Hello, hello and HELLO). For the sake of the example, we’re going to keep it simple. The player will have to enter Hello in order to continue.

This is what my event looks like.

If the player enters the password correctly, the guard will tell the player that he can pass. Otherwise, he’ll tell the player to turn back.

This example doesn’t really do anything after the player enters the correct password. The guard might move out of the way, or it might transfer the player immediately. You might even want to add a cutscene. This event also doesn’t use a switch or a self switch—yet. You would normally use a switch of some kind to prevent the player from entering the password multiple times. If you want to learn about how to use switches, check out my tutorial here.

This is what the Name Input Processing screen looks like in-game.

The face is the face of the selected actor—the actor whose name we are changing. You might want to leave the face blank. In this case, the face is a guard, because the guard is asking the player to enter the password. You might create a graphic of a locked door. Use your imagination.

Hopefully this tutorial has shown you a cool new trick. Have fun with it. Thanks for reading, and happy game making. :)

Understanding Common Events

by Jason “despain” Perry

Understanding Common Events

Today we’re going to look at a part of RPG Maker VX Ace that a lot of new users find confusing or intimidating. In reality, common events are pretty straightforward—though their position in the database might leave the opposite impression. A lot of people—maybe even yourself—overlook common events. The purpose of this article is to explain the functions of common events and encourage new RPG Maker users to explore the multitude of options that common events allow.

What is a Common Event?

Simply put, a common event is an event that can run on any map in your game. A better name for them might have been “global events”.

Common events do not have graphics or physical locations—you don’t make a character with a common event. Instead, a common event is all about behind-the-scenes processing. Common events are perfect for global “systems” that add functions to the game. Common events can run in the background of your game, they can be triggered by switches, or they can be called from other events.

Before we dive into some examples, let’s look at the common event tab in the database:

The tab is dominated by a “contents” pane—this is something that should be familiar. It works just like any other event you create on a map. Every event command is accessible here—use event commands to tell a common event what to do. In that respect, common events are easy to use. If you have an understanding of the event commands, there’s very little to common events that will seem new to you.

Along the left side of the tab is a listing of all the common events in your game—an RPG Maker VX Ace project can have up to 999 common events. That’s quite a lot! Be sure to give each common event a useful and identifying name.

How do I use Common Events?

At the top of the tab, there’s a section labeled “General Settings”.

There are only three fields here, and one of them—the name—needs to explanation.There are three main ways to activate a common event.

  • Autorun

If you understand regular event triggers, you know that Autorun events prevent player input while running. In regular events, these are mostly used for cutscenes. A common event with an Autorun trigger will run in a continuous loop as long as its “Condition Switch” is turned on.

Let’s say that you have an event on one of your maps that turn on a switch—if that switch is assigned to a common event with an Autorun trigger, the common event will see that the switch has been turned on and will “kick in” right away.

To turn the common event off again, you’d need to turn the switch back off. Because the Autorun trigger prevents the player from moving or other events from processing, you’ll usually turn the switch off within the common event itself.

  • Parallel Process

Parallel process is a lot like Autorun, except that it runs in the background of the game, allowing the player to move and interact with other events. In other words, it runs parallel to the rest of your game.

Just like Autorun common events, a Parallel Process common event will repeatedly loop as long as its condition switch is on. This can be useful when used in conjunction with Conditional Branches, as it can allow you to create events that trigger automatically when certain conditions are met, regardless of where the player is in the game.

Word of warning: Be careful with too many Parallel Processes going on at once, as it can potentially cause lag on slower computers. You can eliminate some of this by using wait commands, or by using labels to shorten and clean up loops. RPG Maker VX Ace is powerful enough to run multiple Parallel Process events and common events at once, but it is worth keeping in mind.

  • Call Common Event

You’ll notice the event command “Call Common Event” in the Flow Control category. You can use this command to call a common event that doesn’t use a switch trigger. Common events with a trigger of “none” can still be accessed with the “Call Common Event” command.

When you call a common event from another event, imagine that the contents of the common event will be plugged into that event. The “Call Common Event” command within a regular event will be read in-game as the contents of the common event.

For example: When working with common events, you’ll notice that “this event” (in the “Set Move Route” command, for example) is a selectable choice. This won’t work in a common event that is triggered by a switch—because there is no physical event assigned to the common event. However, when you use this command within another event via “Call Common Event”, that information transfers to the event that is calling it, and the common event can move “this event” without problem.

What can they be used for?

Common events can be used for pretty much anything! When you understand common events, a lot of potential opens up for you as a developer. You have greater control over your game in an efficient way.

Let’s take a look at an example of two common events.

This is a trick that can save you a lot of time and headache. Imagine that you have an event that will appear a lot of times in your game—maybe a door or a treasure chest. You’ve made the event, but maybe you are using a placeholder sound effect or animation. Put your working version in a common event, and use the “Call Common Event” command in each one of these events on the map. That way, when it’s time to finalize the event later on, you only need to edit the common event—boom, all of the events in the map have been instantly updated.

Here’s another example of something a little more complicated:

Say that you want a day/night cycle in your game. You can create a Parallel Process common event that controls this. With some conditional branches, variables, and wait commands, your common event can constantly keep track of the game world’s time in the background. You can tint your screen for nighttime from the common event, and tint it back when the sun rises. By turning on switches within this common event, other events on your map can act differently depending on the time of day.

Conclusion

Common events are a very powerful feature of RPG Maker VX Ace. We’ve covered the basics in this article, and you should be ready to experiment on your own! If you run into any problems, ask for some help on the Official Forums.

Use your imagination. And have fun. :)

Jason “despain” Perry has been using RPG Maker for over a decade, and in that time his articles, tutorials, and graphical resources have helped countless RPG Maker users on community forums. He currently runs the website finalbossblues.com, where he co-hosts an RPG Maker podcast and regularly posts new articles and tutorials.

IGM Tutorial: Tips And Tricks – Part 3

Want to check out a PDF of this tutorial? Right click save as HERE.

Today we’re going to take a quick look at some of the switches and memories built-in to IGM. You can load up any game file really, then head to “Materials”, and we’ll start with the “Memories” sub-tab. A lot of the things in here are pretty self-explanatory, but some can work in really interesting ways. The purpose of this tutorial is to open your mind to the possibilities presented by some of these presets. Continue reading

IGM Tutorial: Tips And Tricks – Part 2

Want to check out a PDF of this tutorial? Right click save as HERE.

Last time we uncovered some of the more unusual secrets of IG Maker. Today we’re going to cover a couple more of those and one rather obvious secret – Auto Tiling! Load up your Action RPG or grab this GPD and we’ll get started! Head to the “Action RPG” tab and the “Tiles” sub-tab. Continue reading

IGM Tutorial: Tips And Tricks – Part 1

Want to check out a PDF of this tutorial? Right click save as HERE.

So by now you’ve noticed a lot of things in IG Maker that we haven’t went over or that you’ve discovered and played around with on your own. Today we’ll go over a few of the lesser-known aspects of the program that can be a great help or shortcut to doing certain things in your game. Go ahead and grab this GPD or load up your Action RPG thus far and we’ll get started!

So head to the “Action RPG” tab, and the “Canvases” sub-tab. Check out the mini-image of your canvas and you’ll see that it’s really plain. All you have is grass on there. For now go ahead and use the tiles we’ve got set up to create a small brick building, or a fence. Add a little style to your canvas and keep checking out that mini-image up there.

When you’re done and you have a nifty mini-image, I want you to hit the button right above that image labeled “Adding A Reduced Image As A Material”. Continue reading