We looked at how to make a simple change by working through the code base, and determining where the change needs to be made. However, going into the default code and making changes to it has a few drawbacks… it’s sloppy, not easily transportable, and a bit error prone. So, how do we do better?
The Ruby language supports a few interesting things that are relatively unique among programming languages: redefinition, and aliasing. This is one topic where it’s worth a bit of discussion about the language specifically, since these features are so important and relevant to our specific use case in writing scripts. Continue reading
Let’s start our little journey into scripting by getting a few orders of business out of the way quickly. First, I don’t intend to spend too much time talking about the details and syntax of the Ruby language, or about programming theory, and concepts in object-oriented programming. These things are all part of scripting for RGSS, of course. However, they are very deep topics that would take dozens of tutorials to cover adequately, and are already well documented elsewhere, so there’s no sense in duplicating the effort here.
Second, before delving into scripting, be sure to have a strong knowledge of using the maker on it’s own, in particular, the details of the database, and a strong understanding of writing events. Although not identical, complicated events that utilize conditional branching, switches, and variable handling, have a lot in common with writing scripts. A good event writer will likely have an easy time starting to learn scripting.
Lastly, realize that when one first starts modifying scripts, it’s unlikely they are going to write a new custom battle system within their first few days. On the contrary, the longest and most complicated scripts come from those who have substantial experience in the various versions of RGSS, or a programming background in other areas. With all of that said and out of the way, we can’t learn to swim without getting into the water, so let’s start taking a look at the existing scripts, and then we’ll learn how to implement a simple change to how the default engine works, as an example. Continue reading
RPG Maker VX is a powerful engine, and the thing that makes that engine powerful is RGSS2. All RPG Maker VX games run on RGSS2, which is a scripting language that uses the Ruby programming language. Today, I’m going to explain a little bit about how to take advantage of this powerful tool.
Now, I know what you are thinking, “I don’t know how to program! How am I supposed to make a script!”. Well, the good thing is that in most cases you won’t have to. The RPG Maker user base has a huge amount of coders in it, and they make premade scripts to be inserted into a game. You can search around on the net for scripts made to do any number of things.
To explain how to use this, let’s assume you want to have your characters heal their HP and MP on a level up. If you look through the database, you will quickly find there is no way to do this! That is where my good friend Jet will come in. He has made a short script titled Level Up Effects. You can grab it in a text file below (you can also visit his thread on rpgmakervx.net which contains a massive number of small scripts using the source thread button).
Now that you have the script we use, lets learn how to put it into your project. Continue reading
So, you’ve been working hard on your game. The map is looking fresh and you’ve created some enemies and set up some battles. What’s next?
Well, how about adding a few puzzles to make things harder for the player?
To help you with this, our friend Nate Benton (creator of Fated Haven) put together a great RPG Maker VX tutorial on creating a Statue Puzzle for your RPG Maker VX game in which the player pushes statues into specific positions.
As we all know, in RPGS, only good things come from pushing statues around.
He goes over:
• The usage of variables to keep track of the position of two statues.
• Using several conditional branches to compare the value of of several
By the end of tutorial you’ll have created a fun (and tricky) statue puzzle and you’ll know how to create similar puzzles in the future. Download the pdf for the tutorial here.
Here’s the sprite sheet for the tutorial so that you can follow along.
Got any questions about the tutorial or need some help? Leave a comment below!
The RPG Maker Team
Today, I want to cover a few easy to make mistakes that can cause really confusing results at first glance. I will be assisted by a person I’m sure you all know pretty well who will make the mistakes for you, known as ThatGuy. Yes, I know that these mistakes are made by more than just ThatGuy, but lets be honest, his pleas for help are much more amusing.
Incorrectly using Erase Event
I beat LordThwack, but then he came back! HELP HE COMES BACK EVERY TIME I LEAVE THE MAP! -ThatGuy
An event you previously ended comes back if you leave the map and come back.
You attempted to use the Erase Event command to remove the event when you were finished with it.
This is a pretty common mistake and for good reason. One would think an event command would erase an event for good, huh? Well, in reality the erase event command just removes the event from the map until it is loaded again. Continue reading
While we may not be psychic, some of your game characters might be. They also might not be (like I said, we aren’t psychic), but if they are, we’ve got something for you. LesusX (also known as Timmah) a member from RPGMakerVX.net has created a set of 12 psychic animations just for us here at RPGMakerWeb.
You can find more animation packs made by LesusX/Timmah in his thread on RPGMakerVX.net
Now that you’ve downloaded the pack, lets walk through making a simple animation in the RMVX database using one of your new resources. Many users avoid this tab, but its really much easier than you would think and can add a lot of uniqueness to your games.
First, you need to import the graphic file into your project. Open the Resource Manager under Tools (you can also just hit F10). In the left list make sure that the folder Graphics/Animations is selected, then click the button labeled “Import…”.
Having trouble wrapping your head around the basics? Don’t know the difference between an enemy and a troop? Then maybe you need to enroll in the RPG Maker VX School!
The VX School is an RMVX game made by Aindra, a member of RPGMakerVX.net. You play as a generic character who is a new student at the RPG Maker VX School, a fictional school headmastered by Aindra that has the goal of teaching the basics of RMVX. Each room in the school will show you a different game making technique.
I don't remember any of my college professors being so... cute.
The school is organised into different difficulty levels, allowing you to explore the rooms based on your personal knowledge of the program, with the easiest being on the second floor and the most difficult being on the fourth. The basement also contains a few people who explain some additional miscellaneous subjects.
I can't shake the feeling I should know this guy...
Another advantage of the VX School is that not only did Aindra leave the project unencrypted, she also left plenty of notes around the project for you to read to learn even more. Make sure to read through some of the events in the project to get a better understanding of Event flow as well.
Be sure to check the notes in the database. Just carrots here, no sticks.
This project has since its inception taught a great many people the ins and outs of RMVX and it can help you too.
Armed with this knowledge I’m sure you are ready to make your first RPG. Still working with the trial version? Use the code “vxschool” for 10% off of the upgrade for the full version.
A talented graphics artist by the name of Jason Perry was kind enough to provide the following two skeleton character graphics for you. They can be used for your actors or NPCS. If you use these in one of your projects be sure to give credit to Jason.
Jason is also working on another project right now which is going to be HUUUGE! Expect to see it featured here in the not too distant future.
Here’s the first skeleton graphic (Note: These are for RPG Maker XP)
And here’s an armless version
In case you haven’t experimented with importing graphics before follow the steps to get this skellie in your game.