VX Ace: Make Your Own Game Tutorial VIII: Events Part 1

in Tutorials

In this tutorial, we will be going over the theory of how to design Events!

If you would like to read the full version, right click save as the pdf version HERE. But now, let’s get on to the preview!

Opening Thoughts

With this tutorial, I am going to be doing something slightly different than I did with all the others. We will not be opening our sample project during this tutorial, instead we will focus entirely on theory and the basic commands available to use.

In Events Part 2, we will then apply this theory to our project, fleshing out, and leaving only polishing up the sample game between us and being finished.

Events: What do they do?

Events are used for two major purposes in RPG Maker VX Ace.
The first is to provide objects for the player to interact with. This can be an NPC for the player to talk to, a switch for them to pull, or even just something to move your characters from map to map.

We’ve already made several simple events that fulfill this purpose, such as the Merchant we made in the fourth tutorial shown to the right.

Simple Event made in Tutorial IV

But there is also a second, very important role for events is controlling game flow. For instance, how do you determine where a character can and can’t go, how do you open up new areas for him to explore.

All of this is done with events.

Approaching Event Design

Event design is all logic. There are lots of tricks and tips you can pick up over time, but the best tool you will ever have is your own brain. What I hope to teach in this tutorial isn’t how to create a specific type of event, its how to walk yourself through ANY event.

To start with, we are going to be designing the treasure chest we created in Tutorial IV, except this time, we are going to do it from scratch, and we are going to go step through step of the logic it takes to create it.

Creating the Treasure Chest

The first thing to do when planning an event is to think, in plain speak: What does this event do?

With a treasure chest, this is a pretty simple thing to describe: Player opens it, gets an item. The item given with this one is a cloth shirt.

To illustrate event flow I’m going to be drawing each step as a flowchart.

I encourage everyone to use flowcharts in their event design, as it will give you an excellent idea of how to organize your events.

Below is the simple plain text explanation of what our event does. The event starts, it gives a cloth shirt to the player, and then it ends.

Do you see the problem with this flowchart?


To read the full version of this and the rest of our Make Your Own Game Tutorials click over to our RPG Maker VX Ace Tutorials!

Comments on this entry are closed.

  • Devin Watson

    The flowchart shows that it can be reentrant. In other words, you can return back to the treasure chest and it will continue to execute the event, giving your character more cloth shirts.

    • Yep. Read the full tutorial and I keep refining the treasure chest flowchart over and over until it resembles something more like what you see in the editor (though not exact! as I think learning the thought process is more important than learning the exact commands, which we aren’t worrying about until tutorial 9)

  • light487

    Just wanted to say thanks for all these tutorials.. I’m a lot further along than this now but these tutorials were EXTREMELY valuable to me in my first week or so of using RPG Maker VX Ace.

  • Dita

    how to make a character don’t repeated the same event again?

    • Hi, I can probably answer your question, but I think I need a better description of what you mean.

  • George Orton

    Where is tutorial 9???

    • Being written. Should be done by week’s end.

  • Josh

    Just wanted to know, how do I talk to a character behind a table?

  • RPG Maker VXace very good but I think it should make the horizontal scroll bar in the window event! When I use too many hierarchical in event window, the text will overflow not visible.