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RPG Maker's

38 replies · 6,936 views · Started 09 November 2005

Few things I wish to point out (actually use all three myself):
1. I only use switches when a variable would be wasted (if used instead), such as in a two-part conversation, or when you open a chest with set inventory.
2. RPGMaker XP has an entire scripting language. The comments are in Japanese so I can't actually tell whats going on in the system, however.
3. In XP you can rotate animation cels by double-clicking the cell and typing a number in the Rotation box. The other RPGMaker versions do not include this.
4. Custom systems are easier to create as the versions get later. A custom battle system in XP, for instance, is much easier to put together than a custom battle system in 2000.
5. Your level 2 Maya will stay a level 2 Maya until you level her up, no matter where you put her. 😊 The game stores a chunk of information in your system memory during play, including ALL characters' stats and equipment (regardless of current position inside or outside the actual group)

I respect the higher caps in power in XP, but I feel like there is something missing from the system (as compared to previous versions.) I'll have to check it out myself. All I know is that have sprites that are larger then... was it 32x24?... is a neat feature. The program also has little esclamation and question-mark popup animations preset. I'm lazy.

DFW, I think you (or someone with your forum handle) was in an RPG I downloaded. Are you a member of an RPGMaker forum?

EDIT: Vivionsho, variables store numbers. When you use the Set Variable event command, you can change the contents of a variable. Then, later, you can use other event commands to see what number a certain variable contains. Say you set a variable to get a random number of 0-3 for a chest. You could then use Fork Conditions/Conditional Branch to see what is inside the chest, for instance 0 contains a healing potion, 1 contains some money, 2 is a mimic/hidden monster, and 3 is a weapon/piece of armor. This can give a game a heightened sense of replayability, depending on how thorough you use variables.

Really, you ask me, variables are a FOUNDATION for a good RPG. While a good story and the usage of switches can make a good RPG, what hooks audiences are neat and original features that no one else's RPG has. I've created a Map system, a Banking system, a Property-purchase system which takes payments from your bank over time, a Day/Night and Weather system, and more. Thats also probably why I never finish an RPG, because I get frustrated from all the extra stuff I add to them. But I can't be content with an Anyone's RPG. I have to have originality.

😮dd:

wow. you know a lot. that is pretty cool. I checked out another forum, and I didn't understand the scipting at all. so I think I'll just steer clear of it for now.
And I hear you, Uniqueness makes a good RPG. but a good story and memorable characters helps too.

I made Land of Dreams (my amateur rpg, my current game I'm making now already dwarfs it in terms of quality. And I haven't even finished half of it!) and I made Megaman Tournament. So its most likely you've played a game or two of mine.

ARGH! I have come across an very annoying bug(?). I set up a little maze using the sunny forest tileset, and for some reason, my hero can walk right through whatever unwalkable tile I put as a wall! I am NOT holding down the Ctrl key, and it acts funny. like this: I walk left into water tile. I can't walk down into another water tile, but I can move up into water tile. I walk up, now, I can walk left, but not right. I also noticed it never happens when I try to walk into a "tree".

I made sure it is unwalkable, and there are NO directional passes on my tile. could someone tell me what the heck is wrong please?

no no! I KNOW i set up my terrain right! I triple cecked it! I think It has something to do with the layers thoguh, cause the problem dissapears when I put the wall on layer 3... anyway, I'll figure it out.

I spent most of my weekend working on my RPG, and MAN! I designed a series of events that seriously kicks ass! :drool: Whoa! Wait! Ignore that smilie! The best part is, I have two more days off from school this week, so I can spend that much more time on my RPG!

I've used 2000, 2003, and XP and I'm quite good with them all. I even know a chunk of Ruby and I've written a couple scripts.

Aegix Drakan did you check directional passability?

Yes, I checked the directional passability. I am still trying to find out what went wrong.

How do you select a new tile "autolink" set? I imported my new sets as tilesets, but I don't know how to get them to appear in the menu for "autolink" tiles. I need to know, or I won't be able to continue my game (they are world map tiles)

Aegix Drakan wrote:
[Edit] when making custom animations, how do you rotate the "tiles" that make up the animation? I want to make a tech were the sword slashes from both directions.

Also, I have a big question, my RPG depends on it.
if I have party member (let's say Maya) and she leaves the party via an event, if by a secn event, she rejoins the party, do her stats reset?

I mean Like this: Lv1 maya joins party. levels up. lv 2 maya leaves the party. later maya rejoins the party. when she rejoins, is she lv1 or lv 2?

I DESPERATLY NEED TO KNOW!!!

OK, I know that this was posted like last year and stuff...but I have been gone for some time and I want to answer this question lol

To turn around the tiles Im pretty sure all you have to do is right click and there should be some type of thing to do that with, it's been so long since I've used it

Also about the character reseting, yes the character will completely reset UNLESS you dont click the Intiate character thing if you do click a check into it, it resets there stats...good for starting out a character when they first join..