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How to Get Started! RPG Maker MV! Tyruswoo RPG Maker
Hey RPG Makers!
In this tutorial, we learn how to begin using RPG Maker MV! We introduce the editor’s features, including mapping, playtesting, eventing, map properties, and the database! If you are just beginning with RPG Maker MV, this is an excellent place to start!
For more tutorials and all my RPG Maker plugins, join as a Design Counselor on my website!
https://www.tyruswoo.com/rpg-maker/
Topics Covered:
0:00 Introduction
1:01 Mapping
1:38 Playtesting
3:29 Eventing
6:11 Map Properties
6:36 Database
Take-Home Points:
Mapping
- The Map Editor allows us to paint tiles onto our map.
- Use the Map Editor by selecting the map icon.
- Click on the tile you want to use, then use the pencil, square, oval, or fill tools to paint tiles onto your map.
- To access more tiles to place on your map, use the lettered tabs at the bottom of the tile window.
- The last tab is labeled “R” and is for Regions. Regions can be used to determine where encounters are met (see Map Properties below). Also, Regions are used by many available Plugins to accomplish cool things.
Playtesting
- Playtest using the little green arrow button.
- When playtesting, press F4 to enter or exit Fullscreen mode. Note: When in Fullscreen mode, you can use F3 to alternate between fit-to-screen and pixel perfect fullscreen modes.
- Use arrow keys, mouse, or touchscreen to move.
- Hold Shift to run. Running is automatic when using the mouse or touchscreen to move.
- Press ESC to open or close the party menu.
- Interact with events by using the Action Button, which may be Enter, a mouse click, or a screen tap.
Eventing
- The Event Editor allows us place events onto our map.
- Use the Event Editor by selecting the icon of a red mark on a map.
- Right-click and choose Quick Events to easily create Treasure, Transfers, Doors, and Inns.
- Double-click on the map to create an original event. Or, right-click and select New Event.
- To make your event do something when the player interacts with it, make sure you have your event open, and then double-click under Contents to add commands. To make the event talk to the player, use the “Show Message” command.
- To make your event move on its own in random directions, make sure you have your event open, then go under Autonomous Movement and change the movement Type to “Random.”
Map Properties
- Allows us to change the name, size, music, and encounters of a map.
- To open Map Properties, go to the lower left corner of the editor and right-click the map’s name, then select “Edit.”
- Each of your maps can be up to a size of 256 tiles wide and 256 tiles tall. However, smaller maps with more events often make for more interesting games, so always consider whether making your map smaller may improve the experience.
- The map Encounters list allows you to choose which Troops (sets of enemies) the player may meet in that map. You can also increase the Weight of an encounter to make it randomly occur more often.
- Parallaxes are images that appear behind tiles. These can be used to add background images, such as the vista from a mountain, or distant stars in outer space.
- Parallax backgrounds can also be used for advanced “parallax mapping,” which is a way of using any picture as your map, instead of using tiles. To use a picture for parallax mapping, simply put an exclamation point at the beginning of the picture’s name, and put it in your project’s img/parallaxes folder.
Database
- The Database allows us to change how our game works.
- Open the Database by selecting it from the Tools menu at the top of the editor window.
- Actors are the characters the player can control while playing.
- Classes, Skills, Items, Weapons, and Armors are all modifiable.
- Enemies are the individual opponents that may be encountered in battle. Enemies must be organized into Troops in order to meet them in a battle.
- Troops are the types of encounters the player may meet. In other words, a troop is a pre-defined set of enemies, and it may include one or more enemies. Thus, enemies are combined into troops, and a single troop is met as an encounter.
- States are status effects/buffs/poisons that can affect the player (or enemies).
- Animations are visual effects that may appear in-battle when a skill or item is used, or out of battle using an event.
- Tilesets are collections of tiles and their properties, and modifying the Tilesets can change how tiles affect the player moving around the map.
- Common Events are events that can be called from anywhere in your game, by using a Common Event command within a given event. Common Events should usually be reserved for events that happen often, in various locations in your game.
- System defines how the game’s Title Screen appears, the player’s starting party characters, what music and sounds are used for various situations in the game, and how the vehicles appear.
Remember, only you can build your dreams!
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How to Make Chests! RPG Maker VX Ace! Tyruswoo RPG Maker
Hey RPG Makers!
Chests can be creating using quick events, and it is also possible to modify chests in various ways! You can select the appearance and sound of your chest. You can also modify the event however you like! In this video tutorial, we cover exactly how chest events work, which can be useful in learning how to make your own events!
For more tutorials and all my RPG Maker plugins, join as a Design Counselor on my website!
https://www.tyruswoo.com/rpg-maker/
First we make a basic chest using a Quick Event, and then we take it a step further by customizing the amount of items, the text shown, and the sound effect played. Also, we even cover how to switch the default sound effect for chests, so that every chest made using a Quick Event in the future will already have our preferred sound by default!
This is a video response to a question about changing chest sound effects. Here we show two ways to do so:
- Change the sound effect for a given chest.
- Change the default sound effect for all chests made using a Quick Event in the future. This is done by replacing the sound file.
Only you can build your dreams!
Tyruswoo
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How to Add Car Traffic! RPG Maker VX Ace! Tyruswoo RPG Maker
Hey RPG Makers!
This is a tutorial of how to add traffic to a city, using custom move routes! We create events as our cars, and have them move forward until they bump into something, at which point they turn. We also make sure cars stay on the road by using invisible events as barriers.
For more tutorials and all my RPG Maker plugins, join as a Design Counselor on my website!
https://www.tyruswoo.com/rpg-maker/
We also discuss the Game_Map default script, and talk about how we would use tile ID detection if we were to write a script that checks when cars are on intersections, which would allow us to make more life-like traffic movement.
Not mentioned in the video is the fact that Tile IDs can be detected using the “Get Location Info” command; however, this developer anticipates that using it may require setting all cars to run parallel process commands, and that it would be more effective and lag-free to write a script to detect intersections, rather than using the “Get Location Info” command.
To use regions as barriers to car movement, see Yanfly’s “Move Restrict Region” script.
Only you can build your dreams!
Tyruswoo
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How to Get Started! BYOND Dream Maker! Tyruswoo BYOND
Hey, Dream Makers!
Build Your Own Net Dream (BYOND) is free software for making your own games! Make multiplayer online games, or quickly create a single player experience! Make games with the lightweight yet versatile integrated development environment, Dream Maker, and an intuitive yet powerful coding language, DM!
For more tutorials, and for all my BYOND libraries, join as a Design Counselor on my website!
https://www.tyruswoo.com/byond/
I got my start with game creation on BYOND back in 2002. It has improved a lot since then! What it offers for free these days is pretty impressive! As always, it makes it easy to create multiplayer online games, which is its huge draw, whereas other engines mostly neglect online multiplayer.
Get BYOND for free!
https://www.byond.com/
Check out Tyruswoo’s page on BYOND! “Woo” on BYOND!
http://www.byond.com/members/Woo
Remember, only you can build your dreams!
Tyruswoo
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Welcome to Worlds BYOND! Build Your Own Net Dream! Tyruswoo BYOND
Hey Gamers and Dream Makers!
You can play multiplayer games made by people just like you! Join BYOND to check out the many games available to play!
BYOND, or Build Your Own Net Dream, is a free and excellent way to make your own multiplayer games, and easily host your games to play with friends, or share with the world!
Get BYOND for free!
https://www.byond.com/
Check out Tyruswoo’s page on BYOND! “Woo” on BYOND!
http://www.byond.com/members/Woo
For more tutorials, and for all my BYOND libraries, join as a Design Counselor on my website!
https://www.tyruswoo.com/byond/
Remember, only you can build your dreams!
Tyruswoo
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How to Use Event Pages & Self Switches! RPG Maker VX Ace! Tyruswoo RPG Maker
Hey RPG Makers!
When designing your own events, you can have multiple event pages! When there are multiple event pages, the page conditions are used to determine which event page will be active. The highest numbered event page with conditions met will be the active page.
For more tutorials and all my RPG Maker plugins, join as a Design Counselor on my website!
https://www.tyruswoo.com/rpg-maker/
Concepts covered include event pages, self switches, autoplay events on map load, basics of cutscenes, and comparison of the erase event command and self switches.
Key take-away points:
Event Pages
- The highest numbered page has precedence. If its conditions are not met, the next highest has precedence, and so on.
- Only one event page can be active at any one time.
- Thinking of event pages as being the states of an event helps to organize the event content.
- Self switches are an excellent way to make an event change its own event page/state.
- Chest quick events are good examples of using pages and self switches.
Autoplay Events on Map Load
- An autoplay event when a map loads can be used for various cool map-loading events, such as cutscenes.
- Use a self switch at the end of the autoplay event’s main page to set it to an inactive state, if you only want the event to occur once. Or, if you want the autoplay event to occur each time the map is loaded, use the erase event command.
Self Switches vs the Erase Event command
- Self switches are remembered even when the map is unloaded and reloaded, making self switches excellent for situations in which something is more permanent.
- Erase Event is not remembered on map reload, and so allows the event to automatically reappear when the map is reloaded.
Also note that everything done in this video was accomplished without even using general switches, variables, or common events!
At 18 minutes and 40 seconds into the video, we playtest what we made!
Script used: Zeus81’s Fullscreen++.
All event commands work without any scripting. Zeus’ fullscreen script assists with providing a better viewing experience.
Thanks to McKathlin for intro and ending music!
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