Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

FAQ (Frequently Asked Questions)

Status
Not open for further replies.
Frequently Asked Questions
Last Updated: September 23rd, 2008

Introduction
This topic is for commonly asked questions conserning RMXP/VX. Please check this FAQ before creating a new thread. If you are directed to this FAQ, your answer can be found in this thread. If you do this repetitively, you will be warned.

If have have anything you would like to add, PM a moderator (preferably, one of the General Support moderators or SephirothSpawn) with your additions or post it below.Do Not post support questions here!.

Authors, Contributors & Sources

~RMXP~

RMXP Program Information

RMXP, short for RPG Maker XP, is a game making tool made by Enterbrain
You can find their english website here: http://www.enterbrain.co.jp/tkool/RPG_XP/eng
The term 'script' have many different meanings (cf. Google and Wikipedia). When used in context with RMXP the general meaning is:
"This is a programming term that refers to a set of instructions (a program) that is executed by another program rather than the computer's processor." - http://www.satellite-tv-hq.com/telecom-glossary-s.htm
This basically means that a script is being interpreted and not compiled.
RGSS, short Ruby Game Scripting System, is a set of commands written in an interpreted language to automate certain application tasks or a type of computer code than can be directly executed by a program that understands the language in which the script is written. Scripts do not need to be compiled to be executed.
Source: http://en.wikipedia.org/wiki/Ruby_Game_Scripting_System
The Database can be found under Tools\Database (F9). You can also get to this by pressing F9.
The Database is the Menu that contains all the game specific settings, such as:
what imported tilesets are used for what;
what items are in the game, and how they interact with the characters;
what monsters are in the game, how they fight, how strong they are, how they look, what groups they travel in;
it also stores character data such as how they look, what their stats are and how they improve as the char levels.
This is also where you setup common events, and other settings that affect the whole game such as the battle music or the tileset for the menus.
This is also where you set what picture is used for the title screen and game over screen, but this is not where you import graphics, here your just picking which already imported graphic to use.
The Resource Manager is used to import graphics.
It is an option under File in the editor.
It compiles your game into 1 file that you can run on another computer.
If you press it a dialog show appear asking you for an address. For a folder to be more explicit.
This is your output folder where the file will be placed after creation if you accept the dialog. (Click ok)
You have the option to create an encrypted archive.
This means that you can't get access to the game through the editor nor access to your resources when installing the game from the created file.
RTP means Run Time Package. A package required to run a program, often filled with data used by much programs of the same kind.
For RMXP RTP, look below.
RPG Maker XP RTP is a system for reducing the total size of a “game diskâ€
 
The Cry of Fallen Angels":m2owre1d said:
This FAQ has been updated and moved on to the rWiki.

CLICK HERE TO ACCESS THE FAQ

NOTE: The version on the rWiki contains FAQ entries that are not displayed in this version of the FAQ.

Straightly copied from .net;

All questions answered below in this topic will be added to the first post for the sake of quick reference.  If there is difficulty understanding any of the explanations, post your questions here, so I can extend upon the FAQ explanation.

Originally created by:Dark Zero
Copied by:The Cry of Fallen Angels
Fixed by: Raziel
Spoiler Hierarchy by: Dark Zero
Entries by: Dark Zero, The Cry of Fallen Angels, Spivurno, g_man_450, and Ccoa.
Special thanks to: Despain for use of his Where can I download RMXP? topic, Ccoa for use of her Distributing your RMXP game topic and her Demystifying the Game Process topic, and Spivurno and Blade (Cresten) for use of their previous RMXP tutorial.

Find an image host as www.imageshack.us or create an account at www.photobucket.com . Then use the [IMG] tag as the board instructs you to.

psgels:

- Open your game.
- Press Alt + Print Screen.
- Open MSPaint, or another graphics editor. Personally I think MSPaint is best for this.
- Press Ctrl + V.
- Save your image.
- [See "How do I post images?" above.]

Find a webhost such as www.rapidshare.de , www.savefile.com , www.megaupload.com. Then use the [URL] tag as the board instructs you to.  Post first in the 'New Projects' forum, then when the topic meets the requirements, it will be moved to the main Project Discussion forum.

psgels:

When you're trying to recruit members to participate in your topic, it helps a lot if you post some info on your game, for example:
- What do you already have?
- What is the story about? (please post a bit more than one sentence)
- Who are the main characters?
- What kind of persons are the main characters?
- What kinds of scripts are you planning to use.
- Post some screenshots of what you have up till now.
- [Etc. (It would confuse too many people :P)]

[- Basically, what's the advantage of them joining your project rather than someone else's, or rather than starting their own? People don't want to put a lot of hard work into a project that fails.

- Also, being able to construct a proper sentence always helps. Otherwise, you seem like a person going into an interview at a large corporation in jeans and a T-shirt.]

Use [spoiler] [/spoiler], and include your text between.  You can give them titles by using [spoiler=My Title Here][/spoiler] with your content in between.


The English version of RMXP can be downloaded at download.com. It's a free trial for 30 days, after which you have to buy it.

Use a transfer player event. For outdoor maps, the usual practice is to map the terrain in such a way as to only have one or two tiles for teleport events (e.g. making cliffs block the rest of the side of the screen). If you would rather not artifically make such narrow paths, you either have to use multiple teleport events (may cause lag), event scripting.

Spivurno:

Select Tools | Resource Manager from the main menu. You can also access the Materialbase by the icon between the Script Editor and the Database. This will open the Resource Manager window. Specify the type of resource you will be importing by selecting the corresponding folder name in the left column. Click the Import button and navigate to the resource you will be setting the transparency for. After double clicking on it, a window will pop-up with the graphic displayed. Notice at the bottom there are two buttons. One is labeled "Transparent Color (Set w/ L-click)" and the other is labled "Translucent Color (Set w/ R-click)." Translucency is when the color is partially transparent, meaning it will appear see-through but visible. Go ahead and set the transparency and translucency by left and right clicking on the colors you wish respectively. Click Ok and you're done.

Spivurno:

By default, there are 20 frames in a second. However, this number varies noticably from computer to computer.

'n' represents the ID for the item you would like to show.

\n[n]

\v[n]

\c[n] where \c[0] is the default color

\g

Find an Advanced Message System (AMS). Use the search function.

g_man_450:

- Set up a switch for your event.
- After the event is over, set the switch to on.
- Create a new page in the event editor, leave it blank, and set it's start setting as the switch you used at the end of the event.

This will set the event blank after it is finished.

Ccoa:

First, make an event. Set the graphic to one of the closed treasure chest sprites. Under the Options, click the checkbox next to Lock Facing. In the Event Commands, play the Chest sound effect. Next, make a Move Event, and have This Event Face Left, Wait, Face Right, Wait, Face Up. Play a sound effect, if desired, and display a Message stating you received an item or money. Do a Change Items/Armor/Weapons, and add one of the things the player should get. Now do a Local Switch Operation, and turn Local Switch A ON.

Click on New Page, and click the checkbox next to Local Switch in the preconditions. It will be A by default. Put in the graphic of the open chest, and click the Lock Facing Option. Put a message saying "It's Empty" in the event commands, if desired.

http://support.antheasoft.com/chest_1.jpg[/img]

http://support.antheasoft.com/chest_2.jpg[/img]

Ccoa:

First, make an event. Set the graphic of the event to a closed door character, and make the trigger Action Key. In the event commands, play a Door sound effect, the do a Move Event on This Event, and have the door Face Left, Wait between 4 and 10 frames, Face Right, Wait (4-10f), Face Up. Now do another Move Event, and Move the player like so: Wait(4-10 frames), Phasing Mode ON, Move Up, Phasing Mode Off (you may also make the player semi-transparent here, if desired). Have a short Wait command (15 - 25 frames or so, depending on how long your earlier waits are) or a Proceed with Movement command, then Teleport the player.

The Cry of Fallen Angels:

First make a door event (event door), without any commands, than give it a second page with another graphic and make sure that it's only triggered when a certain switch is turned on (switch door for convenience).
Than make a second event (event switch), a button where you can step on, make sure that it has phasing checked on and is being activated by a parralel proces. Now use variable operation, set (for convenience) variable hero X to sprite player X tile, add a new variable operation command and set variable hero Y to sprite player Y tile. Now do the same with the button (Sprite event).
Conditional branch if variable Hero X is equal to variable Switch X
Conditional Branch if variable Hero Y is equal to variable Switch Y
Switch operation turn switch door on
else
Switch operation turn switch door off
Switch operation turn switch door off

And that´s how it´s done.

The Cry of Fallen Angels:

Make an event Boulder set activating on hero touch or action key.
[Put a move event command, with the boulder as the subject, and put "Move away from hero"]

You can combine [this with the above question] simply by changing the player part in the first event, into event boulder Make sure you change every part. Else you won't get it to work.

That's it folks.

Download the legal English version of RMXP.  See Despain's download topic for details.

Code:
#for Player
$game_player.animation_id = #id of animation

#for event
$game_map.events[event_id].animation_id = #id of animation

Check Ccoa's distribution topic.
Check Ccoa's distribution topic.

Ccoa:

Your problem most likely was that you "erased" with a blank tile. If you have a passable tile on a higher layer than an impassable tile, even if that tile is blank, that square will be passable. The solution is to only delete with the uppermost left tile, or with the select tool and pressing delete. Or not delete at all, just paint over.

Dark Zero:

Make sure you have entered the name of the font you are using correctly (capitalization, symbols, spacing, etc.)  Some fonts appear to simply not work, but most do.

psgels:

[See "How do I set the transparency for graphics?" in 'RMXP: General'.]

Spivurno:

For some reason Enterbrain decided NOT to include any faceset graphics or a command to implement them. Do not worry! There are many skilled scripters out there that have scripted new commands to accomplish this task. One of the most popular is Dubealex's Advanced Message Script. However, in order to use any face graphic script, you'll need face graphics. You can either make your own or download some from [this site, in the User Submitted RGSS Scripts section].


Ccoa:

Create an event, and set the Trigger to Auto Start. Within that event, move the other events, the hero, show messages, or do whatever else you want to do for the cut scene. Now do a Local Switch Operation, and turn Local Switch A ON. Make a second page to the event, and have the Precondition be that Local Switch A is ON.

If you're creating an opening cut scene, and you don't want the hero to be visible, then go to the database, click on the System tab, and remove all heros from your starting party. Now create that Autostart event on the opening map, and add your starting party back in after the event is completed.

If you're creating a cut scene in which the hero should not be visible, but that is not an opening cut scene, you can either remove all members from your party, or set the lead character's graphic to blank before the cut scene begins.

Make also sure to look at Demystifying the Game Process.

Template Topic[/url]
 
Status
Not open for further replies.

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top