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Outcast's Grab Bag of Event Tutorial's

How about telling us how to make a parade? :D

There is a basic way of setting huge move routes for each event in the parade, all triggered at once, but then the desired effect of the parade doesn't work. Instead of disappearing row by row, doing it normally causes them to pile up and then disappear all at once. It makes the parade look very bad...
 
Woot, thanks.

Just one question. To get the parade to stop when you leave the map I need to use a switch for when you change map, making the second page for the parade (and its members) blank with that switch as the requirement right?
 
Well what you just said, Im pretty sure that can work, or just do it with one page, make a Switch called Parade on/off and link it all to whats going to happen, so when parade is on, all sprites are on, if off, then nothing happens, no parade. So theres no meaning in using 2 pages for a separate switch.

Example

Event: Performer 1
Charset Graphic: Clown
Switch: Parade
Page 1: < Note: No extra pages
=Blank=

If the switch was off.
Outcome= No Graphic, no clown
If the Switch was on.
Outcome= 1 silly clown.

About your earlier complaint about the large amount of move routes, yea that would look like a bad parade, however there is a trick. In the move events, theres a option checkbox that says Repeat action. It allows the move action to repeated, BUT FOR THE ADVANCE WHO WILL SPEND HOURS SLAVING OVER EVENTS TO HAVE THEM ALL TURN AT A POINT, Ill include this too.

All the Performers have to have both their X & Y Recorded every step of the way. Setup a conditional Branch and have the performers X or Y included, when the Variable X notices the chara reaches a certain point on the X or the Y, have him or her turn.

Example
If Variable (0001:Chara Y) = 26 <(Example of a map pos. on a grid)
Move: Performer Clown: left, Repeat Action, Ignore if not possible.
 
To those who have downloaded 2.5, you want to see the event reaction system in the next game?
Or ANOTHER WAY across the parade?
 
Srry on this bump................................agian.

I was going to ask anyone and everyone if there are any bugs in 2.5 that need to be worked out.
 
HP BARS FOR ALL NPC'S
Or rather events.

This might be somewhat of a bigger lagger. But tis my job to just go ahead and post it.
you will need to make a HP Bar, and make a system to make it minus out and shorten as HP goes down.
The HP BAR Coordinate are simple and is IMPORTANT, assign the pic to 2 Variables. A X variable and a Y variable.
and on both variables, have them set to the events NPC or monsters X and Y, the rest should be taken care of.
 
Yikes... My first post...

Anyway, you seem eager to assist, and events will make or break my game idea, so I'm wondering if you can help me figure out a way to set up the following...

My game will focus around the collection of various items in the environment (water from the ocean or a creek, mushrooms in a swamp, seeds from a plant, etc.). Some of these items will need to 'regrow'. Is there a simple way to have, say, plant B regrow 20 minutes after it's been picked, without messing with plant C sitting next to it, or plant F in the next map? This would need to happen across all maps, i.e. the user picks plant B in map 1, picks plant F in map 2, returns to map 1 twenty minutes later to pick the newly regrown plant B.

A (hopefully) simpler question: Is there a simple way for events to see how many of a specific item is in the player's inventory? In conditional branches and setting variables (the two ways I attempted), the only option having to do with items is 'x item is in the inventory', which isn't really what I need.

Any ideas? Any help/suggestions would be greatly appreciated! =D
 
Complex? Redmoon, These are all basic events, if you want me to make something complex, something seemingly confusing, I can have it made. I have worked with past rpg makers with the events for a couple of years and know plenty of tricks.
Ill make something better than the stuff I have posted already if thats what your looking out for, reason why the topic is called grab bag because its not ment for the advance, and I try to keep it short and sweet.
 
Deciding on which sys. to do next is kinda hard.
Decisions, decisions.
To make a Adv. Caterpillar sys. or to make a menu sys.?
Adv. Caterpillar sys. includes:
-Your party following you
-Party following doesn't have to be in a straight line, party will be spread out.
-In town, party will disperse to shop with whatever gold you have now, and before leaving, party will rejoin.
-The items or equipment bought will be added to the inventory, any new equip will be given and well........equipped

Menu sys. includes:
Standard menu sys.
 
Due to past events over here in my life where I live, I am discontinuing the Grab Bag's. I am still a expert in using RMXP events in a lot ways however, if you wish to see if one thing can be done with RMXP event commands, don't hesitate to ask, PM me, Email me, whichever you think is fit. Real life Burns but I have to live it right now, Ill be releasing My final Demo update to the event Grab bags soon.
 
No!!! I really wanted to see that catipillar thing. I need on of those. On top of that you have something going here. Don't quit because people don't post that they like your stuff.
 
ITs not that, Its the fact I have things to do out here in life and on this board. If I had a little help with the Grab Bag project here, like not only new ideas but a partner to help with a bit of the mapping, then I might keep going.

The Caterpillar Adv. System will be on release in my next Ver.

Grab Bag Ver. 3.0:
Reaction Sys.
Adv. Caterpillar
Re-do of the Event Battle turn by turn Sys. (It still works, and I know some faulty bugs, but Im giving it a major over haul in this version, Fixing the battle menu setup and monster AI)
HUD 0.1: THE MOST BASIC HUD OF ALL TIME
Cash sys. Multiple currency's with the use of variables.
Outcast's Event Notes and Experimental ideas

This may be my last version unless I had some help.
 
I'll help you! I event a lot of stuff. I can help. Just don't close this man. I think your work is great, although I would like some more advance systems...
 
Reaction Sys. *FINISHED

Adv. Caterpillar *May not be released, due to problem that I have a job and all and my time is being burned, I will however put in the Party disperse to go and shop, so this will become Party Ai.

Party Ai
: Outside of battle, the party will make their own decisions of what they need to equip for any battle or each battle, as if they are alive and fighting on the battle ground with a mind of their own. They will personally even upgrade their own armor, and weapons if they have enough gold distributed among them, so you don't have to worry about who buys what or needs what, they will even equip on the field map while you adventure and make suggestions. *Working

Event Battle turn by turn Sys. V 2.0  *FINISHED All Bugs taken care of ranging from menu lagging and animation.

HUD 0.1: THE MOST BASIC HUD OF ALL TIME *Working

Cash sys. Multiple currency's with the use of variables. *Working

Outcast's Event Notes and Experimental ideas
 
This is getting old, So I have decided to do this. I'll post up MORE Event Tutorials in some future.
But until then Here is what Ill offer, The Remaining Version of t he grab bags, Everything is fixed on the past Battle system's for those who have Used the Grab Bag sys. before. I know this topic is still dead and ancient but I at least want to distribute the last of what I have made.

Any mods or admins that want to ban me or lock this just because of resurrecting this old Topic, please forgive me, I just want to put up the last of my work and be done with it. Its better to finish what I started.

http://myfreefilehosting.com/f/4f2428a0d7_0.75MB

This link contains the last of my work on the grab bags.

As for you Red Moon, I didn't make anything Complex enough but give it a rest. Right know I don't really care, Laugh at me or whatever or disappoint me with whatever you have against this demo and whatever else, it's at least another way around Ruby.
 

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