rmvx_noobie
Member
Since this is written for noobs, its written BY a noob. Anyways, it's my first tutorial, so tell me what i need to improve on. Thanks
     ~Joe
Understandin' RMVX!
    Ok, well if you are lazy and don't feel like reading the Help file in RMVX, then this is the tutorial for YOU!
Tilesets
    The tilesets are made of 5 groups. (A,B,C,D,E)
In A, just about ALL the tiles are Auto. This means that they automatically set themselves to how ever you're putting them. Sorry for bad explanation, check out pic. The water is an auto tile. in the tile menu, you can see the water with land around it. When you add more water surrounding that one water, makes it AUTOMATICALLY change.
Tool Bar
    The tool bar is one of the most important things in RMVX.
Key:
1. New Project
2. Open Existing
3. Save
4. Cut
5. Copy
6. Paste
7. Cancel
8. Undo
9. Passability - The changes the tiles from solid, to having x's, o's, and *'s. you can click on one to change the passabilility of the tile. For example. a tree would be X on the bottom and * on the top. The x means Solid; O means you can walk on it; and * means that you can walk under it.
10. The map. You can switch between this one and 11.
11. Event layer. Use this to add events on the page.
12. Pencil
13. Square
14. Circle
15. Fill in
16. 1/1 mode. This means that you are looking at the map/event layer at %100 close-up
17. 1/2 mode - You view the map at half of what it was before.
18. 1/4 mode - Pretty far back, better use if larger maps
19. 1/8 mode - The farthest back you can go. This is mostly BEST for LARGE maps: 100*100 and up.
20. Database - Become this things friend, and you can go a LONG way, and the shortcut key is [F9].
21. Resource Manager - used for importing / exporting things.
22. Script Editor - People who wish to script, this is the icon for you, errr im not the kind of person who scripts.
23. Sound Test - you can view all of your music, sound effects, menu effect, and background sound.
24. Play Test - I use this one often...too often, use it to play-test your games.
Database
We open up on a page labels Actors. There are 5 things to pay attention too.
1. The names and number of people. You'll see a change maximum button on the bottom of that column. You can use that to change the number of Actors (characters).
2. Name, Class, Initial Level - What you do here is simple. you can change the character name, change the class, as defined next, and the initial level. (starting level).
3. The character Graphic and Faceset. You can change those around, here.
4. Parameter Curves - what this means, is i if player reaches level 10, his health might have changed up to about 5,000. Change these around for your feel of the game.
5. Starting Equipment - These represent what ever weapons u want them to have.
6. The Database Tool Bar - Sends you to different zones of the Database.
Database: Classes Page
There are some things that i wanted you to pay close attention too. That's why i didn't number these.
Black - These are the classes, note again the change maximum down at the bottom.
Red - The class names; note the position: you can choose front, middle, rear. these are for the in-game battle system, and your position
Purple - The weapons your class can use. Changeable by you.
Maroon - The elements that your class do; poison, do more slashing damage, etc.
Pink - Skills that you'll learn when you reach that level. You can add more by going to the bottom of that list and double-clicking on the empty space.
Database: Skills Page
Things to pay attention too:
Black - The skills; Once again, note the Change Maximum if you want to add/remove quantity.
Maroon - The Name of the Skill
Red - Description of the Skill
Blue - The cost of MP, if it does, how many times you can use, and what you say when you use it
Brown - once again, the elements of damange
orange - Write notes about the skill to remember (doesn't show in actual gameplay.)
     ~Joe
Understandin' RMVX!
    Ok, well if you are lazy and don't feel like reading the Help file in RMVX, then this is the tutorial for YOU!
Tilesets
    The tilesets are made of 5 groups. (A,B,C,D,E)
In A, just about ALL the tiles are Auto. This means that they automatically set themselves to how ever you're putting them. Sorry for bad explanation, check out pic. The water is an auto tile. in the tile menu, you can see the water with land around it. When you add more water surrounding that one water, makes it AUTOMATICALLY change.
    The tool bar is one of the most important things in RMVX.
Key:
1. New Project
2. Open Existing
3. Save
4. Cut
5. Copy
6. Paste
7. Cancel
8. Undo
9. Passability - The changes the tiles from solid, to having x's, o's, and *'s. you can click on one to change the passabilility of the tile. For example. a tree would be X on the bottom and * on the top. The x means Solid; O means you can walk on it; and * means that you can walk under it.
10. The map. You can switch between this one and 11.
11. Event layer. Use this to add events on the page.
12. Pencil
13. Square
14. Circle
15. Fill in
16. 1/1 mode. This means that you are looking at the map/event layer at %100 close-up
17. 1/2 mode - You view the map at half of what it was before.
18. 1/4 mode - Pretty far back, better use if larger maps
19. 1/8 mode - The farthest back you can go. This is mostly BEST for LARGE maps: 100*100 and up.
20. Database - Become this things friend, and you can go a LONG way, and the shortcut key is [F9].
21. Resource Manager - used for importing / exporting things.
22. Script Editor - People who wish to script, this is the icon for you, errr im not the kind of person who scripts.
23. Sound Test - you can view all of your music, sound effects, menu effect, and background sound.
24. Play Test - I use this one often...too often, use it to play-test your games.
Database
We open up on a page labels Actors. There are 5 things to pay attention too.
1. The names and number of people. You'll see a change maximum button on the bottom of that column. You can use that to change the number of Actors (characters).
2. Name, Class, Initial Level - What you do here is simple. you can change the character name, change the class, as defined next, and the initial level. (starting level).
3. The character Graphic and Faceset. You can change those around, here.
4. Parameter Curves - what this means, is i if player reaches level 10, his health might have changed up to about 5,000. Change these around for your feel of the game.
5. Starting Equipment - These represent what ever weapons u want them to have.
6. The Database Tool Bar - Sends you to different zones of the Database.
Database: Classes Page
There are some things that i wanted you to pay close attention too. That's why i didn't number these.
Black - These are the classes, note again the change maximum down at the bottom.
Red - The class names; note the position: you can choose front, middle, rear. these are for the in-game battle system, and your position
Purple - The weapons your class can use. Changeable by you.
Maroon - The elements that your class do; poison, do more slashing damage, etc.
Pink - Skills that you'll learn when you reach that level. You can add more by going to the bottom of that list and double-clicking on the empty space.
Database: Skills Page
Things to pay attention too:
Black - The skills; Once again, note the Change Maximum if you want to add/remove quantity.
Maroon - The Name of the Skill
Red - Description of the Skill
Blue - The cost of MP, if it does, how many times you can use, and what you say when you use it
Brown - once again, the elements of damange
orange - Write notes about the skill to remember (doesn't show in actual gameplay.)