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Event Command: Text Display

Posted November 8th, 2007 at 4:14am CST by Durandal

Enterbrain has announced the newest piece of information about RPG Maker VX. As spoken by Arts Kawashima:

Before I could finish that canned Potion and throw it away, the design had changed to the Tifa one. Surely, Director M read my news post from yesterday and switched it for me. If you look closely at the picture, "yakiniku" is written in very small letters.

Today I will explain one of the event commands, the "Text Display".

What's an Event Command?

Events act as a part that gives the scenario its shape and builds the story, so to speak. "The protagonist will turn right here" and "next the screen will change colors"... these instructions that shape the context of the event are given the term "event commands".

Text Display

A command used to create the box which contains text of the protagonist (villager, etc), also determining where it will be placed on the screen and its opacity.

If a specific character is speaking, you can affix a character portrait and throw the content being spoken in with it. That's basically all you have to do. It's also possible to preview the text.

Text Display Config
*This image was taken with Windows XP.

Using the "Text Display" to make many lines of text, conversations will be carried out during the game.

Conversation Editor

Convo Example

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Making Enemy Characters and Enemy Groups

Posted November 7th, 2007 at 4:38am CST by Durandal

Enterbrain has announced the newest piece of information about RPG Maker VX. As spoken by Arts Kawashima:

It's gotten cold out, but with our complicated climate it's not to the point where we need to wear thick clothing yet. Still, it's already November.
Contrary to my expectations that Director M would invite me out for yakiniku, a canned Potion was left for me. Is he telling me to recover with this? As expected of a game company. If possible, I'd like Tifa.



What are Enemy Characters?

Enemy characters are monsters that fight against the protagonist and party on the battle screen. The sample images comprise 56 monsters. We've also included reference data so beginners can use the monsters as they are.

Enemies Tab

Colors can be altered. By simply moving the hue bar, you can easily change the hue of the enemy.

Monster Color Changing



What is an Enemy Group?

Enemy characters can be made to appear along with an assembly of conspirators. Such a group, prepared in advance, is what is called an "Enemy Group". It's okay just to add enemies to the screen.

As you can set events to occur in battle (battle events), it is possible to have scenarios where you converse with the enemy in the heat of battle.

Enemies Tab

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Items, Weapons, Armor / What's a Speed Adjustment Value?

Posted November 6th, 2007 at 3:19am CST by Durandal

Enterbrain has announced the newest piece of information about RPG Maker VX. As spoken by Arts Kawashima:

Currently, my job consists of steadily advancing the project towards beta. If you compared it to a marathon, it'd be about the part in the second half where you encounter a long incline. There's still a ways to go...
Please let me rest and recover for just a bit here, Director M!
Oh, yakiniku would be great.

Now, today will be about possessions such as "items", "weapons", and "armor". As you can see, it's items and equipment. You can create these things from scratch, but since we've prepared default data, beginners can consult that when making items.
In keeping with our previous installments, we will give a short explanation below.



What are Items?

Helpful tools for the protagonist and crew, such as HP restoring "herbs" and "potions", antidotes, strength increasing seeds and the like are prepared as "items".
They can be created as things which are easily obtained from treasure chests when searching through dungeons.

Furthermore, "key event items" ("Letter from the King", "Jail Key") can be created in the item editor.

Since you can affix names that match well with the look of the world you create and help build the atmosphere, being particular about naming can be a fun element.

Items Tab



What are Weapons and Armor?

"Weapons" are tools created to strike the enemy, such as a sword or spear, and "armor" consists of equipment used to protect oneself, such as body armor and helmets.
As balancing the value and efficiency (attack power/defense power) of these items can effect the difficulty of the game, they are surprisingly important. This will prove a problem for those not accustomed to it, so beginners may want to make sure to not allow the introduction of too many weapons/armors.

Weapons Tab



The Speed Adjustment Value

Now, let us make note of an item's "Speed Adjustment Value", located in the editor. By using this setting, you can make it so that "items with a powerful effect are slow to activate".
For example: When making items, you can be particular about things like "potions will be effective immediately, but high elixirs have a long cast! (the time taken until they activate is long)".
Of course, being too wrapped up in such a thing will disturb the player, so it may be good to just make items that are quick and simple.

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Arshes' Adventure

Posted November 5th, 2007 at 3:46am CST by Durandal

Enterbrain has announced the newest piece of information about RPG Maker VX. As spoken by Toshie:

Now for our second shot of small info about small characters!

We discussed the primary use of RPG Maker 2000 characters in RPG Maker VX using Alex's Adventure.
For shot 2, I'd like to introduce the technique for using RPG Maker XP characters.
Arshes
Our protagonist this time is Arshes.

First we'll look at the differences between characters in XP and VX.
Arshes (Red Outline)
RPG Maker XP Characters
RMVX Guy
RPG Maker VX Characters

You got it, right? That's right-- while XP has 4 directional facing patterns, VX has only 3.
This time we'll be creating for VX, so we'll be tampering with Arshes' side.

From here on, we'll need to use a bit of graphic-editing skills. Please pay attention to those points.

First we'll need to consider how to change the directional facing patterns from 4 to 3.
To make things quick, let's just shave off the left end! Though it feels like we're losing something, the left end is almost an exact copy of the second line from the right. Therefore, there shouldn't be any major damage.
Arshes (Red Outline and Shaded)
Occasionally we need the courage to just cut something off.
Arshes Charset
... and we get this.

Those of who you are reading this blog every day may go "huh?" right about now. If you don't, you're disqualified.
Yes, RPG Maker VX uses a character set organization system that dedicates 8 characters to a single file.
I believe I can hear you crying "then editing Arshes on his own was pointless!"

And with that, a new skill appears!!

In VX, the system will automatically confirm what type of file something is and name it following given rules.
For this character, the system would classify it as a "character set", but would place a "$" at the head of the title name, allowing it to be treated as a single file for one character!

One character gets its own file!

Though some procedure is needed, this technique will allow you to use RPG Maker XP characters.
... but they won't match up properly with the map scaling!
Arshes in Hobbit World
I'm Arshes. Is this some Hobbit World?!

Well then, until next time.

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The "Skill Editor", Where Magic and Special Moves Are Made

Posted November 2nd, 2007 at 4:38am CDT by Durandal

Enterbrain has announced the newest piece of information about RPG Maker VX. As spoken by Arts Kawashima:

Today is about "Skills".

What Are Skills?

Skills are unique attack techniques like magic and special moves used by the main character and party members, as well as enemies. They are created in advance using the Skill Editor.

For example, you would set the flame magic "Fire" as a "single enemy" range of effect, as well as setting the degree of damage dealt.
It is also here that you set the cry for skills. For Fire magic, "____ cast Fire!"; for special moves, "_____ released a barrage!" and so on. Please create whatever text you'd like. You can also set other small options, but that's basically the way that you do it.

Furthermore, VX allows you to configure the "range of effect" with the following 11 types.
  • Single Enemy
  • All Enemies
  • Single Enemy, Continuous
  • Single Enemy, Random
  • Two Enemies, Random
  • Three Enemies, Random
  • Single Ally
  • All Allies
  • Single Ally (Incapacitated)
  • All Allies (Incapacitated)
  • User

That is all.
By the way, Director M, is the Trackback still out of commission?

(Reference Material: "Negative Esper Hetaru")

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