When i got rpgmaker 3, it was easy and blah blah blah. It took like 2 days to get used to. Now i get rpgmaker 2 and.....WOW!!!!!!!!! lol so much custimization, im gonna freaK!. Im just now getting used to how the script/direct effect/event system works :P Im bassickly just seeing what everything does right now. Is this what i should be doing? So far i have been able to make 3 classes, 3 characters, uhhh, 1 trait and make square do something. oh yea and make a potion work(adding 5 HP, i think i need to make it more for my game though, lol)I made the square button pop up another menu. It has change angle with the choices of 0, 15, 30, 45, 60, 75, and 90, then show map, then remove map, then save, then exit. Eveerything works(with 1 bug). Is that good so far? The bug is that when i change the angle to 15, it also shows the map. That is because( i think)both user choices are set to "2". How do i fix that? Also, was it bad to start on hard :P Im the type of guy that likes custimation for game makeing. Well anyway, what should i learn now. im kinda confused with the map maker and stuff like that. My game didnt come with a manual, lol. Any tips?
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RPG maker 3 to rpgmaker 2 transition, lol
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Re: RPG maker 3 to rpgmaker 2 transition, lol
wow. you've gotten farther that i have. much farther! I just got RPGM2 after working with some ideas in 3, and finding it lacking in a lot of simple departments that i found inexcusable for a custome game tool.
(you mean you can't directly track gold? you can't just...look at that variable? are you serious??)
(oh, but you could certainly make several events and items and reserve a variable to track gold and also take up precious character space and event programming time to make all custom shops)
so far i've gotten a good grasp of the map editing system. as well as some basic familiarity in VFX and scripts.
to answer the second question, i've found out a lot about custom music through my reading these very forums, as well as Doan the Nado's forums (http://doansdomain.proboards27.com/i...gi?board=Help). Custom music is created through scripts. Included in the SoundFX are naked instruments you can play (while changing pitch and tempo to create different notes).
I've heard some great examples of custom music people have done. Over on Doan's he has a hosted material section with some video captures of some RPGM2 creations. Vanished Nights is a fantastic example of custom music.One hoopy frood who always has his towel.
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Re: RPG maker 3 to rpgmaker 2 transition, lol
thanks about the music. But i was actually talking about how to make any music play for all the maps. I made music plapy for the first map by using it for the opening scene(changes at the end). And you said im much farther then u. Maybe in scripting, but i dont know CRAP about the map editor or VFX
Also how do i get the enemy/enemy actions(what the heck is enemy actions anyway :P)/units/unit placement to work... When i hit test battle, it starts the whole game onme from the cutscene and i walk around for like 5 minutes afterward...and nothing. How do i get that to work?? Oh and i think i know how to fix that bug i had. In the change angle to 15 script, ill put right after it remove map. I think that should work.
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Re: RPG maker 3 to rpgmaker 2 transition, lol
I can answer your music question. You have to 1) set the music in World Organization and 2) have an enter map script play the script.
RPGM2 provides an enter map script already, so long as you didn't start on Hard. Just go to the last page in World Organization and select the Enter Map script from the map entry box.
Also, enemy actions are their animations that they make when they attack, use magic, etc.. I seriously recommend looking through the default enemies to see how they work and how their scripts are written (though I guarentee you won't completely understand the jargle that is the enemy scripts until you're more experienced).Last edited by ErikaFuzzbottom; 09-02-2007, 02:24 PM."What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."
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Re: RPG maker 3 to rpgmaker 2 transition, lol
i had similar ambitions about my music, i think. i didn't want the random battles to have their own music, just the overworld music to play over everything. the world music is started in the to-map/facing script, if i remember correctly. i'm not sitting in front of the game right now so i can't verify for you.
what i did was, i editing the enter battle scripts so that they never touched the sound, as well as the battle victory script.
i'm not sure how well custom music will fit into that equation, though, seeing as they run in separate scripts outside of the battle system.One hoopy frood who always has his towel.
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Re: RPG maker 3 to rpgmaker 2 transition, lol
Well, the most basic answer is to give the town its own custom enter map script, with the effect appearing in it. The command you want is
Screen Display > Effects > Party"What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."
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Re: RPG maker 3 to rpgmaker 2 transition, lol
name of a map in the top left corner? is that a little rpgm3 peeking through?Originally posted by 1crazyboy7 View Postok, thanks. Another question, lol. What do i do to ada vfx on the screen... i made one that said the name of the place and i put it to the top left corner. how do i display it now?One hoopy frood who always has his towel.
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Re: RPG maker 3 to rpgmaker 2 transition, lol
Not Quite!!Originally posted by Lunchbox19464431 View PostThis is all very easy enough stuff. Though I would like to say that ,sadly ,doanthenado's site will be closing in october. (a moment of silence for the great one's who are moveing on to bigger better things)
Doan is retiring, but the Forum he started shall continue!
Just under new stewardship.
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